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DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?

Captain Invictus posted:

:words: about trade

*snip*

And grab the glavius AI mod, also linked above. It'll just generally improve the AI of both your empire and non-player empires without making it bullshit hard.

Thanks, I knew I was loving up trade somehow (I’d been building hubs in every system with the ring icon even though they were only one jump away).

I’ll give those videos a watch later and check the mod out.

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Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

DoctorTristan posted:

The tutorial bot told me I should create a new sector but didn’t tell me *how* - after a bit of googling I found a bunch of angry redditors complaining that sectors don’t actually do much. Should I bother with this?

How do I do trade? I’ve build trade hubs in a few systems (after I eventually realised they were a starbase upgrade and not some new thing I had to research), but I can’t really see whether I’m gaining anything from them?

One of my more aggressive neighbours has started laying claim to some of my systems - will this have any effect or is he just posturing? (The victory report says we’re of roughly equal military strength).

Tech Research seems to be really slow compared to other 4X games and it seems like the fastest way to make progress is to send out as many science ships as possible and hope you find an anomaly that drops a big research reward. (I’ve been building every research station I can but it feels like I’m barely keeping pace with increasing research requirements).

Definitely enjoying things so far, but holy poo poo there are a lot of buttons to push.

Sectors are created by going to the planet screen for the colonized world you want to be the center of a new sector. Click the small cross icon (+) on the right side of the menu, next to the picture of the governor (which will be empty for a planet outside an existing sector). That will create a new sector composed of all unsectored worlds within three jumps. Sector automation is largely unreliable in the latest version of Stellaris, but sector governors provide a lot of benefits for worlds so ensuring that most worlds have a governor is very worthwhile.

Aggressive neighbors lay claim to your systems in preparation for an upcoming war. Claims are needed to seize territory after winning a war, and are cheaper when performed at peace. It indicates that if the neighbor believes they would win a war with you in the future, they will likely invade.

Research can be done very quickly in Stellaris, but mostly comes from planetary buildings rather than stations or anomalies. Identify a planet that has bonuses to research, and use it as the nexus of your research efforts by building many research labs there.

Kaal fucked around with this message at 15:24 on Jul 2, 2020

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

DoctorTristan posted:

Tech Research seems to be really slow compared to other 4X games and it seems like the fastest way to make progress is to send out as many science ships as possible and hope you find an anomaly that drops a big research reward. (I’ve been building every research station I can but it feels like I’m barely keeping pace with increasing research requirements).

Tech is an interesting thing. If you're playing a traditional empire (one that has consumer goods; gestalts are different), researchers can be expensive to employ early game.

For the majority of planets, the way to get researchers is to spend a building slot on a research lab. This is an important opportunity cost early game, as you also want alloys, consumer goods, unity, admin cap, etc. Most of those are also produced primarily by building slots, so it can be difficult to figure out what you want to prioritize.

Speaking of admin cap, as you expand and build more stuff on your planets, you will butt up against and start exceeding your admin cap. This increases the cost of technology, traditions, and edicts. Don't let this stop you from expanding! Continue to expand, continue to build, but consider dropping some admin buildings down on a planet when you get the chance, as bureaucrats will increase your admin cap, and staying below the cap will decrease your tech costs and increase your research speed. It's okay to exceed the cap in the early game, especially in the land grabbing phase where you're trying to cut the AI off from key systems and secure territory that you can backfill in later. Just try to get it under control when you start getting your economy back under control.

One thing that can help your tech - play as a Fanatic Materialist and take the Technocracy civic. You can also take Meritocracy (need Democratic or Oligarchic government type) for +10% output on specialist pops, which includes researchers. Technocracy replaces some of your ruler populations with technology directors, which produce research and don't take up building slots to do so. It can be a nice boost to science throughout your empire.

Paramemetic
Sep 29, 2003

Area 51. You heard of it, right?





Fallen Rib
Welp lmao I just used the psionic Colossus weapon for the first time and it's hilarious. The Hydari Church of Tomorrow is spreading the gospel like never before.

surfacelevelspeck
Oct 1, 2008

communism's sleepiest soldier

Guilliman posted:

I've sadly found the error log to be entirely useless when it comes to game crashes. There's also a lot "errors" the error log logs that aren't really errors (more like warnings or false positives). There's a few with my mod that produce errors but work consistently fine. I think the error logging itself is not that well maintained on pdx's side.

