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Nova69
Jul 12, 2012

Are there any mods for the current version of the game that allows standard vassals to expand by themselves? As a gestalt consciousness I can't take the feudal civic that allows it.
Investing in tech enlingtenment for a primitive civ only for them to be stuck with a single system for the rest of the game (unless you gift them your systems) and therefore useless as an ally isn't very rewarding

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TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Gort posted:

The war will end two years after one of the major participants hits 100% war exhaustion.

and to be clear, this will always happen, because the Attrition timer is always ticking.

Gort
Aug 18, 2003

Good day what ho cup of tea

Nova69 posted:

Are there any mods for the current version of the game that allows standard vassals to expand by themselves? As a gestalt consciousness I can't take the feudal civic that allows it.
Investing in tech enlingtenment for a primitive civ only for them to be stuck with a single system for the rest of the game (unless you gift them your systems) and therefore useless as an ally isn't very rewarding

Could try this one:

https://steamcommunity.com/sharedfiles/filedetails/?id=780637130&searchtext=vassal

Keep in mind that just 'cause a mod reports as not being for the current version of the game doesn't mean it won't work. It's literally just a line in the mod file that the game reads.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I'm playing a game right now where my empire is xenophobe + fanatic authoritarian with a syncretic subspecies of lithoid. The goal of the game is to set the lithoids (and all other species) as livestock, and thus generate minerals and food from them.

Well, I happened to get the Baol relic, which gave me the ability to transform worlds into Gaia worlds, as well as giving me Nu-Baol pops, who happen to be delicious (bonus food as livestock).

Long story short, I ended up letting pops grow naturally on several Gaia thrall worlds, and after consolidating all of the non-lithoid pops to Grunur, that one world has 206 livestock pops on it that are making 2442 food. I am making so much food, that I sell 1600 of it per month on the galactic market and still turn a profit of 162 food without any farmers at all in my empire.

At this point, every empire has access to absolutely dirt cheap "ethically sourced" salad made from nerve-stapled delicious trees, with a side of "ethically sourced" nerve-stapled delicious reptilian steak from my allies who were foolish enough to migrate into my empire. I'd say they were free-range, except that they're on a thrall world, so while they have "sufficient" housing, it's probably more like a factory farm where they're fed each other and somehow still make a surplus of food.

We've, uh, solved galactic hunger, I guess?

Horace Kinch
Aug 15, 2007

I started a new game of Rogue Servitors, using Lithoids as my bio-trophies since they gain extra habitability and I can start propping up more sanctuaries faster and never worry about farm districts. The mineral crunch early on is real though. I also modded Lithoids to have a -10% growth penalty instead of -25% because -25% is bullshit.

Poil
Mar 17, 2007

Rogue Servers are utterly broken in an overpowered way. It's insane. Robutt popgrowth is much higher than biological and have no colony growth penalty, no homeworld growth penalty from colonies and you can colonize every single planet right away.

Dirk the Average posted:

with a side of "ethically sourced" nerve-stapled delicious reptilian steak from my allies who were foolish enough to migrate into my empire.
The AI should really really consider what their species' rights are before suggesting migration treaties.

Paramemetic
Sep 29, 2003

Area 51. You heard of it, right?





Fallen Rib
Man, I keep doing Rogue Servitors for that sick Culture bullshit, and then I forget what I'm doing and take over an empire and everything goes to poo poo as my entire economy gets permafucked by not being able to produce enough drones to fill jobs and the sudden influx of 200 layabouts.

Welp.

I think if I keep holding out long enough it'll sort itself out but I'm suddenly learning population micro out of necessity, this was not god's plan.

Edit: maybe I can go kick over the driven exterminators next door and steal a bunch of their population??? Hmmm

Also wondering if someone can explain to me what the gently caress is going on here:

Paramemetic fucked around with this message at 23:16 on Jul 6, 2020

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

you've got robot cancer, sorry

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Paramemetic posted:

Also wondering if someone can explain to me what the gently caress is going on here:

I don't have the robot DLC, but that looks like a planet with 200+ pops with a deviancy racial perk. Get more enforcers in there (or whatever the the robot equivalent is) or enslave them or whatever. If it's a purge planet, that's just kinda a natural consequence of it.

edit: Oh, rogue servitors and their weird biotrophy thing? Don't know much about it, consider setting the xeno biopops to purge?

