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Is there a mod that successfully removes battleship spam? E.g you need to have a mixed fleet to effectively engage? Honestly it seems like if you just remove tracking buffs from sensors it would fix the issue but I have a hard time finding anything that isn't "throw a bunch of ship sections on everything oh also it's still battleship spam". I did find one mod that made tracking multiplicative instead of additive (so +5 is ×1.05) which seems great but it hasn't been updated for 3 years...
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# ? May 20, 2020 22:41 |
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# ? Apr 27, 2024 01:49 |
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I never noticed before, the Hive Mind text for crystalline entities still talks about "rival factions" of scientists.
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# ? May 20, 2020 22:46 |
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Oh hey, Godchecker lists three gods of Bureaucracy so I don't have to ruin the joke by following "Prol IX" with "Prol X" "Prol XI" "Prol XII" anymore! E: Is there a reason not to kill VLUUR? Like, is he actually an goode guy? E2: I never asked for these feels... Schadenboner fucked around with this message at 23:52 on May 20, 2020 |
# ? May 20, 2020 23:01 |
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VLUUR is a sentient harmless entity and I added attacking/murdering it into a universal cb so that any empire that does is eventually wiped out by one of the forever wars they end up in.
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# ? May 21, 2020 01:37 |
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aw man, they nerfed the Lesser Evil planetary buff so it's now +20% pop growth speed instead of +200%
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# ? May 21, 2020 02:34 |
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Relevant Tangent posted:VLUUR is a sentient harmless entity and I added attacking/murdering it into a universal cb so that any empire that does is eventually wiped out by one of the forever wars they end up in. If he's so "harmless" why is he so full of delicious Dark Matter? Answer me that, smart guy!
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# ? May 21, 2020 02:44 |
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it's harder to attack a federation associate than it is your own federation member a fed member I can kick and make war on, without a vote, as fed president with prez-kicks and prez-war laws a fed associate I can't declare war on, and I can't remove fed association status because my other fed members want them to stay assoc, favors aren't used for that vote, and there's no law that lets the president unilaterally end association status thanks pdx pmchem fucked around with this message at 03:02 on May 21, 2020 |
# ? May 21, 2020 03:00 |
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If you lower your relations with them they'll end their assoc status
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# ? May 21, 2020 06:09 |
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Schadenboner posted:
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# ? May 21, 2020 06:34 |
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I'm trying the new Cybrex relic since the update and dear god is it broken. Press button, get 5k alloys (costs 10k minerals but this game shits minerals so who cares).
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# ? May 21, 2020 07:34 |
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Does anyone know if your overlord joining a federation still means you will never ever get a chance to break free as a vassal?
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# ? May 21, 2020 14:15 |
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So I am trying a new colony strategy where I don’t build buildings until I have excess/jobless pops or plenty of resource income to lose if the pops migrated from worker to artisan, AND take the hit to primary resources. But that is tedious and very micro-y. Is there a better strategy to colony building? Also in my latest game I am basically setting a colony to rural first and churning out a balanced district set (roughly, of five colonies only two are clearly mining/generator colonies) and my capital is serving as the artisan center with admin/consumer goods/alloys being made there. I will be installing robot plants and gene clinics soon on my colonies when they reach excess pops so I can triple my pop gain. Is this strategy good?
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# ? May 21, 2020 14:23 |
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The ideal is to never have any unemployed or homeless pops, and to accomplish this with a minimum of upkeep costs from buildings and districts. Perfection would be to only ever finish building a building or district the day that pop growth requires it, but that would be insanely tedious to manage. I just settle for always trying to have at least one free job and housing point available on each planet. In the later game resources are plentiful and player patience is limited, so I'll build a ton of districts at once. Using your capital to cover any bases your specialised worlds aren't (mine usually ends up a mess of research/alloys/consumer goods/offices in the early game) is a good strategy since the capital is good at everything. Robot plants are very strong, but try to avoid the trap of having so many basic robots that you run out of mining and farming jobs for them to do. Building one on literally every planet is not the no-brainer it used to be, at least not until you have the droids tech or it's at least in reach. Gene clinics are bad. Pop growth and amenities aren't bad things to have, but building slots are at an absolute premium early in the game and using a slot and two pops for something that takes such a long time to pay off is not a good strategy.
