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QuarkJets
Sep 8, 2008

Splicer posted:

I wish vanilla had more mixed results events. You have events with both good or bad results but I can't think of many with both good and bad aspects in the same result, excluding the more elaborate quest chains. Like there's the thing where you pay energy to try to terraform a planet, you always get a planet or no planet. You never get a planet because your scientist realised they'd miscalculated things slightly but it's OK because they made up the difference by abandoning ship and crashing all 200 alloys of it into a strategically important volcano.

That event specifically can not only terraform the planet but can also spawn a bunch of mutated horrors that murder your colonists

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QuarkJets
Sep 8, 2008

Taear posted:

It's annoying that the nanite transmuter also hasn't got any jobs attached to it. It just....does it.

What would the specialist job even be doing? The nanites handle everything

QuarkJets
Sep 8, 2008

Conspiratiorist posted:

Xeno-compatibility is a management clusterfuck just there for the roleplay.

And also hive minds

QuarkJets
Sep 8, 2008

Aethernet posted:

Pacifists shouldn't start with any weapons, and it's kind of weird that they do.

It's not weird at all, pacifism takes many forms and isn't limited to non-violence

QuarkJets
Sep 8, 2008

BigRoman posted:

I've tried getting back into this game since the 2.2 changes and I need advice. Do you guys stick to the administrative limit? How far should I go over the limit? The only penalty I'm worried about is the research penalty, since I've found that research is much harder for me to get going with these new changes (it always seems like I need to be using building slots for alloy refineries/consumer goods/amenity factories.

When it comes to available planets and star systems, I don't care about going over the limit

But I do try to pick up administrative efficiency bonuses wherever I can

And when it comes to conquest I try to do a mix of outright taking planets + vassalization, since vassals don't count toward your administrative capacity. So that I'm able to unlock traditions faster in the early-mid game, when that matters, but later in the game I can just integrate those dudes and it's all good

QuarkJets
Sep 8, 2008

ulmont posted:

That may be true of wormholes, and possibly abandoned gateways, but it is completely irrelevant for empire-built gateways.

Empire-built gateways are just a way for wide empires to deal with exponential expansion problems. If there were techs to (a) massively speed up ship movement inside the empire boundaries and (b) extend trade collection range significantly, I'd probably never bother with gateways.

I'm not even sure that abandoned gateways can be said to contribute to exploration; you need to own or have open borders with both ends to travel through them, so you're gaining a fast travel option to someplace that you've already been rather than a fast travel option to someplace new.

Abandoned gateways do create an incentive for expansion and do build tension, though. They're conflict-brewers rather than exploration-enablers. And trade routes become a bit easier, then much easier once you've able to build your own gateways.

QuarkJets
Sep 8, 2008

Nosfereefer posted:

Even just finding an old dyson sphere should give some bonuses outside of the invisible card draw stuff. At least some kind of "hey, this panel is still operational" +30 energy. As it stands it's completely useless for 200+ years.

e: Or they should generate a shitton of research. Finding an old ruin gives nothing but an icon on the map. We get bonuses for studying space poop, so why doesn't an ancient Megastructure inspire something?

For real, an ancient dyson sphere or ring world would be a huge research opportunity, moreso than any anomaly that you can find normally.

It's also weird that finding a megastructure doesn't unlock any tech options. We can quickly study the debris left behind by a ship and suddenly have a new concept for how to build rockets or lasers that requires some tech effort to fully unlock, but can't do the same for being able to repair megastructures? It could be a repeatable tech even, so fully refurbishing a ring world or part of a dyson sphere is a ton of research and construction effort but getting some minimal functionality out of it doesn't require as much.

QuarkJets fucked around with this message at 22:41 on Mar 23, 2019

QuarkJets
Sep 8, 2008

Discovering a ruined megastructure or ecumenopolis should start off as a semi-powerful research site. The structure/planet is basically uninhabitable due to the state of decay; it's been sitting there for millions of years and was the result of engineering capabilities far beyond you, of course you can't just move into Fen Habbanis and immediately start up the alloy foundries; not only are they ruined due to neglect but you also wouldn't even know how they work, it's all alien! Discovering one of these lets you build a Xenoarchaeology Post, kind of like an Observation Post but for ancient alien megastructures.

