|
I just picked this game up and after a few throwaway games I'm on one that I'm actually committing to. I'm also playing on Ironman mode, so I figured I should ask before I commit: I was going to start a scrap with a fallen empire in an effort to pick up the research for their various bits of tech - can I start a war, lose my fleet to them in a third-party system, then immediately sue for peace with the Status Quo or Surrender option? Or is there a cooldown after starting a war where I can't attempt surrender? The one other time I attempted this in a different game I was a thrall of the empire and they immediately accepted me - I don't know if that has any effect or not.
|
# ¿ Dec 22, 2018 15:15 |
|
|
# ¿ Apr 26, 2024 17:06 |
|
Aethernet posted:Some of their ships have to die for this to work, so if you're horrendously outmatched you'll just get the surrender debuff. The trick is to use a shitton of corvettes and blob the hell out of them, right? I figure I can park the blob right where the enemy would pop out of their hyperlane and hopefully take down a few with sheer numbers.
|
# ¿ Dec 22, 2018 15:28 |
|
This was a discussion a few pages back but as someone fairly new to the game I just want to make sure - immigration/emigration exclusively effects pop growth rate, right? There will never be the spontaneous transfer of pops from one planet to another without me intervening? That's how I've understood it but the discussion ~2 pages ago made it sound like pops actually move... which they really should be able to do if housing/unemployment is an issue on one planet but not another. The game pops up with the option to put unemployed pops on welfare or ignore them, it really should have another option to distribute them to open sites across your empire.
|
# ¿ Dec 31, 2018 06:37 |
|
Doesn't overpopulation contribute to pop happiness, which then has an effect on stability? Or is it such a marginal penalty that it's not worth worrying about?
|
# ¿ Dec 31, 2018 06:45 |
|
What's worth using, modwise? I'm flipping through the most popular/most subscribed on Steam but a lot of this is junk - I don't want Star Wars ships or whatever. I'm using Guilli's Planet Modifiers and NSC2 - I'm looking at Extra Ship Components 3.0 but this looks like a lot.. Gulli's Ship Components looks a bit simpler, but I kind of want more variety rather than more tiers. With either of these mods, am I in great danger of severely out-teching the various fallen empires or crisis factions if I'm running a research-focused game? Or do I just need to crank up their strength in the pre-game settings? I kind of like having a relatively serious threat by the end of the game. On the flip side, using NSC2 I feel like my Engineering research is a lot slower to get to the end-ish of the tree. If you use a lot of mods that add a lot of research options, is it best to increase the research multiplier? Or is that an intentional part of the balance, requiring you to get more research alternatives or forcing you to focus on specific techs rather than getting everything? I saw a mod that added NPC freighters that deliver materials from your mining stations to your planets rather than it just ticking every month (can't seem to find it again, though) It sounds neat and ~atmospheric~, but it seems like that would add a lot of computational overhead? Are the mods that add expanded civics/traditions any good, or do they mostly clog poo poo up? Will the AI use them? I know they use the NSC2 ship classes extra weapons, but idk how the game evaluates civic/tradition selection for the AI. I'm using this Superstructures mod but other than not being able to place them willy-nilly, it feels like they're strictly better economically than their associated Megastructures - easier to get midgame, comparable or more efficient alloys-wise, etc. Is there something good that's kind of similar? Finally, is there a good mod that lets you start as synths? I kind of want to play as robots from the start, but I don't want to be stuck with the gestalt consciousness - I found this one and this one but it looks like they're both pre-2.0 and, as such, I presume they don't work. (why the gently caress doesn't this game's Steam Workshop have version tagging like some other games have). e: I know Guilli posts here - is there a good way to report typos in your mod's various bits of descriptive text? It's a really good mod and I know it's gotta suck to trawl through everything to fix that poo poo, rather than spending your time on cool and good things. death cob for cutie fucked around with this message at 22:05 on Jan 3, 2019 |
# ¿ Jan 3, 2019 21:55 |
|
Infidelicious posted:Lots of mods suffer from quantity over quality issues. Yeah, I'm thinking about dumping NSC2. I like the larger starbase defense platforms, since the standard ones cost more than destroyers or cruisers but can't FTL out, so they're always destroyed, I like the utility slot on ships and the auras on stuff like Fleet Support Ships, I like the ultra long-range cruise missiles to keep fleets from sneaking through systems. But there's some really dumb stuff, like that small weapon for battleships that's essentially a 100-range anti-frigate weapon, or the fact that there's no ultra-long-range combat computer so said 250-range missiles still get fired at 100 range, meaning that your sniper isn't actually removed from the battle at all. Also, speaking of ship combat: why are hangars/strike craft considered bad? Is it just a combination of point defense being really strong combined with the AI tending to favor large numbers of small ships carrying point defense?
