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QuarkJets
Sep 8, 2008

Cease to Hope posted:

Housing districts + hydro domes cost more energy than a farm district, and the hydroponics domes take jobs that could instead be on a different planet, maxing out growth there.

There's a point where you should just stop building poo poo and let the people move to another planet, and it's somewhere between 25 and 50 pops for raw resource planets I think.

If you need multiple farming planets, then I guess so, but that seems like a pretty insignificant optimization (2 energy/month?!)

you were also talking about building farming districts together with luxury housing; that's the same energy upkeep but provides less housing and capacity overall than using hydroponics farms.

QuarkJets fucked around with this message at 02:25 on May 18, 2021

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ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Not even fully optimized (no gov, no output traits) 8 hydro farms gives me over 250 food, and also lets me hit 50 pop pretty easily for the free merchant, branch office slot, etc. 24 energy in exchange for a second planet until around 600-800 pops is pretty good. You only need 7 or 8 farming districts to hit that point. This is on the beta I guess I should say, where production buildings are changed to increase base output instead of give bonus job slots.

"Stop building poo poo" for me means after I've used up the planet's ability to focus on 1 thing I stop instead of trying to do like energy+mining (outside of early game ofc). On a mining or generator planet you're much more likely to stop around 25-30 pop because that's when you run out of jobs usually, but you don't stop building mining districts if you have more available.

zonohedron
Aug 14, 2006


Gosh I'm glad I didn't spoil myself for the crises. Having the Unbidden show up and their fleet being more than ten times as strong as my strongest fleet was an unpleasant, and also very exciting, surprise, and it wouldn't have been as fun-but-horrifying if I'd known what to expect. They're nowhere near me, and I can't get to them because the empires between them and me have had closed borders for over a century. :thunk:

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Cease to Hope posted:

Hydroponics Bays are starbase utility buildings that you unlock very early on. They're good, because they're low-maintenance and produce resources without needing jobs.

I've never found a use for Hydroponics Domes, although I'm given to understand they're useful for Void Dwellers. On farm planets, I just max out the farm districts and build Luxury Housing in the extra building slots, for job-free amenities and free growth from the extra carry capacity. And I would probably never want many farmer jobs for robots, even assimilators or caretakers. You can just buy food fairly cheaply, and machine gestalts are good at generating energy.

Yea that's what I'm thinking of. Like having ones full of admin.

I know robits and good, but I always end up having a revolt before i can make them citizens so i avoid building them.

Horace Kinch
Aug 15, 2007

zonohedron posted:

Gosh I'm glad I didn't spoil myself for the crises. Having the Unbidden show up and their fleet being more than ten times as strong as my strongest fleet was an unpleasant, and also very exciting, surprise, and it wouldn't have been as fun-but-horrifying if I'd known what to expect. They're nowhere near me, and I can't get to them because the empires between them and me have had closed borders for over a century. :thunk:

You can try to pass a resolution in the senate to get everyone to open their borders until the crisis is dead. Or, you can watch the unbidden eat those empires instead!

zonohedron
Aug 14, 2006


And Tyler Too! posted:

You can try to pass a resolution in the senate to get everyone to open their borders until the crisis is dead. Or, you can watch the unbidden eat those empires instead!

I've proposed the resolution; there's three ahead of it. The ugly critters who've been insulting my beautiful mushroom people all game are gonna have to deal with the unbidden themselves, I guess.

Horace Kinch
Aug 15, 2007

I gave Galactic Imperium a run and boy is that stuff an I WIN button if there ever were one. As soon as you slap the Khan around a little everyone's on your side. I nominated myself, ignored the Khan long enough to give myself indefinite powers, finished off the Khan, opened the L gates, let the tempest do their thing and by then I had enough goodwill in the galaxy that everyone let me make myself emperor. After that I made the senate my plaything because halfway through a vote I can press the VOTING IS OVER button and then call an emergency session and do it all over again. Oh, and you get a really cool shipset and 400 imperial naval capacity (which can be upgraded) to continue bullying lesser empires.