Now onto crashing; rarely (and I mean rarely) will a script event cause a crash. Most crashes I've encounter/read/saw are caused by graphics parts (ui, ship models, portraits mods, shaders). I'm not sure to what extend that naming (name lists etc) can destabilise a game. Judging from the mod lists it could be an odd combination of things (sorry this isnt helpful I know). Short of making a test save, and disabling one mod, load save, see if it crashes and repeat I don't think there's a way to learn which mod is crashing it.

Sorry I cant be more helpful :( The game is relatively hard to crash compared to other modded games, so there's very little community pressure to have tools to find out why it crashes.

no worries, thanks for responding! i ended up just abandoning that save as even disabling literally every mod still caused the end-of-month crash which leads me to believe the issue is baked into the save file at this point.

Kraftwerk
Aug 13, 2011
i do not have 10,000 bircoins, please stop asking

Should you prioritize unity or research early game? Maybe I’m “doing it wrong” but my I often don’t have anything more than the starting 3 corvettes until well into 2250. The AI never attacks me and I have closed borders by default even as a egalitarian xenophile. I spend huge amounts of time just keeping to myself and trying to build up my systems which admittedly is a strenuous full time job.

Usually for every planet I prioritize a gene clinic, robotics factory and an autochton monument for unity. Then I branch out into consumer goods and alloys as required while trying to prioritize mineral or energy districts depending on which I have more of. Sometimes I’ll add city districts to provide more housing for the building slots.

For ascension perks, how do you know which one is the best one? I usually go for bio ascension so I can get rid of my racial weaknesses and add some generic bonuses to intellect or production. I’m told this is suboptimal and that you’re supposed to micromanage species based on slave status, or planet specialization.

In a free movement democracy that seems like an awful lot of work and not ideal.
Is synth ascension or psi ascension better in this case? Can you have an equally viable “build” by not choosing an ascension path at all and just being an all purpose industrial society with perks to admin cap, arcologies, mega engineering etc?

Gort
Aug 18, 2003

Good day what ho cup of tea
Research is much more important than unity.

-----

Good ascension perks are:

Technological Ascendancy - can't go wrong with 10% more science

Arcology Project - ecumenopolises are very powerful

Your two bio/machine/psionic ascension perks

Galactic wonders - megastructures are cool and powerful

Master builders - megastructures are cool and powerful

Colossus project - the ship is pretty pointless, but lets you total-war anybody which is great

Defender of the galaxy - damage bonuses against the end-boss are great

I often find myself hanging on before actually taking a perk until I get the tech that unlocks the one I want, that's good play as perks are irrevocable.

-----

Don't bother with gene clinics - pop growth IS good, but they take way too long to pay off.

Your generic build order for planets is a bit naff. Robot factory first, then build whatever the planet's going to specialise in - civilian industries, alloy foundry or research lab, usually. Then get a holo-theatre once amenities become a problem - 20 pops or so, usually.


Feel free to have a "unity factory" planet if you want one, don't spread that production thinly across the whole empire, that's suboptimal.

Gort fucked around with this message at 18:15 on Jul 2, 2020

GunnerJ
Aug 1, 2005

Do you think this is funny?
I tend to focus on unity not because I have any idea whether it's better but because I can actually control what I get out of it rather than dealing with some kind of bizarre casino system.

surfacelevelspeck
Oct 1, 2008

communism's sleepiest soldier

to add to the list of tutorial videos i found this playlist by ColorsFade Gaming to be really useful! i disagree with him on priorities (he says minerals > energy > food, i tend to go energy >= food > minerals as food can be sold for more on the market) and would caution against putting autocthon monuments on your planets, but the video otherwise is very useful in going over in exacting detail all the various aspects of planets, trade routes, and war.

HelloSailorSign
Jan 27, 2011

I’m probably awful at searching but only things I’m finding are from 2018.

Anyway, my friends and I are running into desync issues repeatedly, sometimes having people playing different games (ie khan dies on a player while the host computer has the khan alive) and just about every save game load we get a desync warning (past few have been planet modifiers). Though it’s usually the same person desyncing, sometimes it’s the other. We are doing vanilla now, probably some guilli mods next game.

