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Gort
Aug 18, 2003

Good day what ho cup of tea

Psychotic Weasel posted:

I don't have the game in front of me so I can't give specifics but your trade capital is wherever you empire capital is. All trade must make it back to your capital in order to be utilized.

To receive the trade you also need to have an upgraded starbase there - it does not need to have any trade related additions to it, it only needs to be there to work.

When you get a starbase that loses access to your trade network you need to manually reset it. You can do this by clicking the Trade button and the clicking on any other starbases nearby or the capital system itself.

Guess I have to rebuild my capital starbase then

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Deformed Church
May 12, 2012

5'5", IQ 81


PittTheElder posted:

The sink for minerals is alloys (and other refined materials, but mostly alloys), the sink for energy is fleets, which you need alloys to build. If you're flush in both, build more buildings that convert minerals to more advanced products, probably alloys since I'm guessing you're under building your fleet.


e: Unless you are robots, which are so overpowered that the answer is just 'yes'.

I'll rebalance my buildings, I am feeling a little lower on alloys than any of my other spending stuff (although I'm still going to cap my fleet way before I run out of minerals). At this point I only have a few colonies and my capital is the only one that's got much development so I just don't have a whole lot of slots to play with.

Gort posted:

If you've got loads of anything, sell it for whatever you haven't got enough of

Oh I hadn't caught the market in the redesigned menu, thanks for the pointer :v:

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Deformed Church posted:

I'll rebalance my buildings, I am feeling a little lower on alloys than any of my other spending stuff (although I'm still going to cap my fleet way before I run out of minerals). At this point I only have a few colonies and my capital is the only one that's got much development so I just don't have a whole lot of slots to play with.

Yeah Pops and building slots do tend to be the scarce resource in the early game. At least for your first three planets, you're going to want to build buildings ASAP as soon as the slots open up, mostly forges and factories.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Gort posted:

Guess I have to rebuild my capital starbase then

Or move your capital to a place you have a starbase. There's an icon on the top right of the planet view that lets you do this, iirc.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

is your fleet set to light bombing? you have to set it by fleet.

Poil
Mar 17, 2007

The archeological digs are great. Only issue is that I had a bit of a mishap involving a relic world that used to be populated by ratfolk hoarders. To be honest while I saw it coming I was expecting something slightly less dramatic. My only regret is not playing as space dwarves. :v:

Also had a really annoying mishap in a system where I had a colony next to a planet of primitives. After invading the primitives they got really cranky about being turned into livestock so I parked 20 assault armies on the surface. Didn't help because the uprising was a little over 2000 army strength. Somehow. I guess each cattle pop magically conjured 4-5 fully armed and armored armies out of thin void. When the planet inevitably fell they somehow took control of the entire system and my regular colony just decided to join up and broke free as well (despite their very high stability and happiness). Sigh.

Poil fucked around with this message at 10:10 on Jul 30, 2019

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
I'm a space 4x fan and just got this (plus Utopia and Apocalypse). The grand strategy part still mystifies me though (I've bounced off of CK2 a few times), are there any good LPs to watch that could act as a sort of beginner's guide? At least on a level where it tells you what are trap oprions and what are good build order ideas?

Complications
Jun 19, 2014

Fhqwhgads posted:

I'm a space 4x fan and just got this (plus Utopia and Apocalypse). The grand strategy part still mystifies me though (I've bounced off of CK2 a few times), are there any good LPs to watch that could act as a sort of beginner's guide? At least on a level where it tells you what are trap oprions and what are good build order ideas?
Aspec in general is pretty good when he's not producing blatant clickbait. His Megacorp - Interns inc. LP is basically current for what's going on in the game, and is done. He's also done a lot of just outright tutorial videos on game mechanics. Some of them are outdated, but the underlying mechanics are largely still in place though specific things have been nerfed and buffed since. It's a good starting point.

