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How does war exhaustion work now, to cause all these forced white peaces with such seemingly ridiculous terms?
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# ¿ Feb 23, 2018 09:52 |
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# ¿ Apr 27, 2024 07:00 |
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Galaga Galaxian posted:Based on what I read elsewhere, apparently the big hit with War Exhaustion and losing ships in battles is the exhaustion hit is based on twice the lost ships value as a percentage of your Total Naval Capacity. My favorite part of that thread was the realization that one of the optimal defensive strategies is to build anchorages for more fleet cap, max out cap on cheap frigates, and when you’re attacked immediately dismantle your anchorages so you’re wildly over fleet cap. Then, as soon as you lose a battle of any size it registers as a catastrophic loss and your war exhaustion goes through the roof, allowing you to force a white peace even though the enemy has taken nothing. It's insane, and makes the use of Desty's ReducedWarExhaustion mandatory IMO. Kestral fucked around with this message at 20:52 on Feb 24, 2018 |
# ¿ Feb 24, 2018 20:50 |
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People who've successfully played tall in 2.0, how have you been doing it? I've seen it work once in a multiplayer game over the weekend, but it relied on some choices (pacifist, mechanist) I'm not thrilled about making. I'd love to get a good Inward Perfection --> megastructures tall run going, but my last experiment didn't go well (Ethics: Xenophobe, Pacifist, Materialist, Civics: Inward Perfection, Technocracy, Traits: Intelligent, Natural Engineers, Thrifty). Two smaller questions: 1) Are Fanatical Purifiers bugged in the same way as Determined Assimilators and Devourers are? 2) Do broken Gateways count as Megastructures for the purposes of getting a bonus to Megaengineering appearing as a tech choice?
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# ¿ Feb 26, 2018 21:12 |
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What's the point defense of choice now? Flak Cannons?
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# ¿ Mar 2, 2018 20:44 |
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Malick23 posted:Has anyone completed the Enigmatic Fortress in the 2.0.2 beta? I read that it was fixed in the patch notes but after I disabeled it and sent a team in the event chain appears to have stalled. It's not the end of the world but I wanted to see the Enigmatic tech in 2.0 I'm playing without mods. I completed it today. It's possible, but it's a loving hassle, because it is emphatically not fixed. Every 10 days or so the fortress will respawn without fail, so you'll need to park a fleet on it to keep it down, and it'll try to give you another situation log entry. After you get the first exploration event, make sure to pick the "Leave it alone" option thereafter or your situation log will fill up with events and you won't even be able to select the follow-ups necessary to complete the chain. Also, sometimes an event in the chain will just fail to show up in your log for no discernible reason - I had this happen both with the very first event, and with the second-to-last - so savescum vigorously or you could get screwed out of the entire chain. It does eventually complete though! Has anyone else had an issue with gateways and wormholes messing up fleets' priorities on where to upgrade or repair? I have a gateway-heavy game going right now, and I simply cannot get fleets to repair at sensible stations anymore. They could be literally sitting on top of a station full of shipyards with nothing in the queue, but hit repair or upgrade and they're off to the nearest gateway to jump all the way across the galaxy to some other random gateway-linked station, one which has fewer shipyards and something already in its queue, to get the work done. It's not even prioritizing their home base: as far as I can tell it's completely random which station they pick, and once one fleet fixates on a gateway-linked station, they all do, even if they start out in different systems. Is anyone else seeing this? I'm baffled.
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# ¿ Mar 12, 2018 04:58 |
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Encountered another weird bug today. I ran well over my fleet cap last night in preparation for an endgame crisis, but carefully ensured that I'd still have around +100 per month while maintaining Capacity Overload, Warring States, and Grand Fleet. Today I load the save, and find this: That deficit, it turns out, is from Warring States and Grand Fleet not affecting my naval cap after reloading the save - you can see the math in that Naval Capacity breakdown not working at all. Capacity Overload might not be working either, I can't tell. Reloading any of the earlier saves results in the same issue of edicts not applying their bonuses to fleet cap. Has anyone else seen this? Any suggestions on fixing it?