Once you have a Xenoarchaeology Post built you can begin to access a tech tree (Ancient Structure Restoration) that unlocks additional features of the megastructure or ecumenopolis. Each level reduces the post's science output but gives you a big alternative benefit; as you figure out how to use these alien structures, you begin to learn less from them but get some of the benefits of using them for their intended use. Dyson spheres supply some energy. Ringworlds and Fen Habbanis can be inhabited, but with huge penalties to habitability and production, and they have several unremovable blockers that limit their usefulness (e.g. you're still not using those foundry arcologies yet, but you can at least have clerks and people living in these huge empty structures; that's something). Higher levels of Ancient Structure Restoration allow you to start removing those blockers, and the habitability and production penalties decrease. The last level of the tech unlocks the full capabilities of the original structure, but you still have a small habitability and production penalty; these are still mysterious alien structures, after all, and you'll probably never completely understand them, but you're still getting enormous benefits out of them. Maybe there's a decision to be made between modifying the habitability to 100% or completely removing the production penalties. Unlocking the ability to build these structures yourself (via the normal tech/perk options) lets you completely rehabilitate the structure; you're basically replacing whatever machinery the aliens left behind with your own stuff.

QuarkJets
Sep 8, 2008

ZypherIM posted:

Ah I see what you mean.

This causes the problem of multi-racial empires outstripping single race empires by far though. Or the best tech would be the one that lets you change your hab preference, because now you've got at least 3x the growth rate (in-biome growth rates).

That's how it should be though; if your empire has a Tundra species and a Continental species, then you should have more of a growth advantage on Tundra planets (by selecting the correct species to settle those) than an empire with only Continental species.

QuarkJets
Sep 8, 2008

Geshtal posted:

So what I took away from the last dozen or so pages is that Ecumenopolis are overpowered and administrative cap is meaningless. Why not kill two birds at once by making the ability to make an ecumenopolis tied to being under the admin cap with production penalties if you go over after building? Might give more of a strategic option as to whether to expand fast or not.

I don't think that makes much sense

QuarkJets
Sep 8, 2008

Kestral posted:

I’ve made a serious mis-step in my current game due to not fully grasping the implications of conquering planets in 2.2.X, and could use some strategic advice.

I’m trying out a Warrior Culture civ (Spiritualist/Militarist/Egalitarian, Rapid Breeders/Charismatic/Conservationist), and wound up with my first neighbor being a hive mind with the same climate preferences (Alpine) and a bunch of great planets. This is my first real game on 2.2.X’s economy, and I didn’t think through the consequences of conquering them: I just saw four 70% worlds with excellent modifiers and a weak navy, hoarded enough influence to grab everything up to their homeworld and its chokepoint, and pounced.

Bad idea.

I knew I wouldn’t be able to use the hive-mind pops, but I vastly underestimated how deep in the hole claiming an effectively “empty” capitol world would put me. In particular, I didn’t realize that workers I resettled from other planets couldn’t be forced to work technician jobs, so I immediately plunged into -40 energy / month. I can just barely withstand that by selling strategic resources on the market, and I’ve tottered along for three years now trying to dig myself out of this hole, and managed to get down to -17/month, but I’ve now maxed out my exploitable space without either razing everything on those captured worlds down to bare rock, or going into yet another war.

Behold my potential prey:




Yes, they too are Alpine, and their worlds also have excellent modifiers. And good lord, that home system, not to mention Ejok in the south and Karathor / Codria / Ashimax in the center. And frankly I want them dead and gone before they infest my worlds with crime buildings that I can't afford to mitigate.

I’m confident I can win this war: I’ve seen their fleets and stations, and I’m certain that by blowing my sizable alloy bank to max out my Duelist-buffed naval cap I can run them over. This would take about 34 months, and make the economic bleeding much worse before it gets better, to the point where I’ll be running on fumes economically before the war even starts. To me, that seems to imply that whatever I get out of it needs to be a big win.

