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Zurai posted:Yeah. Seriously, unless you're playing in a multiplayer game against other hardcore optimizers, you will still win easily even with slow breeding lithovores. The game just isn't that hard. I've got a hive mind that's extremely adaptive and being able to settle anywhere makes the early game insane. I'm really interested to try it with a "normal" race. I also notice one of the lithoid unique traits says "spoor" and I can't decide if it's a mistake or not since spoor is a thing but you don't see it much.
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# ? Oct 24, 2019 00:38 |
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# ? May 7, 2024 05:21 |
Zurai posted:EDIT: Also, +50% habitability and 3 extra pops to start with could actually provide more pop growth in the early game when it matters most. You could have lithovores with yellow habitability on tomb worlds without even touching the tomb world start civic, and green hab on basically everything else. That greatly increases the number of planets you can settle early on (or greatly reduces the cost of doing so if you just settle every barren rock you find), which means your absolute growth might well be higher. Yeah, if you would have a 50% or less habitability as a non-lithoid, the habitability bonus cancels out the -25% pop growth exactly. At the beginning of the game (without adaptability traits) lithoids will grow 25% slower on the homeworld/gaias, 15% slower on worlds of your terrain preference, 5% slower on the same climate class, and as fast everywhere else. And you have less pop upkeep (e: and more job output). It doesn't seem that bad.
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# ? Oct 24, 2019 01:11 |
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Did they mention anything about trait limitations? Extremely habitable and/or Rapid breeders seem like an obvious shoe-in, as don't most bonus' stack additively?
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# ? Oct 24, 2019 01:28 |
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Just want to say, Seven Kingdoms had an absolutely amazing espionage system and to this day it's one of my favorite games for that reason alone. Detecting spies was actually fairly easy as a good player, but then you had to figure out who the spy was from and when the right time to off them was or if you'd just burn them against some third party as a war casualty or what. Or train them as a minimum investment triple agent and get them put of your own forces into some enemy force where you could at least benefit from the high espionage rating of whoever originally trained them hah. And it was meaningful too, you could basically mutiny and take over an entire stronghold with one button click if you played your resources right which could turn an entire war easily if you timed it just right. Seven kingdoms was a good game. I was gonna boot up some Stellaris but now I think I'm gonna play seven kingdoms, hah.
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# ? Oct 24, 2019 01:44 |
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GlyphGryph posted:Just want to say, Seven Kingdoms had an absolutely amazing espionage system and to this day it's one of my favorite games for that reason alone. do you mean total war three kingdoms or what is seven kingdoms e: I googled it and answered my own question and this looks neat. Thanks for mentioning it!
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# ? Oct 24, 2019 02:03 |
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Seven Kingdoms is very good and still holds up, although the graphics are obviously terrible (and always were, even when it was new). It's worth checking out for anyone who can handle a bit of old game jank for quality gameplay. Also you can commit horrific war crimes, so it's right up this thread's alley!
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# ? Oct 24, 2019 02:28 |
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Anyone seen a guide or maybe a good let's play for a slavery empire? I've never really played one for long because I always found managing slaves to be really annoying or, after 2.0, just kind of pointless compared to grown your own. But I"m playing the Star Trek mod which has quite a few forced slavery empires and am wondering if there is some way to really make use of the system? Otherwise I'm just building up enough to manage existing slaves and forcing only growing my core population on any planet with slaves on it.
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# ? Oct 24, 2019 02:37 |
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Isn't it about 9 pops per century that you lose out on? That's basically nothing, you'll gain far more by conquering other empires, and you can always build robutts too.
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# ? Oct 24, 2019 03:45 |
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Am wondering what'll happen with non-hive mind lithoids when they conquer organics. They'll all immediately start starving as conquered pops don't really work unless enslaved, meaning that rock egalitarians will have challenges conquering worlds. Stone Communists might be an interesting play through.
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# ? Oct 24, 2019 08:15 |
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Taear posted:It's a different way to play with new pictures. Aethernet posted:Am wondering what'll happen with non-hive mind lithoids when they conquer organics. They'll all immediately start starving as conquered pops don't really work unless enslaved, meaning that rock egalitarians will have challenges conquering worlds. Stone Communists might be an interesting play through.