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# ¿ Mar 15, 2018 06:21 |
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prussian advisor posted:Does this bonus apply to research and unity as well, or just minerals, energy and food? It applies to every form of production. Some additional notes on happiness: every pop's base happiness comes from the happiness of the faction they belong to. If your Technocrats are at 68% happiness, all your Technocrat pops will start at 68% happiness as well. This means some ethics have a hidden production bonus from having a dominant faction that's easy to please, like Spiritualists, or who run a lifestyle that grants a big happiness boost. Happiness provides a 1% bonus to all forms of production, up to a cap of 20%. The bonus begins at Happiness 61, and goes up by 1% on odd numbers: Happiness 61 and 62 both provide +1%, which goes up to 2% at Happiness 63, stays the same at 64, etc. When you buy that Riggan Spice for +5% happiness, you're paying 1000 energy for +2% or +3% productivity boost on every pop in your empire that's at least Happiness 61.
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# ¿ Mar 15, 2018 18:42 |
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How does one Devouring Swarm? I've been mulling over a concept for one, and after seeing them operate in a multiplayer game, I definitely want to try them out in singleplayer, but I've never done one of the purge civs before.
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# ¿ Mar 19, 2018 03:06 |
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The talk about Sword of the Stars earlier made me realize what Stellaris needs: cetacean species pack DLC. Game's already got obvious influences from the Uplift trilogy, and SotS is well-loved, so let's get some psionic biowarfare dolphins going.
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# ¿ Jun 1, 2018 06:52 |
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Thrasophius posted:Thanks for bringing me up to date on things guys. Reading patch notes is fine and all but it's nice to hear how they have affected the game. So overall is post 2.0 an improvement? A huge improvement, yes, and I say this as someone deep in mourning for my precious wormhole generators.
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# ¿ Jun 2, 2018 17:58 |
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Has anyone here tried these Science Nexus rush builds that were making the rounds a few months ago? I stumbled across that one and decided to try it, and the experience was… Humbling. OP reliably starts their nexus within 2260-2265 on standard machine intelligence or Driven Assimilator (and commentary suggests Rogue Servitors can do the same), or 2270 with Inward Perfect/Agrarian Idyll, and I haven’t the faintest idea how they’re managing it. Their energy/mineral/unity income blows mine away in all three of my attempts, despite a lot of (apparently misguided) micro.
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# ¿ Jun 10, 2018 22:27 |
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Arrath posted:That just seems so insane, holy poo poo. Right? It's clearly possible and I'd love to make it work, because it appeals to the perfectionist in me, but I'm baffled as to how you generate that kind of income, unity, and tech simultaneously while rushing for 13ish planets.
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# ¿ Jun 10, 2018 22:44 |
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wiegieman posted:By microing so hard you hate yourself. It's the "generate enough income to do this" bit that falls apart for me, but hell, I'm gonna try it again for kicks. Are there any other interesting builds out there these days? The sort of thing you can't get away with in real-time, but if you're willing to micro obsessively - i.e., the thing I enjoy doing in Stellaris anyway - you can pull off?
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# ¿ Jun 11, 2018 00:33 |
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Are there any viable "Tall" strategies / civic-ethic combos going around at the moment? I haven't played since Apocalypse, and I'd like to ease into the new mechanics without having to also manage a gigantic empire. I was always the "Science Nexus rush" kind of player, but I'll take a look at anything that keeps empire size down.
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# ¿ Mar 6, 2019 19:57 |
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Massive unrest on colonization seems... Virtually unplayable? Is this the sort of thing that gets same-day hotfixed or are we looking at rowdy colonies for a while?