PittTheElder
Feb 13, 2012

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

I keep trying to muster up the interest to play a game where I do synthetic ascension because it's just so good, but I can't bring myself to do it because robots are just so meh. At the very least going synthetic ascension should let you preserve your original species appearance.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
yo, why is this raider fleet bombaring my planet? i never got a demand prompt, they were moving through my territory as neutrals, and all of a sudden they're hostile now? i contact them and they aren't expecting payment or anything. what kind of bug even is this

e: they enslaved some pops and said "ok we're done. next time you know better than not to pay us." and now they're still classified as enemy units and they're destroying everything. well there goes that playthrough i guess. sometimes this game has really horriffic glitches

Fur20 fucked around with this message at 08:31 on May 18, 2021

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Fur20 posted:

yo, why is this raider fleet bombaring my planet? i never got a demand prompt, they were moving through my territory as neutrals, and all of a sudden they're hostile now? i contact them and they aren't expecting payment or anything. what kind of bug even is this

e: they enslaved some pops and said "ok we're done. next time you know better than not to pay us." and now they're still classified as enemy units and they're destroying everything. well there goes that playthrough i guess. sometimes this game has really horriffic glitches

A friend of mine has had this exact problem.

It happened when a fleet paid to raid my rival went home. It went home through the entire length of my friend's considerably large empire, carving a path of destruction in it's wake :v:

No idea why this happens, though.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Cease to Hope posted:

Housing districts + hydro domes cost more energy than a farm district, and the hydroponics domes take jobs that could instead be on a different planet, maxing out growth there.

There's a point where you should just stop building poo poo and let the people move to another planet, and it's somewhere between 25 and 50 pops for raw resource planets I think.
What if there's only one planet with a +food bonus or you've limited high habitability planets or you don't have any other planets with more than a couple of food districts? This sounds like one of those situations where there's no one mechanically correct answer and it depends on individual circumstances and preferences. Which is what I want out of games like this.

Splicer fucked around with this message at 09:20 on May 18, 2021

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ZypherIM posted:

Maybe just give the AI a special specialization that just gives like all the bonuses. I did notice that the AI I vassalized first didn't build any entertainment districts, opting instead to get gene clinics. Another thing I noticed was that while I was bombarding their planets they tried to build clerk buildings to counter the issues caused by the bombardment, so the planets I had attacked have a bunch of those, but the ones I didn't are fairly reasonable (mostly generic smattering of resources+alloy/industry building+a few rare resource makers but they do have 1 giant bureaucracy planet).

An additional option would be to give the AI full district refunds for demolishing/changing districts, then once every 25 years or something they go through and optimize (and maybe only change stuff around if the increase is at least 10% or something).
Another reason to delete clerks :smug:

And yeah, playing bonsai with a small number of cool important planets is the kind of thing that's very fun for the player, assuming you're backburnering the vast majority as generic rural worlds you can safely ignore after X years (seriously auto migration, carrying capacity, and ditching pops = buildings has made the job system amazing for me and seems to have semi-accidentally achieved a bunch of goals the devs seemed to be trying to brute force before). For the AI all the steps to a properly specialised planet is just busywork that's very easy to screw up and the player will rarely see; abstracting it away to something simpler makes a lot of sense. You could also roll all the specialisation buildings into one generic AI only building that gets better as the AI researches the building techs, and when transferring to a player it does the existing demolish/replace trick to replace it with the most suitable player facing one.

I really like the idea of the AI getting a free do-over every X years.

Splicer fucked around with this message at 10:51 on May 18, 2021

Cease to Hope
Dec 12, 2011

Splicer posted:

What if there's only one planet with a +food bonus or you've limited high habitability planets or you don't have any other planets with more than a couple of food districts? This sounds like one of those situations where there's no one mechanically correct answer and it depends on individual circumstances and preferences. Which is what I want out of games like this.

Addressed earlier in the convo:

Cease to Hope posted:

There can be exceptions where it's worth megastacking resource generation on one planet, like a lush Gaia world or a planet with a shitload of energy/mining districts as well as positive planetary modifiers, but in general you already want to push raw resource generation to your fringes, diversified among multiple less-developed planets. If the AI did this the same way a safe savescumming player does, they'd still be in the best position possible despite losing planets.

You generally can't megastack every planet to max capacity now unless you are playing super, super tall. So if you megastack a raw resource planet, you're either taking pops from an alloy/lab planet, or from planets that could also have small-middling populations. I think many small-middling raw resource planets is better than a hyperstacked single raw resource planet, because it's more pop growth and comparable (possibly situationally slightly better, because of energy costs) resource generation. This can be muddied by a lush Gaia world or whatever, but it's a general broad strategy so the exceptions are just occasional exceptions.

If you're playing tall, by choice or situationally, this calculus changes. But as long as you have the option, you want a decent population on as many planets as possible, so the challenge becomes getting the most out of that.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Most of my problems with this game could be obviated with the red unemployment icon turning to green if I've marked a planet "Done".