Serephina fucked around with this message at 00:36 on Jul 7, 2020

Paramemetic
Sep 29, 2003

Area 51. You heard of it, right?





Fallen Rib
I have no idea what I did to fix it but my economy rebooted. I set all the meat people to have population controls in place which I think makes them not reproduce out of control? They probably all starved to death, I let everything hit 0 and just pulled levers with worker pops until it restarted, like the worst economic CPR.

I imagine this is what it's like to work for the fed.

Asehujiko
Apr 6, 2011
How badly will turning on automated planet development gently caress me over? I've repeatedly tried to get into the game but run out of steam every time I get up to 10-ish planets and they're all full of whiny fuckers who do poo poo like migrate to places with 20% habitability for them and then complain they're overqualified for all the local farmhand job openings on the agriworld they moved into. Is it safe to only keep direct control over my capital and my size 25 ecumenopolis that I'm trying to make my primary research hub and delegate everything else to the AI or will that implode my economy?

If it's not safe, is there a mod that makes it safe?

If there's no mod that makes it safe, what is the absolute lowest effort way to build planets that lets them function adequately enough that I can ignore the remaining errors/penalties/warnings?

Horace Kinch
Aug 15, 2007

Asehujiko posted:

How badly will turning on automated planet development gently caress me over? I've repeatedly tried to get into the game but run out of steam every time I get up to 10-ish planets and they're all full of whiny fuckers who do poo poo like migrate to places with 20% habitability for them and then complain they're overqualified for all the local farmhand job openings on the agriworld they moved into. Is it safe to only keep direct control over my capital and my size 25 ecumenopolis that I'm trying to make my primary research hub and delegate everything else to the AI or will that implode my economy?

If it's not safe, is there a mod that makes it safe?

If there's no mod that makes it safe, what is the absolute lowest effort way to build planets that lets them function adequately enough that I can ignore the remaining errors/penalties/warnings?

https://steamcommunity.com/sharedfiles/filedetails/?id=1764704051

This mod will reduce headaches significantly.

QuarkJets
Sep 8, 2008

Affi posted:

Same but with federations. No you rear end don’t declare war and then not do anything for ten years while expecting me to do everything.

Why do you have to do anything? Just defend your space like normal, if you want

Gort
Aug 18, 2003

Good day what ho cup of tea

Affi posted:

Same but with federations. No you rear end don’t declare war and then not do anything for ten years while expecting me to do everything.

Use the Glavius AI mod

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

Gort posted:

Use the Glavius AI mod

Given how much people are touting that mod I must have the wrong version or something because the AI is still kinda poo poo.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
stellaris AI is never going to behave as intelligently, rationally or irrationally as a human, but glavius at least makes them a bit less stupid and improves their general economic methods instead of making GBS threads their economy down their leg immediately if anything goes wrong in their empire at all

Gort
Aug 18, 2003

Good day what ho cup of tea

Affi posted:

Given how much people are touting that mod I must have the wrong version or something because the AI is still kinda poo poo.

It fixes some of the things the AI does badly. I've never seen the Glavius AI get stuck in an infinite loop sending its fleet back and forth between the same two star systems, which I'm guessing is the problem you were seeing in your "Federation member declares war then doesn't go on the offensive for ten years" game.

It definitely doesn't fix every problem - the AI still doesn't research wreckage, for instance, and the AI still goes to war and then sends its fleet to the other side of its empire to fight some amoeba instead of fighting the empire it declared war on.

Vord
Oct 27, 2007

Dirk the Average posted:

I'm playing a game right now where my empire is xenophobe + fanatic authoritarian with a syncretic subspecies of lithoid. The goal of the game is to set the lithoids (and all other species) as livestock, and thus generate minerals and food from them.

Well, I happened to get the Baol relic, which gave me the ability to transform worlds into Gaia worlds, as well as giving me Nu-Baol pops, who happen to be delicious (bonus food as livestock).