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# ¿ Mar 7, 2019 20:31 |
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How does one Devouring Swarm? I tried one as my "testing the waters" game to get a feel for 2.2.x, and even on Captain I'm struggling to put the nail in the coffin of my first neighbor. I've been running Nutritional Plenitude and focusing heavily on pop growth and food, but find that I can't generate enough minerals, energy, or alloys to keep up with district development, or build a fleet that noticeably outguns my neighbor even with Supremacy. Granted, my nearby systems are really bad, but I still feel like I'm missing something.
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# ¿ Mar 14, 2019 18:15 |
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ZypherIM posted:Ok, I'll do some . These are awesome words, thank you! Going to start a fresh game and give this a shot. And SirTagz bless you and your Psilon avatar, it makes me smile every time I see it.
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# ¿ Mar 15, 2019 00:29 |
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What does the multiplayer meta look like these days? There's been some talk among my friends of starting a new game at some point.
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# ¿ Mar 20, 2019 01:53 |
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Are those 1080p / 1440p mods meaningful if you're running at 4K, or are they only useful on the listed resolutions?
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# ¿ Mar 20, 2019 18:48 |
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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?
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# ¿ Mar 26, 2019 04:54 |
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Electro-Boogie Jack posted:It eliminated the pointless micro of clicking 5000000000000000 yellow arrows every time you got a new version of a farm. The new system is overall a huge improvement, although there is still micro now as your planets keep growing and new pops keep needing new jobs. It eliminated that bit of pointless micro and replaced it with a bunch of other tedious micro that occupies even more time. I find myself spending way more time managing planets and pops than anything else in the game at this point, and honestly, I miss tiles: not because they were a great system, but because they at least didn't demand so much time and attention for no real gain.
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# ¿ Mar 31, 2019 05:43 |
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Guilliman posted:The micro now spreads and fills the midgame a lot, so the game has become less "watching and waiting" during the early to midgame. This is definitely true. I suppose my complaint is that all that spread-out micro feels no more meaningful than tile-clicking did, but takes up even more time, when I'd rather be doing literally anything other than managing planets, the hands-down least interesting part of Stellaris. If the sector AI in the upcoming patch is good enough to mitigate that I'll be astonished, given its track record, but here's hoping.
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# ¿ Mar 31, 2019 08:03 |
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Anyone tried Planetary Diversity's "unique worlds" starts? The mod advertises them as having special districts, deposits, and unique jobs, but after several restarts to test them with no other mods enabled, all I'm seeing are slightly larger (Size 23-26) planets with admittedly very cool visuals. Do the planetary uniques spawn with event chains, something like that? Edit: To clarify, I'm seeing the +4 Agri/Energy/Minerals districts on the unique worlds, but nothing else. Kestral fucked around with this message at 04:07 on Apr 1, 2019 |
# ¿ Apr 1, 2019 03:55 |
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Potato Salad posted:I have never had as aggressive, fun, and explosively powerful a playthrough than the lifeseeded despoilers I'm bullying my neighbors with right now What are best practices for raiding stance? I tried NuclearMonkee's Lifeseeded Nihilistic Acquisition Space Aztecs in a multiplayer game last night, and while it worked out alright in terms of winning wars, the pop-stealing rate seemed painfully slow. Do you have to clear out the ground armies or hit a certain devastation level first or something?
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# ¿ Apr 13, 2019 19:18 |
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Nosfereefer posted:Feudalism still broken? Supposedly [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1590362799]Dynamic Difficulty can fix the feudalism issues, although I haven't tried it. You have to apply the modifiers yourself, but that seems simple enough. If you try it, let us know how it goes! I've been wanting to do a feudal run for a while.