Any suggestions?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Gort posted:

Don't bother with gene clinics - pop growth IS good, but they take way too long to pay off.

Your generic build order for planets is a bit naff. Robot factory first, then build whatever the planet's going to specialise in - civilian industries, alloy foundry or research lab, usually. Then get a holo-theatre once amenities become a problem - 20 pops or so, usually.

Feel free to have a "unity factory" planet if you want one, don't spread that production thinly across the whole empire, that's suboptimal.

I agree that Robot Factories are good first buildings, at least on planets with significant Mineral or Food resources, since they effectively double growth. Gene Clinics got boosted when they started providing Amenities, so I often will build them prior to a Holo-Theatre. A Medical Worker provides +5 Amenities / +5% growth; whereas an Entertainer provides +10 Amenities / +2 Unity. It's your call whether 5% growth is better than +5 Amenities / +2 Unity. Either way though, it's best to wait to build them until a planet starts to become productive and actually needs Amenities.

Kaal fucked around with this message at 19:06 on Jul 2, 2020

Horace Kinch
Aug 15, 2007

Kraftwerk posted:

Should you prioritize unity or research early game? Maybe I’m “doing it wrong” but my I often don’t have anything more than the starting 3 corvettes until well into 2250. The AI never attacks me and I have closed borders by default even as a egalitarian xenophile. I spend huge amounts of time just keeping to myself and trying to build up my systems which admittedly is a strenuous full time job.

Usually for every planet I prioritize a gene clinic, robotics factory and an autochton monument for unity. Then I branch out into consumer goods and alloys as required while trying to prioritize mineral or energy districts depending on which I have more of. Sometimes I’ll add city districts to provide more housing for the building slots.

For ascension perks, how do you know which one is the best one? I usually go for bio ascension so I can get rid of my racial weaknesses and add some generic bonuses to intellect or production. I’m told this is suboptimal and that you’re supposed to micromanage species based on slave status, or planet specialization.

In a free movement democracy that seems like an awful lot of work and not ideal.
Is synth ascension or psi ascension better in this case? Can you have an equally viable “build” by not choosing an ascension path at all and just being an all purpose industrial society with perks to admin cap, arcologies, mega engineering etc?

Early on focus on research and alloys, and if you have lots of trade value lying around, hoover that up with trading hubs (setting your trade policy to consumer benefits will give you 1 consumer good per 4 trade value, which means you can build less consumer good factories and more research labs/foundries). Your first ascension perk should almost always be Technological Ascendancy and from there work towards Arcology Project (Megacorp DLC). Once you have your first Ecumenopolis up you're pretty much set for life on alloys/research/consumer goods. If you luck into a relic world, you can convert those to Ecumenopoli without the perk, but you will still need to research anti-gravity engineering.

Unity will come with time, but if you want more playing Spiritualist is a solid choice. Plus they're eligible for Psi Ascension. You can also buy a Ministry of Culture from the Artisan Enclave (Leviathans DLC).

Psionic Ascension will make your pops/leaders better at literally everything and unlocks Psionic Shields, which are the best shields in the game by a huge margin. it also unlocks the Psi Jump Drive, which is a direct upgrade over the regular Jump Drive. The cherry on top of that is being able to dip into the Shroud, where you can beseech extra-dimensional space gods for powerful buffs, or telepathically steal Fallen Empire Technology, or gamble your souls away for even stronger buffs and damning the entire galaxy.

Synthetic Ascension turns your entire society into robots, with all the benefits that come with it. Other machine intelligence empires will treat you as you were one yourself, because you are. However if your galaxy spawned the Spiritualist Fallen Empire you will skyrocket straight to the top of their poo poo-list. If you want to do a Synth Ascension, hold off until your military is strong enough to deal with a Fallen Empire. Shut them down as soon as you can or they will attack you unless you opt to submit to them (your empire will be humiliated, which is bad).

Also you can opt not to ascend at all, which is perfectly viable if you want to play by your own rules. Ascension is 100% optional.


Gort posted:

Good ascension perks are:

Technological Ascendancy - can't go wrong with 10% more science

Arcology Project - ecumenopolises are very powerful

Your two bio/machine/psionic ascension perks

Galactic wonders - megastructures are cool and powerful

Master builders - megastructures are cool and powerful

Colossus project - the ship is pretty pointless, but lets you total-war anybody which is great

Defender of the galaxy - damage bonuses against the end-boss are great

I often find myself hanging on before actually taking a perk until I get the tech that unlocks the one I want, that's good play as perks are irrevocable.

