|
Vavrek posted:... huh. Maybe I should build leisure districts, ever. I'm not really sure what I want to be doing with all these habitats I have. Maybe leisure districts is it.
|
# ? Jul 24, 2019 19:34 |
|
|
# ? Apr 26, 2024 23:10 |
|
The Cheshire Cat posted:My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route.
|
# ? Jul 24, 2019 19:39 |
|
Aethernet posted:This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system. Yeah this. Even in the early game I find myself planning for it. Find the shortest path from my homeworld to a ruined gateway, and when I have spare starbases to convert to anchorages, build them along that line.
|
# ? Jul 24, 2019 20:05 |
|
Hangar station range passes through gates as well, so even as long as gates are no more than 4-6 jumps apart, and assuming you have citadel trade patrol bases halfway between, you're set.
|
# ? Jul 24, 2019 21:24 |
|
Aethernet posted:This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system. Discovered this accidentally last game and built gates drat near everywhere so that piracy isn't a thing anymore.
|
# ? Jul 24, 2019 21:33 |
|
Splicer posted:The problem is the AI getting into a state where it builds no districts at all, so they have habitats sitting on four pops with three of them unemployed and one of them homeless, getting all rowdy. Or 9 pops in a slightly more variable situation depending what they chose to build in their first unlocked slot. Some examples from my game: https://imgur.com/a/cPn4oY7 The AI's habitats actually look pretty good. They're pretty uniformly short of housing, but not so lacking that pop growth has actually stopped. Special notice goes to Jem-Karanaagh and Craw't. The first one, I guess the AI settled with slaves and hasn't figured out how to get a citizen there to administrate. No districts. Craw't is in an empire that I recently won an ideology war against: they were militarist ... xenophiles? egalitarians?, while I am xenophobic pacifist. The whole empire is now in the process of displacing all their xeno and mixed-species pops, which I imagine is what destroyed the buildings on that station. I'm pretty sure I remember seeing some habitats that had maybe 9 pops and no development, and some habitats that were wildly over developed and had 10 or 20 open jobs, but they're a little harder to find now. fake edit: found one, Dexalon, should be at the bottom of the album.
|
# ? Jul 24, 2019 21:38 |
|
Aethernet posted:This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system. This makes sense but by the time I'm that late in the game it's running pretty slow (I really need to stop playing on max galaxy size) so I'm likely to just give up and start a new one by then.
|
# ? Jul 24, 2019 21:47 |
Vavrek posted:Some examples from my game: https://imgur.com/a/cPn4oY7 If a habitat is around a planet with no deposits, and the owner is a normal empire, and there are no existing districts, the AI will build
If the empire has good consumer goods income from other worlds, it won't build a single drat district on the habitat. I don't know how common that is in practice, but it wouldn't surprise me if it's pretty often. Even if it isn't, it's still a pretty concerning edge case. Also the housing district weights make no sense (Master Builders instead of Voidborne, which is just pdox forgetting to update that, but also building one without the perk if there are -1 or less housing districts already on the habitat, which... ). And considering that normal empires also can't build luxury/communal housing on habitats, not building any housing districts at all seems weird in general.
|
|
# ? Jul 24, 2019 22:15 |
|
Aethernet posted:This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system. Actually, to correct this slightly, you should build gates on every trade starbase, but at this point there should only be one trade starbase. Trade collection propagates through gateways (with the gateway functioning as a jump), so a 6 x Trade Hub station in a system with a functioning gateway will collect all the trade within 5 jumps of any gateway you own. So assuming your trade station is over your homeworld, all you need is the one trade starbase, and then a gateway within 5 jumps of all of your planets. You might get some residual piracy if you have starbases over a planet which are trying to path their trade value home, simply disconnect them from the trade network.
|
# ? Jul 24, 2019 22:32 |
|
...I just realized that means to just plop gateways into sector capitols with the new sector jump number generation thing.
|
# ? Jul 25, 2019 00:30 |
|
It would be fine if like, you could actually set loving routes for patrols and have them do that route forever
|
# ? Jul 25, 2019 00:45 |
|
Can't you do that? There's a patrol function.
|
# ? Jul 25, 2019 00:55 |
|
PittTheElder posted:Can't you do that? There's a patrol function. It's a little auto done - it'd be nice if you could choose the exact route.
|
# ? Jul 25, 2019 00:59 |
|
Shugojin posted:It's a little auto done - it'd be nice if you could choose the exact route. Oh there is, you just shift+left click the star systems from memory. Caveat: may have been fixed but in the patch I last played that also crashed my machine half the time.
|
# ? Jul 25, 2019 01:01 |
|
Yea, with piracy I found that dedicated Hangar stations where a suitable stop gap measure until gateways came online. The tooltip could use rewording but it's not any worse than any of the other obtuse busywork mechanics
|
# ? Jul 25, 2019 01:04 |
|
Staltran posted:If a habitat is around a planet with no deposits, and the owner is a normal empire, and there are no existing districts, the AI will build God, it's just, like ... I'm tempted to try to write up my own play strategies and try to mod them in as how the automation system builds stuff, because I often play pretty algorithmically, but I'm not sure if the planetary automation stuff is accessible like that and also it'd be a lot of work.