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# ? Oct 24, 2019 08:32 |
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Splicer posted:I care. I disagree with muenster's analysis though because +50% habitability is nails and oh look new page. Yeah, even my dumb machine empire can grow food, it just chooses not to due to our only conquered organics being of the dangerous menace swarming variety. No reason why Lithoids shouldn't be able to make some food if they really want to.
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# ? Oct 24, 2019 09:53 |
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A rock man runs into the space bazaar and starts frantically shoveling random vegetables and plants into a cart.
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# ? Oct 24, 2019 10:05 |
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Yea there's nothing to stop non-Lithoids living on Lithoid planets or visa versa, you'll still need to grow food. They said on Facebook that if this "goes well" they'd think of other species having unique things as well. Which would be nice.
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# ? Oct 24, 2019 11:25 |
https://twitter.com/StellarisGame/status/1187327361123078144 Terravores
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# ? Oct 24, 2019 12:21 |
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I still really hope the new federation thing will let me recapture my one good federated run where I was just an unstoppable Rogue Servitor who was just taking care of all these little idiots who kept picking fights they couldn't win. I think it was back before the assassination of warp drive by the coward martin anward
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# ? Oct 24, 2019 12:21 |
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Splicer posted:I care. I disagree with muenster's analysis though because +50% habitability is nails and oh look new page.
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# ? Oct 24, 2019 12:25 |
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I wonder if they'll do a pack that deals with the galactic centre? I think that'd be interesting.
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# ? Oct 24, 2019 12:34 |
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Aethernet posted:Stone Communists might be an interesting play through. Stone Communists is certainly a great turn of phrase.
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# ? Oct 24, 2019 12:46 |
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Taear posted:I wonder if they'll do a pack that deals with the galactic centre? I think that'd be interesting. A veeeery long time ago Wiz said they had specific plans for the core, and of course it's where the Caretakers vanish after defeating the Contingency.
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# ? Oct 24, 2019 12:46 |
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Taear posted:I wonder if they'll do a pack that deals with the galactic centre? I think that'd be interesting. I hope there'd be event chain about recruiting a squad of the universe's best to run a suicide mission there
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# ? Oct 24, 2019 12:49 |
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https://twitter.com/StellarisGame/status/1187322929433972737quote:We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it. Start designing the day 0 species class traits mod now! GunnerJ fucked around with this message at 13:41 on Oct 24, 2019 |
# ? Oct 24, 2019 12:56 |
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Aethernet posted:A veeeery long time ago Wiz said they had specific plans for the core, and of course it's where the Caretakers vanish after defeating the Contingency. I want more galactic mystery stuff like that, tie in to the fallen empires. It'll be fun. Maybe as part of the "further endgame crisises" pack which they've surely got planned. Also there's an article here on RPS about the new origins in Federations, have a look! Taear fucked around with this message at 13:44 on Oct 24, 2019 |
# ? Oct 24, 2019 12:57 |
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Do I remember correctly that Lithoids comes out today but the Federations overhaul patch/DLC isnt for a while?
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# ? Oct 24, 2019 13:49 |
AAAAA! Real Muenster posted:Do I remember correctly that Lithoids comes out today but the Federations overhaul patch/DLC isnt for a while? Yep, and based on previous expansions announcement->launch periods, should be a December release for Federations.
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# ? Oct 24, 2019 13:52 |
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canepazzo posted:Yep, and based on previous expansions announcement->launch periods, should be a December release for Federations.
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# ? Oct 24, 2019 14:03 |
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canepazzo posted:Yep, and based on previous expansions announcement->launch periods, should be a December release for Federations. Oh boy, so no bug fixes for a month is what I'm hearing. Just like last time they released a dlc in December.
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# ? Oct 24, 2019 14:09 |
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One thing I'm curious about is whether Fallen Empires can be lithoid. I don't see any reason why not, but if they don't tweak the FE system generator logic, that's a lot of ascended rock people growing food they don't need.
