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So I'm a bit more used to your Endless Space games and Civ games than the grand strategy ones. It seems like there is only score victories in this game so I feel a little bit aimless once I get out of the real early game. Am I supposed to be trying to win by min maxing resources, taking all the land I can possibly take and trying to snowball an economy or is it more like rimworld or something where I should be more invested in the 'story' of a campaign than actually trying to just win. One other thing, how do I actually turn resources into production/power/literally anything? I can turn one resource into another resource at the market but I don't see a way to speed up unity production with energy credits or anything. So if my economy is pounding away and I'm running out of space to store all my space bucks I don't really know what to do to take advantage of that. E: is it just buildings on colonies to make resource consuming jobs? Agent355 fucked around with this message at 19:48 on Dec 11, 2019 |
# ? Dec 11, 2019 19:34 |
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# ? Apr 26, 2024 20:28 |
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Agent355 posted:So I'm a bit more used to your Endless Space games and Civ games than the grand strategy ones.
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# ? Dec 11, 2019 20:08 |
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Agent355 posted:So I'm a bit more used to your Endless Space games and Civ games than the grand strategy ones.
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# ? Dec 11, 2019 23:20 |
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Buying Unity is generally not a thing the game let's you do. You can and should use the Marketplace of Ideas trade policy to juice your unity income though. The win condition is basically just 'survive the end game crisis' and 'accomplish whatever it is you set out to do'. PittTheElder fucked around with this message at 00:06 on Dec 12, 2019 |
# ? Dec 11, 2019 23:32 |
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I had a rare technology pop up that would let me put all my civilians into a chemical bliss state. I turned it on after I researched it because I had to see what it actually did. How much does that production loss really matter? Well apparantly it matters alot and I can't change it back for a decade and there is no way I can not have my empire destroy itself with the resource deficits I just created. Hippy communes never work. Also to extrapolate I don't mean literally 'how do I buy unity' I mean 'what do I spend excess food, ore, consumer goods, etc' on. There must be a reason you would want to do more than just break even on the resources, I can't see where I can actually do anything with them that isn't an automated upkeep cost.
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# ? Dec 12, 2019 01:55 |
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Agent355 posted:I had a rare technology pop up that would let me put all my civilians into a chemical bliss state. I turned it on after I researched it because I had to see what it actually did. How much does that production loss really matter? For excess food & ore you can either sell it for more creds and use the creds to buy stuff that matters (alloys), or offer monthly trade deals to any neighbors you want to schmooze up to.
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# ? Dec 12, 2019 01:59 |
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Agent355 posted:Also to extrapolate I don't mean literally 'how do I buy unity' I mean 'what do I spend excess food, ore, consumer goods, etc' on. There must be a reason you would want to do more than just break even on the resources, I can't see where I can actually do anything with them that isn't an automated upkeep cost. Sell it, buy Alloys. There's also some policy options (press F6) like Nutritional Plenitude that you can use. Your people eat more, but breed faster and are happier, very worth it.
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# ? Dec 12, 2019 02:05 |
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cock hero flux posted:i see they stole the evil comet/asteroid name from Outer Wilds Nah, I named it and have no idea about TOW.
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# ? Dec 12, 2019 02:50 |
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Darkrenown posted:Nah, I named it and have no idea about TOW. i didn't think you had actually stolen it because nobody has actually played Outer Wilds, partly because people always confuse it with The Outer Worlds, a game that was more prominent and came out at the same time with a very similar name
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# ? Dec 12, 2019 03:14 |
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Agent355 posted:So I'm a bit more used to your Endless Space games and Civ games than the grand strategy ones. The general idea is that districts (the squares) produce base resources and buildings use the base resources to make other stuff. For Unity you usually build Monuments or Holo-Theatres. Some specific civis/empire types have different things you can use. Most important is your alloy production, after that comes research, then everything else, imo. As others have said it's mostly about surviving (to) the endgame crisis. If you just go ham taking over everything you will probably go insane micromanaging it. I personally take like ~10 planets and some nice chokepoints usually. It's usually enough. If I'm just producing too much of any one resource I usually sell them and buy more alloys. Only relatively late will you have more alloys than you know what to do with, and they are always useful.
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# ? Dec 12, 2019 06:39 |
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Though honestly I finding that as you play on Admiral or Grand Admiral, trying to build a competitive alloy economy is sort of a fools errand. Much better to build a bunch of fortresses, and just use the raw materials to buy friends and deter would-be attackers while you tech up.
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# ? Dec 12, 2019 06:58 |
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cock hero flux posted:i didn't think you had actually stolen it because nobody has actually played Outer Wilds, partly because people always confuse it with The Outer Worlds, a game that was more prominent and came out at the same time with a very similar name Case in point, I had assumed you had typoed Outer Worlds when I posted.
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# ? Dec 12, 2019 09:51 |
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What does "Galactic Ambitions -20.0" mean?
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# ? Dec 12, 2019 15:40 |
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Where are you seeing that?