Claiming all of their inhabited worlds so that I can wipe them out in one fell swoop would be 580 influence; I’m sitting on 180 influence, and it would take another 86 months to stockpile enough influence to finish them off, by which time there’s a decent chance they colonize at least one other world (probably Ladiom); I’m not sure my economy can survive that long. Alternatively, I could exclude Ashimax (which is a nice world, but costs 180 influence to claim) and need only 46 months, waiting a year before I start churning out ships. Or, I could 2-3 of their richer systems with the ~370 influence I’ll have banked after maxing out my naval cap: maybe Sakterokla / Haedus / Ejok for the energy and to cripple their production? Or, do only a few months of buildup, claim only, say, Ejok and Sakterokla for the energy and TV, rush those and pray?

Even then, I'm not sure how well holding those worlds will go. Will my egalitarian pops blow a gasket if I have these Crime Rams under my boot?

Honestly, I’m not sure what the correct decision is here. Thoughts?

All of those unworked districts and buildings are racking up huge maintenance costs. Demolish them until you have the pops to use them.

Or instead of taking the planets directly, tributize them. Then all of those pops are essentially working to you, just less efficiently and in a way that's out of your control

QuarkJets
Sep 8, 2008

THE loving MOON posted:

I really wish sector governors would do more than occasionally get corrupt/hosed up on space pills. I want to publicly execute Lord Farthuffer for daring to make an attempt on the heirs life :black101:

dude a little bit of CK2 would be hella cool even if it's kind of a big ask

QuarkJets
Sep 8, 2008

I think it's pretty sweet but didn't play until after tiles

Game is stable and the speed issues people had earlier on in megacorp are largely alleviated, sectors are still dumb and I'm cranking down the number of planets to be as low as possible cause i hate the micro of managing pops

QuarkJets
Sep 8, 2008

twistedmentat posted:

It's most of them so I was looking for more general advice. I am producing tons of everything so I can probably replace some of the energy and food districts with city districts. My Empire got penned in, and they're super nice hippies so they aren't going to go on wars of conquest, and am not in any risk of being invaded by any of my neighbours so no wars there. Maybe something will happen where I can get some new territory, but rigt now I'm limited by Habitats and once I unlock my last ascension slot, ringworlds and Dyson Spheres.

Yeah, if you're just running out of housing but have plenty of jobs or districts to spare then just build some city districts. Even a completely rural world is going to need at least a few city districts just to house the people working for your non-district buildings

QuarkJets
Sep 8, 2008

PittTheElder posted:

Also I find luxury housing is a niche thing to build, and you should probably avoid most of the time. Does too little to be worth a whole building slot. The only times I find it to be worth it is on tiny resource worlds with +15% mineral modifiers or whatever; in that case it's useful.

Totally. Sometimes I'll build luxury housing as the very last thing that I do before turning off population growth. Since it provides housing and a little bit of amenities it can be a tiny bit of optimization to build 1 luxury housing instead of 1 specialist building for amenities + 1 housing district

Also, resort worlds

QuarkJets
Sep 8, 2008

Aethernet posted:

Building a Dyson Sphere would cause the galactic market to instantly crash as energy would now be worthless. Totally gamebreaking stuff like that is entirely what megastructures should do.

I feel like you're only looking at one side of the equation; how much of that energy is expended in maintaining the dyson sphere? That much surface area that close to a star would take an insane amount of effort to keep functioning. We have to assume that the in-game Dyson Sphere doesn't instantly make everything worthless for gameplay reasons but it's pretty reasonable to explain that away, too, since it's not like we have any real grasp on the true scale of difficulty that this engineering problem represents.

QuarkJets
Sep 8, 2008

What kinds of buildings do people build on their homeworld? I used to do mostly research labs but now I'm wondering if the capital should always be full of forges

QuarkJets
Sep 8, 2008

PittTheElder posted:

Is building commercial zones to generate Trade Value really worth it? It feels really inefficient but I haven't run the numbers at all.

They're pretty decent because they generate a mix of trade value and amenities; if you were about to build a holo-theater anyway but really need some energy, too, then it's a pretty good deal.

Assuming you take the trade policy that generates unity, and your'e at exactly 50% stability...

