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Chikimiki
May 14, 2009
Just started a game on 2.2 as UNE humans, but I customized my starting location to be Deneb (got a moon around a gas giant as my homeworld :3 ) and some other fluff stuff. Now I discovered the Sol system, with some other humans in the Renaissance age. Any chance there will be special events given we are the same species? Will my OCD be triggered forever by the two identical Human races in the species screen?

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Chikimiki
May 14, 2009
Seems like PDX is taking the same approach to its games that Firaxis takes to the Civ series, now that they have become a bit more known outside of grognard circles: promise bugfixes and finetuning, but actually pump out content as much as possible until the game is dead, which is when you'll release the successor and repeat.

Chikimiki
May 14, 2009
So I started playing this again after a 1 year break, and wow a lot has changed! My first new game was rolling fine but I neglected my fleet, and when some idiot AI opened the L-Cluster the Gray Tempest kicked my rear end (30k vs 3k :v: ), after it crushed the 4 neighbouring empires. I actually managed to to establish a refugee colony at the far end of my empire, but this one was eventually overrun as well. Of course, only when my last planet was being glassed did the galactic council start voting on the emergency that was the Tempest :( Oh well, makes for a fun story.

As I am completely out of the loop, is there any beginners guide updated for the game as of late? Also, what are the recommended mods that are not too wacky?

Thanks !

Chikimiki
May 14, 2009
Alright, thanks for the feedback so far! Didn't know about growth penalty for new colonies, explains why my colonizing was so slow :v:

As for robots, strangely enough I never saw the option to build a robot assembly plant during my game (I was the bog standard UNE), also no robot technology whatsoever... Did I miss something?

Planet specialization: any tips on how to choose one, depending on the planet? Any type of district I should favour? I was generally trying to keep everything more or less balanced. Also, are the other buildings (prison, luxury residence, gene clinic, malls...) good for anything?

Lastly, regarding ship combat: is the OP still applicable? Also, I think the ship designer was having a bug, since when I turned automated designs off I couldn't save any changes to my customized builds... Is that possible?

Chikimiki
May 14, 2009

Gort posted:

Sounds like you just didn't get lucky with the tech system yet. The first robot tech is called "Robotic Workers" and can only be researched if you've researched "Powered Exoskeletons". You're more likely to be able to pick "Robotic Workers" if you have materialist or fanatic materialist ethics, and if your engineering researcher is an "Industry expert". If you run the "Robotic Workers Outlawed" policy you won't see it, and you'll be less likely to see it if you have spiritualist or fanatic spiritualist ethics. (if you wanna know how I know this, check this link out)

Most likely you just have to wait and keep researching stuff, it'll pop up fairly early in most games.

Ooooh I never bothered with exoskeletons :downs: The bonus seemed quite low to me, and I never had any trouble gathering minerals.

quote:

If a place has a ton of district slots of one type but not many of the others it's worth making it a farm/mining/generator planet, if it has a ton of districts you might want to make it a rural planet. For your office/factory/alloy/research worlds you generally want ones with a low number of districts for their size.

In general with districts you can never have too much energy or minerals, but you probably shouldn't make more food than you need. The exception is if you need to employ basic robots somewhere just to stop them being unemployed and you already filled all your mining slots, then farms are perfectly acceptable.

The "other" buildings are generally quite niche in their use. Residences are good if you have no district slots to build city districts, but need housing. In the early game, however, building slots are a premium resource and district slots are not, so residences are not particularly useful. Police buildings are the kind of thing you build if you have crime on a world, but don't bother with them unless you do. Opinion is divided on gene clinics, but I consider them a waste of a building slot - you get faster population growth, which is normally a good thing, but the amount of growth you get is so low that they take a very long time to "pay for themselves". I think you're better off with a research lab or alloy plant or whatever the planet's meant to be producing instead. Malls give you lots of clerk jobs which are fine if you just want to keep unemployment down, but pretty much any other job is better outside of very specialised (read - "megacorp in a trade league federation stacking every trade bonus you can think of) types of empire.

Ok, thanks! Any tips on planets with lots of city districts? I think the city planet is DLC only, right?

Also, thanks a lot for the combat tips! I'll try to make it work in my next playthrough :)

Chikimiki
May 14, 2009
So basically corvettes are just ablative armor for the bigger ships in this game :v:

Edit: started a new game as a hive mind. So far the biggest differences I've noticed is that they use more food and minerals, and no consumer goods which is one less worry. Also, amenities really weight on the stability. Is there anything else that changes a lot as a hive?

Chikimiki
May 14, 2009

HelloSailorSign posted:

Hangar/PD battleships seem to be particularly suited for Fallen Empire (particularly Spiritualist) and Scourge fights, as the fighters are just constantly going after enemy fighters and missiles while they can actually take a few hits and not immediately die/ewarp out.


That makes me curious, is there a recommended build against the tempest? I've seen the recommendation to favor PD and shields on your own ships for defense, but how do you inflict the most damage to them?

Chikimiki
May 14, 2009

Firebert posted:



I got the Dragon as I finished my fourth perk, Psionic Ascension, and everyone that was equivalent or superior to me in fleet strength shot straight down to pathetic. I lost all of my rivals lol

Took her out for a spin and she smoked a Corrupted Avatar by herself. Also has jump drives by default. Seems pretty good!

Side-note, but I love the Sailor-themed namelist. "Raspy Rapscallions" :yarr:

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Chikimiki
May 14, 2009

CapnAndy posted:


Yes. Correct. This is a Generator World. Obviously just founded, but as this one grows it can take on the energy burden, which will free up districts on Alpha Centauri and Earth.


Gotta ask: why is it better as a generator world then a forge world, given all the districts?

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