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So are multiple fanatic ethics on AI civs a known issue?
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# ¿ Feb 26, 2018 00:06 |
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# ¿ Apr 27, 2024 20:17 |
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Clanpot Shake posted:DD stands for what? Destroyer something? Hull classification has to be at least two letters, to allow differentiation between distinct types (ie CA for armored cruisers, CB for large cruisers). So Destroyers get DD for normal and DE for escorts. Also apparently there (edit)was DDE for destroyers converted to escort destroyers.
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# ¿ Feb 28, 2018 01:08 |
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Dongattack posted:Hmm, yeah, i guess you're right. I got something similar where one of my science ships came out of a black hole, but i'm not actually missing any. And i have the option to let them in and gain a science ship or shoot them down, but i guess it's something else. Yeah, that's a whole other event. And unfortunately a one off. I don't think the Other Science Ship ever turns out to be a trap or anything. You'll know if you got the Horizon Signal chain. The writing stands out. edit: One of the creator's other works, Sunless Sea, has the best achievement. TGLT fucked around with this message at 03:59 on Feb 28, 2018 |
# ¿ Feb 28, 2018 03:57 |
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President Ark posted:unfortunately, nothing; they will also have a disappointing lack of reaction if a machine empire terraforms one into a machine world Man that one really deserves one though. Even if it's just "*loud incoherent screaming*" or something. Milky Moor posted:Doesn't that event bump up the percentage chance, or the minimum time, for the Unbidden to show up? As far as I can tell no. The ship gets tagged with hidden_effect = {ship_event = { id = anomaly.211 days = 33 }} but that just looks like setting it so it uses the right visual effect. TGLT fucked around with this message at 04:23 on Feb 28, 2018 |
# ¿ Feb 28, 2018 04:17 |
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axeil posted:The writer of Sunless Sea wrote Horizon Signal? That's the best event chain in the game. poo poo, I need to get around to playing Sunless Sea then. Yeah, Alexis Kennedy wrote Horizon Signal. As for Sunless Sea the narrative is good, but the game kinda has a bad difficulty curve. It's real tough, then you hit mid-game and it's pretty straight forward but your victory condition is probably a ways away. All the actual text stuff is top notch though. edit: I haven't played since the Zubmariner expansion was released though so I might be wrong about it now. Also if you do play definitely gently caress around with the Chapel of Lights. Mr. Eaten is still the best thing to come out of that whole universe. TGLT fucked around with this message at 04:52 on Feb 28, 2018 |
# ¿ Feb 28, 2018 04:47 |
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The Bramble posted:Slaves and caste systems are thematic and fun, but require a good amount of micromanagement and don't really give much better results than an empire where everyone is equal and have high happiness. If you're learning the game, be an egalitarian. You always want to pair species traits with tile type, so no it really doesn't require much more micromanagement. Put slave processing centers next to your capital building to get double the resource bonus, and occasionally enslave egalitarians if they crop up in your empire. In exchange you trade in the potential +20% productivity bonus from max happiness for a minimum +10% regardless of happiness. Authoritarian is +5%/+10%, Slaving Guilds is +10%, so it's pretty easy to get +25%/+30% right at the start. Kinda comes out to more too since slaves always have impoverished conditions. Then from there artificial moral codes is another +5%, and slave processing facilities are +10% (and +2 minerals and food that both get that capital building bonus). So even without picking any of the other civic bonuses, tech and buildings will get you to +25%. Then there's iron fisted governors for another +10%. It's easy to get a 50% bonus. edit: I mean there's always unrest, but that's just a few buildings away from being solved. You can end up with planets looking like this, although this is a picture from back in 1.8. I think they reduced the bonus on Very Rich Minerals now? TGLT fucked around with this message at 17:39 on Feb 28, 2018 |
# ¿ Feb 28, 2018 17:36 |
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AAAAA! Real Muenster posted:
edit: oops wrong one Most of the tool tips are a two stage thing. First stage (top text) is immediately relevant info, second stage (bottom text) is usually a more detailed break down of what a number means and why it is that number and shows up a bit after. Though yeah it doesn't show up in the Command Limit listing on the Fleet Manager tab and that's just bad design. But yeah command limit is per-fleet, and is boosted by techs (typically ones bringing in new ship types).
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# ¿ Mar 1, 2018 00:42 |
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Hunt11 posted:Is anybody else finding it really hard to research droids? I am about 90 years into my game and I have still yet to have see the tech pop up as an option. Do you have Colonial Centralization from Society Research? Droids takes both that and the robot tech.