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# ? May 21, 2020 14:51 |
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I use gene clinics/cyto centers as holotheater standins early on, they do the job well enough that you won't need a holotheater for a while if ever in most cases, especially if you've got some city districts built for clerk jobs too.
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# ? May 21, 2020 15:32 |
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Like with admin cap, you should be a bit resistant to the knee-jerk, "Number red must fix" reaction that you get when amenities go negative. Like if I have a planet with five pops and a mine on it and the amenities go negative, I'm better off building another mine than I am building a holo-theatre or gene clinic. With admin cap, the main penalty for going over it is a research penalty. I'm better off having three research labs and a 10% research penalty than I am with no research penalty and two labs.
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# ? May 21, 2020 15:38 |
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And Tyler Too! posted:I'm trying the new Cybrex relic since the update and dear god is it broken. Press button, get 5k alloys (costs 10k minerals but this game shits minerals so who cares).
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# ? May 21, 2020 15:42 |
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Is there a way to ship pops off planet to make them go to another planet that's less crowded?
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# ? May 21, 2020 15:56 |
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Captain Invictus posted:I use gene clinics/cyto centers as holotheater standins early on, they do the job well enough that you won't need a holotheater for a while if ever in most cases, especially if you've got some city districts built for clerk jobs too.
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# ? May 21, 2020 16:09 |
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GreenBuckanneer posted:Is there a way to ship pops off planet to make them go to another planet that's less crowded?
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# ? May 21, 2020 16:11 |
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Splicer posted:On the other hand churning out the first few ascension perks faster is also pretty solid. I always go for discovery first, then expansion, then either supremacy or prosperity. diplomancy tends to be the last thing I go for most of the time. man I would love to be able to like, pay a huge amount of...something, to switch the diplomacy tree to the adaptability tree. that +1 building slot for all planets perk is probably the best single tradition slot in the game, it's ridiculous. every new colony starting off with a robot factory or gene clinic immediately? yes please. edit: I've heard of the "colonize planet and immediately resettle the pops to increase your pop numbers faster" trick, how effective is that tactic vs just colonizing the planets and letting pops grow/build? Captain Invictus fucked around with this message at 16:20 on May 21, 2020 |
# ? May 21, 2020 16:15 |
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Splicer posted:There's a "resettle" button Does that ship all pops or can I specify which ones or how much?
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# ? May 21, 2020 16:36 |
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GreenBuckanneer posted:Does that ship all pops or can I specify which ones or how much? You do it laboriously, one pop at a time. Later you can pass the "Greater than Ourselves" galactic law that makes unemployed workers resettle themselves automatically.
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# ? May 21, 2020 16:37 |
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GreenBuckanneer posted:Does that ship all pops or can I specify which ones or how much?
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# ? May 21, 2020 16:37 |
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Captain Invictus posted:edit: I've heard of the "colonize planet and immediately resettle the pops to increase your pop numbers faster" trick, how effective is that tactic vs just colonizing the planets and letting pops grow/build? You could calculate the amount of time the new colony has the applied 50% debuff to local pop growth speed and how much population growth is lost by letting it get up to 10 itself.
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# ? May 21, 2020 16:45 |
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HelloSailorSign posted:You could calculate the amount of time the new colony has the applied 50% debuff to local pop growth speed and how much population growth is lost by letting it get up to 10 itself. Well, growing 9 pops with a 50% growth penalty takes as long as growing 18 pops with no penalty, so absent other modifiers (like the extra pop from expansion tradition) you lose 9 pops worth of growth by letting the place grow naturally. Normally you'd have some immigration to speed things up a bit, but it's still clear the penalty is pretty crippling, and well worth spending the 900 energy to resettle some guys in to get the colony kickstarted.
