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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

At 2300 with a Fanatic Egalitarian/Materials empire with the Mechanist civic. Came in a little bit prepped having watched a few videos. So far, the biggest "fix this bullshit" thing I've encountered is accidentally destroying a building because I resettled too many robot pops to a new colony and dropped below the pop requirement for the slot. I've done that a few times. At worst, it should just disable the building, not destroy it. Ideally, it would disable the building and automatically reenable it when you reach the pop requirement again. The reason this is a pain in the dick is that it usually means I now have a handful of specialist pops who are "unemployed" because their building got destroyed. Because they're specialists, they won't work the open worker jobs I already have. They will (very, very slowly) convert to worker pops, but by that point the growth will have recovered and I'll have rebuilt the building, so... bleh. I'm paying more attention to that now but it'd be great if the building auto-disabled/re-enabled. Even better if there was a warning/confirmation on the resettle screen that your resettlement would break a building, to avoid doing it in the first place.

I'm enjoying it so far, but I don't have enough of a handle on it to say whether it's actually Good, or just novel. The trade route thing seems good at least -- I'm having to think much more about where to build starbases, when to build them, and how to built them out. I've mostly settled on 1) building weapon bases at chokepoints with hostile neighbors, and 2) very selectively building trade bases (2x Trade Hubs and 2x Guns, or Missiles or Hangar Bays) in spots which will capture and protect lots of trade value/future colonized planets within 2 jumps of the base. I'm much lower on shipyards than I was pre-2.2.

My intuition is that a lot of the balance/AI complaints are valid; Robot Empires seem bad, and while I don't feel crippled by taking Mechanist it sure doesn't feel like it's all that helpful. I'm only playing on Captain, but the AI hasn't kept up well in power at all. At this point, there's a couple that are equivalent in fleet power, and a couple that are equivalent in tech power, and that's it. Meanwhile, I'm at 6x my admin cap, eating 70% tech penalty, 115% unity/tradition adoption penalty, and 233% campaign and leader cost/upkeep penalties. And I've focused most of my efforts on expansion, planet colonization/development, and trade. I've built like 1? 2? resource labs on planets? And have only kept enough fleet built to serve as deterrent and to clear out drones and poo poo? So it seems like a bad sign that I'm out-teching and out-fleeting 90% of the AI empires. Again, only on Captain difficulty, but that's what I usually played on pre-2.2 (because I'm bad at games) and it feels much easier to stay ahead of the AI in the early game so far.

I haven't been struggling with developing planets so much. I just make sure there's excess housing and amenities, and otherwise wait for jobs to be full before building a new district or building. And I've got a fair number of empty building slots and unupgraded buildings, because building/upgrading things as soon as it's available is a good way to tank your economy -- first, because those new/upgraded buildings will take a bunch of your workers from your districts, and second, because those new specialist jobs will also consume resources. So I'm trying to be cautious and pay attention to what kinds of economic ripples a new/upgraded building will cause before ever hitting the build button.

I've spent periods running deficits in at least one of every primary/secondary resource except minerals and alloys. I've been using the market liberally to cover while I push new development to fix whatever deficit I'm facing. It felt a little like a knife's edge at points early. It still does, though now I'm also regularly dumping 1000 food to speed new colony growth and 2000-5000 energy to terraform planets before colonization, and I'm running other edicts, policies, and species rights that could probably be tuned back if needed.

Pop growth is definitely king. I'm running as many things as I can to boost it, but that's kind of necessary given I'm a slow-breeding Mechanist empire. Maybe the right setup would result in pops growing too fast for development, but it's hard to imagine for me right now. More pops seem always more better.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Haven’t touched the manual job “prioritization” thing. As others have noted, it’s way too fiddly and easy to forget “oh I disabled a couple clerk jobs on planet 14 years ago so they would work the mines, gotta fix that”. I think it’d be more intuitive for each job type within a strata to have a prioritization, maybe? I dunno, but that’s a micromanagey element of 2.2 I’m straight up ignoring right now.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

ZypherIM posted:

I honestly haven't had a big problem with people running off to other jobs and screwing me, mostly because I don't drop an extra pile of jobs on a planet. I'm pretty sure there is a priority that tries to balance out or not overcommit in the worker strata, but as long as you don't flood a ton of jobs you can probably just let it smooth itself out and maybe trade some stuff on the market.

