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AG3 posted:Yeah, subjugation feels way too easy both for the human player and the AI. Then again, because it's so easy it means that countries now almost never get wiped out like they used to, instead they stick around as vassals of other nations. This means that there's always a chance at a comeback if their fortunes change, though in the AI's case this doesn't really happen much since they're more likely to just swap between different overlords than make an acutual comeback with the big boys. Agreed, unless they're eligible for protectorate status it really shouldnt happen at all. That's the whole point of getting a casus belli to enforce it.
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# ? May 25, 2022 22:31 |
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# ? Apr 27, 2024 04:38 |
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MOVIE MAJICK posted:My friend group is looking at Stellaris for a having a weekly 4x game to play a huge long campaign. We are roughly 8 people and only half of us have played this game at all. Stellaris has a ton of text from all the events and archaeology sites. And a lot of it is worth reading at least once. Having to do that while under time pressure might make it less fun for people new to the game.
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# ? May 25, 2022 22:51 |
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Tamba posted:Stellaris has a ton of text from all the events and archaeology sites. And a lot of it is worth reading at least once. Having to do that while under time pressure might make it less fun for people new to the game. I've never even thought of this aspect of CKIII/Stellaris multiplayer. Yeah, some of that would be really frustrating if you didn't already know the spoilers/events. AG3 posted:Yeah, subjugation feels way too easy both for the human player and the AI. Then again, because it's so easy it means that countries now almost never get wiped out like they used to, instead they stick around as vassals of other nations. This means that there's always a chance at a comeback if their fortunes change, though in the AI's case this doesn't really happen much since they're more likely to just swap between different overlords than make an actual comeback with the big boys. At the very least, peacetime subjugation should have some kind of modifier for differing/opposing ethics outside of their effect on relationship overall.
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# ? May 26, 2022 00:54 |
So I'm playing around with automation and the "shared stockpile" is just a single resource - does this mean the game just converts both energy and minerals into a generic resource and builds with it?
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# ? May 26, 2022 01:25 |
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Yes.
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# ? May 26, 2022 01:41 |
So the rare resource requirements for new buildings just disappears when it's automated?
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# ? May 26, 2022 02:01 |
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It's a fantastic simplification of the sector stockpile system (which is still in and now looks so much worse for it), with the caveat that you don't get a warning for when the global pool is empty.
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# ? May 26, 2022 02:02 |
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You do get a warning for the global stockpile being empty.
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# ? May 26, 2022 04:54 |
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Dang, I missed that one. There was a point where none of my planets were building poo poo despite having red jobs and when I did a check it was because of the stockpile being low enough that nothing was happening. Maybe that's why? Whatever
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# ? May 26, 2022 05:15 |
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A GIANT PARSNIP posted:So the rare resource requirements for new buildings just disappears when it's automated? They might use base prices like you can find in the market for rare resources. The initial build cost is chump change anyways, it's the upkeep that matters and that's not getting pulled from the stockpile.
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# ? May 26, 2022 05:46 |
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Can someone explain to me how exactly Research Tiers work? What are the requirements for getting a Tier 5 tech for example? I played a match with a build focused around Unity and got all Ascension Perks except the last one in mid-game, but but by the time we beat the End-Game Crisis I STILL haven't managed to get the last Perk despite having average Research production. I was literally sitting on 3 MILLION Unity with no way to spend it because the last Perk tech refused to pop up despite me having a Statecraft researcher in that slot for a 100 years.
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# ? May 26, 2022 08:20 |
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According to the wiki, it's based on how many techs from the previous tier has been researched:Stellaris Wiki posted:Technologies are divided into 6 levels (T0 to T5) of advancement. Higher tier technologies require obtaining a certain number of technologies from the preceding tier in the same area of research (set at 6 for all tiers[1]) before they become available as research alternatives.
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# ? May 26, 2022 08:29 |
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AG3 posted:According to the wiki, it's based on how many techs from the previous tier has been researched: I've read that but it doesn't actually specify the requirement other than "a certain amount". What is that amount?
