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A Carly Rae Jihad
Apr 14, 2006


Pillbug

do Transit Hubs not work w/ pops on habitats?? These guys have been unemployed all year and the Ecumenopolis is right there

oops. I've been reading +100% chance as "becomes a 100% chance"

A Carly Rae Jihad fucked around with this message at 22:40 on May 12, 2021

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And Tyler Too!
Aug 15, 2007
ROCKET JOCKEY OWNS

Stichelin it is, thank you!


A Carly Rae Jihad posted:

Those are all pretty big exceptions though yeah? Big agree that its no longer a great choice for *everybody* but its arguably even stronger than before with the right civics + species (and the massive pop growth boost from capacity makes it at least *viable* for everyone).

(and of course even without any of the mentioned options it is absolutely fantastic with barbaric despoilers (who are good with everything))

It's an extremely good origin for robots, otherwise it's the superior alternative to life-seeded. You'll be tearing through the tech trees so with some luck the ring world habitability won't be a huge issue for long, the real problem is going to be minerals unless your local cluster is generous with the mineral nodes or there's a nebula nearby to exploit. It's not an instant game-over but it isn't as broken as scion (unless you're a bot).

skeleton warrior
Nov 12, 2016



So, after like a thousand hours of play where I always get bored and restart, I finally took a game long enough for the Crisis to happen. The one remaining Fallen Empire finally decided to wake back up.

...and it was completely unfun bullshit. Their fleets teleported into areas they never had access to, and even though at the start of the war I had a numeric advantage, I spent an hour just getting wrecked because as soon as Id start getting into position to take one of their outer worlds, two new fleets would pop up somewhere in my territory and start invading my planets. None of the citadels I had built for defense ever mattered, because they always popped in inside my choke points. I eventually just gave up.

Are all of the end game crises like this? Is this supposed to be a fun, enjoyable challenge?

Hellioning
Jun 27, 2008



Kaal posted:

I think people just generally should branch out and try different civilizations. I understand that Stellaris attracts a certain amount of optimization, but it ends up creating such a narrow focus for people that any patch or event that threatens that singular "optimal approach" is vehemently challenged. I've tried so many different kinds of empires and settings, and I think it's helped me recognize how flexible the game really is.

I have yet to play a single xenophobic or genocidal empire and I never will.

I feel bad enough conquering AI. Purging them would feel even worse.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort



A Carly Rae Jihad posted:

do Transit Hubs not work w/ pops on habitats?? These guys have been unemployed all year and the Ecumenopolis is right there

oops. I've been reading +100% chance as "becomes a 100% chance"
A friend of mine told me he tried a Voidborne start and his pops were really stubborn about migrating.

Warmachine
Jan 30, 2012





Hellioning posted:

I have yet to play a single xenophobic or genocidal empire and I never will.

I feel bad enough conquering AI. Purging them would feel even worse.

I think it helps if you basically make your aliens the Zerg or something. A devouring swarm or fanatic exterminator AI or some kind of assimilator would be sufficiently inhuman as to not map onto any human ideologies.

Trying to do that with a regular species just becomes space Nazis real quick.

Lawman 0
Aug 17, 2010





yikes! posted:

haha yeah that always seemed silly to me


Maybe we'll get a vassal focused patch one day that lets me play eu4 in space

Lordmune give me the EU4 vassal and march buttons in the next patch you coward.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!


skeleton warrior posted:

So, after like a thousand hours of play where I always get bored and restart, I finally took a game long enough for the Crisis to happen. The one remaining Fallen Empire finally decided to wake back up.

...and it was completely unfun bullshit. Their fleets teleported into areas they never had access to, and even though at the start of the war I had a numeric advantage, I spent an hour just getting wrecked because as soon as Id start getting into position to take one of their outer worlds, two new fleets would pop up somewhere in my territory and start invading my planets. None of the citadels I had built for defense ever mattered, because they always popped in inside my choke points. I eventually just gave up.

Are all of the end game crises like this? Is this supposed to be a fun, enjoyable challenge?

Awakened empires aren't crises, and fleets (anyones fleets) don't just teleport wherever. They'll be using wormholes, gateways or L-Gates to get around.

Lawman 0
Aug 17, 2010





Strategic coordination centers are good, actually.