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# ¿ Mar 1, 2018 03:10 |
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Unhappy Meal posted:Pirates are weird. If you're pacifist you won't see any until you meet another empire since apparently you don't spawn any yourself. I'm not sure what's up with the lulls I had a good 50 years without pirates from 2300 to 2350 one game and didn't start seeing them until I was expanding again. Pretty sure pacifists get pirates. I think I remember my recent life seeded/inward perfection build getting some. Admittedly it also got the stellarite devourer, crystal fuckers, and marauders, so that game was kind of cursed. You get "we should be better than this" as your confirm but they still show up.
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# ¿ Mar 1, 2018 04:31 |
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liveoctopus posted:This... is not actually a fix, but rather just obscuring the problem. Running the enemy fleet off and maintaining (or achieving) space superiority should count for something. It's called a Pyrrhic victory. War exhaustion is all about your society's tolerance for the war, or I guess as a hive mind your collective self's, not your technical advantage in it.
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# ¿ Mar 1, 2018 16:17 |
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I mean, probably not if their loved ones died for it. Or for hive minds, they're pretty clearly not a literal one singular cohesive mind in many bodies so you're going to have the autonomous drones going "now I'm a simple infrastructure drone from SUB-REGION X8-24, but that's sure is a whole mess of resources we could use for our hyperlane bypass project." edit: please give me a hive mind civic for banjo music playing on constant loop in my drone's heads. I wish warrior culture did something for war exhaustion though. TGLT fucked around with this message at 16:44 on Mar 1, 2018 |
# ¿ Mar 1, 2018 16:41 |
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hobbesmaster posted:For hive minds you're probably just getting really tired. Like war exhaustion is literal exhaustion. Eh, it can be both. The influence and unity civics for hive minds talks about keeping your drones in line and stopping them from diverging too much, so they're not all totally the same entity. Kinda like different thought processes.
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# ¿ Mar 1, 2018 16:48 |
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Shadowlyger posted:"Man fuuuuuck, look at how many ships I just lost there, now I have to rebuild all of those. Maaaaaaaaaan" It's Us @HiveTime2244329183 posted:After half our fleet was decimated, we are officially ready for the weekend.
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# ¿ Mar 1, 2018 17:00 |
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AAAAA! Real Muenster posted:What does ICS stand for in this instance? Infinite City Sprawl, which was the old civ strategy of just always building new cities forever always all tiles, everywhere (after accounting for the workable tile footprint). Also the Roman Empire was pretty loosely organized and prone to near constant civil wars. poo poo for a bit there it was three different empires. I mean I'm down for bigger = more likely revolutions, but until then maintenance costs and increasing unity/research work just fine. TGLT fucked around with this message at 17:43 on Mar 1, 2018 |
# ¿ Mar 1, 2018 17:39 |
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Magil Zeal posted:Pax Romana is also said to have lasted more than 200 years. Pax Romana's bullshit. It basically just amounted to "winded down the near constant foreign invasions." Nero was an emperor during Pax Romana, and right after him is the Year of Four Emperors. You also had a pretty major Jewish revolt in those 200 years. History of Rome is a great podcast for listening to while playing Stellaris, if you're interested. edit: basically if there's one theme in Roman history, it's that Hadrian was right and their enormous size relative to their capacity to navigate it was a constant issue. Wheeling the army around to respond to problems was a whole thing and Governors couldn't be trusted to handle it on their own. TGLT fucked around with this message at 17:54 on Mar 1, 2018 |
# ¿ Mar 1, 2018 17:47 |
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Magil Zeal posted:Oh, sure, there were times of internal strife. It wasn't "near constant civil wars" though. It totally is though, but in lieu of that you get maintenance costs and an empire that is increasingly more difficult to keep cohesive. Also I mean three Jewish revolts, the Year of the Four Emperors, Boudica's revolt, plus two wars with Parthia and one with Dacia, that's a pretty heavy amount of fighting. Then it ends in the Year of the Five Emperors and all the poo poo between that and Diocletian. It was relatively better than the periods of instability preceding and following it, but it's still more myth than fact.