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# ? May 21, 2020 16:52 |
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Gort posted:You do it laboriously, one pop at a time. Holy poo poo. I'll have to figure out where to get that galactic law, is that an edict?
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# ? May 21, 2020 16:53 |
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oh I meant colonizing a planet, then immediately resettling the two pops it makes when it finishes, then recolonizing the planet, resettling the two pops etc, to create an "additional" pop growth mechanic. it's expensive alloy and consumer goods-wise, but seems like it could be extremely exploitable. especially if you get the L-cluster, then every couple years or however long exactly it takes to colonize a planet, you get like 15 planets with conga lines of colony ships churning out 30+ pops every couple years that you just resettle off to already set up planets elsewhere.
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# ? May 21, 2020 16:55 |
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At that point just be a Barbaric Despoiler and take other empire's pops.
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# ? May 21, 2020 17:09 |
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Captain Invictus posted:oh I meant colonizing a planet, then immediately resettling the two pops it makes when it finishes, then recolonizing the planet, resettling the two pops etc, to create an "additional" pop growth mechanic. The only way this is is cost effective is with that origin that makes you spread by asteroids. Then you make colony asteroids out of minerals only, and smash them into the same planets over and over again, meaning the habitability penalty doesn't matter. You can shortcut the Lithoid growth penalty really nicely with that, but it is exceedingly annoying to do.
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# ? May 21, 2020 17:13 |
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No dev diary today?
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# ? May 21, 2020 17:27 |
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Captain Invictus posted:oh I meant colonizing a planet, then immediately resettling the two pops it makes when it finishes, then recolonizing the planet, resettling the two pops etc, to create an "additional" pop growth mechanic. To put it another way, the net gain is equivalent to a bonus synth factory that costs twice as many alloys to run as a regular synth factory. Things start to swing toward it being worth it as you pick up more colonisation boosters, but then you're also picking up growth and habitability boosters and also having to buy colony ships at a faster rate. Maybe if you're spiritualist and can't build robots it's worth it. Or if we start playing with habitats. They get +200% growth. Start as void dwellers. Abandon a Habitat after getting the expansion opener and resettle it. Habitat finishes settling in 19 months, effective growth speed of 10, about twice that of a habitat with a factory, or over 3 times that of one without, all for the low low cost of, uh, 10 alloys, 10 consumer goods, and 10 food a month, aka the entire output of 10 pops, 3 building slots, and two districts, plus a massive initial energy outlay. I think it's not worth it.
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# ? May 21, 2020 18:11 |
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fair enough. I saw someone speculating on doing that and it sounded like it could be useful for otherwise lovely planets you don't want to inhabit, especially as resource production ramps up and you have more stuff than you know what to do with but need pops more than resources. also, I got the Surveyor relic, and it, uh, seems Extremely Good no influence cost, creates what seems like a +5(or more!) resource deposit of any possible stellar deposit type including rare resources somewhere inside your borders, and also appears to proc on its own at least once during each cooldown, so you get two, maybe more, new resource deposits inside your space per 5 years. I've used it three times and gotten +6 energy, +8 trade value, +5 volatile motes, +3 alloys, +6 society research, and +5 minerals deposits scattered around my empire. over time, this seems like a massive boon to an empire, moreso than a lot of relics. the lack of influence cost and halved reuse time is a gigantic benefit to it.
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# ? May 21, 2020 18:23 |
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Schadenboner posted:The Matrix was a Stellaris LP. Man I just went and watched Dark City because of this and I think you've got an extremely faulty memory of it because that movie was a loving mess in every possible way from start to finish. Especially re the 'hive mind', which seems to be a hive mind in name only because: a) at the start of the movie there's a bit about information being hidden from the old guy b) why does the old guy need to give orders verbally to the other dudes? c) why do they need to communicate verbally between each other at all? d) why the gently caress does a highly technologically advanced psychic hive mind use loving knives and die to stepping through broken planks when it's been demonstrated that they can levitate!?
