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Lawman 0 posted:Does anyone even use that citizenship class? It's also not too bad for xenophobe empire secondary species when your main species has poor habitability
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# ¿ May 25, 2021 00:30 |
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# ¿ Apr 25, 2024 15:12 |
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Darkrenown posted:Despite being a Worker, Preacher has Specialist job weight, so that's why. It's doubled if you have "civic_exalted_priesthood" too. Of course, you cannot see this ingame. I think there might be a console command that shows job weights, or that might just have been a feature in debug when we were balancing jobs. I remember requesting and getting it, but it was ages ago. In this way prosperity preacher is a lot like the rare resource extractor jobs - specialist weight, working class
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# ¿ May 26, 2021 00:38 |
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How would I go about merging different "species" of robots? Picking up other species is a bit of an annoyance in this way - imo they should all derive from the same main species so you can cross-apply templates to them. Or at least you should be able to apply templates cross robot-species if you have enough trait points.
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# ¿ May 26, 2021 00:43 |
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Splicer posted:3) Writing AI that plans ahead is hard, making AI that picks The scripting infrastructure is all there though. One of the things that makes starnet AI so much stronger is that it actually tries to get the important techs first.
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# ¿ May 28, 2021 01:35 |
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prometheusbound2 posted:I thought the Carrying Capacity mod did a lot to improve prior versions of Stellaris. I remember reading that Stellaris 3.x would essentially incorporate Carrying Capacity. I've been playing Stellaris and noticed that my newer colonies in the mid-late game are barely growing. Apparently Stellaris 3.0 slows down growth based upon your entire empire's population and not just based upon a planet's local population. This is dumb AF. Any mods that fix it?
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# ¿ May 28, 2021 02:40 |
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What if there were a LOT more uninteresting filler techs and the game went heavier on the "+x tech cards drawn" mechanic?
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# ¿ May 28, 2021 17:41 |
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If you are fanatic materialist xenophobe and do synth ascension the spiritualist fallen empire threatens constant humiliation wars while not having any specific demands.
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# ¿ Jun 3, 2021 18:04 |
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Dirk the Average posted:If they're really worried about tech speed, then they need to change how research works entirely and change it to a logarithmic curve or give empires that are behind in research major bonuses to researching technology based on what everyone else has researched. Kind of similar to how EUIV can have gaps in technology, but those who are behind have a much easier time catching up, and those who are ahead have a very difficult time getting even further ahead.
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# ¿ Jun 11, 2021 10:00 |
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Bar Ran Dun posted:A finger on the monkey’s paw curls.
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# ¿ Jun 13, 2021 21:16 |
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The Cheshire Cat posted:I think this sort of thing also speaks to a broader issue in Stellaris, which is that generally, war goals aren't very interesting. They always boil down to either "take territory" or "humiliate", when so many more interesting options could exist. I would love to see Stellaris adopt EU4's system, where when demanding peace you can essentially build a custom peace deal, which might include concessions made by both sides if the war is inconclusive.
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# ¿ Jun 17, 2021 23:40 |
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Warmachine posted:This was mostly inspired by the fact that you can't naturally prevent the Void Dwellers from getting the -60% penalty on non-habitat worlds even if you gene mod them to have a traditional climate preference. Similarly, if you gene mod pops already on a planet and select the orbital template you'll get the orbital version on the planet instead of the bad one. These are "exploits", but ones hard to not do accidentally and have existed since void dwellers were introduced.
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# ¿ Jun 17, 2021 23:46 |
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Yami Fenrir posted:Are you sure? I've never seen this happen. Not to mention that swapping ethics cosrs a lotta time and influence. Admittedly this doesn't always happen, but definitely can if you, say, try to spiritualize an empire full of synths. They just go back to materialist.
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# ¿ Jun 18, 2021 09:32 |
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Warmachine posted:Actually... I don't know if this works, but it shouldn't work. There's an event, "origins.1," that triggers every time a pop is added to a planet by any means:
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# ¿ Jun 18, 2021 21:49 |
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Staltran posted:Can't the positive-trait version still grow on a planet that doesn't have an existing postive-trait pop, as long as migration controls aren't enabled?
