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Jabarto
Apr 7, 2007

I could do with your...assistance.

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.

I feel like peace-time subjugation proposals needs a nerf; no country should give up their autonomy that easily without a fight.

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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Tamba
Apr 5, 2010

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.

Do you guys recommend trying this or should we do something more basic like Civ? Those of us who have played Stellaris really want to try but also dont want to dump like five 2-hour play sessions into something that becomes unfun for the rest.

Have any of you guys organzied a multiplayer game like this? How many weeks would it take? What DLC do you recommend? Settings? I personally havnt played this game since 2017

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.

DJ_Mindboggler
Nov 21, 2013

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.

I feel like peace-time subjugation proposals needs a nerf; no country should give up their autonomy that easily without a fight.

At the very least, peacetime subjugation should have some kind of modifier for differing/opposing ethics outside of their effect on relationship overall.

A GIANT PARSNIP
Apr 13, 2010

Too much fuckin' eggnog


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?

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Yes.

A GIANT PARSNIP
Apr 13, 2010

Too much fuckin' eggnog


So the rare resource requirements for new buildings just disappears when it's automated?

toasterwarrior
Nov 11, 2011
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.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
You do get a warning for the global stockpile being empty.

toasterwarrior
Nov 11, 2011
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

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

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.

Jack Trades
Nov 30, 2010
Probation
Can't post for 14 hours!
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.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
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.

Every time the player meets the requirements for a given technology to become obtainable, the technology in question is added into the main "card deck" and will then have a chance of appearing in the "card hand" whenever the game draws a new hand for the player to pick from. There is one basic parameter affecting a tech's chances of appearing in a given card hand:

Weight – A base value denoting the relative chance (out of all the valid options) of a particular technology to be drawn as an alternative. This may be further modified by an empire's composition (ethics, civics, etc.) and its current state (scientist's traits, past tech, etc.).

To further increase variation, a tech which appeared as an alternative in the previous card hand will have its weight multiplied by 0.5 in the next draw.

As a rule of thumb, the more advanced a technology is, the lower its weight (and the higher its cost). Systematically important techs (e.g. terraforming) have a higher weight (typically between 150% and double normal) to help ensure empires get a chance to research them, whereas rare technologies have significantly lower weight (typically one-eighth normal without the matching expertise).

Jack Trades
Nov 30, 2010
Probation
Can't post for 14 hours!

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?

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
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 :v: . 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

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
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.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
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.

Popoto
Oct 21, 2012

miaow
Any reason a determined exterminator accepts bio mercenary enclaves in its controlled systems?

Jack Trades
Nov 30, 2010
Probation
Can't post for 14 hours!

VaultAggie
Nov 18, 2010

Best out of 71?
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.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

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?

TjyvTompa
Jun 1, 2001

im gay
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?

Baronjutter
Dec 31, 2007

"Tiny Trains"

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.

Bryter
Nov 6, 2011

but since we are small we may-
uh, we may be the losers
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…

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money
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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Guilli's planetary modifiers is basically THE must have mod for me.

Vanilla planets are almost objectively terrible and bland.

Jack Trades
Nov 30, 2010
Probation
Can't post for 14 hours!
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.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Azuth0667 posted:

Fairly certain this keeps pop growth high.
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.

SirTagz
Feb 25, 2014

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

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.

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.
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.

Horizon Burning
Oct 23, 2019
:discourse:
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.

Jack Trades
Nov 30, 2010
Probation
Can't post for 14 hours!
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.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

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.
Ah I've never looked that close. Good to know, thank you!

Splicer
Oct 16, 2006

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

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.
Planet AI and AI empire AI are not quite the same thing

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Jack Trades posted:

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.

Used to be influenced by techs and such but it should be straight random chance now. There's mods to choose your crisis though.

Sloober
Apr 1, 2011
still very funny that your leaders in an empire with egalitarian can spawn with a pro slavery agenda

boloney
May 29, 2021

Sloober posted:

still very funny that your leaders in an empire with egalitarian can spawn with a pro slavery agenda

I mean...

SirTagz
Feb 25, 2014

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 :suicide:

Do you know any mods to fix this poo poo?

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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

SirTagz posted:

Sounds about right :suicide:

Do you know any mods to fix this poo poo?
I'm sorry to say I do not.

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