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RBA Starblade posted:I've been meaning to ask for a while, as a machine gestalt how should I deal with conquered planets? I feel like I can't build quickly enough or transfer enough robots to have Neo not blow up The Matrix in like six months You want to do the opposite, imo. Transfer the organic pops to your other planets so they can grow there, and spread out the stability/crime penalty to prevent rebellions. Plus, it won't cost influence, and it brings you closer to upgrading your capital building-- win-win!
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# ? Apr 22, 2021 15:53 |
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# ? Apr 29, 2024 02:56 |
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Psycho Landlord posted:Park some of your conquering armies there while your robot pops move in to take over new jobs I'll try building more Kill Bots and having them park their asses there after then, thanks! It's pretty funny though how after they overthrow you they form their own completely worthless space empire of 1 blown up planet instead of rejoining their old government lol e: quote:
I didn't even think about doing that, good idea!
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# ? Apr 22, 2021 15:54 |
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Yeah depending on what stage of growth you're at transferring them off is also a good call.
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# ? Apr 22, 2021 16:05 |
Dumb question: I invaded my neighbour and conquered all their 40% habitability planets and now they're just full of unemployed slaves and I'm not sure how to get people into higher-strata jobs there, what do?
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# ? Apr 22, 2021 16:13 |
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What type of Slavery are you using? Try Indentured Servitude so slaves can work specialist jobs
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# ? Apr 22, 2021 16:17 |
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Lol love the new title, sums up this thread nicely
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# ? Apr 22, 2021 16:18 |
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Splicer posted:If you make growing pops take a long time then non-growth-based pop acquisition becomes more valuable. It was already valuable but now it grows more valuable over the course of a game so there's always going to hit a point where grabbing pops from other empires becomes a no brainer. This sort of mechanic seems fairly organic to me. What seems bizarre is when colonists land on a virgin world and are like, "Don't bother building schools, the folks on Alpha Centauri already had all the babies." It's such a kludgy solution to overpopulation. I'd prefer replacing this sort of soft cap with a more nuanced mix of systems. Ideally Stability should decrease as empire population increases, and Population Growth should be directly affected by planetary Stability. Crime and Cohesion should similarly be affected by empire size and/or population and impact Stability, creating different types of drag as empires grow. In this system, empires might have distinct challenges to their Stability and Population Growth in different ways, with "tall" empires facing constrained growth from spiraling Crime, while "wide" empires focus on controlling their Cohesion. This sort of thing already has plenty of basis in the existing code, and it wouldn't be difficult to balance it to have the same effect on galactic population but in a much more organic way. I think the population soft cap is an example of how Stellaris has often relied too heavily on solving problems by introducing new independent systems, rather than finding solutions by deepening the interactions between existing systems. Kaal fucked around with this message at 16:34 on Apr 22, 2021 |
# ? Apr 22, 2021 16:20 |
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Which system should I be using for automating planets I don't care about? Planet? Sector? both?
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# ? Apr 22, 2021 16:34 |
Unemployment.
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# ? Apr 22, 2021 16:37 |
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A colossus
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# ? Apr 22, 2021 16:39 |
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Servetus posted:What type of Slavery are you using? Try Indentured Servitude so slaves can work specialist jobs That's the right answer. They still won't be able to do Enforcer jobs or ruler jobs - but you used to be able to kinda work around it by 'freeing' some of them. I'm not sure if there was a better way to free some slaves than what I did when I ended up in a similar scenario - but basically I created a new species template with slightly altered stats - applied that to a few of the species - and set those to be full citizenship. That let me have them fill the ruler and enforcer jobs on the shithole planets that my people couldn't live on. Eventually I turned everyone into robots though as God intended.
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# ? Apr 22, 2021 16:40 |
Sloober posted:primary reason i dont like the growth changes is just that its a bandaid for performance, and also does not take into account galaxy size or habitability settings Yeah this. The simulation should not crater as the game goes to larger numbers of population. That it does is the problem. You don't fix this problem by saying "we'll stop growth so you don't get there within the default game length" because that kneecaps any game that goes longer, and doesn't address the issue. Using the horizon effect to mask bugs is meh. Anyways, back to filling space with malls.
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# ? Apr 22, 2021 16:41 |
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to the best of my understanding they unironically shipped an O(n^2) algo for pop job matching that runs every day and then to fix it they cut n
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# ? Apr 22, 2021 16:47 |
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bob dobbs is dead posted:to the best of my understanding they unironically shipped an O(n^2) algo for pop job matching that runs every day and then to fix it they cut n Lol Lmao
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# ? Apr 22, 2021 16:50 |
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the O(n^2) algo feels good cuz the actual actual matching that its approximant for is npcomplete continuous poo poo is well into p lol
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# ? Apr 22, 2021 16:54 |
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bob dobbs is dead posted:the O(n^2) algo feels good cuz the actual actual matching that its approximant for is npcomplete Of course "given what they're trying to achieve" is doing a lot of heavy lifting, and begs the question "but why tho".
