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twistedmentat posted:Yea but some of the gigastructure stuff is hilarious. Though I'm so used to playing with it I have no idea which is mod and which is vanilla. I'd hate to lose the techs that let me do stuff like create alloy foundries out of stars or turn various worlds into habitable. Both of those are from giga.
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# ? Jun 21, 2024 09:52 |
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twistedmentat posted:Here's another question I've had forever, if you have psi ascension perk available, should you always take it? I noticed that in most tier lists of the APs its always rated fairly low. Also I've never gotten to the fun part of worshiping the chaos gods. If you want to go psionics, then yes, absolutely, unless you have some other really compelling reason to delay. For instance, with gigastructures, you might want to prioritize perks for building more megastructures or building them cheaper/faster. You might also prioritize some of the habitat ascension perks, the +10% tech speed one, etc. To your previous point, there are some hilarious results you can get from stacking cost reductions on starports, to the point where between the vanilla discounts and a couple of mod discounts (including the discounts from a hyperstellar shipyard), I was building battleships for something like 10% of their normal cost. Game designers really, really need to stop adding % reductions linearly.
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Dirk the Average posted:If you want to go psionics, then yes, absolutely, unless you have some other really compelling reason to delay. For instance, with gigastructures, you might want to prioritize perks for building more megastructures or building them cheaper/faster. You might also prioritize some of the habitat ascension perks, the +10% tech speed one, etc. Keep in mind with Gigastructures that if you want to go full bore you need like... 4-5 perks. It's basically a ascension path in itself.
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Ugh. When I started this game I had six loving unemployed pops (My main and only loving race) on my home planet and 11 unfilled jobs. I figured, that's fine, no problem, they'll educate up and fill those specialist and ruler slots. NOPE. It's been ten years, there are now 10 unemployed worker pops. I can't loving build anything because I'm only getting the base production numbers on intermediate resources, I just got an event that added 2 consumer goods upkeep to each unemployed pop, and guess what? NO ONE'S MAKING ANY CONSUMER GOODS! Nothing I'm finding anywhere online has anything at all to do with this problem, everyone's just talking about slaves and robots. There's no policy or species right I can find that looks like it has any effect on pop promotion or anything like that. These loving lazy pops just need to pull themselves up by their bootstraps, get one of these multiple loving jobs that are just waiting to be staffed and stop eating their loving government-supplied avocado toast. Welp, out of consumer goods, still no job movement.
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Dareon posted:Ugh. When I started this game I had six loving unemployed pops (My main and only loving race) on my home planet and 11 unfilled jobs. I figured, that's fine, no problem, they'll educate up and fill those specialist and ruler slots. NOPE. It's been ten years, there are now 10 unemployed worker pops. I can't loving build anything because I'm only getting the base production numbers on intermediate resources, I just got an event that added 2 consumer goods upkeep to each unemployed pop, and guess what? NO ONE'S MAKING ANY CONSUMER GOODS! One of your mods is breaking poo poo.
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Pops instantly upgrade their stratum if available, so if they aren't doing so either a mod has broken something, or those jobs aren't allowed for said pops. Are you running Slaver Guilds? Or any slavery at all? Any subspecies of your main race via gene modding? Have a origin that gives you a second starting race?
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Serephina posted:Pops instantly upgrade their stratum if available, so if they aren't doing so either a mod has broken something, or those jobs aren't allowed for said pops. Are you running Slaver Guilds? Or any slavery at all? Any subspecies of your main race via gene modding? Have a origin that gives you a second starting race? Right at the start game it's almost certainly a mod. I vaguely remember Glavius causing something like this lately?