Yeah, exactly. I've been managing job assignment at the "deciding when and what buildings/districts to build" level, and it works well enough. It certainly works well enough that I have zero desire to muck about with the manual job prioritization. But I can imagine using it if it were better designed.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Tehan posted:

I like how the new planet system feels a lot more like decisions that an interstellar empire would be making. In the tiles system, the time planets called for your attention was 'this subcontinent is now full of people, decide the single task it will concentrate on to the exclusion of all others' which always seemed game-y as gently caress to me. Now the calls for your attention feel much more realer - growing unemployment, a housing shortage, overstretched infrastructure, and so on. In tiles, I'd have decided from my first glance at the layout what the planet would look like all through its history. Now the district availability tells me what my options are, but instead I'm steering the planets more towards what my empire currently needs because I don't have that 'I can't make this an energy planet, look at all the mineral bonus tiles' thought rattling around in my mind.

I also really like how as my homeworld gets more and more crowded, I start demolishing farmland and mines to build more cities and funnel more workers into specialized positions while colonies take up the burden of primary industry. That really strikes me as the story of a planet as its single-planet civilization becoming an empire, as opposed to 'all the tiles are filled up, now it will never change ever except for iterative upgrades on what is already there'.

This is why despite various legit issues with 2.2, I’m still happy with the shift from tiles -> districts+buildings. Pre-2.2, I knew exactly what the layout of a finished planet would look like the instant I colonized it. Now, while I certainly can make plans based on the available total and resource districts and any unique features, they’re not in stone. Build decisions have to balance current planetary needs like housing/amenities vs. current empire resource needs vs. the long-term plans for that colony. Sometimes I’m building resource districts that I know I’ll replace down the road to shore up resources, or sometimes a planet I’d planned to be a research hub ends up being an industrial world because once it got up to speed, it turned out that I needed consumer goods or alloys more urgently. And generally speaking, the development path of colonies feels much better from a flavor perspective.

AAAAA! Real Muenster posted:

In other news, how many science ships are you guys building early game? I've found myself wanting to get 4th and 5th science ships.

I don’t know what’s optimal, but I’ve been rushing to pump out 2-3 extra science ships ASAP, then using my alloys to claim the nearest, best 2 planets for early colonization, and then pumping out a couple more science ships to get 6.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

OwlFancier posted:

I don't think the game is improved by adding resources the only purpose of which is to make other resources and which otherwise do not integrate at all with the rest of the game systems.

As I said, alloys, those make sense. They carry an effect on the strategic level because it creates productive capacity as a mechanic and the market allows it to interface with other aspects of the economy. You may be able to build a fleet but you can also be unable to rebuild it in time for the next war. There are probably other ways you could implement that but alloys isn't a bad way to do it.

But consumer goods could really be wholesale replaced with minerals and the processing jobs folded into the accounts for things that consume them. There is virtually no reason to have a stockpile of these resources or to simulate them being produced.

When you're just adding numbers to push around for the sake of it that's the point where you need to rethink what you're doing.

I mean, in addition to everyone else’s points about how this makes for more interesting choices when developing your empire, the solution in my eyes isn’t “rah boil everything back down to more minerals more better.” It’s “integrate these new secondary resources more into the other systems.”

Have culture or Artisan Enclave events that trigger based on high- or low-amenity planets. Have Caravaneer events triggered by consumer good surpluses or deficits. Have Curators or tech FEs react to the player developing research-focused worlds. You get the idea.

I’m hopeful that kind of stuff will happen, either in the main release or at worst in mods, now that the foundation is there. But I definitely don’t want to go back the pre-2.2 resources.

Then again, I enjoy poo poo like Anno/Factorio/etc., so I also enjoy resource chain poo poo for its own sake.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Had a thought on ship/platform upgrade costs and time this morning. Stellaris has bounced between two styles over time — cheap and quick vs. costly and slow. Maybe a good solution would be two upgrade options:

1) Rapid Deployment: Costly but quick — e.g. the current alloy cost, but half the upgrade time
2) Downtime Retrofit: Cheap but slow — e.g. the current upgrade time, but half the alloy cost

Obviously you can tweak the costs and time modifiers to refine it, but as a design I think it would be better?

Also, just started a game last night as a Materialist/Xenophile/Egalitarian. Found the First League homeworld ecumenopolis. Settled it and around the time I hit 25 pops, noticed an unemployed pop icon on the outliner. I had a migration treaty with an ally. They took over some planets from a Syncretic species, and one of the Serviles from those planets had migrated to one of my other planets. Because they were new and fast breeders, apparently the AI thought it was important to start growing them on all my planets. Including the ecumenopolis. Which has no jobs for them and likely never would, because they’re all specialist/ruler jobs, and serviles can only be workers.