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# ¿ Jun 19, 2021 00:08 |
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isndl posted:Might be one of those things stuck in the save file if you're continuing a previous game? Though if that's the case you could maybe edit the save to change it then.
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# ¿ Jun 20, 2021 06:35 |
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Ultiville posted:So I searched the thread because I am having recurring problems with this, but the "look at the species menu" thing isn't helping. I got the ability to uplift because I remembered finding some pre-sapients at some point, but I've since integrated their home system into the empire, and I cannot figure out where they are. I assume what's going on is that they live on some godforsaken hell world so they aren't on an inhabited world or one I can find with the potential colony mouseovers, since it's got 0% habitability. But they don't show up on the species menu. Is there any way to figure out where they live other than just checking every planet and moon in the empire?
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# ¿ Jun 24, 2021 01:48 |
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Libluini posted:Now that I think about it, this can lead to odd effects, like a planet getting a lot of immigration push from nearby planets filled with your pops, but because of an immigration treaty with another empire, all that push goes to some aliens arriving from beyond the border instead. Makes no sense of course, but that's what you get if only one pop can grow at a time!
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# ¿ Jun 26, 2021 23:44 |
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isndl posted:I also learned that game that while you can perform a hostile takeover war to grab branch offices, you cannot integrate a subsidiary megacorp at all. I've also come to the conclusion that there needs to be a corporate overlay for branch offices because having click on individual planets to figure out where I can expand to is absolute garbage.
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# ¿ Jul 11, 2021 23:01 |
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a fatguy baldspot posted:Man, have they still not fixed specialized pops taking the jobs that they’re best at? I’ve tried a million ways to finagle my butterflies to work energy but they’re not fuckin doing it. Use Starnet AI, it already has a fix included.
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# ¿ Jul 15, 2021 08:24 |
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isndl posted:This is me, I'm rushing system surveys to figure out where my chokepoints are going to be and backfilling the anomalies after my science vessels can't keep going because of neighboring empires. Not like the anomalies are going to disappear if I ignore them at first.
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# ¿ Aug 8, 2021 14:27 |
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Vizuyos posted:If anything, tiles were more micromanagey. It just felt less clunky to deal with because you could directly micro everything exactly how you wanted it. There used to be a micromanagement cap because you weren't allowed to micromanage past a certain number of planets. A nice side effect of this was that the planet automation AI had to keep working since everyone had to use it for noncore planets. It's no surprise it's now rotted beyond all usefulness.
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# ¿ Aug 14, 2021 10:56 |
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Relevant Tangent posted:If you want to, once you've completed the psionic ascension path you can make any race you'd like in your empire psionic through genetic modification. Aside from flavor reasons there's not really a reason to do it though. Only do it to one species at a time, it completely disables all pops that are undergoing it and it only changes three a month so it takes a long while.
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# ¿ Aug 16, 2021 02:26 |
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Why are my biotrophies politically underrepresented?
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# ¿ Sep 18, 2021 05:11 |
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Ok I just found the most broken thing. The diplomacy traditions is a near instant game win. The "+5 diplomatic acceptance" applies to trade proposals. You can ask the AI for resources and offer literally nothing in return. Stack these deals as many times as you wish, meaning push enough buttons and get every single AI empire to give you all of their resources.
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# ¿ Sep 18, 2021 08:25 |
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It really is that simple
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# ¿ Sep 18, 2021 08:30 |
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LordMune posted:This is by design -- they don't take care of things, they are cared for. Why do I have 81% approval when every single pop with a happiness score has 90% happiness?
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# ¿ Sep 18, 2021 08:38 |
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Libluini posted:Does this also work on magic attitude problems? On my own quest to abuse diplomacy by gifting stuff I don't need generously, AI empires with attitudes like "cautious", "neutral", "hostile", etc. will have a magic -1000 modifier attached. Likewise, if you take too much, the AI tends to apply a "-1000 do not want"-modifier to that transaction, too. And as positive attitude is capped far below 1000, you'll never be able to trade from empires that use this modifier against you. quote:So I feel like this exploit is more of a trap, as you can only drain potential allies of their resources, but your enemies will constantly refuse, regardless of how many +5s you stack. (As long as this isn't bugged to hell, you should be able to test this with e.g. a fanatical purifier. Normally, they'll never trade with you, ever) quote:Anyway, using StarTech makes this a non-issue, I've found. StarTech makes the AI use their resources far more aggressively, so even with my best space friends, I often find they don't have a lot of alloys over I could trade away from them. Most of the time, they have nothing worth trading anymore.