Commercial megaplex:
4.2 unity
14 energy
25 amenities
-1 rare crystals

And the hyper-entertainment forums provide:
8 unity
40 amenities
-4 consumer goods
-1 exotic gas

So that's a net loss of 4 consumer goods and 14 energy for an additional 15 amenities and 4 unity. Worth it? That's up to you. With >50% stability you also gain trade value boost, up to +30%, so a high-stability empire gets more benefits. And having a Galactic Stock Exchange boosts that a further +20%. All of these confounding variables means that the answer isn't really clear and which one is best is very situation-dependent, and is a matter of opinion, but they're both good choices.

Personally I like to start with holo-theaters, because they're job-efficient, and later I transition into commercial complexes; you can transition into generating consumer goods in the late-game, when unity becomes much less valuable, and generating consumer goods instead of consuming them means that you can make a lot more alloys

QuarkJets
Sep 8, 2008

ZypherIM posted:

You forgot to mention that you're using up 6 more pops (which require housing, etc) for the commercial zones. Unless you're out of room basically everywhere you can probably find more productive places to put those pops to work. When you're at the point where that isn't true, nailing down efficiency is much less of a concern anyways.

That's what meant by job efficiency; the commercial buildings generate less per person, and how much you value that depends on circumstance. But in the early game I want jobs each producing as much stuff as possible

QuarkJets
Sep 8, 2008

Poil posted:

I think you just need something that requires the resource or produces it to be able to trade it. The times I've managed to luck into level 6 ship components I normally have to buy the zro because I've no idea where in the galaxy it's being mined and I don't particularly feel like manually checking every system.

Same. You can definitely just use the galactic market for any resources, as I literally could not figure out where Zro was being produced so that I could have psionic shields. Turned out not to matter, I just purchased what I needed

Currently in a game where I need crystals but have no way to produce them. It's fine though, I can buy them

QuarkJets
Sep 8, 2008

HiKaizer posted:

I have never seen Zro in a game where I was playing an empire that could become psionic. Can you get the psionic components from debris analysis still? I had a feeling that this was removed in 2.0 or earlier.


I got psionic shields from extradimensional invader wrecks before the shroud offered them as an option. But I was also already psionic; maybe that's what matters?

QuarkJets
Sep 8, 2008

I've picked Nihilistic Acquisition for the first time as a young Xenophobic Mlitarist Authoritarian race and it is rad. I practically doubled my population overnight by just parking powerful fleets over someone's 2 biggest worlds, wrecking their economy in the process. No need for troops, no need to spend a gazillion influence to chain claims onto that system and then dealing with someone else's lovely, devastated planet and spending a ton of energy shuffling them off to my other worlds; just a quick war dec followed by receiving a huge number of slaves that go straight to my planets to begin work immediately. I don't even have to win at that point

QuarkJets
Sep 8, 2008

ProfessorCirno posted:

The thing with ecu and why they shouldn't be nerfed is that they're one of the few things you can build that feel both weighty and cool. The other mega-buildings are kinda here or there; the sensor one is cool for giving you absolute and complete information, but most of the others are just "a thing you can already do but better, but so expensive it doesn't matter." And ecus still have the downside of being purely for production, not extraction, so you still have to actually feed that populace and provide them with materials. Ecus change the game, but frankly, shouldn't all mega-buildings do that?

Ecu don't need to be nerfed, just fen habbanis

QuarkJets
Sep 8, 2008

iirc, in-game the robot uprising applies to all robots, not just synths, implying that all robots in your empire possess whatever level of AI you've researched. So it followed that rights applying to AI should also apply to all robots, because I guess your sapient battleships wouldn't be satisfied with being citizens if they had to watch their brothers and sisters in menial labor suffering under the cruel mistreatment of their organic masters.

I think the idea is that you don't expect to be creating sentient robots, it just happens accidentally when you advance to far down the path of AI research and hit Positronic AI. But once you've acknowledged it, of course granting citizenship to AI means that you're granting citizenship to all AI. Presumably you could enslave or revoke citizenship from individual species of robot if you so wished, and if your ethics permitted it, but once your people have recognized that even the lowliest robot with a positronic AI has some degree of sentience there's just no putting that genie back in the bottle

QuarkJets fucked around with this message at 08:40 on Jun 11, 2019

QuarkJets
Sep 8, 2008

Staltran posted:

Are you saying Positronic AI makes all robots sapient?