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# ¿ Mar 1, 2018 18:00 |
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Magil Zeal posted:I'm referring to Pax Romana strictly as it refers to internal strife, though. The Roman Empire was pretty good at keeping its own poo poo together without a huge number of "civil wars", for a while anyway (not for the entirety of its existence, certainly). There was the occasional uprising in the provinces, sure. But "near constant civil war"? No. Well the "near constant civil war" comment wasn't about Pax Romana specifically but the Roman Empire's history as a whole. It's the root of its inception and the biggest recurring issue I can think of after the five good emperors. Magil Zeal posted:I don't consider a cost the same as modeling revolts/revolutions, but I agree it's a good measure. I simply balk at the current implementation as going too far (or at least, too far in the wrong direction). Eh, my experience so far has been that most costs are getting offset by the growth itself. Except for the unity. Jazerus posted:nero was a perfectly decent emperor in that, because he was way too busy working on his sweet lyre jams to pick up actresses, he really did nothing to interfere with the workings of the imperial apparatus; it was very used to self-direction since tiberius and claudius were both pretty hands-off and caligula was, well, caligula, so this wasn't as much of an issue as you'd think. his reputation as a bad ruler is incredibly overblown because the senate thought he was weak enough that a bunch of propaganda could lead to a successful senatorial coup. which they indeed tried during the year of the four emperors, and their senatorial emperor was terrible I think Caligula's purges were a lot more responsible for his bad reputation. Also Nero gets undue poo poo for the fire but he did start going down hill in his last years. I mean assassination attempts will do that to you, but still. Also the Domus Aurea is the dumbest loving thing.
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# ¿ Mar 1, 2018 18:16 |
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Grand Fromage posted:There are only two periods of the classical empire that would qualify as near constant civil war. The Social War through the ascent of Augustus, and then the Crisis of the Third Century. I was referring to Julius loving off to Gaul so he could pay his debts and duck the senate until he was ready to roll in with an army. Although yeah the republic was definitely in the imperialism game with the Punic wars.
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# ¿ Mar 1, 2018 18:26 |
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THE BAR posted:
The best part of Venerable is getting to mock everyone else in a multiplayer game when their leaders die before your's even get a midlife crisis. Also Transcendent Learning seems like it could be useful with a venerable species.
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# ¿ Mar 1, 2018 20:13 |
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OwlFancier posted:Lol if you have friends. eat the primitives
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# ¿ Mar 2, 2018 00:20 |
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Ben Nerevarine posted:Is there a mod out there that fixes the weird cursor behavior in the Biography section during species creation? It's maddening. I don't think so, but you can paste into that text box so you could write your description up in a text editor or something.
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# ¿ Mar 2, 2018 01:10 |
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Gay Horney posted:All the AI Empires I start next to seem to have very pretty filled in borders with only a handful of stations but I can't seem to get my poo poo to fill in. Is there a trick other than just spamming stations in the gaps to increase border growth? Stations are the only way to boost your border, and the trick is mostly to prioritize building to choke points. Backfill once you've cut off everyone else's access to a region of space. As for slavery, you trade in happiness bonuses (or penalties) for enslaved populations for flat bonuses (ie chattel slavery is +10% to food and minerals) that can be pushed well over the happiness bonus, but you have to deal with unrest and potential slave revolts. You still end up needing to boost happiness anyways, since slaves have massive penalties to energy, unity, and research. Plus the only way to get slaves means being authoritarian (cutting off democracy and all the benefits of being egalitarian) or xenophobic (thereby pissing off everyone else). If you build for it it can be pretty strong, especially early on since you both get decadent as a basically free trait and you get slavery bonuses immediately whereas happiness bonuses take some work to get , but if you aren't setting yourself up for it it's probably a waste. Also I'm pretty sure Authoritarian is the only way to get the caste system, which is better than xenophobia's binary is a slave species/is not a slave species set up, since with caste system it only enslaves pops working the tiles that get the benefit. TGLT fucked around with this message at 20:19 on Mar 2, 2018 |
# ¿ Mar 2, 2018 20:16 |
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Business Man, CEO: It seems this game isn't selling at all any more and not making us money. What should we do? I know, spend money and time to release free unpaid content. That'll get us dollars. Business Man, CEO, days later: poo poo why is my company bankrupt now. edit: I mean poo poo this patch came with a ton of free content but i guess don't buy apocalypse that will make them release more unpaid content??
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# ¿ Mar 3, 2018 01:57 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Oh, I've actually got a few that you don't have. Serene Waters Union: Fanatic Egalitarian, Pacifist [anarchist squid fish people] Sanctified Council Resting Upon The Sands: Egalitarian, Militarist, Spiritualist [nomad grasshoppers] Republic of Kelonax: Fanatic Egalitarian, Militarist [freedom fighting turtles] TGLT fucked around with this message at 20:09 on Mar 3, 2018 |
# ¿ Mar 3, 2018 20:03 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Oh, also saw you don't have a lot of robots, so here's my reluctant driven exterminators.