Wanna add a few to this list:

Interstellar Dominion - Reduces influence costs for claims and expansion. Anything that reduces how much influence you're spending is very very very very good.

Mastery of Nature - Very strong especially if you're playing with District Overhaul (a good mod) or using the Remnant Origin. The -33% clear blocker cost isn't the real draw though, you get a planetary decision to add an extra 2 districts to your worlds, which is pretty significant.

Galactic Contender - Stick it to the Fallen Empires/Gray Tempest.

Horace Kinch fucked around with this message at 20:00 on Jul 2, 2020

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

GunnerJ posted:

I tend to focus on unity not because I have any idea whether it's better but because I can actually control what I get out of it rather than dealing with some kind of bizarre casino system.

but if you prioritize tech, it doesn't matter which techs you roll :getin: if you get a hand with useless techs you just choose the cheapest one and it'll pop in three to four months lol

Kaal posted:

I agree that Robot Factories are good first buildings, at least on planets with significant Mineral or Food resources, since they effectively double growth. Gene Clinics got boosted when they started providing Amenities, so I often will build them prior to a Holo-Theatre. A Medical Worker provides +5 Amenities / +5% growth; whereas an Entertainer provides +10 Amenities / +2 Unity. It's your call whether 5% growth is better than +5 Amenities / +2 Unity. Either way though, it's best to wait to build them until a planet starts to become productive and actually needs Amenities.

yea i love my gene clinics. they're like holo theaters that produce pop instead of unity, they're a great stopgap even if their technical food production is 2000% less than robot manufactories. a solid second or third choice for me at least

And Tyler Too! posted:

Interstellar Dominion - Reduces influence costs for claims and expansion. Anything that reduces how much influence you're spending is very very very very good.

it's boring but this is always my opener. sooooooooo loving powerful. if you somehow luck into a leader with influence claim cost reduction, then lmao ~47 influence per claim some time before year 20. your alloy production will match your rate of expansion almost exactly, and then you'll outproduce influence over your alloys if you manage to pick up three rivals

Fur20 fucked around with this message at 21:00 on Jul 2, 2020

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?

Kaal posted:

*effortpost*


Thanks for both of these- appreciated.

It feels like the challenge at this point in the game is in figuring out what’s going to be constraining you 3-4 years from now, since by the time you actually run low on alloys/administrative capacity/ influence it can take a while to actually fix it.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

DoctorTristan posted:

Thanks for both of these- appreciated.

It feels like the challenge at this point in the game is in figuring out what’s going to be constraining you 3-4 years from now, since by the time you actually run low on alloys/administrative capacity/ influence it can take a while to actually fix it.

imo influence is the only one that's really hard to fix. if you need admin cap you can always temporarily pave over one of your forges or civilian fabricators you'll probably have the minerals for it. if you're having alloy problems, just phone one of your buddies and set up a trade deal you'll probably have the minerals for it

is this just me? by the time i'm at the phase where i've established my choke points and am backfilling my holdings, i always have a massive surplus of mineral income. they'll normalize eventually but my colonies are still just growing at that point and i don't have enough physical room on them to spend/consume my surplus at that point. is there a way that i can make them more useful before they're about 30-40pop or is that by design?

Horace Kinch
Aug 15, 2007

The White Dragon posted:

imo influence is the only one that's really hard to fix. if you need admin cap you can always temporarily pave over one of your forges or civilian fabricators you'll probably have the minerals for it. if you're having alloy problems, just phone one of your buddies and set up a trade deal you'll probably have the minerals for it

is this just me? by the time i'm at the phase where i've established my choke points and am backfilling my holdings, i always have a massive surplus of mineral income. they'll normalize eventually but my colonies are still just growing at that point and i don't have enough physical room on them to spend/consume my surplus at that point. is there a way that i can make them more useful before they're about 30-40pop or is that by design?

I have never not had a ridiculous surplus of minerals, even with dedicated forge worlds.