IIRC, I can’t even gene mod out Servile (didn’t have it unlocked yet anyway). I could enable pop controls, but I’m an egalitarian so I’d rather not. So pop shuffling it is, since that’s bugged to still work despite having no forced settlement. But yeah, that was... super annoying and dumb.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Magil Zeal posted:

Going by the PDX forums one just went up like 10 minutes ago. Can't currently check it myself but hoping it includes a performance fix.

New beta patch notes:

VERSION 2.2.2

2.2 ‘Le Guin’ Free Features

• ⁠Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before
• ⁠Improved Nanite Transmutation description for tech/building
• ⁠Art Monument has now been revamped into a planetary Decision
• ⁠Hive minds will once again have unemployed drones rather than a Scavenger drone job
• ⁠Renamed Empire Size to Empire Sprawl, and renamed Administrative Cap to Administrative Capacity (previous wording did not make it clear enough that they are soft caps)

Balance

• ⁠Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step
• ⁠Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly
• ⁠Ruined arcologies take longer to clear and cost more
• ⁠Reduced Gateway cost
• ⁠Increased rate at which admirals and ships get XP from suppressing pirates
• ⁠Science nerd faction is no longer jealous of the Successor Khanate
• ⁠Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
• ⁠Mega Art Installation restoration build time increased from 3600 to 4800
• ⁠Strategic Coordination Center restoration build time increased from 3600 to 4800
• ⁠Strategic Coordination Center effect on naval cap reduced from to 50/100/150, effect on starbase cap reduced from to 2/4/6, and effect on platform capacity reduced to 4/8/12
• ⁠Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
• ⁠Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels
• ⁠Proles know their roles, are less likely to be researchers
• ⁠Synthetic Evolution ascension perk now also reduces modify species cost by -50%
• ⁠Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15
• ⁠Mitigated some Machine Uprising issues slightly

AI

• ⁠AI now manages to correctly assess budget for building upgrades on planets
• ⁠Made sure AI is not blocked from building things that decreases budget deficits if deficit is too large, because you gotta have money to make money, champ
• ⁠Scriptable possibility to use parent economic category for AI budgeting. AI now has a single pool for energy upkeep for most things, making it much better at building up its empire
• ⁠AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them
• ⁠Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle

Performance

• ⁠Fixed performance drop in the resettlement view
• ⁠Fixed one source of lag on daily ticks
• ⁠Reduced needless daily job related calculations

UI

• ⁠Fixed overlapping GUI elements for Science Nexus Megastructure
• ⁠Updated production/upkeep GUI elements in Megastructure view
• ⁠Faction issues now display as red or green depending on if the demand is fulfilled rather than if the effect of the issue is positive, negative or neutral
• ⁠Fixed so that all decimals of amenities and trade value are shown in the UI

Modding

• ⁠Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope
• ⁠Added on_slave_sold_on_market on action

Bugfixes

• ⁠Fixed robot pops being unable to resettle
• ⁠Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated
• ⁠Caravaneers should not join a colony before it is fully established
• ⁠Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...
• ⁠Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible
• ⁠Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn
• ⁠Fixed broken text for Dark Matter deposits
• ⁠"Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds
• ⁠Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts
• ⁠Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires
• ⁠Fixed issue with the Artisan troupe dialogue windows not popping up
• ⁠Fixed crash when trying to reroute a trade route
• ⁠Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops
• ⁠Fixed a crash when opening the megastructure build list with a Dyson Sphere you cannot afford at midnight on the Summer Solstice atop Barad-dûr
• ⁠Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text
• ⁠Fixed a crash when tooltipping power in diplomacy view while not observing as a country
• ⁠Fixed duplicate Simplified Chinese ship design names
• ⁠Fixed a possible crash when showing event windows
• ⁠Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs
• ⁠Fixed an OOS at game start when the client is playing in a different language than the host
• ⁠Fixed a crash related to extremely long trade routes
• ⁠Fixed CTD from trying to update invalid planets
• ⁠Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again
• ⁠Fixed a missing ship design name for the Caravansary starbase
• ⁠The Numistic pops sold by the Numistic Order will now have the same traits as their original owner but the ideal planet class of their buyer
• ⁠Fixed Vassalization Wars unhelpfully not creating Vassals
• ⁠Subsidiaries can now have branch offices and open branch offices in their overlord's territory. Commercial pact trading is also done automatically just as when in a federation when you're a subsidiary
• ⁠Merchants now properly produce Unity for empires with Merchant Guilds civic
• ⁠Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log
• ⁠Fixed some Governor traits that were wrongly empire-wide in their effect
• ⁠Hyperplanes are now correctly colored on OSX
• ⁠Drone Megastorage now correctly checks that you are a Machine empire
• ⁠No resettlement policy now actually means no resettlment
• ⁠Fixed Observation Posts producing no science
• ⁠Sector automation now includes hives and nexus
• ⁠Technologies for lvl 2 buildings no longer appear before you have the resources to build them
• ⁠Fixed the Numistic Order fleet having the wrong name
• ⁠Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized
• ⁠Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate
• ⁠Fixed literally unplayable typo in Cyto-Revitalization Center tooltip
• ⁠Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits
• ⁠Private Prospectors civic effect description now shows the correct Administrative Cap increase