Electro-Boogie Jack
Nov 22, 2006
bagger mcguirk sent me.


MrL_JaKiri posted:

Awakened empires aren't crises, and fleets (anyones fleets) don't just teleport wherever. They'll be using wormholes, gateways or L-Gates to get around.

Could they be using jump drives? Otherwise yeah not sure how this is happening to that guy.

Paddyo
Aug 3, 2007


MrL_JaKiri posted:

Awakened empires aren't crises, and fleets (anyones fleets) don't just teleport wherever. They'll be using wormholes, gateways or L-Gates to get around.

Jump drives too, yeah?

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!


I guess but I've never seen them use Jump Drives, and I'm not sure what the requirements are for the AI to use them.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort



Could the AI in the new patch be using Jump Drives more than before?

ShadowHawk
Jun 25, 2000

The company has no assets of any significant value.


AAAAA! Real Muenster posted:

A friend of mine told me he tried a Voidborne start and his pops were really stubborn about migrating.
It's due to a bug - it specifically affects the 2 non-homeworld starting habitats.

The cause is this bug combined with the "auto migration doesn't happen until at least a year" trigger

Mr. Crow
May 22, 2008

Snap City mayor for life


I'm not sure I've ever seen jump drives on the AI / used by the AI... Probably you just missed a wormhole or gateway or something; but I guess it's also possible they were using jump drives.

If you have an L-Gate in your system anybody can use it at any point, including if you have terminal egress with FTL Inhibitors (this annoys the poo poo out of me) and are actively at war.

Gateways are closed to anybody you would normally have closed borders with.

cock hero flux
Apr 17, 2011





MrL_JaKiri posted:

I guess but I've never seen them use Jump Drives, and I'm not sure what the requirements are for the AI to use them.

they definitely have them, they always have, but since they changed how jump drives work I can't think of ever seeing the AI actually use them. In fact I played a game where I went to war with a Fallen Empire and I watched their fleets take a gigantic, circuitous path through like 3 or 4 neutral empires to get around a couple of citadels I have instead of just instantly leaping past them into my largely undefended heartlands

ShadowHawk
Jun 25, 2000

The company has no assets of any significant value.


Mr. Crow posted:

If you have an L-Gate in your system anybody can use it at any point, including if you have terminal egress with FTL Inhibitors (this annoys the poo poo out of me) and are actively at war.
This is almost certainly it, and it's deeply unintuitive. You need a giant megabastion and fleet on terminal egress late game.

Mr. Crow
May 22, 2008

Snap City mayor for life


ShadowHawk posted:

This is almost certainly it, and it's deeply unintuitive. You need a giant megabastion and fleet on terminal egress late game.

It's not enough to have a fleet on the starbase they need to be on the L-Gate so when enemies try and walk through it they can't because they collide with your fleet. If they're on the starbase there's a 50% chance they'll ignore them and just skip through terminal egress.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort



ShadowHawk posted:

It's due to a bug - it specifically affects the 2 non-homeworld starting habitats.

The cause is this bug combined with the "auto migration doesn't happen until at least a year" trigger
I'm glad I said something so now I can wait (hope) that those get fixed, since I really like the Voidborne start. Thank you!

ShadowHawk
Jun 25, 2000

The company has no assets of any significant value.


Mr. Crow posted:

It's not enough to have a fleet on the starbase they need to be on the L-Gate so when enemies try and walk through it they can't because they collide with your fleet. If they're on the starbase there's a 50% chance they'll ignore them and just skip through terminal egress.
Isn't it enough if one of your defending ships is a battleship carrier? Those have range of about half the system

Mr. Crow
May 22, 2008

Snap City mayor for life


Maybe if it's got aggressive and some range boosts present? I just finished a game where the contingency kept slipping through it and I couldn't afford to fight them on the gate (had a range advantage that would be nullified) and they would never get engaged. Pretty sure I had carriers but maybe they weren't on aggressive or something or maybe I had replaced them by that point I don't exactly remember being definitely having them in every fleet at one point and the contingency definitely ignoring me.

tak
Jan 31, 2003

lol demowned

Grimey Drawer

I've definitely seen fallen empires use jump drives

Reveilled
Apr 19, 2007

Take up your rifles


It would be nice if there was a way to either turn off your own L-Gates, switch the L-Gate network to IFF mode like normal Gateways, demilitarise the L-Cluster (forbidding military fleets to travel to Terminal Egress), or switch off the entire network. Would be a good set of policies for the Galactic Community.