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# ? Apr 22, 2021 16:59 |
bob dobbs is dead posted:to the best of my understanding they unironically shipped an O(n^2) algo for pop job matching that runs every day and then to fix it they cut n no, pop jobs are only recalculated when the available pool of jobs on the planet changes or the player fucks with it. they did do the calculation every day when they first implemented the jobs & districts system though - in fact, there were a bunch of pop operations calculated every day that now run monthly or yearly instead, which was something done a few patches ago. there were some pretty big performance gains from that, prior to any consideration of lowering the total number of pops, but it was still too slow. this system can't run fast and also handle the number of pops that would logically result from its own mechanics. it's basically technologically impossible on current hardware, or hardware for the foreseeable future. perhaps people on quantum computers in 2100 will finally be able to play stellaris without slowdown
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# ? Apr 22, 2021 17:00 |
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qc gets polynomial speedup on npcomplete poo poo only, it would still just be a fair size speedup
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# ? Apr 22, 2021 17:01 |
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How do people build for their start? I struggle a lot with making my planets work early on; specifically getting alloys and civilian goods at a usable level while also managing research. It's possible I'm not investing enough in orbital stations, but I thought that those were a better late game investment since the energy costs for stations are pretty rough, especially early on. I like to play science / xenophile civs. Usually I go Discovery then Expansion or Prosperity and my first two Ascension perks are the tech one and "Flesh is Weak" for sweet cyborg bonuses. I knew how to make the OG planet system work for me but I have never been able to get an early game strategy down for the new district system.
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# ? Apr 22, 2021 17:03 |
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FileNotFound posted:1 - You DO fall behind if you are trying to play pacifist. There is no way for a pacifist to catch up to an empire that conquered it's neighbor and instantly doubled it's pops. This was always the case to an extent - but it's MUCH worse now as you are no longer able to focus on internal growth once you start to hit high pop. Not really sure how or if you'd want to fix this, exactly. Would you actually want an empire that just sits in a corner turtling up to get similar rewards to an empire that takes the risks involved in conquering large parts of the galaxy? Why would anyone take the risk of warfare if never declaring war gets you the same benefits? I think the more pertinent question is, "Why did we put pacifist gameplay in our wargame?"
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# ? Apr 22, 2021 17:04 |
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Gort posted:Not really sure how or if you'd want to fix this, exactly. Would you actually want an empire that just sits in a corner turtling up to get similar rewards to an empire that takes the risks involved in conquering large parts of the galaxy? Why would anyone take the risk of warfare if never declaring war gets you the same benefits? You and I are going to fundamentally disagree here - because I don't think Stellaris is a "wargame" in the first place. In fact I would go as far as saying that the "war" aspect is the weakest part of Stellaris. You can literally pick Pacifist as a starting trait. FileNotFound fucked around with this message at 17:11 on Apr 22, 2021 |
# ? Apr 22, 2021 17:07 |
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its a 4x w real time poo poo could do any of the other 3 xs aside from the extermination
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# ? Apr 22, 2021 17:10 |
I'm loling at all the people with 1k hours saying the game lacks replay ability at least
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# ? Apr 22, 2021 17:10 |
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Gort posted:Not really sure how or if you'd want to fix this, exactly. Would you actually want an empire that just sits in a corner turtling up to get similar rewards to an empire that takes the risks involved in conquering large parts of the galaxy? Why would anyone take the risk of warfare if never declaring war gets you the same benefits? Stellaris is not a wargame. It is a "number go up" game and different people will find their preferred way to make number go up, as it must.
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# ? Apr 22, 2021 17:15 |
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I think Federations are supposed to be the answer for pacifist empires though I'm not sure how well that works in practice.
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# ? Apr 22, 2021 17:19 |
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Stellaris is a rogue like
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# ? Apr 22, 2021 17:29 |
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Ugh, god damnit Stellaris
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# ? Apr 22, 2021 17:36 |
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SoggyBobcat posted:Ugh, god damnit Stellaris Guess you're in for 250 years of becoming perfect. Inward.
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# ? Apr 22, 2021 17:44 |
SoggyBobcat posted:Ugh, god damnit Stellaris i hope your people enjoy habitats
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# ? Apr 22, 2021 17:45 |
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JerikTelorian posted:I think Federations are supposed to be the answer for pacifist empires though I'm not sure how well that works in practice.