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# ? May 26, 2022 08:43 |
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There's some fuckery going on with the new mercenary enclaves, though I'm not sure if it's due to UI Overhaul Dynamic or if it's the same without it: If I tell them I want to review my options as a patron, then hit ESC or click the X in the top right corner to close the screen, the dialogue window closes but somehow gets stuck in the background so I can't contact any mercenary enclave anymore. If I save the game and reload it, the dialogue window will appear and I have to select "discuss a different matter" first in order to close the screen in a way that won't lock it up. It seems that clicking the x or hitting ESC in this dialogue makes the game select the top dialogue choice instead of closing the screen, unless the top choice is greyed out and can't be selected, in which case it will close the screen... but also keep it frozen in the background and prevent you from contacting any mercenary enclaves again until you do the save-reload thing. If you ask about Logistics solutions, hitting ESC or clicking the X will again select the top choice, so sucks to be you if you didn't actually want to buy it . Though in this case, if you can't select the top option because you lack the money it will just close normally without freezing like the patron review section does. If asking about ground troops then clicking the X or hitting ESC does the same thing; select the top choice. If you can't afford the top choice leading to it being greyed out, the dialogue screen closes but gets frozen in the background like with patron review and you need to save and reload. Curiously enough, in the rent fleet screen it works just fine and it just closes the screen instead of selecting the top choice. Jack Trades posted:I've read that but it doesn't actually specify the requirement other than "a certain amount". What is that amount? I assume the "set at 6 for all tiers" part means you need 6 techs from the previous tier to get new tier techs to show up, but I haven't actually tested to see if that's what the sentence means. It's worded a bit strangely. AG3 fucked around with this message at 08:54 on May 26, 2022 |
# ? May 26, 2022 08:49 |
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In addition to having enough techs of the previous tier, some techs have additional requirements (such as megastructures needing specific techs like Citadels). I don't know if the unity edicts tech has anything special, I normally run into that one without even trying.
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# ? May 26, 2022 09:27 |
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Not according to the tech tree that's online, at least, it's just a tier 5 statecraft tech with no prerequisites. It does however state that the tech weight is multiplied by 0.2 if you don't either have Curator Insight active, a curator scientist working on society research, or the scientist working on doesn't have the statecraft expertise trait. If the scientist does have statecraft expertise though the chance should be multiplied by 1.5 instead, so in this case I guess it's just bad luck.
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# ? May 26, 2022 09:39 |
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Any reason a determined exterminator accepts bio mercenary enclaves in its controlled systems?
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# ? May 26, 2022 09:52 |
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# ? May 26, 2022 12:15 |
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I’ve also had some fuckery with the Merc Enclaves. Once I built my third one, I’ve become unable to engage any of them in diplomacy anymore. One of my vassals had an uprising and a sudden 10k fleet beating on me, but when I went to rent out a fleet, I couldn’t even talk to the enclave.
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# ? May 26, 2022 14:30 |
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VaultAggie posted:I’ve also had some fuckery with the Merc Enclaves. Once I built my third one, I’ve become unable to engage any of them in diplomacy anymore. One of my vassals had an uprising and a sudden 10k fleet beating on me, but when I went to rent out a fleet, I couldn’t even talk to the enclave. Sounds similar to the problem I had, didn't saving and reloading fix it for you?
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# ? May 26, 2022 14:42 |
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Thank you everyone for your help/answers. Especially to the guy who asked why I wanted to integrate a vassal, made me take a look at the agreement screen a bit more and wow yeah.... Now for my next game, what is the most overpowered civ you can make currently? I think someone mentioned that hiveminds are the best now? Any specific tips?
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# ? May 26, 2022 14:43 |
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Planet AI is still pretty bad. I see AI planets with like 10 open farm districts but they've filled the planet up with hydroponic farms. I've seen empires in massive mineral spirals just refuse to develop rich mining worlds. I've also seen lots of planets that are nearly entirely full of the commercial/trade building but only a few developed cities.