Long story short, I ended up letting pops grow naturally on several Gaia thrall worlds, and after consolidating all of the non-lithoid pops to Grunur, that one world has 206 livestock pops on it that are making 2442 food. I am making so much food, that I sell 1600 of it per month on the galactic market and still turn a profit of 162 food without any farmers at all in my empire.

At this point, every empire has access to absolutely dirt cheap "ethically sourced" salad made from nerve-stapled delicious trees, with a side of "ethically sourced" nerve-stapled delicious reptilian steak from my allies who were foolish enough to migrate into my empire. I'd say they were free-range, except that they're on a thrall world, so while they have "sufficient" housing, it's probably more like a factory farm where they're fed each other and somehow still make a surplus of food.

We've, uh, solved galactic hunger, I guess?

I've had this exact same scenario play out, Baol relic and all. Towards the half way point of my game I had also been conquering my neighbors and ended up with a huge nerve-stapled 'cattle' surplus and little room for my own people to grow so I started selling them on the galactic market. I think at the end of it before I started selling I was making well over 4k in food. Easily the darkest game I've played.

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?
Think I’m starting to slowly get the hang of things. (Those tutorial videos have helped a lot though I’ve only watched the first couple so far - thanks to Captain Invictus for recommending those).

I’m currently fighting a war with the second weakest of my neighbours and not quite clear how to end it. I’ve claimed all his inhabited worlds, occupied/partly occupied all of his systems, destroyed all his fleets and he’s now at 100% exhaustion. He won’t accept my war claims, but will accept a status quo resolution - I *think* this means I get to keep all the fully occupied systems but the partly occupied ones (his planets) revert back to him? If I want to eliminate him entirely do I have to raise armies and invade his planets?

(Also a space worm has done some horrific things to my species, but that’s a whole different level of :wtf:)

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
WHAT WAS WILL BE

and yes, you need to actually take the planets or they will never surrender. mass armies and hire a general(you'll want something like Butcher or another damage-increasing skill, or hire a Mercenary general from one of the raiders which also start at rank 3 out the gate). It's annoying but what ya gotta do. make sure you escort the transport ships because they are helpless in space and die SUPER fast to anything targeting them, and then you're cost-and-time-expensive troops are just more space debris.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Captain Invictus posted:

and yes, you need to actually take the planets or they will never surrender.

Just make a race with tomb world preference(or robots), allowing armageddon bombardment stance

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

Gort posted:

It fixes some of the things the AI does badly. I've never seen the Glavius AI get stuck in an infinite loop sending its fleet back and forth between the same two star systems, which I'm guessing is the problem you were seeing in your "Federation member declares war then doesn't go on the offensive for ten years" game.

It definitely doesn't fix every problem - the AI still doesn't research wreckage, for instance, and the AI still goes to war and then sends its fleet to the other side of its empire to fight some amoeba instead of fighting the empire it declared war on.

It actually still did this in my game. Khan spawned next to me and just went back and forth between systems. I surrendered out or courtesy.

Gort
Aug 18, 2003

Good day what ho cup of tea
There's a guy who does timelapse videos in observer mode where users submit their empires and he puts them on the official forums, his thread is here and his most recent timelapses are these:

https://www.youtube.com/watch?v=jQO0qrqO-z4 - Vanilla AI
https://www.youtube.com/watch?v=O01tfD9TYBY - Glavius AI
https://www.youtube.com/watch?v=cU-liAuWIfY - Starnet AI

He uses standard settings with a galaxy size depending on the number of participants, 24 hive minds in this case. Crisis is off, Fallen Empires are off, victory conditions are on.

Since it's the same settings each time, I went through and graphed up the score, pops and fleet power of the top player at the 100, 200 and 300 year marks. The Starnet AI game ended around year 350 as one empire conquered the galaxy.







At the end of 500 years the top 3 vanilla AIs all had about 1.6M fleet power, which the top Starnet AI hit after 200 years.

Figured it'd be useful to see the effect of the AI mods in numbers.