And that aside, I really wish Terminal Egress had one gateway for each L-gate in the galaxy and they were paired like wormholes. Not only would it look really cool, it would make defending Terminal Egress with a space station more viable.

Baronjutter
Dec 31, 2007

"Tiny Trains"



Does anyone know what file defines stellar devours giving dark matter is controlled in? I'm barely using any mods but I can't be the crisis because blowing up stars doesn't give me dark matter, but clearly something is broken.

Ah poo poo figured it out. Dark matter rewards are coded based on galaxy size.
trigger = galaxy_size
huge = { add_resource = { sr_dark_matter = 1000 } }
large = { add_resource = { sr_dark_matter = 1500 } }
medium = { add_resource = { sr_dark_matter = 2000 } }
small = { add_resource = { sr_dark_matter = 2500 } }
tiny = { add_resource = { sr_dark_matter = 3000 } }

I'm using what should be a very simple mod that simply adds more granularity in galaxy sizes. Since I was playing on a non-vanilla size, it didn't work.

Baronjutter fucked around with this message at 01:24 on May 13, 2021

PittTheElder
Feb 13, 2012

Yes, it's like a lava lamp.



I just started a new game and now my growth from capacity seems to be hitting the ceiling at 1.5. instead of 3.0

Did I do something weird in the settings?

scaterry
Sep 12, 2012


PittTheElder posted:

I just started a new game and now my growth from capacity seems to be hitting the ceiling at 1.5. instead of 3.0

Did I do something weird in the settings?

It's a new beta galaxy setting-- allows you to set the max bonus pop growth. default is 1.5x, so yeah

PittTheElder
Feb 13, 2012

Yes, it's like a lava lamp.



Ah ok, I'd played other games with the beta but I guess this is the first one I'd started with the beta.

Still though, that seems like a really low growth cap...

binge crotching
Apr 2, 2010



MrL_JaKiri posted:

I guess but I've never seen them use Jump Drives, and I'm not sure what the requirements are for the AI to use them.

They'll only use jump drives if they have more than 3x the power of the enemy they are jumping into.

Mr. Grinch
Jul 2, 2007

They say that the Grinch's small heart grew three sizes that day.

Im glad to see that my favorite build is still incredibly powerful:
Fanatic Materialist/Egalitarian Democracy with Technocracy/Functional Architecture and Remnants origin taking synthetic ascension

Guaranteeing a completed Ecu within 50 years without having to waste an ascension perk is amazing, although i do wish the other megastructures (especially gateways) were unlocked earlier.

I do love that you dont HAVE to take nihilistic acquisition anymore given that you can easily reach 4k+ monthly alloys with under 1000 pops...its pretty great to just take a planet or three from your enemies, resettle as many pops as you need, release the rest as a vassal for matching ethics, grant independence because vassals are trash, and then federate with them immediately.

although i cant decide if i want to remain egalitarian for the Utopian Abundance/specialist output/influence gain or stay authoritarian for the incredibly powerful Hegemony federation

Splicer
Oct 16, 2006

from hell's heart I stab at thee

Reveilled posted:

It would be nice if there was a way to either turn off your own L-Gates, switch the L-Gate network to IFF mode like normal Gateways, demilitarise the L-Cluster (forbidding military fleets to travel to Terminal Egress), or switch off the entire network. Would be a good set of policies for the Galactic Community.

And that aside, I really wish Terminal Egress had one gateway for each L-gate in the galaxy and they were paired like wormholes. Not only would it look really cool, it would make defending Terminal Egress with a space station more viable.
I've been having this weird string of luck since forever where I almost never get regular gates, just l-gates. Midgame or whatever I might get one by invading another empire but 9 times out of 10 I'm in nanite central. I generally play small or medium so maybe it's a minimum number of l-gates thing?