Whatever you don't pick up from the Interns LP you can from his Relics-specific short videos on new mechanics.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Stefan Annon does a lot of power and gimmick build kinda stuff too if you're curious what that looks like. I feel like he's better about getting to the point than Aspec as well.

PittTheElder fucked around with this message at 18:45 on Jul 30, 2019

ihop
Jul 23, 2001
King of the Mexicans
Where do I view how many minor artifacts I have? I don't see it on the strategic resources/research/unity tabs.

binge crotching
Apr 2, 2010

ihop posted:

Where do I view how many minor artifacts I have? I don't see it on the strategic resources/research/unity tabs.

On the relics screen

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


On the Unity tab, click over to the Relics and it's at the top of the list of minor artifact actions on the right.

Doctor Zero
Sep 21, 2002

Would you like a jelly baby?
It's been in my pocket through 4 regenerations,
but it's still good.

Poil posted:

The archeological digs are great. Only issue is that I had a bit of a mishap involving a relic world that used to be populated by ratfolk hoarders. To be honest while I saw it coming I was expecting something slightly less dramatic. My only regret is not playing as space dwarves. :v:

Also had a really annoying mishap in a system where I had a colony next to a planet of primitives. After invading the primitives they got really cranky about being turned into livestock so I parked 20 assault armies on the surface. Didn't help because the uprising was a little over 2000 army strength. Somehow. I guess each cattle pop magically conjured 4-5 fully armed and armored armies out of thin void. When the planet inevitably fell they somehow took control of the entire system and my regular colony just decided to join up and broke free as well (despite their very high stability and happiness). Sigh.

Dude, have you not seen Independence Day?

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Poil posted:

The archeological digs are great. Only issue is that I had a bit of a mishap involving a relic world that used to be populated by ratfolk hoarders. To be honest while I saw it coming I was expecting something slightly less dramatic. My only regret is not playing as space dwarves. :v:

Also had a really annoying mishap in a system where I had a colony next to a planet of primitives. After invading the primitives they got really cranky about being turned into livestock so I parked 20 assault armies on the surface. Didn't help because the uprising was a little over 2000 army strength. Somehow. I guess each cattle pop magically conjured 4-5 fully armed and armored armies out of thin void. When the planet inevitably fell they somehow took control of the entire system and my regular colony just decided to join up and broke free as well (despite their very high stability and happiness). Sigh.

XCOM 4 looking good.

jpparker55
Jun 4, 2007
I played a tremendous amount of Eu4 so a while back decided to jump into Stellaris and grab most of the DLC. I think the only one i'm missing is the robot one.

After 100+ hours of pissing about in the early game and beating up on the AI, I changed the difficulty to commodore and decided to do a full game. I definitely felt some ups and downs on what I think of Stellaris, so it would be great to get some feedback from experienced players.

- No Khan, never seen him ever. Was pretty dissapointed he never showed up as mid game was pretty quiet.
- Federations - This actually worked pretty well, got invited to a federation then made leader for the rest of the game. Seems like it effectively made them my vassal except they get a vote. Only real issue with this is I can't see how to upgrade federation ships, so they were well out of date by late game. Most of the galaxy was in an opposing federation, which did a lot to keep the game balanced rather than me just bullying everyone.
- Mid to late game most interaction involved trying to deal with unemployment. What's the go here? I was manually resettling people but with like 30 planets that got old pretty quick. I see you can get things like Shared burdens, but since I didn't start with it, it seemed difficult to adopt. I started as fanatical materialist and pumped out robots until late game when i had too many pops and destroyed all my robot factories. Im sure there's a better way to do this.
- Fallen empires didn't wake up until very late game and there was no war in the heavens. They did start forming some federations very late game.
- The game speed started to slow drastically, it wasn't laggy in the sense the game was smooth. However the time it took for a day to pass on fastest was probably 5 times as long as at the start of the game.
- Hung in there waiting around for the end game crisis, eventually the prethoryn scourge spawned. At the same time the mega federation declared war on me. I figured this was going to be a huge challenge as I wouldn't be able to slow them down while I was fighting the federation.
- Fought to a white peace (which ends up taking tons of their stations). By the time this happened the scourge still only had 2 entry points, and very little progress. Used my white peace open borders to go check it out, there were a few 50k fleets which I cleaned up and that was that. Was extremely dissapointed at that considering how long it took to get there. I think they would have lost without me intervening at all.