Gort
Aug 18, 2003

Good day what ho cup of tea

Affi posted:

It actually still did this in my game. Khan spawned next to me and just went back and forth between systems. I surrendered out or courtesy.

I think the Khan AI got replaced recently so might not be using the Glavius AI.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Gort posted:

Figured it'd be useful to see the effect of the AI mods in numbers.

Seems to indicate that Glavius and Starnet will both make the AI generally more competent, but Starnet will specifically make it more combat capable, which is in line with how I understand the purposes of those mods.

Gort
Aug 18, 2003

Good day what ho cup of tea
Starnet's AI also does some tricks that other AIs don't, like doing the Crime Lord Deal on every planet ASAP.

A large part of why the Glavius and Starnet AIs have such a high score is that they go to war much more readily, and do much better when they do, which means they tend to have a snowballing top-dog player, which makes their scores better in turn.

Gort fucked around with this message at 16:45 on Jul 7, 2020

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

Nova69 posted:

Are there any mods for the current version of the game that allows standard vassals to expand by themselves? As a gestalt consciousness I can't take the feudal civic that allows it.
Investing in tech enlingtenment for a primitive civ only for them to be stuck with a single system for the rest of the game (unless you gift them your systems) and therefore useless as an ally isn't very rewarding

Just genetically engineer them into more of you/being delicious.

wit
Jul 26, 2011

Affi posted:

It actually still did this in my game. Khan spawned next to me and just went back and forth between systems. I surrendered out or courtesy.

Gort posted:

I think the Khan AI got replaced recently so might not be using the Glavius AI.

Stellaris: The Math of Khan

GreenBuckanneer
Sep 15, 2007

How worth is Federations? Wish it wasn't :20bux:

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

GunnerJ posted:

Seems to indicate that Glavius and Starnet will both make the AI generally more competent, but Starnet will specifically make it more combat capable, which is in line with how I understand the purposes of those mods.

Starnet's AI is extremely aggressive pretty much regardless of anything else. Zergling rush aggressive. If you don't want to be staring down 40 corvettes from a normal empire on first contact, stick with Glavius.

binge crotching
Apr 2, 2010

It's been awhile since I played a machine empire, glad to see the new colonies have negative amenities bug is still alive and kicking. Needing to disable the cop drones until some new robots get built is the dumbest thing.

Lysidas
Jul 26, 2002

John Diefenbaker is a madman who thinks he's John Diefenbaker.
Pillbug
What's with the hard cap of 20 Titans?

I had modded this out in 2.6, with a straightforward modification to common/ship_sizes/00_ship_sizes.txt, but this doesn't seem to work anymore.

I usually develop small mods that change game files by having a base branch in a Git repository which contains the unmodified game files (though maybe with CRLF line endings converted to LF, and probably trailing spaces stripped from text files), and then a master branch which contains my modifications. This lets me have Git do the dirty work of merging new versions of game files, like:


The commit "Ensure that 00_ship_sizes.txt matches the version in 2.7.2" actually has no changes -- 00_ship_sizes.txt is identical between 2.6.3 and 2.7.2. I made that commit just to make absolutely sure that my changes are based on the current version of the game files.

The only other mod that I have installed which modifies 00_ship_sizes.txt is Guilli's Ship Components, and I don't have that active. I tried to make the same change (removing max = 20) in the actual game files and not in a mod, but I was still limited to 20 Titans. I disabled and re-enabled my local mod a few times, but I'm still limited to 20 Titans despite having 8215 naval capacity :mad:

Lysidas fucked around with this message at 02:03 on Jul 9, 2020

Schadenboner
Aug 15, 2011

by Shine

Lysidas posted:

I'm still limited to 20 Titans despite having 8215 naval capacity :mad:

Goddamn, how many seconds-per-day do you get? Is your primary job duty heating Antarctic research bases?

QuarkJets
Sep 8, 2008

GreenBuckanneer posted:

How worth is Federations? Wish it wasn't :20bux:

Totally worth $20 imo

Lysidas
Jul 26, 2002

John Diefenbaker is a madman who thinks he's John Diefenbaker.
Pillbug

Schadenboner posted:

Goddamn, how many seconds-per-day do you get? Is your primary job duty heating Antarctic research bases?