No. I'm saying:

QuarkJets posted:

... all robots in your empire possess whatever level of AI you've researched
... even the lowliest robot with a positronic AI has some degree of sentience

Positronic AI leads to a full-blown machine uprising even if you don't ever research synths. This implies that the robots are more than mere farm equipment, even if they're not sapient

QuarkJets
Sep 8, 2008

Staltran posted:

I don't see how. The actual AIs (research, station control, etc) are still sapient, after all. There's no reason they couldn't control the droids. In fact machine uprisings make more sense if you don't have synths, since they're gestalts, which seems really weird if you have hundreds of synth pops giving up their sapience. The resettlement thing seems like just a bug to me (forgetting to check if you have synths would explain it).

(Not sure what you mean by "some degree of sentience" though, I'd assume even just Robot tech robots would have that without any AI techs.)

The events before the machine uprising explicitly include manual labor models.

This theme in scifi commonly involves discussing how blurry the line is between sentience and non-sentience, and how it's maybe not just a switch that deliberately gets flipped one day. Guys like Asimov often weren't writing about synths, they were writing about simpler robots that gained something that was often poorly-understood and difficult to distinguish from sentience but that was also probably not sentience. Its a cool and alluring concept to think about

Splicer posted:

AI "infecting" your robots is indeed cool and awesome but there's no feedback that this has happened. I have a few cloud based AIs acting funny that cleared up once I remembered to give them personhood, and I'm more than happy to throw the explicitly sapient warships in there too, but as far as I and my empire and the in game text are concerned farm equipment is still farm equipment and lacks the ability to consider itself otherwise. I can't move my farm equipment around not because my farm equipment objects or because my empire believes them to be sapient beings but because of sloppy legislation.

I'm away from my PC so I don't know if I have an option to go into citizen rights and say "no not you guys, you get in the box" and if that will lead to additional shenanigans. If I do and if it does then I will be more than mollified. Otherwise it's still unintuitive behavior.

E: and this isn't just an immersion issue, I do know that I explicitly don't have an option to turn on migration for my droids, so now they're all stuck where they are.

I don't think of it as an infection, just the natural march of progress (which I guess is disease-like in a lot of ways). You're going to buy a robot that harvests fruit; do you pick the model that only knows how to pick blueberries and squishes 5% of them, or do you pick the model that's able to pick any kind of fruit and is able to identify optimal soil modifications to improve harvest yields? Incremental improvements in intelligence give way to something that isn't quite sentient but isn't quite insentient, either

In-game you're incentivized to follow the events that preclude the machine uprising, because they give you nice bonuses. They foreshadow what's to come, but that should be alluring enough to follow along when you're not totally sure what's going to happen; maybe something good will happen if you're just nice to the robots in events.

QuarkJets
Sep 8, 2008

Nuclearmonkee posted:

Being mega hitler never goes away I'm p sure.

QuarkJets
Sep 8, 2008

Psychic stuff

QuarkJets
Sep 8, 2008

Yeah Zro is straight-up worth a lot of money even if you won't ever have any tech that uses it, you can even just set up the monthly trades once and forget that you even own any deposits

QuarkJets
Sep 8, 2008

Dire Lemming posted:

I'd actually advise against doing this, trading directly with other empires almost always gets you a better deal than the market so you should generally try that first.

while it's true that diplomacy gets you a better rate, I don't think that that's worth the additional time spent

QuarkJets
Sep 8, 2008

Fister Roboto posted:

I've had games in the past where it takes several decades to get robots. It's stupid and frustrating that key technologies can be gated behind multiple layers of RNG bullshit.

Instead of throwing away the entire tech system, which I think is pretty good, I think it would be better to just apply a balancing pass

And robot factories are such a huge boon that they should also be subject to a balancing pass. Robot pops should probably be more expensive, in terms of resources or time or both. Give everyone the tech except for spiritual organic empires, reduce the rate at which robot pops grow in organic empires, etc

QuarkJets
Sep 8, 2008

Staltran posted:

Seems like a big nerf to spiritualists. Just give the tech to all regular empires and make no other changes. Regular empires are already significantly weaker than gestalts, they don't need more nerfs.