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# ? May 21, 2020 18:34 |
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Captain Invictus posted:fair enough. I saw someone speculating on doing that and it sounded like it could be useful for otherwise lovely planets you don't want to inhabit, especially as resource production ramps up and you have more stuff than you know what to do with but need pops more than resources.
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# ? May 21, 2020 18:36 |
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Splicer posted:With the Expansion tree and the first tech reducer you're spending ~34 months growing two pops for the cost of a colony ship, ~200 energy to resettle, and whatever pops would have just grown there anyway. Assuming a 20% habitabilty planet and the Expansion +10% growth that's about 71% of a pop. Drop a robot factory and now it's about 1.4 pops. We'll ignore the resettlement energy costs (since both sides are resettling) and assume the consumer goods and food for the ship wash out the capital upgrade costs and misery planet tax, the robot factory will have spent 68 alloys, so you're paying a bit less than 4 alloys a month for a bit less than 1.6 pop growth a month. There is that one precursor relic that adds 1 extra pop on new colonies, too. That might make it useful in some cases, maybe.
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# ? May 21, 2020 18:36 |
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Bofast posted:There is that one precursor relic that adds 1 extra pop on new colonies, too. That might make it useful in some cases, maybe.
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# ? May 21, 2020 18:39 |
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Captain Invictus posted:fair enough. I saw someone speculating on doing that and it sounded like it could be useful for otherwise lovely planets you don't want to inhabit, especially as resource production ramps up and you have more stuff than you know what to do with but need pops more than resources. Yes, I like it a lot, too. Especially because it has no influence cost. You can simply activate it any time your relic cooldown is up and you don't have the influence for one of your other relics, or are saving the influence for something else. The worst that will happen is that you get about +8 minerals in total, which is probably not the best use of your energy. But getting a bunch of research or rare resource deposits is pretty common, and very much worst it. I think it's just a very good relic, and not that hard to get.
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# ? May 21, 2020 18:55 |
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Just “finished” my first game in year 2480 in a stalemate with a Contingency that showed a bewildering lack of urgency even after my entire fleet got stuck on the other side of the map by a awakened empire with closed borders and an urgent need to annex the wormhole home. Sorry, but I need to rant: How is it possible that this game makes me miss the CK2 UI? I get notified every time a slave of my species goes up for auction or a essentially featureless envoy dies and is automatically replaced with an identical featureless “leader”, but not when a colony tips to zero population growth from over crowding? And the overview pane, dear god the overview pane, is there no way to not have everything crammed into one long slider bar list so I have to choose between neglecting my colonies neglecting my fleets? No way to not have the fleet manager scrunch the fleet list itself into a business card grid? I also didn’t appreciate realizing that the war bars aren’t warscore about 90% through my first war. That said, I’ve immediately gone on to a double length megacorp run where everyone federates and most of the AI are also megacorps. And there’s some sort of scary Broken Clock system from an events mod that happens to be right next to most of my nicer stuff. I have no idea what it might do if it triggers, but after the (one day per second on fastest) debacle of my first game I’m fully prepared to throw as many systems between it and my home world to other empires as it takes to maybe trigger some sort of “this is something I should react to” flag in the AI. Not that heroic last stands seem to get much other than a sanction for going below half naval cap. I might try lithoids next.
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# ? May 21, 2020 19:57 |
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what's the deal with marauders, are they broken too? the last few games I've played, a great khan never spawned. the AIs nearby just killed the marauders off anyway.
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# ? May 21, 2020 19:59 |
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# ? Apr 27, 2024 01:49 |
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Splicer posted:The point of having mutually exclusive things like that is you can make them all real good because the true cost is the ones you're not taking. Making them all super anemic is like, why did you do it in the first place? I feel the same way about the planetary designations. The ones for basic resources boost your output, but for alloys, etc, they just lower your upkeep. I guess you could say that's kinda the same thing, but it doesn't really feel like it. If I'm dedicating an entire planet to one industry, I want to see something more than a slight reduction in building speed ( ) and lower upkeep - gimme a good output boost and maybe a reduction in the special resource costs for T2 and T3 buildings or something like that!
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# ? May 21, 2020 20:14 |