Gort
Aug 18, 2003

Good day what ho cup of tea
Incidentally, the terrible balance of the ascension perks is one of the reasons why the AI is so poor. They're either picking at random, or have been programmed to think that worthless ascension perks are good. The AI would likely perform much better if they were just hardcoded to take technological ascendancy as their first perk 100% of the time.

Other things that really screw them up are terraforming and ecumenopolises. They basically don't do either, which means an average AI organic empire is missing about two-thirds of their planets and a huge chunk of their productive power.

If you want a way to jack up the difficulty, make a bunch of robot empires and set them to forced-spawn mode.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

The White Dragon posted:

imo influence is the only one that's really hard to fix. if you need admin cap you can always temporarily pave over one of your forges or civilian fabricators you'll probably have the minerals for it. if you're having alloy problems, just phone one of your buddies and set up a trade deal you'll probably have the minerals for it

is this just me? by the time i'm at the phase where i've established my choke points and am backfilling my holdings, i always have a massive surplus of mineral income. they'll normalize eventually but my colonies are still just growing at that point and i don't have enough physical room on them to spend/consume my surplus at that point. is there a way that i can make them more useful before they're about 30-40pop or is that by design?

Sounds like you need more alloy plants. It's rare that I'm overflowing with minerals once I get those going properly. Influence needs are largely subject to the number of civilizations in the game - I play with extra civs and so my expansion is generally limited by my fleet size rather than my influence generation.

Kaal fucked around with this message at 22:06 on Jul 2, 2020

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Kaal posted:

Sounds like you need more alloy plants. It's rare that I'm overflowing with minerals once I get those going properly. Influence needs are largely subject to the number of civilizations in the game - I play with extra civs and so my expansion is generally limited by my fleet size rather than my influence generation.

i can't build alloy plants because i don't have enough motes. i'd have more but i spend all my building slots on producing Gas to feed my research facilities :v:

you know what i do a lot though? produce negative energy credits. except that time i got the dyson sphere, now that was :discourse:

Schadenboner
Aug 15, 2011

by Shine
If you've got district overhaul and planetary diversity you can get districts that produce Motes/Crystals/:gas:, although I'm legit :mad: that the Nature Farmers/Wind Turbine/Solar Techs don't count as Farmers/Generator workers for the purposes of the building what improves their productivity.

Gort
Aug 18, 2003

Good day what ho cup of tea
These days I don't bother using building slots to get gas, motes and crystals, I just buy them.

Horace Kinch
Aug 15, 2007

Yeah, once you've got a dyson sphere you can put all of your resource requirements on autopilot. You have to actively try to push yourself into an energy deficit by that point and if you're capable of doing that you've already won.

McSpanky
Jan 16, 2005






I haven't played since before the tiles overhaul, what do I need to know and should I get Megacorps and/or Federations?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

McSpanky posted:

I haven't played since before the tiles overhaul, what do I need to know and should I get Megacorps and/or Federations?

It's pretty different, so just play it and see what you like. I have a higher opinion of MegaCorp than Federations. Megacorps have fairly unique mechanics, the Caravaneers are good additions that enliven the galaxy, and the Ecumenopoleis are great for building tall without feeling overpowered. Federations adds a bunch of potent origins and interstellar leagues, as well as a shipyard mothership. They're all really good options but to me it seems like they mostly just reduce the difficulty rather than adding something new.

Also Megacorps is on sale right now, but Federations is too new.

Kaal fucked around with this message at 12:02 on Jul 3, 2020

Horace Kinch
Aug 15, 2007

:psyduck:




District Overhaul isn't perfect but come *on.* Also, do *not* pick the Remnant Origin with DO2 or your homeworld will start with -11 housing like mine did, learned that one the hard way.

Schadenboner
Aug 15, 2011

by Shine

And Tyler Too! posted:

:psyduck:




District Overhaul isn't perfect but come *on.* Also, do *not* pick the Remnant Origin with DO2 or your homeworld will start with -11 housing like mine did, learned that one the hard way.

At a certain point just terraforming a planet (which, at least with my mods, clears all blockers) is much easier and very possibly not that much longer/more expensive.

Kraftwerk
Aug 13, 2011
i do not have 10,000 bircoins, please stop asking

Any tips on how to micromanage genetics for your species?
It seems to me like this is better chosen for more autocratic and imperial type empires where you have corvee system and can relocate and micro your pops more effectively.