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# ? Dec 12, 2019 15:56 |
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Kanthulhu posted:What does "Galactic Ambitions -20.0" mean? I think you are referring to the upkeep cost of something? In which case the Unity unlock called "Galactic Ambition" reduces upkeep of whatever it is you are looking at by 20%, I think?
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# ? Dec 12, 2019 15:57 |
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Agent355 posted:I had a rare technology pop up that would let me put all my civilians into a chemical bliss state. I turned it on after I researched it because I had to see what it actually did. How much does that production loss really matter? Create a new subspecies of your people, give them different living standards, and then apply that template to everyone.
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# ? Dec 12, 2019 18:31 |
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Darkrenown as your last act as a member of the Stellaris team please smack whoever made the Ix'Idar Star Collective upside the head for me. Fleeting + pooled knowledge. Jesus wept.
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# ? Dec 13, 2019 20:11 |
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Any Glavius-tier mods for performance out? I watch the job status flicker on some worlds while the game chugs to <1 day/second with despair. Hoping the move to my SSD will help. MadJackal fucked around with this message at 20:38 on Dec 13, 2019 |
# ? Dec 13, 2019 20:33 |
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I'm so sad Glavius burned out I know a few other stellaris modders who have really turned on the game recently, the launcher disaster really soured a lot of people and I think the other shoe's finally dropped in terms of people losing any optimism for the game.
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# ? Dec 13, 2019 20:52 |
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For Stellaris 2 please get rid of the system level view.
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# ? Dec 13, 2019 21:11 |
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Does anyone else see issues where the Caravaneer convoys just don't do anything? Multiple games now I've found them 150 years into the game just chilling in Chors Compass or whatever, happy as a clam.
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# ? Dec 13, 2019 22:11 |
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Should I bother trying to figure out the nitty gritty of ship design or is bigger number=better pretty much good enough? I guess there is a bit of rock paper scissors with shield/armor vs lasers/kinetics and missiles vs PD, but is 'auto best' good enough for the most part
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# ? Dec 13, 2019 22:20 |
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Agent355 posted:Should I bother trying to figure out the nitty gritty of ship design or is bigger number=better pretty much good enough? Eh, I'd say getting the basics down is a fair-sized boost to the power of your ships. I've seen auto-best do some pretty weird stuff. Here are a few tips: * You usually want as many of the largest kind of ship you can field as possible. * Give them the largest guns you can - one medium gun is more powerful than two smalls, for example. * Understand that bonuses to hull damage are powerful, since every ship in the game has considerable numbers of hull points, but not every ship has shields or armour. * Don't worry about countering the opposing fleet's strengths and weaknesses, just don't go all-in on anything so you don't get countered by accident. The exception to this tends to be space monsters and the endgame threat factions. These are counterable - look them up on the wiki to see what their weaknesses are. For general use though, try to give each ship an equal mix of guns that kill shields, and guns that kill armour. Or you can make a shield killer ship and an armour killer ship and build fleets containing a mix of each. * If you choose to go for weapons that can be shot down (missiles, strike craft) then go all-in on them. Having the occasional fighter in a fleet is just asking for it to get shot down by point-defence and do nothing. * I've never really needed to bother with point defenses, I just tank the hits and rely on killing the enemy fleet as soon as possible to minimise the damage they get to do.
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# ? Dec 13, 2019 22:32 |
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Gort posted:* Don't worry about countering the opposing fleet's strengths and weaknesses, just don't go all-in on anything so you don't get countered by accident. The exception to this tends to be space monsters and the endgame threat factions. These are counterable - look them up on the wiki to see what their weaknesses are. For general use though, try to give each ship an equal mix of guns that kill shields, and guns that kill armour. Or you can make a shield killer ship and an armour killer ship and build fleets containing a mix of each. I think most of this is true, but I've always felt it was good to use a large number of corvettes outfitted for high shield damage with railguns and autocannons, as well as an equall or lesser number fitted for shield penetration with torpedoes or missiles. Then I pad things with destroyers to provide point defense against other interceptors, some dedicated missile cruisers and leave my battleships to tackle the big guns from a long distance.
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# ? Dec 13, 2019 22:51 |
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Why would you team up shield killers with things that bypass shields entirely The point of bypassing shields (IE with a mob of corvettes with disruptors and missiles) is that you don't have to kill the shield HP at all
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# ? Dec 13, 2019 22:58 |
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You should split your fleet weapons with exactly one quarter kinetic/energy guns, one quarter strike craft, one quarter disruptors, and one quarter point defense.
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# ? Dec 13, 2019 23:05 |
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Didn't people run the maths, and find that Destroyers are just bad and either go corvettes for evasion or big ships (or a mix), but never destroyers?
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# ? Dec 13, 2019 23:28 |
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Lil Peeler posted:I think most of this is true, but I've always felt it was good to use a large number of corvettes outfitted for high shield damage with railguns and autocannons, as well as an equall or lesser number fitted for shield penetration with torpedoes or missiles. A good mix of shield and armour hull damage are good because it'll be pretty good against anything (upgrading to the +hull versions as you research them). Throwing a bunch of missiles and torpedoes and fighters in can be useful because they have long range so you might knock out a few additional ships in the opening salvo, but after your first wave the penetration is doing nothing for you because it doesn't synergise with what the rest of your guns are doing. Similarly if you're going all in on disruptors go all in on disruptors, don't bother with non-penetrating guns because again, no synergy. Again the range benefit of missiles can be worth the tradeoff of the lack of synergy from your missiles having to chew through the armour your other weapons are ignoring.