|
# ? Jul 25, 2019 01:32 |
|
Aethernet posted:By endgame I find a large proportion of my income, and especially consumer goods production, is down to trade. What approach are you using to it? So I've tried it with a few different civs. One is an egalitarian/militarist/xenophile with Thrifty and Merchant Guilds, the other was an authoritarian megacorp with Thrifty and Free Traders. Both had very different problems but it all comes down to the fact that trade comes primarily from clerks and clerks are god awful. The egalitarian one didn't work because anything above stratified economy living standards means that clerks will barely be able to produce more than they consume. The authoritarian one kind of did because you can maintain clerks for practically nothing, but even that can't get around the fact that it takes a LOT of pops to work, and that those pops would be better employed doing literally anything else because clerks have such low base yields. And that's not even getting into the fact that you have to actually collect and protect that trade. Starbases and patrol fleets all take alloys, starbase capacity, and fleet capacity that could be going somewhere else. The one concession I do make to trading is building a galactic stock exchange on every planet because it's an excellent value for what it costs. But until they add some specialist jobs that produce trade or make merchants easier to mass I don't see how trade is anything other than inefficient and wasteful.
|
# ? Jul 25, 2019 02:05 |
|
Jabarto posted:So I've tried it with a few different civs. One is an egalitarian/militarist/xenophile with Thrifty and Merchant Guilds, the other was an authoritarian megacorp with Thrifty and Free Traders. Both had very different problems but it all comes down to the fact that trade comes primarily from clerks and clerks are god awful. Trade is a function of pops and pop living standards, not just clerks. By giving your clerks lower living standards you were decreasing the trade they generated just from being alive. Regardless, clerks aren't great as you identify. Still, with the value you get from trade value from pops, it's eminently worth having the infrastructure in place.
|
# ? Jul 25, 2019 02:29 |
|
How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others?
|
# ? Jul 25, 2019 03:50 |
|
Nonessential. The theme is 'if you're interested in X, buy the related expansion'. Edit: There are two DLCs with extra events which are generally popular, a DLC for robots, megacorps, WMDs etc. There are also cosmetic mods that get you portraits and/or new advisor voices. For example, IIRC the humanoids one get you a Star Trek sounding lady, a soldier, and a ' technocrat voice. Caustic Soda fucked around with this message at 07:00 on Jul 25, 2019 |
# ? Jul 25, 2019 06:52 |
|
knob posted:How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others? Utopia is the only essential one. The rest either add more stuff to find or more stuff to play as.
|
# ? Jul 25, 2019 07:48 |
|
knob posted:How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others? There's also a free Anniversary Portraits one that's got some nice looks in it.
|
# ? Jul 25, 2019 07:54 |
|
The Cheshire Cat posted:My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route. This is how my endgame ends up, with planets producing 2k all on their own and stuff. Honestly like Aethernet said Gateways fix it, I never have any patrols and I'm fine. I wish that Gateway tech came a LITTLE earlier.
|
# ? Jul 25, 2019 08:05 |
|
knob posted:How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others? Get as soon as you see a sale: Utopia. You have it. Leviathans is great and really livens up the galaxy. Get in a later sale: Plantoids is purely jpegs but they're real good jpegs. Apocalypse adds a bunch of mainly end game content and mechanics. If you like blowing up planets you'll like Apocalypse. Synthetic Dawn adds a bunch of robot stuff including some cool robot empires and a bunch of robot events. Distant Stars and Ancient Relics are mainly anomaly packs, definitely worth it but can be held off until you find the existing ones getting too familiar. Get if you have too much money or not enough willpower or suffer from the completionism sickness: Megacorp still needs more time in the oven. Humanoids exists and is fine. Less JPEGs but you get some WAVs too. You can upgrade to the super fancy edition on steam to get a real nice spider JPEG and the soundtrack and a book. Splicer fucked around with this message at 09:08 on Jul 25, 2019 |
# ? Jul 25, 2019 09:05 |
|
When I click to launch the game from the little launcher you get when you first boot up it just hangs and launching forever. Never had this issue before and I've just verified the files. Can anyone think of a solution other than an uninstall?