I have lots of sympathies with Paradox trying to make the AI more effective; there are so many edge cases that a simplistic principle-based approach would fall prey to. I would do away with colony building for all extraction colonies and just have them give you volumes of resources for whatever type of resource you select, appropriately buffed by racial and government traits. That way you can bonsai a limited number of core worlds and the problem space becomes much smaller.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Cease to Hope posted:

Addressed earlier in the convo:


You generally can't megastack every planet to max capacity now unless you are playing super, super tall. So if you megastack a raw resource planet, you're either taking pops from an alloy/lab planet, or from planets that could also have small-middling populations. I think many small-middling raw resource planets is better than a hyperstacked single raw resource planet, because it's more pop growth and comparable (possibly situationally slightly better, because of energy costs) resource generation. This can be muddied by a lush Gaia world or whatever, but it's a general broad strategy so the exceptions are just occasional exceptions.

If you're playing tall, by choice or situationally, this calculus changes. But as long as you have the option, you want a decent population on as many planets as possible, so the challenge becomes getting the most out of that.
I'm not in any way disagreeing with your general point that most planets should be 25 pop generalist planets that exist to spit out pops. My point is that the specifics of whether it's worth boosting your superfood planet past pure district production to include hydro domes + an extra city or two to keep your cap up is more complex than yes or "usually no with a couple of exceptions", which is what makes something a good game mechanic (TM).

Aethernet posted:

Most of my problems with this game could be obviated with the red unemployment icon turning to green if I've marked a planet "Done".
Go the other way and let me "favourite" certain planets so I can collapse the rest. I'll keep my new colonies and production planets favourited and review the others every few years when I have downtime.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Aethernet posted:

Most of my problems with this game could be obviated with the red unemployment icon turning to green if I've marked a planet "Done".

I have lots of sympathies with Paradox trying to make the AI more effective; there are so many edge cases that a simplistic principle-based approach would fall prey to. I would do away with colony building for all extraction colonies and just have them give you volumes of resources for whatever type of resource you select, appropriately buffed by racial and government traits. That way you can bonsai a limited number of core worlds and the problem space becomes much smaller.

Yeah a proper AI is hard, for sure.

Things like "The AI doesn't build buildings until all districts are built" or "the AI doesn't understand temporary modifiers (such as devastation) are temporary" or "it doesn't actually employ entertainers from the holo theatres so it builds all of the holo theatres to fix amenities" are a bit unexcusable though.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Yami Fenrir posted:

Yeah a proper AI is hard, for sure.

Things like "The AI doesn't build buildings until all districts are built" or "the AI doesn't understand temporary modifiers (such as devastation) are temporary" or "it doesn't actually employ entertainers from the holo theatres so it builds all of the holo theatres to fix amenities" are a bit unexcusable though.
What's mildly infuriating is this has been the state of the 3.0.3 beta for a few weeks now while the devs are still collecting "feedback" on the forums.

You're not going to get much interesting feedback if there are obvious big things broken that are hard to look past; people will just notice those. Sure enough, the majority of posts in the AI feedback thread are about simple things.

pmchem
Jan 22, 2010


ShadowHawk posted:

What's mildly infuriating is this has been the state of the 3.0.3 beta for a few weeks now while the devs are still collecting "feedback" on the forums.

You're not going to get much interesting feedback if there are obvious big things broken that are hard to look past; people will just notice those. Sure enough, the majority of posts in the AI feedback thread are about simple things.

yeah... I haven't touched the beta since my initial tests a few days after the latest big beta revision came out. there's no point since there is so much low-hanging fruit to fix that may have unintended consequences on other things to fix. hopefully they plan to iterate with public testers at least once more before release.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I've only played two games past like 2250 or so; I've only fought maybe three wars total. In each war I've occupied multiple AI planets and its been nothing but Housing districts on each planet. It is super obvious that something is wrong.

edit: and i have not bombarded these planets ahead of time, which triggers the AI to build *even more* housing districts because the devastation hurts Housing and Amenities. I dont understand why there isnt logic that tells the AI that it cannot build on planets that are being bombarded. Or just hardcode it that you cannot build new buildings on planets that are being bombarded and handwave it as "if they see us start building a new Fortress to house more soldiers the people bombarding the planet will bombard that first and we cannot put our citizens at risk"

AAAAA! Real Muenster fucked around with this message at 15:36 on May 18, 2021

Gato The Elder
Apr 14, 2006

Pillbug
finished my spiritualist/xénophile/sacrificial mega corporation game in first place and I think the combination of Church of Prosperity and Ringworld start works super well; I was getting (literally) +14 pop growth from immigration (xeno outreach agencies loving rule) and did not end up missing Barbaric Despoilers / Nihilistic Acquisition. Psy Shields and Psychic Jump Drives were also pretty key for dealing with the crisis - big fan over here. My biggest complaint was how little there was to do in the mid-game: the L Gates gave the drakes (so boring, but at least I tamed two of them???) and the Khanate collapsed all by itself.