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# ¿ Mar 3, 2018 20:29 |
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Gyshall posted:Sanity check: In 2.0, a multi planet system still counts as a single colonized system, even if you settle all three planets, correct? For core sector control yes, it only matters the number of inhabited systems you directly control regardless of how many inhabited planets or habitats are in that system. Sci/unity scaling is planetary, direct control is system...ary.
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# ¿ Mar 4, 2018 22:13 |
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AAAAA! Real Muenster posted:How are you guys dealing with Consumer goods? No matter who I play as I am having a terrible time keeping up with them? If you get the First League event chain, there's a free 25 slot ecumenopolis at the end of that and just god drat did that fix every problem my nascent empire was having. More realistically, switching Trade Policy to Consumer Benefits helps a lot, as does just accepting the net negative and trading with AI nations or the market to build a solid stockpile every now and again. Build Civilian Industries as needed, build fewer things that eat consumer goods, and keep an eye for a good planet to make into a consumer manufacturing center (like say a sweet size 25 ecumenopolis). Also if you're a fanatic egalitarian Shared Burdens is good. It might not have the same happiness boost as Utopian Abundance or whatever but in exchange everyone only uses .4 consumer goods. Hopefully Shared Burden gets a buff at some point though, like more bonus happiness or pops demote down the stratum faster. TGLT fucked around with this message at 20:39 on Dec 11, 2018 |
# ¿ Dec 11, 2018 20:35 |
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Truga posted:utopian abundance should also totally get this, if it doesn't already. Absolutely. It's a bit weird that people are as reluctant to accept jobs at a "lower stratum" as they are in say a stratified economy. Utopian Abundance/Shared Burdens should have something like a 25% or 50% bonus to demotion, since materially and politically you're not losing anything, and the Shared Burden civic should be another 25% or 50% due to a philosophical commitment to absolute egalitarianism. ZypherIM posted:There is a perk in the harmony tree that cuts the time to move down the stratum by 50% as well. It's nice, but it can still take a while for pops to demote. Got a few unemployed leaders that take like a year or some poo poo on my planets. Or well, the one ecumenopolis I ship all unemployed people off to at this point.
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# ¿ Dec 11, 2018 20:53 |
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Fister Roboto posted:Yeah this is a really weird thing for me too. Technological advancement should be all about making labor more efficient, so that you can have more people doing other things like researching or producing culture. Instead it's kind of the exact opposite? "My dudes what if we put a research lab on top of this research lab? We could fit twice as many of us!" "I dunno." "We could vape twice as much." "Aww hell yeah." Zurai posted:By the way, I don't think the game EVER tells you this for anything except Terraforming Gasses and Living Metal Construction, but when you get your first income of each of the rare materials, new edicts open up in the edicts menu which use them. I didn't know about this until I opened up the menu to run the Living Metal megastructure build time edict and realized there were like 25 edicts I didn't know existed. Oh yeah, there's a shitload of really nice edicts that make you do the wars better. It can be a great way to make up for a small disparity in fleet strength.
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# ¿ Dec 11, 2018 21:01 |
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CapnAndy posted:I'm still firmly in the start of the first game I've played in 2.2, but I've gone from liking the districts (more meaningful choices! less micromanagement!) to getting really pissed at just how slow they are. I need more alloys, but I don't have any way to get more until five pops grow on one of my planets -- and they grow at a snail's pace. Then oh wait, that's a high paying job and they'll need amenities; that's another five pops who need to grow before I can get any more, and it's not an empire-wide resource, I've got to make them locally. So now increasing my alloys means waiting out ten pops. Sure, I can get some research to make pops grow faster, but research is loving scarce as hell now because increasing that is a different five pop opportunity cost and it'll be decades before I get another shot at it. Oh, and for each of these five pop milestones I get... two jobs! So three people get to be loving unemployed and I can't do anything about it! Yay! The mistake you're making is treating your buildings as permanent slot occupiers. I mean they're reworking alloy balance, but for now if you need something then upturn an old building for it. You don't have 3 entertainment facilities, 3 alloy factories, and 3 civilian factories, you have 9 tiles currently occupied by those buildings. Use the galactic market or inter-empire trading to shore up deficits if you need to. You don't need to wait for 5 more pops to build your next alloy factory, you just need to be willing to sacrifice other kinds of production. edit: Also research the advanced buildings and their associated advanced resource extraction methods ASAP. Exotic Gas is real useful. Y'know, to what extent you can fast track any research in this game. TGLT fucked around with this message at 00:13 on Dec 12, 2018 |
# ¿ Dec 12, 2018 00:07 |
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TheDeadlyShoe posted:primitives suck because i cant abduct them as despoilers >:| You absolutely can, I've been testing out a despoiler build and some primitives showed up next to me. I've just left my ships idling over their planet raiding them. I dunno if it was different pre-2.2, but you need to wait for desolation to hit 25%.