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# ? Dec 14, 2019 00:02 |
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I've heard spamming corvettes until you can spam battleships is the way to go. I usually put anti shield on my corvettes and lasers on my battleships. Not claiming to be an expert on it though, im simply not. Are strike craft and missiles actually worthwhile yet?
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# ? Dec 14, 2019 11:23 |
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Yami Fenrir posted:I've heard spamming corvettes until you can spam battleships is the way to go. Nah, destroyers and cruisers are more efficient than corvettes, it's just that battleships are so clearly superior to destroyers and cruisers that you can give up on destroyers and cruisers once you have battleships.
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# ? Dec 14, 2019 12:05 |
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Chomp8645 posted:You should split your fleet weapons with exactly one quarter kinetic/energy guns, one quarter strike craft, one quarter disruptors, and one quarter point defense. This is basically what I'm doing and it's glorious. Enemy fleets are just wiped out with minor losses again and again.
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# ? Dec 14, 2019 12:28 |
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You do half missile half autocannon because most of the missiles are going to get shot down because AI ships are cram packed with PD.
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# ? Dec 14, 2019 14:12 |
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Splicer posted:Darkrenown as your last act as a member of the Stellaris team please smack whoever made the Ix'Idar Star Collective upside the head for me. Fleeting + pooled knowledge. Jesus wept. I'm already gone! PittTheElder posted:Does anyone else see issues where the Caravaneer convoys just don't do anything? Multiple games now I've found them 150 years into the game just chilling in Chors Compass or whatever, happy as a clam. One of the optimization patches broke their movement, but they were fixed afterwards (albeit they mostly moved to the same planets) so they should be moving if you're on the latest patch. Unless it broke again
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# ? Dec 14, 2019 16:55 |
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PittTheElder posted:Does anyone else see issues where the Caravaneer convoys just don't do anything? Multiple games now I've found them 150 years into the game just chilling in Chors Compass or whatever, happy as a clam.
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# ? Dec 14, 2019 17:04 |
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AAAAA! Real Muenster posted:I turned them off right after they added the option and havent looked back. Too many times their special system spawned in a choke point or something like that, their fleet annoyed the poo poo out of my by trying to leave my space into a Badboy civic species then bounced back, so I dont feel like I'm missing anything - am I wrong? I turned them off because I like playing on maps that are huge and (comparatively) empty, to make space seem more scary. I could deal with the Nomads since I could see something like that (a nomadic space civilization showing up on your doorstep) actually happen. The Caravaneers felt more like I was suddenly roleplaying a space comedy and I'm not in the mood for that when I play Stellaris, so I turned them off forever. Would be nice if we could switch between Nomads/Caravaneers/Both/None, to be honest, but if I can't choose, "gently caress off" represents my wishes the best! If we ever get a Nomad-civic, the first thing I'll do is probably make half a dozen of them to cycle them through my games
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# ? Dec 14, 2019 17:21 |
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Ham Sandwiches posted:For Stellaris 2 please get rid of the system level view. Agreedo. It's always felt superfluous to the game's core design
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# ? Dec 14, 2019 17:21 |
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In 2.3 or 2.4 I had a bug where in a multiplayer game the caravaneers would keep asking me to buy those destroyers for 200 alloys. After the 4th one, I stopped buying because I felt like it was a bit cheaty
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# ? Dec 14, 2019 17:23 |
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Ham Sandwiches posted:For Stellaris 2 please get rid of the system level view. Yes please, because that would make me finally stop playing -the readers of my LPs would rejoice too, as I would put the new free time into more writing + playing my LP-games. Edit: Ooops, thought you were talking about the next Stellaris expansion or something. I'll leave my stupid up but please imagine I wrote "Well OK, but I wouldn't buy that game then" instead, thanks.
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# ? Dec 14, 2019 17:28 |
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Chomp8645 posted:You should split your fleet weapons with exactly one quarter kinetic/energy guns, one quarter strike craft, one quarter disruptors, and one quarter point defense. Ooo does this mean that strike craft are finally worthwhile? I’ve always wanted to make a “space aircraft carrier” out of a cruiser but my understanding has been that strike craft are (or were) hot garbage compared to other weapon types.
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# ? Dec 14, 2019 17:42 |
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# ? Apr 26, 2024 20:28 |
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I'm 99% sure that's a troll OP.Darkrenown posted:One of the optimization patches broke their movement, but they were fixed afterwards (albeit they mostly moved to the same planets) so they should be moving if you're on the latest patch. Unless it broke again Yeah I remember the bug where they'd just camp out over your capital forever. Now I keep seeing them not move anywhere Mind you I do have the Distributed Start mod on, maybe that hosed it up somehow but I don't see how.
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# ? Dec 14, 2019 17:45 |