|
# ¿ Jan 3, 2019 22:37 |
|
ConfusedUs posted:Hi would you like to know about my awesome mod that adds new and exciting planet modifiers, fixes the AI, adds 500 new events, and turns all your portraits into sexy cat girls? I know you stole those portraits from the Paradox forums when CatGirlLuvr83 discontinued his Neko Race Portrait mod last year and I hope he sues your rear end in federal court
|
# ¿ Jan 3, 2019 22:55 |
|
OwlFancier posted:I don't think you're allowed to say that with a magic the gathering avatar. this was not a very good burn
|
# ¿ Jan 9, 2019 23:20 |
|
Saros posted:-Starbase power calcs are totally borked. Usually actual combat value is arounfd 1/10th of the listing. They're big HP sacks which are useless because in combat they're rightfully treated as last priority to shoot at. Really? I can always rely on a starbase to repel at least its fleet power in enemy units. They absolutely crumple if the enemy brings much more than that, but they're usually at least enough of a speedbump to get responses to them going.
|
# ¿ Feb 3, 2019 03:45 |
|
Ready! Set! Blow! posted:Guilli's mod gives some pretty nice buffs to the non-First League precursor systems - Cybrex Alpha is now an intact ringworld (with a shitload of blockers), Yuhtaan has a size-10 ecumenopolis, and all of them I've run into (Cybrex, Yuht, First League) apparently have a guaranteed Precursor Shipyards modifier, which boosts shipyard capacity in that system by +6. the Precursor Shipyards also boost ship build speed and reduce ship build cost IIRC, typically if I'm playing a small empire I make it my only shipyard out of convenience
|
# ¿ Feb 4, 2019 03:21 |
|
Yeah, -10% isn't terrible. It's not ideal, but if the world's in your borders already...
|
# ¿ Feb 6, 2019 00:32 |
|
Poil posted:
iirc federation fleets don't have any kind of cap other than the total federation naval capacity cap and/or a limit of 500? ships if I end up the leader of a federation I usually end up with my main fleet and then a roving rapid-response deathball of federation cruisers/destroyers
|
# ¿ Feb 10, 2019 18:29 |
|
When you become the third faction in a War In Heaven, are you the same priority target as each awakened empire, or are you somehow considered a "lesser" threat? The only time War In Heaven pops I'm somehow right next to one of the empires involved and feel like I absolutely have to submit to them or get my rear end shredded in twain.
|
# ¿ Feb 17, 2019 14:11 |
|
Any reason this seems to be happening now? Initially two artisans decided they didn't want to work anymore. After a few months, two researchers decided they no longer liked their jobs, so there were four unemployed pops for a day - then two of them decided to become artisans again, leaving two researcher jobs unfilled. Worker-stratum pops don't seem to jump into the open specialist jobs, messing with job priority or disabling/enabling the building doesn't seem to fix it. e: built another research lab, all my artisans and my two other unemployed specialists filed into the researcher jobs but I still don't have any pops promoting up from worker into my two empty artisan slots. e: e: toggling off and on Automatic Pop Migration seems to have fixed it? e: e: e: no even with APM off it's happening. what the gently caress. I haven't changed my mods since my last game; maybe this game is just hosed for some reason death cob for cutie fucked around with this message at 19:42 on Jun 29, 2019 |
# ¿ Jun 29, 2019 19:31 |
|
Splicer posted:Did you (or a mod) turn off two of your artisan jobs? nope! they're still available - I even tried disabling and re-enabling the job slots in addition to disabling and enabling the building
|
# ¿ Jun 29, 2019 20:42 |
|
Splicer posted:What exactly are the unemployed pops? Are they some weird exotic you've somehow banned from specialist jobs? If you turn off the research building do the researchers move to the artisan slots? No, they're just humans. And no, turning off another building that employs specialists doesn't move any pops around, other than making more unemployed pops.
|
# ¿ Jun 29, 2019 20:56 |
|
GunnerJ posted:One thing I'm curious about is whether Fallen Empires can be lithoid. I don't see any reason why not, but if they don't tweak the FE system generator logic, that's a lot of ascended rock people growing food they don't need. Its for their pets.
|
# ¿ Oct 24, 2019 14:13 |
|
iirc the planet screen habitability is for anyone in your empire permitted to colonize planets - your slaves don't get that option. that planet is 100% for someone in your empire. Find Another Planet
|
# ¿ Nov 16, 2019 23:00 |
|
|
# ¿ Apr 26, 2024 17:06 |
|
It's a rarity in my games to have to do put boots on a Machine World or whatever but I can't recall ever having issues having plain ol' Regular Soldiers land on a planet to occupy/pacify/etc. it. What kind of world is your enemy's planet that you can't take? e: just to clarify, to fully occupy a system you need to not just own the starbase on it but have landed on, and won in combat, every planet or habitat in that system. I've had wars be really confusing to end because I missed some lovely moon on the edge of a backwater or whatever. There are different icons on the galactic map for partially/fully occupying a system. death cob for cutie fucked around with this message at 11:02 on Jul 4, 2020 |
# ¿ Jul 4, 2020 10:58 |