I'm thinking next game I will keep the same difficulty, but reduce from medium to small map and increase the end game difficulty. Any ideas tips around the above? Early game seems great, and overall I would have been really satisfied if the crisis was as challenging as I thought it would be, but it was totally anti climactic.

toasterwarrior
Nov 11, 2011
Re: unemployment, you can get the auto-migrate mod to handle that. If you're running out of planet space to employ pops, this is where the clerk buildings shine as they can employ 11 pops in one building slot that generates trade and amenities, freeing up holotheatres for more valuable buildings. With the consumer good trade policy, you can even replace consumer good factories for other resource generators.

Lastly, if you're still running out of space, you can get into building habitats, ecumenopoleis, and ringworlds to give your dudes more places to live in.

Armacham
Mar 3, 2007

Then brothers in war, to the skirmish must we hence! Shall we hence?
I'm playing a determined exterminator game right now and I want to turn every planet in the galaxy into a machine world, but the climate restoration tech still hasn't come up. :mad:

Nuclearmonkee
Jun 10, 2009


Armacham posted:

I'm playing a determined exterminator game right now and I want to turn every planet in the galaxy into a machine world, but the climate restoration tech still hasn't come up. :mad:

Guess you'll just have to do tomb worlds then oh well!

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Armacham posted:

I'm playing a determined exterminator game right now and I want to turn every planet in the galaxy into a machine world, but the climate restoration tech still hasn't come up. :mad:

Tech pre-reqs for ascension perks are one of the bigger problems with the game right now. Nothing you can really do save research a bunch of whatever the cheapest option is and re-roll the deck a bunch.

Doctor Zero
Sep 21, 2002

Would you like a jelly baby?
It's been in my pocket through 4 regenerations,
but it's still good.

So the Rubricator is still broken. System didn’t generate at all, at least nowhere that I can see. Would it really kill anyone to put a drat tracking beacon on it, Dark?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Does it not? I'm pretty sure they mentioned it being added in the last patch, and I could've sworn I've used it since then.

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



Doctor Zero posted:

So the Rubricator is still broken. System didn’t generate at all, at least nowhere that I can see. Would it really kill anyone to put a drat tracking beacon on it, Dark?


Psychotic Weasel posted:

Does it not? I'm pretty sure they mentioned it being added in the last patch, and I could've sworn I've used it since then.

What's wrong with the Rubricator? I dug it up earlier today and popped it a few times for minor artifacts.

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
Did I make a mistake by choosing Life-Seeded? Starting on a Gaia world was great and I found another Gaia world close by, but every other planet is only 10% habitable.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

M_Sinistrari posted:

What's wrong with the Rubricator? I dug it up earlier today and popped it a few times for minor artifacts.

I don't think it's the relic itself, more that there is no marker for the map that highlights where the Relic system spawned. But I thought they had added it in in the more recent patch (along with the new precursors which also didn't have situation log entries initially). I don't have any saves around that part of the game though so I'd need to play for a bit to see if that is the case.

Fhqwhgads posted:

Did I make a mistake by choosing Life-Seeded? Starting on a Gaia world was great and I found another Gaia world close by, but every other planet is only 10% habitable.
That is one of the more advanced starts to the game, it was added after a particular 'one planet challenge' became popular several version ago. Not quite as game breaking as it used to be but it does require a certain degree of understanding of the game mechanics in order to be workable.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Fhqwhgads posted:

Did I make a mistake by choosing Life-Seeded? Starting on a Gaia world was great and I found another Gaia world close by, but every other planet is only 10% habitable.