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

ZypherIM posted:

Remake your race in the race maker. There is some new tag with 2.2 that races made in 2.1 lack, and that causes the bug. Editing your race doesn't fix it, have to remake the whole deal.

I've been aware of this bug, but is anyone familiar enough with the issue to answer a few questions? Specifically:

1) By "editing doesn't fix," do you mean editing in-game from the race maker screen? Is it possible to manually fix them by editing the user_empire_designs.txt file?
2) Is there any hope that this can get fixed by a future patch, or no?
3) How big an effect is this -- both on the player and on AI?

I've got a TON of pre-made races from 2.1 and earlier. Probably 30-40? I force-include them all, so that there's still randomness in which ones will show up (because I've got more than any given game could include). I greatly prefer them over RNG empires -- they're all recognizable to me flavor-wise immediately, rather getting the random Blerfblorf Space Alliance or the Xorthan Indi Republics spawn and trying to remember what their deal is.

I already went through to tweak them when 2.2 dropped. I'd really, really rather not have to rebuild them all. But if this can't be fixed manually and probably can't be fixed by a future patch, then I probably should bite the bullet and just do it.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

ZypherIM posted:

1) Yes I mean editing in-game. I'd assume it is possible to manually fix them but I have no clue at all what is missing. You could try making a copy of one of your races in 2.2 and comparing the files to see if you can find what is missing?
2) Maybe one of the devs will chime in, but considering that this is pretty down there on impact and is user-fixable I wouldn't expect any action on it soon. Like they'd need to whip something up to go through all your custom races and edit them, and I don't recall them having done anything like that before.
3) The impact is variable, but you could view it as always rolling traits that are useless to you for your first ruler (think if you got cheaper defense stations and cheaper starbases).

GunnerJ posted:

I am pretty sure the missing ruler traits thing is because you need to add:

leader_class="ruler"

To the ruler={ definition block.

So, I've done some testing on this. Current beta patch, a few small mods but none that should be having any effect here. Adding leader_class="ruler" to the end of the ruler definition block in my user_empire_designs.txt (found in \Documents\Paradox Interactive\Stellaris) fixed the issue for the starting ruler, but not subsequent ones.

I added it to all my existing races and started a new game. Using the console, I instantly contacted all other races to check their rulers. Machine Intelligences and Hive Minds don't get unique ruler traits by default (I don't think? I haven't played them much) because they have immortal rulers. All the others were races built in 2.1 or earlier, and their starting rulers all now had unique ruler traits.

So then I used the console command to kill the starting rulers, and let any elections / etc. pass. The designated successors of the Imperial governments all got ruler traits too upon taking power. However, leaders elected ruler in election-based governments strictly got Adaptable, Resilient, or Eager. I never saw anything other than those three. In 2.1, according to the Wiki, these were initial traits intended to be replaced if a leader became a ruler.

So I kept killing rulers. Once all leaders were empty and there was no one to elect, a random leader is created to win the election and become ruler. The randomly created rulers did get the unique ruler traits.

I bought a new set of leaders, and killed off the ruler again. Despite being bought/created after the game start, these new Governors/Scientists/Admirals/Generals still only got Adaptable/Resilient/Eager.

Then I started a new game, with a democratic race I made post-2.2. They had the same issues with ruler traits.