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# ? Oct 24, 2019 14:13 |
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GunnerJ posted:One thing I'm curious about is whether Fallen Empires can be lithoid. I don't see any reason why not, but if they don't tweak the FE system generator logic, that's a lot of ascended rock people growing food they don't need. Its for their pets.
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# ? Oct 24, 2019 14:13 |
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nessin posted:Anyone seen a guide or maybe a good let's play for a slavery empire? I've never really played one for long because I always found managing slaves to be really annoying or, after 2.0, just kind of pointless compared to grown your own. But I"m playing the Star Trek mod which has quite a few forced slavery empires and am wondering if there is some way to really make use of the system? Otherwise I'm just building up enough to manage existing slaves and forcing only growing my core population on any planet with slaves on it. Start as barbaric despoilers, set your slavery type to domestic slavery and enable population controls, raid your neighbours for nonsensical amounts of pops for little effort that will have you rolling in amenities. If you want to be really spicy, build robots, set AI to servitude, progress to synths (synthetic robot workers, not synth ascension) and then make the right choices (patch out the flaws) when AI starts to go rogue. Synths make the best 'slaves' because they can do specialist jobs. But they're still slaves, so go nuts! I've done this a few times and it's piles of fun. Not sure how that advice works for the Star Trek mod though.
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# ? Oct 24, 2019 14:46 |
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Black Pants posted:Start as barbaric despoilers, set your slavery type to domestic slavery and enable population controls, raid your neighbours for nonsensical amounts of pops for little effort that will have you rolling in amenities. If you want to be really spicy, build robots, set AI to servitude, progress to synths (synthetic robot workers, not synth ascension) and then make the right choices (patch out the flaws) when AI starts to go rogue. Synths make the best 'slaves' because they can do specialist jobs. But they're still slaves, so go nuts! Somehow I suspect that at the very least, the Federation would frown on such shenanigans.
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# ? Oct 24, 2019 14:49 |
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canepazzo posted:Yep, and based on previous expansions announcement->launch periods, should be a December release for Federations. Lol, last time they did a December release was a disaster. Really hope they wait till after the holidays
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# ? Oct 24, 2019 15:03 |
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But Christmas money.
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# ? Oct 24, 2019 15:07 |
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Also, I'd like to state that the Starborn mod has become everything I ever wanted out of a Voidborne starting civic, it works wonderfully. Last playthrough I had so many habs that progressed perfectly through the game from little 3-slot babyhabs to full Voidborne-perk things, with an honestly ridiculous Orbital City capital. And it keeps improving! Black Pants fucked around with this message at 15:29 on Oct 24, 2019 |
# ? Oct 24, 2019 15:27 |
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Taear posted:Yea there's nothing to stop non-Lithoids living on Lithoid planets or visa versa, you'll still need to grow food.
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# ? Oct 24, 2019 16:12 |
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Splicer posted:I could see Plantoids as the anti-Lithoids, high growth but low habitability and <something neat> There's gotta be some way to represent photosynthesis, even if it's just reduced food consumption.
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# ? Oct 24, 2019 16:18 |
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Plantiods care zilch for the actual planet surface itself, their habitability is dependent on the type of star and/or a planet's proximity to it in the system. Boom! Give me my commission.
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# ? Oct 24, 2019 16:22 |
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GunnerJ posted:There's gotta be some way to represent photosynthesis, even if it's just reduced food consumption. Pop-growth based on the color of the sun, no impact on pop-growth from hab. Bam, done. Just wire the money to my account Paradox.
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# ? Oct 24, 2019 16:24 |
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I don't think galaxy creation is balanced with star types in mind. You can have habitable planets around brown dwarfs which shouldn't really be possible.
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# ? Oct 24, 2019 16:24 |
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Plantoids can feed food to other pops to produce fertilizer and improve their own growth/longevity
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# ? Oct 24, 2019 16:27 |
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# ? May 7, 2024 05:21 |
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Me: should I post my idea about habitability being sun rather than planet based? No that's dumb they'll laugh at me
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# ? Oct 24, 2019 16:47 |