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# ? May 27, 2022 06:22 |
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I wish I could just apply a template or a set of rules for building instead of leaving the AI to make its own bizarre decisions. Happily I was dumb enough to set the galaxy to huge on my current game, so now that I’m a hundred years old and have achieved big boy status it’s slowed enough that I have plenty of time to micromanage…
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# ? May 27, 2022 11:11 |
So with the weekend creeping up I'm finally going to play this a bit, are there any "must have" mods or is the best experience, generally, a vanilla one? When I played it ages ago I remember having more than enough fun with the base game content but if there's anything really considered mandatory I'd be more than happy to look into it.
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# ? May 27, 2022 11:43 |
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Guilli's planetary modifiers is basically THE must have mod for me. Vanilla planets are almost objectively terrible and bland.
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# ? May 27, 2022 11:44 |
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I find vanilla game to hold up pretty good on it's own with the exception of the UI. Please, for the love of all that is holy, install the "UI Dynamic Overhaul" mod.
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# ? May 27, 2022 11:54 |
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Baronjutter posted:Planet AI is still pretty bad. I see AI planets with like 10 open farm districts but they've filled the planet up with hydroponic farms. I've seen empires in massive mineral spirals just refuse to develop rich mining worlds. I've also seen lots of planets that are nearly entirely full of the commercial/trade building but only a few developed cities. Fairly certain this keeps pop growth high.
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# ? May 27, 2022 13:14 |
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Azuth0667 posted:Fairly certain this keeps pop growth high.
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# ? May 27, 2022 13:29 |
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Something that really bugs me in the current build... The Indentured Servitude slaves seem to compete with my pure blood citizens on an equal basis for the Specialist jobs. This means that when I mess around with job allocation even a bit on my planet, the slaves can take Specialist jobs and kick my Citizens to unemployed status. That's a bug right? I do not remember this feature in olden times of half a year ago.
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# ? May 27, 2022 13:31 |
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SirTagz posted:Something that really bugs me in the current build... The Indentured Servitude slaves seem to compete with my pure blood citizens on an equal basis for the Specialist jobs.
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# ? May 27, 2022 13:35 |
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lol the first shroudwalker incident thing (as the shroudwalker origin, if that matters) i get gives me a permanent -10% happiness and like -15 stability on one of my major colonies. wtf.
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# ? May 27, 2022 13:46 |
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What the gently caress is the deal with the way game chooses late-game crisis? I've seen the scourge twice, robots once, and other than that it's nothing but unbidden for 500 hours straight.
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# ? May 27, 2022 13:48 |
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AAAAA! Real Muenster posted:I dont think open farm jobs (or open jobs in general) have any affect, or if it does its not as much as there being open housing or unbuilt districts, though. I'm not positive though. When you build a non-city district pop growth on the planet decreases. Using building slots as long as you can keeps pop growth high.
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# ? May 27, 2022 13:49 |
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Azuth0667 posted:When you build a non-city district pop growth on the planet decreases. Using building slots as long as you can keeps pop growth high.
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# ? May 27, 2022 13:57 |
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Baronjutter posted:Planet AI is still pretty bad. I see AI planets with like 10 open farm districts but they've filled the planet up with hydroponic farms. I've seen empires in massive mineral spirals just refuse to develop rich mining worlds. I've also seen lots of planets that are nearly entirely full of the commercial/trade building but only a few developed cities.
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# ? May 27, 2022 14:00 |
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Jack Trades posted:What the gently caress is the deal with the way game chooses late-game crisis? Used to be influenced by techs and such but it should be straight random chance now. There's mods to choose your crisis though.
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# ? May 27, 2022 14:14 |
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still very funny that your leaders in an empire with egalitarian can spawn with a pro slavery agenda
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# ? May 27, 2022 14:44 |
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Sloober posted:still very funny that your leaders in an empire with egalitarian can spawn with a pro slavery agenda I mean...
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# ? May 27, 2022 14:49 |
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AAAAA! Real Muenster posted:When I complained about robots putting real pops out of a job someone told me that that is by design because the regular pops can migrate but robots cannot. I would not be surprised if the same logic applies to slaves putting non-slaves out of a job. Sounds about right Do you know any mods to fix this poo poo?
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# ? May 27, 2022 14:50 |
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# ? Apr 27, 2024 04:38 |
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SirTagz posted:Sounds about right
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# ? May 27, 2022 14:53 |