TL;DR: You can fix your pre-2.2 races by adding Adding leader_class="ruler" to the end of the ruler definition block our your races in user_empire_designs.txt, but there's other buginess in 2.2 that means when an existing leader gets elected ruler, they don't get assigned unique ruler traits.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

The thing about Egalitarian, besides the need to move pops in 2.2 at least occasionally, is that you might as well leave resettlement enabled anyway. Because the faction demand is bugged right now — I can’t satisfy it anyway. I’ve checked all my policies and species rights, and my Egal faction is still bitching about Free Movement. I assume it’s either due to Robots (don’t get full rights til Synths), or the removal of “Core Worlds” in favor of admin cap (because the Free Movement Issue tooltip still references Core Worlds, but that’s not a thing anymore. Still true on current beta patch.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

OwlFancier posted:

I mean there's always something you can pick but basically it's already possible to break the game over your knee so the flat percentage buff ones are extremely boring so I only bother with ones that unlock new mechanics.

I wish they'd focus ascension perks around the paths that unlock new mechanics/events/flavor entirely. The Biological/Synthetic/Telepathy paths could use some more development to make them more interesting, but that should be the model for ascension perks. Those should be the things that make your empire feel distinct, and could be fleshed out to generate some mid-game content before crises start to trigger. Existing perks can point the way to some other paths that could be made -- megabuilders, world shapers, raiders, dominionists, galaxy defenders -- and I'm sure they could come up with more. Some could be exclusive to others, ala the Biological/Synthetic/Telepathy paths, others would not. Flat buffs just don't add much flavor to a playthrough, and belong in the tech and tradition trees IMO. And eliminating those would mean you could start using those first few perk picks to get to the more flavorful picks sooner in the game.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

ConfusedUs posted:

I make a lot of custom empires. I play the ones that look mechanically interesting.

And if it was fun, I force spawn them later.

By this point I have enough that I never see the premade empires anymore.

I’ve got 5-10 custom empires that I made up, and another like 40+ custom empires I made based on sci-fi empires (from the Culture series, Mass Effect, Farscape, Stargate, etc. etc.), all set to force-spawn. It’s a pain to go through and update them when a big patch/DLC breaks them, but I couldn’t go back to randoms. Having known empires gives me a cultural/behavioral context that I sorely miss with random empires, and that comes baked-in with historical empires in other PDX games like CK2 and EU4.

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

ConfusedUs posted:

I find I like having 1-3 random empires thrown into the mix, just to shake it up.

I've fought very hard to save my friendly GEICO geckos against random empires more than once. I love those little guys. They're always super weak, but so cute.

Yeah, ideally it’d be a slider setting (e.g. 75% customs, 25% randoms). With so many premade customs, I prefer to force-spawn them all so the randomness is in which ones show up. Fallen Empires and elevated primitives are still random, plus there’s the Khan, the Prikkiki-ti, plus a couple other events that can potentially spawn empires (think these might be from mods?). Still, it’d be nice to say “spawn X% from my premades, randomly generate the remaining Y%.”

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Saros posted:

Are you building outposts separate from your main territory? If so don't do that because it increases influence costs enormously. Expand with choke points in mind as well, if you can cut off territory from other empires you can backfill it at your leisure.

An additional note — AI empires now will settle past your chokepoint up to 2? systems, assuming they can reach them with a construction ship. So if you have closed borders to them you don’t have to worry about them jumping over your choke, but if you’re being a friendly neighbor, you’ll want to fill in the areas within a couple jumps of your choke quickly.

My claiming strategy tends to boil down to:

0) Always claim contiguously, to minimize influence expense
1) Claim 2-3 nearby planets of 60%+ habitability to settle ASAP
2) By then, I’ve sent science ships off scanning systems to find chokepoints and neighbors — expand in the shortest line toward chokepoints
3) Grab chokepoints and systems within 2 jumps
4) Infill: Claim interior systems with additional habitable planets (most habitable to least), dig sites, terraformable planets, and then the rest in roughly that order

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Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

AAAAA! Real Muenster posted:

I dunno what threads you're reading, bub. I have several hundred hours in Stellaris, do not think it is trash, however firmly believe that it has some jank that needs fixing before I play it again - I haven't played in months but I'm following the thread to keep up with the game's news because I want it to be good and want a reason to play again. I think most people that post in this thread the way you *think* they're posting are on this boat.

Other Paradox threads are mostly positive, though I checked out on Rome's a few months back.

As someone in this boat (hundreds of hours played, but haven’t played in months)... did they unfuck the mod launcher? I last played just before they updated the launcher and while I’m dumb enough to come back and buy what sounds like a potentially lukewarm diplomacy expansion, I’m really not interested if managing mods is going to be a nightmare.

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