It's a buff to all non-spiritualist, non-gestalt organic empires to give them robots from day 1.

It's not a nerf to spiritualists, they wouldn't be changed at all

QuarkJets
Sep 8, 2008

turn off the TV posted:

My strategy is to try to make sure that the scientists with blue icons are doing the blue research, green icons in the green one, and orange in orange. So far it's worked pretty well.

turn off the TV posted:

I legitimately have never felt like the tech tree was a serious issue that really negatively impacted the game outside of mega engineering, is this something that changes on grand admiral?

Same same. I guess there's an issue if you want to perfectly optimize your tech order but I don't see a reason to cater to that kind of playstyle

QuarkJets
Sep 8, 2008

Fister Roboto posted:

It's not about perfect optimization, it's about situations where you need a specific tech but you can't get it for decades because what's basically a slot machine isn't giving it to you.

Can you be more specific? Usually when I see people complaining about the tech tree they're just upset that they're not able to get Gateway tech as early as possible and things like that, which is just metagaming and doesn't really matter

QuarkJets
Sep 8, 2008

Fister Roboto posted:

Read my posts? I've already mentioned several situations.

Also what's wrong with metagaming? You seem to have an issue with people playing a game as a game.

If your position is not worth your time to succinctly summarize then it's also not worth my time to dig out of your post history :shrug:

Playing the game as a game is not the same as metagaming. I think that a tech system that the player could easily optimize against (e.g. as one can do in Civilization) are less fun than the Stellaris tech system, which injects variance in a way that makes for more interesting experiences without really making the game more difficult.

QuarkJets
Sep 8, 2008

Baronjutter posted:

There is no saving Stellaris through DLC at this point

This game has had an average 10k/day players for almost 4 years with bumps only occurring with new expansion releases, I don't think it's as doomed as you're implying

QuarkJets
Sep 8, 2008

Also "systems need terrain" wait, what? Are you kidding me? Is this a joke?

QuarkJets
Sep 8, 2008

Chomp8645 posted:

Nonsensically equating player counts to a game being "good" is a time honored forums tradition.

Well maybe quantify what "saving" the game means, then. I would have thought that a game is only doomed if its player count is slipping into the 100s regardless of whether it's "good"

QuarkJets
Sep 8, 2008

cock hero flux posted:

the problem is that fleet combat is a very bad compromise between standard paradox combat and RTS combat, which is that your ships are all actual units actually represented in the game which actually fight each other, but you have no control over them other than grouping them into a big blob and then telling them vaguely where they should be

this is, I think, an objectively bad way of doing things

Honestly the game doesn't even seem to care what kinds of combat modules I use, I can have corvettes on Swarm and battleships on Artillery but everything just winds up flying into a little clusterfuck sphere. Maybe splitting them up into different fleets would fix this but I don't want to do that.

Also I actually prefer the design where you, the President of Space, would not really have control over individual units during combat. That's fine.

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QuarkJets
Sep 8, 2008

AAAAA! Real Muenster posted:

Yes grandpa, remove the starbase cap and instead add a defense station or defense module cap or something in its place, so we can have more stations to do poo poo like put Deep Space Black sites over our planets, collect trade, build fleet cap buildings, ect.

So basically you want a starbase cap on only one kind of starbase? Because you want to be able to build a near-infinite number of anchorages and hydroponics farms?

I don't think this is a good idea.

I think that it's better to have to pick and choose where your starbases go based on what they're needed for (e.g. trade, defense, etc.) while having the ability to try to choose synergistic uses (e.g. it's often good to have a deep space black site so I may as well make a trade station in the same system). You're probably not building a starbase in a nebula exclusively to put a nebula refinery there, but if you're choosing the location of your next anchorage then maybe you'll prefer a nebula system. This works well and rewards players who plan ahead while not punishing players who do not, because none of the unique starbase structures are really essential.

Allowing an unlimited number of non-military starbase upgrades would eliminate a degree of strategic choice, since you could build whatever starbase structures wherever you want without limitations. That's not an interesting system that gives a player any choices. You may as well not even have deep space black sites anymore, building them would just be busy work since they'd be an obvious inclusion in any system with population in it.

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