Game time advanced from 2379-01-06 to 2379-02-26 (50 days, right?) in 30 real seconds. Running on a Core i7-4790K -- it's ~5 years old, but it's also 4GHz, so :shrug:

My empire has 6115 pops, too. Playing as Driven Assimilators.

Horace Kinch
Aug 15, 2007

GreenBuckanneer posted:

How worth is Federations? Wish it wasn't :20bux:

IMO Federations is good but not $20 good.

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


How does mod load order work these days, I haven't played in forever.

Top-to-bottom, or something else?

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Mods are loaded from top to bottom. Theoretically. When the Paradox Mod Loader doesn't decide to ignore the changes you make.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
So apparently gigastructural constructs has a new galactic superweapon - if the center of the galaxy is a quasar instead of a black hole, you can build a gun that is capable of exploding entire stars remotely (so long as no enemy ships are in the system). Building it is hilarious (and pretty buggy), as it makes the entire rest of the galaxy unite into a single empire to oppose you. One of the funnier things about it is that you can dump resources into the gun to power it, including food. I've been ranching sentient species for food in this playthrough, so, uh, my superweapon that blows up stars? It's powered by soylent Nu-Baol. You can also dump undesirables in there for power, which makes for a good way to use gestalt pops that you would otherwise be forced to purge.

I did win that war rather easily due to having all of the other gigastructural constructs up and running by then - pulling in 20k alloys per month and building a fully kitted out endgame battleship for ~1.2k alloys in about 3-4 months is more than a little silly. Also, Matroyshka brain colonies are stupidly overpowered for making alloys, even unoptomized, each one that I had was pulling in ~2.5k alloys per month with no mineral upkeep.

Invading and cracking worlds got a little tedious though, so blowing up entire star systems full of habitats saved a lot of time. Every single fallen empire world was cracked, and about a dozen stars were exploded until they finally gave in and surrendered.

As much fun as maximum war crimes can be, I think I'm more or less done with that playthrough though. Juggling different species with different rights is frustrating, and making sure that livestock pops don't escape the thrall worlds is irritating.

I wish there were some way to consolidate multiple planets and habitats; there's a point where having close to a hundred colonies is massive overkill, but at the same time, it's the optimal way to play. It's always the issue that 4X games run into - making planet management interesting in the early game quickly becomes overwhelming or irrelevant by midgame where you're juggling 10-20 colonies at once. It'd also probably reduce lag significantly to have fewer settlements to manage.

I hope that eventually Stellaris gets another revamp to its economic system where planet management gets simplified further so that we make the same strategic decisions (do I want more alloys, research, admin cap, etc. early game when things are tight), while making a system simple enough for the AI to deal with and run the empire for the player when we get to the point of having dozens of planets and dozens of systems. There's a lot of features that would be fantastic, things like automatically sending population over to a new colony to get it up to speed and growing more quickly, or to exploit new opportunities unique to that planet.

There are a great many things that I like about the game - the ethics system and civics are fantastic, for instance. Different ethics and civics really change the feel of an empire, and having them influence galactic diplomacy is fantastic as well. Origins are great for changing the way the early game feels, and as much as federations feel slightly anemic at the moment, I like them a lot as a way to forge a super-alliance where empires co-operate between each other more readily.

If the AI could play the game well and the game didn't bog down tremendously once too many pops start growing, it would be wonderful.

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Ham Sandwiches
Jul 7, 2000

I tried a large galaxy with .25 habitabililty and Starnet AI.

Once I hit like 20 planets I stopped playing again. No matter how much I want to see the new content and archaeology and all that, I can't handle the micro. This game has 2-3x the tedium of EU4 during the worst implementation of Estates. To win I'd have to do busywork for 20+ hours instead of anything meaningful.The building slots shuffle, the idle pops / resettlement, the unemployment vs efficiency annoyance.

Almost wish they had like a "let the ai run the econ for your tag" thing like Distant Worlds. Yes I know it would be horribly inefficient, but it might be a fun challenge against an equally underwhelming AI.

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