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# ¿ Apr 22, 2019 06:23 |
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What aesthetic mods are people using in 2.2.7? I've gotten tired of fleet battles being an indecipherable mass of contrails and went looking for something to disable them, and discovered that Stellaris graphic modding is a deep, deep rabbit hole of incredible but mutually incompatible and often gameplay-altering mods. I ended up with No Exhaust Trails for my basic need to be able to see my ships after the midgame, and I'm about to mess around with the graphics-only version of Improved Space Battles. Anyone tried others, like ISB's full version, or Aesthetic Cinematic Graphics? Kestral fucked around with this message at 04:46 on May 5, 2019 |
# ¿ May 5, 2019 03:31 |
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twistedmentat posted:I was using a few, but this has a really good list of mods, that you can pick and choose, plus what they actually change Nice resource, thank you! Gave Aesthetic Cinematic Graphics a shot, and while it is indeed very pretty, being essentially a Greatest Hits of Combat Graphics Modding, I'm not sure I can recommend it. In addition to requiring a number of compatibility patches for things like More Events Mod and custom ship packs which will inevitably fall by the wayside, it reduces sublight even more, which was already too slow to begin with IMO, and removes the labels for system jump points, which makes navigating in the system menu virtually impossible.
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# ¿ May 5, 2019 04:45 |
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Is there a way, modding or otherwise, to get machine empire drones to play nicely with Automatic Pop Migration? Much as I love Rogue Servitors, managing a mid- to late-game empire that reproduces at +9.2 without Auto Migration is a total nightmare, and blowing influence to cut drone production and cripple my own economy seems like a cruel joke.
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# ¿ May 26, 2019 08:34 |
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As far as I can tell, it doesn't currently work for Machine Empire drones, despite claiming to do so. I've set up a save game specifically to watch for it, with a planet with diverse open jobs set to Preferred, and the exact quantity and locations of all my unemployed pops noted. The 3rd-of-the-month migration tick comes and goes without any change to unemployed pops.
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# ¿ May 26, 2019 09:20 |
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Space. Dolphins. All I need in Stellaris is psionic space dolphins in exo-suits. What's everyone going to try first with this pack? I've been doing a lot of Machine Empires recently, so I'm thinking of going for something organic and psionic, try to follow that new Shroud precursor.
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# ¿ Jun 4, 2019 19:49 |
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LonsomeSon posted:I started a new galaxy with Guilli's on in case it wouldn't cause a crash, and it hasn't...yet! He was advising people in the Workshop thread not to use his mod until after an update, because it might break your save when he does patch it. You might not want to get too attached to that run, sorry to say.
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# ¿ Jun 5, 2019 01:52 |
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I've been doing restarts trying to get the Zroni precursor, and gotten the Grunur five times out of seven so far. It wouldn't surprise me if the new precursors have been given greater weight so that people can encounter them, but that seems, uh, unusually high. I'll be very interested when someone finally datamines how the precursors are determined now.
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# ¿ Jun 5, 2019 04:30 |
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scaterry posted:I purposely spawned as the only empire in the galaxy, and still haven't found a relic 60 years in. I've been trying to get the first Zroni site to spawn for, oh, three hours' worth of restarts now. If someone figures out the console commands for this, I will love you forever.
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# ¿ Jun 5, 2019 06:11 |
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Beta patch is the Ghost Signal. Throw your computer into the sea before it's too late!
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# ¿ Jun 5, 2019 18:47 |
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My recollection of the last strike craft discussion was that they put out quite a lot of damage, more than their stats might indicate, but they do it in bite-sized chunks as befits being covered in beeeeeees. The end result being that they punch above their weight, but ships they're attacking have a good chance of being able to jump out, meaning you win the engagement, but don't reduce their fleet by as much as you would with conventional weapons. Great in situations where you have something that reduces Emergency FTL rates though, like starbases or accompanying Titans. Other people may know more (or more accurately) - my anecdotal experience is that they make for kickass defense platforms, at very least.
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# ¿ Jun 7, 2019 18:44 |
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# ¿ Apr 27, 2024 07:00 |
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How are Machine Empires looking with this update? I greatly preferred the feel of their economy after Le Guin, but haven't played since before lithoids were a thing.
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# ¿ Mar 20, 2020 19:54 |