Also as a freer society how do you manage immigration and migration treaties? If you get a bunch of fast breeding malcontents is there any recourse?

Also is it generally a bad thing when you have planets with a food or minerals deficit even if overall your empires production is positive? Should those deficits be managed on a local level or can they be safely ignored?

Kraftwerk fucked around with this message at 14:57 on Jul 3, 2020

Gort
Aug 18, 2003

Good day what ho cup of tea

Kraftwerk posted:

Any tips on how to micromanage genetics for your species?

My strategy is not to bother and turn everyone into robots down the line.

Keep in mind you can still play egalitarian and enable the resettlement policy - you can also get the "Greater than Ourselves" law passed to enable automatic population resettlement in the midgame onwards.

Kraftwerk posted:

Also is it generally a bad thing when you have planets with a food or minerals deficit even if overall your empires production is positive? Should those deficits be managed on a local level or can they be safely ignored?

No, local deficits don't matter, only empire production.

PittTheElder
Feb 13, 2012

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

Kraftwerk posted:

Any tips on how to micromanage genetics for your species?
It seems to me like this is better chosen for more autocratic and imperial type empires where you have corvee system and can relocate and micro your pops more effectively.

Also as a freer society how do you manage immigration and migration treaties? If you get a bunch of fast breeding malcontents is there any recourse?

Also is it generally a bad thing when you have planets with a food or minerals deficit even if overall your empires production is positive? Should those deficits be managed on a local level or can they be safely ignored?

Resettling is so arduous interface-wise that it's not worth it generally speaking. So I just make good generalist pops when I'm gene modding.

Horace Kinch
Aug 15, 2007

Schadenboner posted:

At a certain point just terraforming a planet (which, at least with my mods, clears all blockers) is much easier and very possibly not that much longer/more expensive.

The blockers are annoying but take a second look. The planet literally has 0 city districts.

PittTheElder
Feb 13, 2012

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

Because there are more blockers than total districts. Clear the blockers and you'll be able to build city districts.

wit
Jul 26, 2011

Schadenboner posted:

At a certain point just terraforming a planet (which, at least with my mods, clears all blockers) is much easier and very possibly not that much longer/more expensive.

Not sure how common they are, but I've gotten events from unblocking things though.

Schadenboner
Aug 15, 2011

by Shine

And Tyler Too! posted:

The blockers are annoying but take a second look. The planet literally has 0 city districts.

That is interesting. I've seen situations where District Overhaul isn't loaded last and it will eat all districts on the first of the second month but not zero city districts.

I was talking about the negative buildable districts, you're right.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Schadenboner posted:

I was talking about the negative buildable districts, you're right.

The number of buildable districts is the number of city districts

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
So I just got a lesson from the AI to not get complacent. Sent in two of my three fleets and outnumbered the enemy “strength” by like a factor of two.

Only they apparently had loads of loving cruisers and battleships with hangar bays and I only had a token amount of point defence.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Schadenboner posted:

At a certain point just terraforming a planet (which, at least with my mods, clears all blockers) is much easier and very possibly not that much longer/more expensive.

yes and no. planetary diversity and district overhaul can give you some bum raps at the beginning of the game. i too enjoy my guaranteed settleable planet to have 10 active volcanoes

Poil
Mar 17, 2007

So apparently if an AI empire decides to go with the lost colony origin not only does it ignore the setting that I want no advanced empires it also ignores the don't start advanced empires right next door setting? Here is an absolutely outrageously crazy thought, those settings should disable that particular origin from being allowed in the first place.

edit
But I found a mod to disable it.

Time to restart yet again. At least it's giving me opportunities to practice the opening with thread advice.

Poil fucked around with this message at 19:06 on Jul 3, 2020

wit
Jul 26, 2011

The White Dragon posted:

yes and no. planetary diversity and district overhaul can give you some bum raps at the beginning of the game. i too enjoy my guaranteed settleable planet to have 10 active volcanoes

TIL from Aspec video: You can remove blockers during the colonization period.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

wit posted:

TIL from Aspec video: You can remove blockers during the colonization period.

if only i had started with the 5000-beaker tech that lets you clear volcano blockers...!

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PittTheElder
Feb 13, 2012

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

wit posted:

TIL from Aspec video: You can remove blockers during the colonization period.

Wait seriously? I had no loving idea

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