(I wish they’d add a tool-tip for how much trade im generating from spiritualist pops - I was running almost no clerks and my trade value was loving astronomical)

Gato The Elder fucked around with this message at 20:05 on May 18, 2021

lemonadesweetheart
May 27, 2010

Why are synthetics blocked on migration?

PittTheElder
Feb 13, 2012

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

Tried a Necrophage Fanatic Purifier game, and I think I really shot myself in the foot not making the prey species a subspecies of my own. Being forced to auto purge them (though they do turn into necropops) means you basically have no organic growth ever. And then I went Spiritualist so I don't have robots either :v:

Guess that last one might be worth eating the 5% happiness penalty.

Nuclearmonkee
Jun 10, 2009


All in on trade is pretty fun now and actually feels good instead of lovely! Playing as fanatic xenophile megacorp with every possible trade modifier stacked up and once you get your Trade League going you don't ever need to make any consumer goods, unity, or generator districts ever again. I have zero.



The start can be rough with mean neighbors, and I was boxed in by two that I held at bastions as they alternated war deccing me (admiral difficulty). Once I finally got a second of peace, started up my federation and everything got significantly easier as I flipped all of my consumer goods to alloys and starting reaping enormous surpluses via selling poo poo on the market.

Nuclearmonkee
Jun 10, 2009


Aethernet posted:

Most of my problems with this game could be obviated with the red unemployment icon turning to green if I've marked a planet "Done".

I have lots of sympathies with Paradox trying to make the AI more effective; there are so many edge cases that a simplistic principle-based approach would fall prey to. I would do away with colony building for all extraction colonies and just have them give you volumes of resources for whatever type of resource you select, appropriately buffed by racial and government traits. That way you can bonsai a limited number of core worlds and the problem space becomes much smaller.

I've just started reordering planets I care about to the top of the outliner and pushing done ones to the bottom.

Poil
Mar 17, 2007

Nuclearmonkee posted:

I've just started reordering planets I care about to the top of the outliner and pushing done ones to the bottom.
You can do that? :stare:

Staltran
Jan 3, 2013

Fallen Rib

Poil posted:

You can do that? :stare:

Yeah they added that in 3.0. I don't remember how to do it, though, I think I just saw it in the patch notes and forgot until Nuclearmonkee mentioned it just now :v:

Tarnop
Nov 25, 2013

Pull me out

Staltran posted:

Yeah they added that in 3.0. I don't remember how to do it, though, I think I just saw it in the patch notes and forgot until Nuclearmonkee mentioned it just now :v:

There's a gear icon at the top of the outliner, click that and the option is on there

Nuclearmonkee
Jun 10, 2009


It's the refresh looking button to the left of the gear.

Tarnop
Nov 25, 2013

Pull me out

Nuclearmonkee posted:

It's the refresh looking button to the left of the gear.

Cheers, I knew doing it from my (bad) memory was a bad idea!

Poil
Mar 17, 2007

Thanks, I have to try that next time I play.

scaterry
Sep 12, 2012

PittTheElder posted:

Tried a Necrophage Fanatic Purifier game, and I think I really shot myself in the foot not making the prey species a subspecies of my own. Being forced to auto purge them (though they do turn into necropops) means you basically have no organic growth ever. And then I went Spiritualist so I don't have robots either :v:

Guess that last one might be worth eating the 5% happiness penalty.

can't do that anymore, they patched it out :(

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

It was a page or two back, but cheers to whichever poster mentioned an assimilator gestalt with Lithoid squishies, I was going to try this for my next start but I've just read that 'phile megacorp is worth trying again so I'm going to try that and update my homebrew assimilator to have rockborg and tag them to spawn.

Looking forward to getting rolled by them several times until I get a decent start (merely one where I'm not rolled in the first 30 years)

LonsomeSon fucked around with this message at 22:09 on May 18, 2021

PittTheElder
Feb 13, 2012

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

scaterry posted:

can't do that anymore, they patched it out :(

Whelp. Well at least I feel less of a need to restart :v:

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
how irritating. how does an AI on Captain get a fleet of 50 corvettes by year 15.

is there a point where you can become good enough at the game to do any start on captain like civ, or will it always depend on your systems/ability to expand?