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# ¿ Sep 18, 2021 09:22 |
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boloney posted:I like the spy mechanics a lot and it sucks that most of the operations are insanely weak. Steal Tech and Extort Favors are great but Smear Campaign doesn't seem to do jack poo poo -- I ran probably a half dozen of them on every member of a federation, targeting each other, and nothing happened -- and Arm Privateers is a total joke for how expensive it is. The pirates usually immediately die to the local starbase they spawn on In that sense it's better than the research ascension.
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# ¿ Sep 23, 2021 03:39 |
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LordMune posted:pmchem's reports were incredibly helpful (QA know him by (user)name now) but I should note that many of the AI improvements you're seeing now were enabled by sweeping changes in organization and resources within the team. It's not that they were easy problems to fix and all it took was for a developer to care, or something.
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# ¿ Sep 25, 2021 11:44 |
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Domination tradition gives +1 edict now, which is actually pretty strong. That can be +50% minerals/strategic resources from miners, for instance.
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# ¿ Sep 26, 2021 05:22 |
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Senethro posted:I went looking into all this because I realized that Colonists are a trash job that just wastes a middle class Consumer goods upkeep and was looking for alternatives.
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# ¿ Sep 27, 2021 13:27 |
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Splicer posted:My understanding is:
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# ¿ Oct 2, 2021 09:24 |
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If 10% research speed ascension is so automatic, ya'll should give doing espionage some actual consideration. Step 1: Assign envoy to espionage, build intel network Step 2: Run "acquire asset" operations until you get an asset with either subterfuge, technology, or both skills Step 3: Run steal tech operation, choose the option that trades your asset for +10% research speed for the next 10 years Step 4: Go to step 2, repeat step 3 either on cooldown or about every time your edicts expire This also nets you +30% progress on a random stolen tech, or if none are available 1000 research in each category. The cost is ~2000 energy every 10 years, one envoy, and some button presses. There is nothing stopping you from doing this on allies, or even on nearly useless empires that have no encryption.
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# ¿ Oct 9, 2021 05:22 |
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Mr. Grinch posted:the espionage in stellaris is worse than it is in eu4, and by that i mean completely useless
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# ¿ Nov 7, 2021 19:57 |
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Yami Fenrir posted:...that also has an aggressive setting that doesnt loving work and reset itself after every single invasion.
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# ¿ Nov 22, 2021 08:39 |
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Yami Fenrir posted:They said it was but it got reintroduced at some point.
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# ¿ Nov 22, 2021 09:44 |
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Through hard work and determination, your maniacal scientist has gained the trait paranoid.
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# ¿ Nov 28, 2021 04:06 |
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Shadowlyger posted:Yeah apparently the card is tied to finding a living metal deposit as opposed to having a living metal deposit, so as soon as you conquer a system from someone else that has one of those just go ahead and console the tech. I suppose this means it's still possible to steal (and, if genuinely at endgame where you have everything else, possibly very likely to steal)
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# ¿ Nov 28, 2021 15:35 |
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Sloober posted:on the topic of living metal it was deeply hilarious to me to have a living metal deposit on a planet being harvested but having absolutely no idea how to use it at all. just a bunch of guys storing all this stuff saying 'but what do we do with it', because i never got the discovery trigger to pop the card. some event created a deposit on an occupied planet which just gave me the income
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# ¿ Nov 30, 2021 10:53 |
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# ¿ Apr 25, 2024 15:12 |
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Shadowlyger posted:Oh it's not just friendly empires, if you split an enemy empire's space, they'll happily run trade through your systems anyway, generating piracy.
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# ¿ Dec 5, 2021 02:59 |