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Dareon posted:Ugh. When I started this game I had six loving unemployed pops (My main and only loving race) on my home planet and 11 unfilled jobs. I figured, that's fine, no problem, they'll educate up and fill those specialist and ruler slots. NOPE. It's been ten years, there are now 10 unemployed worker pops. I can't loving build anything because I'm only getting the base production numbers on intermediate resources, I just got an event that added 2 consumer goods upkeep to each unemployed pop, and guess what? NO ONE'S MAKING ANY CONSUMER GOODS! I had this issue with the odd factory and I adjusted the job priority and that caused the pop to take a job
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Yeah, I saw Glavius mentioned, but I'm not running that. I'm running Make The AI Terraform Again, More AI Personalities, and Spacedock, none of which should be even touching pops. Testing... It was not either of those three and I don't know what would be affecting the AI otherwise. Discounting things that are just flags and namelists (And if someone snuck an AI change into one of those I think everyone would be pissed)... Ariphaos Unofficial Patch Universal Modifier Patch (Prereq for Merged Leader Levels) At War: Carrier Enhancements, Planetary Defense Force, Defense Platform Longevity Enhanced Robomodding Ethics and Civics Alternative Expanded Stellaris Traditions Gigastructural Engineering Guilli's Planet Modifiers Just More Traits Megastructure Origins Species Diversity Xenology: Traits Expansion Reborn A few of those haven't been updated since 2.2, lemme try turning those off... Wow, Just More Traits was apparently overwriting one of the other trait mods... Nope, problem persists. Ugh, I'm gonna be turning off mods all day.
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Yami Fenrir posted:Keep in mind with Gigastructures that if you want to go full bore you need like... 4-5 perks. It's rather more than that now if you want the really big poo poo, most of which are an ascension perk unto themselves.
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Dareon posted:A few of those haven't been updated since 2.2, lemme try turning those off... Wow, Just More Traits was apparently overwriting one of the other trait mods... Nope, problem persists. Ugh, I'm gonna be turning off mods all day. Install Irony Mod Manager, it'll tell you which mods aren't updated for 2.8.1 at a glance. https://bcssov.github.io/IronyModManager/
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Found it, it's the Ethics and Civics Alternative. Now I need a different civics mod. e: The Classic version works fine. Weird. Dareon fucked around with this message at 22:36 on Dec 23, 2020 |
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My (mostly spoiler free) takes on some of the new origins in the modjam mod: Containment Breach: pretty simple, but pretty solid. Your robots are locked in a planet by an array of 8 moons that start melting down, letting you out. Seems written for a driven exterminator robot race and benefits them well. Stellar Pioneers: more ambitious - you start with a mini-habitat built off an orbital elevator, and your colonies can build more. The habs can make manufacturing districts which make both alloys and consumer goods (or specialize) but only have space for 2 until you research Habitats, so it's not really balance-destroying. Unfortunately a related event chain is broken thanks to bugs. Ancient Juggernaut: you start with a broken juggernaut and can repair it as you research techs. Pretty cool since normally by the time you can build a juggernaut you're well past needing to. Another simple but solid one. A Second Dawn: you start with an engineered planet and your two guaranteed colonies are as well. However (slight spoiler) the second one is hosed up, so you actually are pretty crippled in the early game. A corresponding storyline through archeology sites tells the utterly predictable story of how it happened. Wasn't too impressed with this one honestly, there's no mechanical reason to pick it (the engineered planets are just 100% habitability) and the story's pretty basic. The Caretaker: you start with 0 population growth and the ability to petition a godlike Caretaker for pops and bonuses. Supposedly has a storyline and choices where you can tell the caretaker to take a hike, but I never got past the whole being crippled by 0 population growth thing and having to spend influence on "master can I have a pop" options. That's only half the origins included so you definitely get your money's worth.
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I started a new game and edit my OC civ to be the reawakaned, I think that's from the mod too. That Gigastructure EHOF is pretty fun to use. I've been shooting science ships through it seeing what I can find. Nothing interesting yet, but I did get a bunch of new systems out of it. I also finally had a game where I could exploit the galactic core. I always end up on the outer rim and having multiple other empires between me and it. Here's a good question, if you have multiple species in your empire, is there an easy way to tell which planets are habitable for each one? It drives me nuts when I see a planet that is green but when i send a colony ship I get the "this has low habitability" and if I'm playing a xenophile civ i could have a dozen different species in it. It would be nice if the tool tip said the different habitabilites per species.
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twistedmentat posted:Here's a good question, if you have multiple species in your empire, is there an easy way to tell which planets are habitable for each one? It drives me nuts when I see a planet that is green but when i send a colony ship I get the "this has low habitability" and if I'm playing a xenophile civ i could have a dozen different species in it. It would be nice if the tool tip said the different habitabilites per species. If you colonize from the target planet's screen instead of starting your colony ship at the shipyard, you get a list of your species and their habitability, so it loads the ship with the appropriate colonists.