Fur20 fucked around with this message at 03:28 on May 19, 2021

Zane
Nov 14, 2007
stations and anchorages. advanced start will also help.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Fur20 posted:

how irritating. how does an AI on Captain get a fleet of 50 corvettes by year 15.

If the ships cost an average of 120 alloys each, just building this force from scratch in 180 months would require an average of 33.4 Alloys/month for the duration.

Horace Kinch
Aug 15, 2007

In the first 20 years the AI can basically magic a fleet out of thin air.

Nuclearmonkee
Jun 10, 2009


Was it a bad boy nation? Their stuff may be cheaper depending. Otherwise I assume it’s adv start shenanigans as the AI can’t usually pull that off until you are on higher difficulties with all of the cheaty resources it gets.

QuarkJets
Sep 8, 2008

I don't know how fast exactly, but you can get a fleet of 50 pretty fast by prioritizing alloy production and going supremacy traditions first. I think colonization still plays a role in that

The necrophage start may come with enough enslaved pops to make it doable in 15

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ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Fur20 posted:

how irritating. how does an AI on Captain get a fleet of 50 corvettes by year 15.

is there a point where you can become good enough at the game to do any start on captain like civ, or will it always depend on your systems/ability to expand?

So I typed up a bunch of stuff because I misread your question as admiral+. On captain the only way they're getting that many is going to be if they're an advanced start. That gives them both their initial colonies done, 500 alloys, 1000 other resources, extra systems with stations built, extra ships, and extra starbases. You'll want to set "Advanced Neighbors" to off so they don't start next to you, but I'd recommend leaving some advanced starts turned on to provide some mid game opposition.

Read on for me yabbering on about the main 2 options for starting out on harder difficulty, which sort of boils down to "rush as hard as you can" or "bribe as hard as you can".





If you're next to a militant AI you're probably not going to be able to rush them, their AI bonuses will ensure that they consistently have a lot more ships than you, and their firerate bonus helps negate issues they have with properly grouping their larger fleet power.

If you're next to a non-militant AI you can rush them, you'll need to open with supremacy, turn on "no retreat" as your fighting policy if it doesn't auto-turn on, and build to around 30+ corvettes and attack. Preferrably you'll get the admiral with the little anvil icon, they have the best bonus because they have a negative (-disengage chance, but no retreat is -100% anyways so its pure profit).

You'll probably need to restrict how many normal systems you take (each one is at least 1 corvette) and normal colonies are 2 corvettes. The alloy building is cheaper to make than an industry district, and you'll want to set up monthly trades to shore up problem areas and get some more alloy income. Don't start building ships right away, you want the cost reduction perk first, and they do have upkeep.

The biggest tech you can get is the +hull tech, and the +2 unity/month green tech (lets you finish supremacy faster). You can also cut jobs that gives sprawl cap and unity after you finish supremacy as well.


Taking a neighbor's capital is a big windfall in terms of power just in terms of pops, but even the other systems they have are cheaper to steal than build up yourself (less influence cost, and you didn't spend the alloy/minerals). Once you do that you should be big enough in terms of fleet power that other close AIs won't attack right away so you've got time to colonize planets and fill in systems and get your new planets happy before rolling out the war machine again. You don't want to stall too long though because an advanced AI or fast forming federation could stuff you hard.


If you're not rushing, consider playing xenophile, but on contact make sure to take the relations improvement, and then go into diplomacy and see how things are. Sometimes it'll be a bad match and you should resign yourself to shifting over to a large fleet footing while also sending a science ship on explore (instead of survey) to find another neighbor that hopefully isn't a dick. As long as relations aren't too bad you can usually bribe them into a good mood and once you get any sort of on-going agreement they don't tend to just flip on you. Make sure to spend a tradition point on unlocking diplomacy at this point, because it'll save you a bunch of influence as you get stuff like defensive pacts and research agreements up.

You'll probably need to federate at a fairly early point, and then you should as a group be stronger than your neighbors and aggressively expand where you can. Later you'll scale better than the AI will and can wrangle control of your federation as you see fit, and probably have a good setup for doing galatic senate stuff if you want. If you don't federate it comes down a ton to getting lucky with not aggressive neighbors (or ones that line up with your ethics) and getting good map layout.

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