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# ? Apr 22, 2021 18:04 |
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JerikTelorian posted:How do people build for their start? I struggle a lot with making my planets work early on; specifically getting alloys and civilian goods at a usable level while also managing research. It's possible I'm not investing enough in orbital stations, but I thought that those were a better late game investment since the energy costs for stations are pretty rough, especially early on. What I usually do is immediately set trade policy to consumer benefits and economy to militarized, send out 4 scientists to survey (sell excess food/consumer goods to get some early energy). When my first ascension tree is active I almost always pick expansion first because spending less influence to take systems and colonies starting with an extra pop makes it an insanely good choice. I'd like to adopt Discovery first and then fill out Expansion but 200 influence for Map the Stars is BULLSHIT. After that I focus on getting a good supply of minerals rolling, since those are your lifeblood early on. Always put up orbital stations as soon as possible, since it's free stuff and really begins to pay for itself with upgrades that increase mining/research station output. The upkeep becomes an afterthought very quickly. After that I focus on building up my energy/mineral income so when I start gunning for alloys+research I won't nosedive my basic resource income. Industrial districts+consumer benefits (remember to scoop up trade value with starbases) covers scientist upkeep. I keep my food income in the positive but I don't need to prioritize it, just have enough to keep the pops from starving and enough for colony ships and then add more food jobs as needed. Once I've got my first 2 colonies up the one with the most generator districts becomes a dedicated generator world, the other one becomes a forge world. After that my economy is stable enough that I can generally do whatever. I personally am very anal about staying under my sprawl cap so I'll find some lovely small planet and if the habitability is good it becomes my bureaucrat world. Once stability drops below 50 I start adding holo-theaters, gotta have amenities. If I see an excess of clerks, it's time to build a useful building/industrial district. Horace Kinch fucked around with this message at 18:10 on Apr 22, 2021 |
# ? Apr 22, 2021 18:06 |
Turn off jobs that suck entirely. This usually means clerks.
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# ? Apr 22, 2021 18:21 |
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Splicer posted:Yup, if you're playing pacifist you're supposed to make friends. Since your pops don't count against your friends' growth you and your buds should have more total pops than the guy who ate two empires. Whether this compensates for not having direct control over your pals' stuff is another question. Tbqh, I'm kind of glad I don't have to babysit all their planets. Besides, vassals and federations are the only way to peacefully integrate organics if you're only playing the boring standard robots. Imho, manipulating your friends into doing whatever you want anyway is more fun than endless clicking to reach the exact same end point.
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# ? Apr 22, 2021 18:22 |
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Anias posted:Turn off jobs that suck entirely. This usually means clerks. This. If you're playing Robots you NEED to restrict maintenance drones to a bare minimum because you get FAR, FAR more than you need.
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# ? Apr 22, 2021 18:23 |
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Deuce posted:I discovered that the Ringworld start got a nerf to the species habitability on planets. (i don't read patch notes ok) Hiveminds can genemod themselves out of the ringworld habitability, thankfully.
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# ? Apr 22, 2021 18:24 |
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Libluini posted:Tbqh, I'm kind of glad I don't have to babysit all their planets. Besides, vassals and federations are the only way to peacefully integrate organics if you're only playing the boring standard robots.
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# ? Apr 22, 2021 18:27 |
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This anemic pop growth is really harsh. I have three relic worlds and two Gaia worlds that I can barely get off the ground, much less max out my capitol. Gene clinics and robot plants on every one, yet no luck.
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# ? Apr 22, 2021 18:30 |
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Pop changes and economy changes are good, anyway that's my contribution
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# ? Apr 22, 2021 18:34 |
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SSJ_naruto_2003 posted:I'm loling at all the people with 1k hours saying the game lacks replay ability at least Obviously it doesn't. What I want from it - and what I suspect a lot of people saying replayability want from it, is something like a Dwarf Fortress-esque Space Opera Generator that lets one play God-Emperor in a vast and mysterious galaxy. This is functionally the premise of the game, which is why I keep replaying it to see if this time it's turned into the thing I want it to be - because the devs seem to want that too. But there's all this guff that gets in the way of this vision, like troop transport stances resetting after every invasion or randomly misfiring crisis mechanics that mean it never quite gets there. So I come back, time after time, to see if this time Stellaris has really changed. So far it hasn't, but I'm pretty sure I'll continue coming back and complaining for as long as it's in development.
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# ? Apr 22, 2021 18:41 |
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# ? Apr 29, 2024 02:56 |
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Splicer posted:Oh I meant compensates mechanically. I much prefer to have friends than oodles of planets Well, right now my federation controls nearly 75% of the galaxy. I'd say that's a lot of mechanical compensation. The only ones not in it or at least associated are the devouring swarm of the game, and they're in big trouble now I'm also well on my way to manipulate the Galactic Senate into making my robots Custodians. Looks like this run will eventually end with one, unified Galactic Empire. Though I hope there's isn't some dumb bug waiting at the end, like every non-organic entity getting auto-purged. Stockholm Syndrome affected I may be, but I'll never forget that one game where PDX ordered all my droids to self-destruct with their anti-fun remote control
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# ? Apr 22, 2021 18:45 |