Life-Seeded is kinda designed for very particular gimmick builds. Don't pick it unless you have a specific plan to work with it. These are generally acquiring other species to settle on those worlds your main species can't live on, or using raiding to accumulate a colossal number of pops on your homeworld for ultra tall stuff.

Complications
Jun 19, 2014

Fhqwhgads posted:

Did I make a mistake by choosing Life-Seeded? Starting on a Gaia world was great and I found another Gaia world close by, but every other planet is only 10% habitable.
You basically have to perform some variety of shenanigans with regards to population to stay in the game. You need pop sources. There are several ways one can go about sourcing pops with varying civics and ethics and possibly crimes against sapience, but bottom line you're not gonna be playing like a vanilla empire would.

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



Psychotic Weasel posted:

I don't think it's the relic itself, more that there is no marker for the map that highlights where the Relic system spawned. But I thought they had added it in in the more recent patch (along with the new precursors which also didn't have situation log entries initially). I don't have any saves around that part of the game though so I'd need to play for a bit to see if that is the case.

I want to say a marker spawned but I'm not 100% since when it popped for me, most of the galaxy's been explored save for a few outliers that I've got to manually send a science ship to and the pop happened not long after the ship started scanning the system.

Staltran
Jan 3, 2013

Fallen Rib

toasterwarrior posted:

Re: unemployment, you can get the auto-migrate mod to handle that. If you're running out of planet space to employ pops, this is where the clerk buildings shine as they can employ 11 pops in one building slot that generates trade and amenities, freeing up holotheatres for more valuable buildings. With the consumer good trade policy, you can even replace consumer good factories for other resource generators.

A holotheater gives 2 entertainer jobs, producing 20 amenities. A commercial zone gives 5 clerk jobs, for 10 amenities. If you upgrade them the hyper-entertainment forum has 50 total amenities, the commercial zone 25.
Replacing a holotheatre with two commercial zones helps a bit with building slots (8 more people employed with one more slot used), but doesn't really seem that worthwhile. Though I suppose the advantage is bigger with the upgrades, but on the other hand at that point slots are easier to get anyway.

Throwing cgs with consumer benefits into the mix (ignoring upkeep from living standards, and also food and housing): a holotheater and a civilian industry is 4 unity, 20 amenities, 10 consumer goods, -12 minerals. Two commercial zones is 20 amenities, 10 energy, 5 cgs. 4 unity and 5 cgs probably aren't quite worth 10 energy and 12 minerals, but it's pretty close. The zones are better for slots, but hugely less efficient per pop. Specialist production is also a bit easier to boost than trade value I think? Unless you're doing a a xenophile megacorp with the trade value civic or something. (Also, trade means having to deal with the piracy system,l.)

Getting planets to max slots isn't that difficult once you get strategic resource synthetization techs (and is trivial with livestock or domestic servants), so overall clerks seem really niche to me.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

M_Sinistrari posted:

I want to say a marker spawned but I'm not 100% since when it popped for me, most of the galaxy's been explored save for a few outliers that I've got to manually send a science ship to and the pop happened not long after the ship started scanning the system.

It should be logged in the Situation Log, you might just need to enable it?

Horace Kinch
Aug 15, 2007

Fhqwhgads posted:

Did I make a mistake by choosing Life-Seeded? Starting on a Gaia world was great and I found another Gaia world close by, but every other planet is only 10% habitable.

Unless you luck out and survey another one or score the Baol relic you may want to make friendly with your neighbors and get some migration treaties rolling.

Doctor Zero
Sep 21, 2002

Would you like a jelly baby?
It's been in my pocket through 4 regenerations,
but it's still good.

M_Sinistrari posted:

What's wrong with the Rubricator? I dug it up earlier today and popped it a few times for minor artifacts.