Reveilled
Apr 19, 2007

Take up your rifles


Splicer posted:

I've been having this weird string of luck since forever where I almost never get regular gates, just l-gates. Midgame or whatever I might get one by invading another empire but 9 times out of 10 I'm in nanite central. I generally play small or medium so maybe it's a minimum number of l-gates thing?

Huh, I tend to find that there's only ever exactly 1 in my neighbourhood, but I play pretty much only on huge, so yeah, might be a size thing.

Speaking of huge, I'm having a real "cursed with abundance" experience on my current game. About a quarter of the galaxy is blocked off by hyperlane chokepoints controlled by fallen empires and maurauders, and I started right next to this empty void. Then I discovered that there's another 1/8th of the galaxy also blocked off by the other fallen empires and marauders on the other side of the galaxy, and the only other ways in are a one lane chokepoint and a wormhole into my territory. So I'm sitting on exclusive access to full third of the galaxy and the pace of expansion feels excruciatingly slow while I wait for ~50 influence to build up so I can claim just one more system.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."


PittTheElder posted:

Ah ok, I'd played other games with the beta but I guess this is the first one I'd started with the beta.

Still though, that seems like a really low growth cap...

You can also change the impact that additional pops have on the growth required to make a new pop. From what I understand, the base change is that growth is lowered, but the growth required per pop was also lowered by default. You can change both settings and tweak them to your preferences.

Cease to Hope
Dec 12, 2011
the forum where people post about insurance in case they have to kill someone is mad at this guy again lol

Kaal posted:

I think people just generally should branch out and try different civilizations. I understand that Stellaris attracts a certain amount of optimization, but it ends up creating such a narrow focus for people that any patch or event that threatens that singular "optimal approach" is vehemently challenged. I've tried so many different kinds of empires and settings, and I think it's helped me recognize how flexible the game really is.

It's frustrating how little ethics matter to your playstyle, though. I've only found Pacifist or Fanatic Phobe to be particularly restrictive, and few civics affect my decision-making significantly except the extreme anti-social ones. (Gestalts feel a bit different due to their differing economy, but it's also a much simpler economy.)

This is caused by a few factors that are always true, I find.

You need a military presence, or at least the capacity to have one on short notice. You don't necessarily need to conquer but opportunists, berserker civs, the crisis, and various DLC mini-crises will all likely-if-not-assuredly threaten your ability to continue playing. Diplomacy is not an alternative because AI allies and vassals are too stupid (or oblivious or indifferent?) to protect you. This is the least "always" true since it's possible to set the game to sandbox difficulty, but I find Stellaris less interesting if I'm not threatened at all.

All success is gated behind the number of pops you have researching or making alloys. (Arguably pops on energy too.) Fleets are made of alloys and research, so continuing to exist requires them. Most aspirational goals involve conquest, waiting for timers to tick over (or pooling Influence, which is essentially the same thing), or stacking alloys and/or research in a large pile.

The best ways to get more pops working those jobs is to get more pops full stop. Expansion, conquest, and pop growth are the best routes to that. Not all of those options may be available due to arbitrary limitations from the game start or self-imposed challenges, but Psionic Inward Perfectionists are just using a subset of the growth tools that Synth Ascension Technomeritocrats are using. These limited civs are still using the same strategies that unlimited civs are using; they just always have to go all in on them.

Now, I haven't tried literally every possible start. In particular, I've never tried a berserker gestalt Doomsday start, or Void Dwellers of any sort, or some sort of tall Emperor game. But all of these principles have applied to every game of Stellaris I've played since coming back to it, and I suspect they will remain true in every possible start. This cycle of bootstrapping out of vulnerability with growth/labs/alloys then transitioning to maximizing whatever I need to maximize to achieve my goals will still be there, and it will still feel very similar regardless of my start or goals.

Sloober
Apr 1, 2011


Noir89 posted:

The megacorp insanity continues. Thanks to all the trade and branch offices, I haven't had to build a single generator district and have scrapped all on my homeworld while still pulling in 600+ energy. Thanks to that, I can focus all my pops on keeping a healthy mineral income and the rest on research and alloys. This is with the policy that gets me Consumer goods lol.

I could go a conquering but really, except for the hivemind, another megacorp and the democratic cusaders that hates me I don't see the point. Everyone else loves me due to bribes for favors and then trade pacts, and if someone gets cranky I just send in my horde of envoys to smooth things over(With some liberal "Donations"). All the while my branch offices spreads everywhere, increasing my income and giving me some sweet bonus research/alloys/naval capacity.