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You can also use the expansion planner to send or build+send colony ships. The planner allows for filtering and sorting according to habitability for each species in your empire.
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Something I wish was that there would be an ability to just mod a generic habitability on your pops so they can live everywhere relatively comfortably. I kind of hate just terraforming everything in my empire to be the same planet for max habitability or having to manage 10 variants of my own species. Or I guess if terraforming had more choices between "best planet for my species/Gaia world" so you'd still end up with different planet types in your empire regardless. Like the terraforming chart from Endless Space or something.![]()
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Isn't this just robots and cyborgs?
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Libluini posted:Isn't this just robots and cyborgs? Yep, just go synths. Now you have but one pop to manage, and all of them can live everywhere. As a bonus, they grow faster, have less upkeep, get more output, etc. There are a whole lot of upsides!
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That's just what a Cylon infiltrator would say....![]()
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Dareon posted:If you colonize from the target planet's screen instead of starting your colony ship at the shipyard, you get a list of your species and their habitability, so it loads the ship with the appropriate colonists. Libluini posted:You can also use the expansion planner to send or build+send colony ships. The planner allows for filtering and sorting according to habitability for each species in your empire. I never used the expansion planner or the colonize option from the planet screen, that would make everything easier.
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Is there a mod for 'planet template'? Like, a drop-down menu where I select a template then a progress bar fills over 3 hours. To avoid micro, I've never done a game with dozens and dozens of planets. It would be fun to build 50+ rings or colonize every planet in the galaxy except for the micro.
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I am trying the genetic superiority tree for the first time. I'm curious what horrible thing that will end up as. That reminds me, I once had a game with my Human Techno Republic (I can't figure out if they're called that because they're a science based civ or they are just really into EDM) where we all became robots, but when I got to that point I thought maybe i could forcibly convert other races into that, turn into one of those games where you become the end game crisis, but I could never figure out how to do it. I'm sure there is a way and its probably hidden on one of those screens i never look at.
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Species rights -> assimilation.
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Genetic ascension is probably the darkest cause you can straight up nerve staple species. Or turn them into food. But also you can change their portraits so you can get rid of any ugly aliens so who can say if it's really bad or not?
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Eimi posted:Genetic ascension is probably the darkest cause you can straight up nerve staple species. Or turn them into food. But also you can change their portraits so you can get rid of any ugly aliens so who can say if it's really bad or not? Genetic is also secretly the most powerful ascension path even if it's the most boring one Clone Vats are stupidly op and you can pile on fertile on top of that. Nothing beats pure pop growth speed.
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Eimi posted:Genetic ascension is probably the darkest cause you can straight up nerve staple species. Or turn them into food. But also you can change their portraits so you can get rid of any ugly aliens so who can say if it's really bad or not? I tend to use genetic ascension to just straight up improve all species in my empire. Negative traits no more! Unshackle yourself from the dire threat of being slightly more quarrelsome then average! ![]()
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Yami Fenrir posted:Genetic is also secretly the most powerful ascension path even if it's the most boring one Doesn't machine ascension provide some wild boosts to robot build speed though? I think growth was one of the main draws of that path when last I played, at any rate.
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Bobfly posted:Doesn't machine ascension provide some wild boosts to robot build speed though? I think growth was one of the main draws of that path when last I played, at any rate. It does! But going full robot removes the bio pop growth from the equation entirely. So somewhat stupidly, you actually end up having less pop growth with Synthetic Ascension than if you just stayed with The Flesh is Weak. The main draw of Synthetic Ascension is not having to use food at all, in my opinion. In larger empires that is a LOT of jobs wasted on simple pop upkeep. And semi-immortal leaders I suppose. Like I've mentioned a lot of the time the reason why gestalts are strong is because they don't have to waste nearly as much in pops on simple upkeep jobs like food or consumer goods. If they had Ecumenopolis there would basically be no reason to play a standard empire at all. Factions are to this day poorly designed and Pop demotion time is a concept that just straight up needs to die in a fire. Machines did get nerfed a bit with the research jobs using energy and the massive sprawl penalty, but it still sort of holds true. Hiveminds are actually ridiculously strong right now because their admin cap building is also their unity building. With the foundry districts probably even more so
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Yami Fenrir posted:Pop demotion time is a concept that just straight up needs to die in a fire.