|
# ? Jul 25, 2019 10:06 |
|
Taear posted:When I click to launch the game from the little launcher you get when you first boot up it just hangs and launching forever. don't allow steam to make changes on your computer when it asks
|
# ? Jul 25, 2019 15:44 |
|
Regarding Trade, Clerks, and Consumer Goods - I've been iterating on my Unity focused empire. Right now its: Repugnant, Weak, Rapid Breeding, Adaptive, Traditional + Authoritarian, Spiritualist, Xenophobe + Exalted Priesthood, Meritocracy. My prior attempt had dropped Authoritarian for Militarist and Exalted Priesthood for Byzantine Bureaucracy; without Stratified Economy, my economy was strangled by the incredible demand for Consumer Goods. The difference in CG demand is insane. Without Stratified, 50% of my planets were CG producing planets but with Stratified and Exalted Priesthood (which means more CG consuming jobs), I'm down to about 1/3 of my planets being CG producers. Also, I like Clerks because they are low tier jobs that do not require their own district (which has effects on Unity, Research, and Edict costs), the trade value they produce is flexible in that it can be 100% Energy OR 50% Energy and 50% CG or Unity, and the Amenities that they produce increase pop happiness (and therefore productivity) and Stability (and therefore productivity). The building that oddly I cannot remember the name of that gives you 5 Clerk jobs essentially boosts the rest of the planets productivity while producing something tangible and provides enough jobs to employ enough pops to open up an new building slot. AAAAA! Real Muenster fucked around with this message at 15:56 on Jul 25, 2019 |
# ? Jul 25, 2019 15:52 |
|
AAAAA! Real Muenster posted:Regarding Trade, Clerks, and Consumer Goods - I've been iterating on my Unity focused empire. Right now its: Repugnant, Weak, Rapid Breeding, Adaptive, Traditional + Authoritarian, Spiritualist, Xenophobe + Exalted Priesthood, Meritocracy. My prior attempt had dropped Authoritarian for Militarist and Exalted Priesthood for Byzantine Bureaucracy; without Stratified Economy, my economy was strangled by the incredible demand for Consumer Goods. The difference in CG demand is insane. Without Stratified, 50% of my planets were CG producing planets but with Stratified and Exalted Priesthood (which means more CG consuming jobs), I'm down to about 1/3 of my planets being CG producers. I think it's the Commercial Zone that's 5 jobs with the Megaplex upgrade being 10.
|
# ? Jul 25, 2019 18:00 |
|
quote:portraits The best one is already in the game, no DLC needed: Astronaut parrot is just the best.
|
# ? Jul 25, 2019 18:09 |
|
M_Sinistrari posted:I think it's the Commercial Zone that's 5 jobs with the Megaplex upgrade being 10.
|
# ? Jul 25, 2019 18:20 |
|
And Tyler Too! posted:The best one is already in the game, no DLC needed: But what's the best name for this species? AAAAA! Real Muenster posted:The building that oddly I cannot remember the name of that gives you 5 Clerk jobs essentially boosts the rest of the planets productivity while producing something tangible and provides enough jobs to employ enough pops to open up an new building slot. I dunno, I usually find my issue is not having enough pops for my jobs, not the other way round.
|
# ? Jul 25, 2019 19:21 |
|
Gort posted:I dunno, I usually find my issue is not having enough pops for my jobs, not the other way round. edit: and dont get me wrong here - I'm not saying Clerks are amazing or anything, but if I have slaves and need them doing something other than Domestic Servitude or I have the above problem, I think they're "not bad". tl;dr I dont hate Clerks.
|
# ? Jul 25, 2019 19:38 |
Gort posted:But what's the best name for this species? Mine are Bubblekeets but I'm sure others have way better.
|
|
# ? Jul 25, 2019 19:44 |
Gort posted:But what's the best name for this species? Mrmphs Because I like to imagine that they just yell into their helmets and never built external-facing speakers. All that others hear is mrmph! sqkkkk! grglgbrgl! like they're the pyro from Team Fortress 2
|
|
# ? Jul 25, 2019 19:48 |
|
Gort posted:But what's the best name for this species? Birb
|
# ? Jul 25, 2019 20:08 |
|
PittTheElder posted:Birb Glorious Birb Collective
|
# ? Jul 25, 2019 20:23 |
|
BIRD IS THE WORD
|
# ? Jul 25, 2019 20:31 |
|
I just started stellaris after it being in my steam account since launch. I'm confused about wormhole UI. I stabilized one and tried to send a ship through one, but it seems to still be trying to go a to b over hyperlanes? Did I accidentally pick to send it through the wrong end?
|
# ? Jul 25, 2019 20:37 |
|
Gort posted:But what's the best name for this species? AWK!
|
# ? Jul 25, 2019 20:38 |
|
|
# ? Apr 26, 2024 23:10 |
|
xarph posted:I just started stellaris after it being in my steam account since launch. I'm confused about wormhole UI. I stabilized one and tried to send a ship through one, but it seems to still be trying to go a to b over hyperlanes? Did I accidentally pick to send it through the wrong end? Did you explore it with a science ship first? I'm not sure if that's what you meant by stabilizing. There isn't a "wrong end", they're bi-directional, so either you haven't explored the wormhole yet or the other end is inaccessible for some reason (like it's controlled by an empire who has closed their borders to you).
|
# ? Jul 25, 2019 20:40 |