Gaze upon me and despair,for I have become capitalism, destroyer of hope.

edit: There should be a slowly increasing little commercial jingle sound in the background, growing for each branch office established lol.

the biggest problem with a strict branch office only policy for energy income is when the galaxy plunges into late game crisis/war in heaven you might find yourself in the negatives quickly when branch office planets get bombed out, usually i end up building a dyson sphere just to make sure that's not a run ender as i become incapable of paying for everything. but its a very solid strategy if you can poach the trade agreements before another corp does, or just do a bunch of corporate wars

Cease to Hope posted:

It's frustrating how little ethics matter to your playstyle, though. I've only found Pacifist or Fanatic Phobe to be particularly restrictive, and few civics affect my decision-making significantly except the extreme anti-social ones. (Gestalts feel a bit different due to their differing economy, but it's also a much simpler economy.)

game definitely needs more civics to meaningfully differentiate things. especially gestalts, who have so few that actually matter the decisions appear to be made for you

Splicer
Oct 16, 2006

from hell's heart I stab at thee

Sloober posted:

game definitely needs more civics to meaningfully differentiate things. especially gestalts, who have so few that actually matter the decisions appear to be made for you
I think regular empires have enough civics but most of them aren't hugely visible effectswise

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE


So with the full bio ascension you can turn hive minds back into regular popsis there any way to de-gestalt a gestalt machine empire?

scaterry
Sep 12, 2012


ulmont posted:

So with the full bio ascension you can turn hive minds back into regular popsis there any way to de-gestalt a gestalt machine empire?

IIRC you could employ them with citizen service and default right: full military service, but needs testing this patch.

There's also an edge case where if you're mechanists and your starting robots have the same name/portrait as a machine empire they would be considered the same species, so they could be employed

But in general, no.

SirTagz
Feb 25, 2014



Noir89 posted:

The megacorp insanity continues. Thanks to all the trade and branch offices, I haven't had to build a single generator district and have scrapped all on my homeworld while still pulling in 600+ energy. Thanks to that, I can focus all my pops on keeping a healthy mineral income and the rest on research and alloys. This is with the policy that gets me Consumer goods lol.

I could go a conquering but really, except for the hivemind, another megacorp and the democratic cusaders that hates me I don't see the point. Everyone else loves me due to bribes for favors and then trade pacts, and if someone gets cranky I just send in my horde of envoys to smooth things over(With some liberal "Donations"). All the while my branch offices spreads everywhere, increasing my income and giving me some sweet bonus research/alloys/naval capacity.

Gaze upon me and despair,for I have become capitalism, destroyer of hope.

edit: There should be a slowly increasing little commercial jingle sound in the background, growing for each branch office established lol.

I am doing my first Megacorp run and I am finding the cost of the branch offices quite steep to be honest. Costs 1600 and gives you 3 nrg? Meh.
Or is it all about just the building benefits? Or branching only to capitals?

I guess I am asking for general guidelines for the economic side of Megacorp.

Kaal
May 22, 2002

JEREMY CORBYN BULLIED MY NAZI GRANDPA IN PRIMARY SCHOOL



SirTagz posted:

I am doing my first Megacorp run and I am finding the cost of the branch offices quite steep to be honest. Costs 1600 and gives you 3 nrg? Meh.
Or is it all about just the building benefits? Or branching only to capitals?

I guess I am asking for general guidelines for the economic side of Megacorp.

Branch offices depend on the financial success of other empires, so they are particularly sensitive to difficulty levels and AI economic ability. The best trick with them is to place branches on larger planets where you can make a building right away, and hopefully spur a chain reaction where your federation of happy allies all do well.

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SirTagz
Feb 25, 2014



Kaal posted:

Branch offices depend on the financial success of other empires, so they are particularly sensitive to difficulty levels and AI economic ability. The best trick with them is to place branches on larger planets where you can make a building right away, and hopefully spur a chain reaction where your federation of happy allies all do well.

But.. the cost just goes up so fast as you pick more distant planets to branch to. What kind of numbers are you expecting when deciding on branching or not?

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