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# ¿ Dec 12, 2018 00:19 |
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Might be a Native Interference option in policies? edit: Make sure you have it set to Unrestricted, that might be it.
TGLT fucked around with this message at 00:28 on Dec 12, 2018 |
# ¿ Dec 12, 2018 00:26 |
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Why not just post your save up so people can gently caress around with it?
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# ¿ Dec 12, 2018 05:15 |
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OwlFancier posted:I'm using literally that one mod. And I don't have an issue with slow movement, I like slow movement. I also like slow research and slow tradition gain. I dislike slow pop growth because it is massively disproportionate to everything else in the game. Even with those changes. I mean, slowing down the speed ships move at is gonna slow down your ability to find things, like habitable planets or empires to sign migration treaties with or resources to exploit to then sell on the market to shore up deficiencies. Just post the save instead of playing telephone.
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# ¿ Dec 12, 2018 05:45 |
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Honestly if they're gonna expand crime they should separate it entirely from the corporate stuff. Give it its own tab, let there be default criminal syndicates on planets and let criminal megacorps deal with that tab instead of being weirdly polite about not putting their crime towns where another corporation called dibs. Introduce different varieties of crimes with different benefits and drawbacks(like tolerating kickbacks reduces pop happiness and trade value, but gives you periodic energy credits and poo poo) other than just The Crime Number, and some sort of system for interacting with that other than just "the cops exist." poo poo, let the police force be interstellar. Local and federal. edit: Honestly the one corporation per planet thing period is just weird to me and the most disappointing thing. I wish empires just decided whether or not they wanted to open their markets to foreign companies, and megacorps competed with each other for planetary markets like that. TGLT fucked around with this message at 18:52 on Dec 12, 2018 |
# ¿ Dec 12, 2018 18:49 |
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Archenteron posted:wait what One of the potential alternate dimensions is one hostile to all sapient thought. I think if you're spiritualist you have the option to fill the portal full of rocks. I forget the specific requirements on that, I got it once with a subversive cult empire(Satan Corp) so I wanted to exploit the poo poo out of it but that multiplayer game ended fairly early due to real bad spawns.
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# ¿ Dec 13, 2018 18:11 |
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CoolHandMat posted:specializing the colonies is the way to go now then? and max out pop growth I think you want to spend the early game speccing everything for pop growth while using tiles to address specific deficits, then specialize later on as you can afford to shuffle buildings around and have the tiles/pops to do so. At least the last time I tried to specialize colonies right out the gate it was real dumb and ruined everything. edit: Also do not under any circumstances invade an atomic age primtive species while you're still finding your feet. God drat white elephant. TGLT fucked around with this message at 00:35 on Dec 14, 2018 |
# ¿ Dec 14, 2018 00:24 |
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Ham Sandwiches posted:There is no ethical consumption of minerals under robots. No ethical consumption of sapients under oh god stop eating me Mister Bates posted:Found a bug: if you completely conquer a slaver empire that has slaves up for sale on the market, the slaves remain for sale, even if slavery is illegal in your empire - except now they belong to you, so if they sell, you get paid for them. You mean a loophole.
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# ¿ Dec 14, 2018 05:15 |
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Captain Oblivious posted:Are you making GBS threads me Go to Documents\Paradox Interactive\Stellaris and back up the user_empire_designs document. You can copy and paste text from it straight into species descriptions and use it as a guideline if you forget anything.
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# ¿ Dec 14, 2018 17:57 |
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# ¿ Apr 27, 2024 20:17 |
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Truga posted:Robots really need a way to easily specialize for jobs. It kinda worked with tiles until sectors showed up, but then it went to poo poo, now it's just poo poo either way. Ideally machine templates don't get applied during construction but when they're picking/changing their jobs. Drillbots that decide to go be researchers should automatically swap over to your thinkbot template and vice versa. They could just add the template change time to pop promotion/demotion. Something like the Base template covers robot assembly time and upkeep, and all specialization traits get pushed onto specialization templates where you can spend a number of points equal to whatever's leftover from the Base. And more robot traits. TGLT fucked around with this message at 20:16 on Dec 14, 2018 |
# ¿ Dec 14, 2018 20:13 |