As I said the system wasn’t generated anywhere that I can find, and I spent 15 minutes scrolling and rotating looking for it. Having it marked on the map like every other thing in the game would help a ton. (Assuming it even spawned at all).

Fake edit: hold up a sec. is the rubricator fix in the latest official update? Because I removed the beta patch when the live version dropped. If it’s not, then, Welp.


PittTheElder posted:

It should be logged in the Situation Log, you might just need to enable it?

Nope..

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Doctor Zero posted:

As I said the system wasn’t generated anywhere that I can find, and I spent 15 minutes scrolling and rotating looking for it. Having it marked on the map like every other thing in the game would help a ton. (Assuming it even spawned at all).

Fake edit: hold up a sec. is the rubricator fix in the latest official update? Because I removed the beta patch when the live version dropped. If it’s not, then, Welp.


Nope..

I had to search back through a half dozen games until I could find a save where I had started the Rubricator quest but not explored the system but I can confirm on the main 2.3.3 release that the quest does show up in my situation log and I can mark it on the map:


After exploring the system and scanning the planet itself "The Rubricator" quest is marked as finished and it begins "Kleptomaniac Rats" which I can also track on the map.

Not sure what's going on in your game if it's not working for you...

Horace Kinch
Aug 15, 2007

Instead of the arrested development negative trait just make my leaders commit suicide instead to save me the trouble of euthanizing them.

toasterwarrior
Nov 11, 2011

Oh yes, the specialized jobs are better for their stuff, absolutely. I'm just speaking on the issue of unemployment running wild, which is definitely niche compared to how most people play.

Staltran
Jan 3, 2013

Fallen Rib

toasterwarrior posted:

Oh yes, the specialized jobs are better for their stuff, absolutely. I'm just speaking on the issue of unemployment running wild, which is definitely niche compared to how most people play.

Oh, sure, but then it seems better to remove housing from your planets to stop growth.

(Also just for the record realized I forgot to account for the entertainers/artisans/clerks using amenities themselves. Clerks are only +1 net amenities, entertainers +9. )

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I was talking about this a page or two ago but I seem to like Clerks more than most because they require no inputs to produce what they produce. And they produce Trade Value, which is very flexible because it can be pure energy, CG without mineral cost, or more unity; plus they produce the amenities with no input and the amenities make everything else on the planet slightly more productive. I like them less on any not-Stratified economy though because then the pops working the Clerk jobs consume so much Amenities and CGs that it is way less efficient.

edit: and you can have slaves work them, which you cannot do for Priests/Culture workers, CG manufacturing, or most any other Specialist job.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Trade value and anything that produces it is my favorite thing. That’s why I haven’t been able to play anything other than Megachurches since they launched.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Clerks are basically meant to self-sustain themselves with some piddling overflow of amenities and whatever empire/species bonuses affect them. The dedicated clerk building is more of a stopgap measure to combat unemployment as you get pop numbers up, but will be eventually phased out once you upgrade the real stuff to provide a zillion jobs per building. The "free" clerk slots you get from city districts though are pretty nifty at providing this employment buffer.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Lichtenstein posted:

Clerks are basically meant to self-sustain themselves with some piddling overflow of amenities and whatever empire/species bonuses affect them. The dedicated clerk building is more of a stopgap measure to combat unemployment as you get pop numbers up, but will be eventually phased out once you upgrade the real stuff to provide a zillion jobs per building. The "free" clerk slots you get from city districts though are pretty nifty at providing this employment buffer.
Yeah, clerks are makework jobsfor empires that can't or won't use social welfare or Utopian abundance. I said this last time this came up but I wish the prosperity clerks perk worked a bit different, cities providing the same un-unemployment potential as other districts feels wrong to me gameplaywise.

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Great Beer
Jul 5, 2004

Maybe I'm doing it wrong but is Fanatic Pacifist useless? The diplomacy options are pretty scarce so it feels like there's nothing to do but watch numbers go up until one of your neighbors hates you enough to attack you.

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