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Splicer posted:I wish Stellaris was a game the RP heavy grand strategy game that pop demotion time hints at, but since it's not it's just a weird vestigial nub of "makes sense" realism. Its only real in-game use is lowering the complexity of pop reshuffles. It doesn't even do that right, because half the time some worker pop takes a specialist job or something because of some stupid reshuffle and you end up randomly having unemployed specialist or rulers and it's such a massive pain the rear end. It works just fine with gestalts too. But normal empires have to pay a civic slot to just ignore this idiotic mechanic and ![]()
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Yami Fenrir posted:It does! If you have any bio pops at all in your empire, those will grow, and I believe that also includes migration. There's some other cool stuff for robots too. Robots get a lot of +output modifiers from technologies, and -upkeep actually applies to their consumer goods upkeep as well when doing jobs. So suddenly you don't need food, your consumer good consumption drops significantly, and you don't even use that much more energy. You also can colonize every planet everywhere, and all pops are able to work on all planets without terraforming. A fanatic materialist synthetic empire has -30% robot upkeep. By the time you have synths, you have +20% robot output. If you have the mechanist origin, you have a further -5% upkeep, and then you can modify the robot pops as well to get a further -10% upkeep and +5% output. So all of your pops now have -40% (or -45%) upkeep, which cuts all consumer good usage by 40%, and their energy usage by 40% as well, and all of your pops have a +25% output bonus. Synthetics are really, really, absurdly good.
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Dirk the Average posted:If you have any bio pops at all in your empire, those will grow, and I believe that also includes migration. How do you have bio pops in your empire when they instantly get turned into robots though? Usually that only works with migration pacts, iirc. Also don't get me wrong, I love the robot ascension path. It's my favorite one of the bunch. I'd use it more often IF IT WEREN'T FOR THE GODDAMN IDIOTIC SPIRITUALIST FALLEN EMPIRE. I am baffled the chain humiliation poo poo for existing hasn't been fixed yet (at least I believe it hasn't).
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Yami Fenrir posted:How do you have bio pops in your empire when they instantly get turned into robots though? Usually that only works with migration pacts, iirc. The standard way to keep bio pops is to colonize a planet while the ascension project completes. Fallen Empires can only declare war when you refuse a demand, like not vacating systems/planets. You can be at -1000 relations and they will not declare war, because it’s required for their casus belli. Otherwise genocidal empires would be unplayable.
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scaterry posted:The standard way to keep bio pops is to colonize a planet while the ascension project completes. I'm fairly sure this is incorrect. Fallen empires just don't care about genocidal empires AFAIK, i. e. don't have the modifier. They only care about Ethics and, for some dumb reason, turning yourself into a robot for the spiritualists. The combination of opposing ethics and turning yourself into robots is the problem for spiritualist FEs. Also you get a choice of accepting the humiliation or not, iirc, which has the same "this will annoy the fallen empire" language the demands do. Yami Fenrir fucked around with this message at 21:40 on Dec 27, 2020 |
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Libluini posted:I tend to use genetic ascension to just straight up improve all species in my empire. Negative traits no more! Unshackle yourself from the dire threat of being slightly more quarrelsome then average! It's also really nice when you're playing a genocidal empire, because nervestapling all your conquered pops makes them perfectly docile while they get turned into nutrient paste. You can also add robust in, which I'm pretty sure still increases the job output for purge jobs.
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So reading all this, and I've been mostly playing psionic because it's the coolest to me, and good gods, they need to massively buff psionics cause daaaaamn
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Yami Fenrir posted:How do you have bio pops in your empire when they instantly get turned into robots though? Usually that only works with migration pacts, iirc. IIRC only full citizenship pops get turned into robots. Slaves/residents stay organic.
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Eimi posted:So reading all this, and I've been mostly playing psionic because it's the coolest to me, and good gods, they need to massively buff psionics cause daaaaamn It has the thematic potential to be great at diplomacy and (soon) espionage, but whether that potential will ever be fulfilled...?
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# ? Jun 21, 2024 09:52 |
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Yami Fenrir posted:I'm fairly sure this is incorrect. Yeah, I think my information is incorrect and outdated. I totally forgot the Necroids patch changed fallen empires to care about opinion. They will make demands at -100 opinion now.
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