Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
TGLT
Aug 14, 2009

So are multiple fanatic ethics on AI civs a known issue?

Adbot
ADBOT LOVES YOU

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

AAAAA! Real Muenster posted:

:suicide:

Yes but what about non-buttons? What does the #/# mean? Why is it there, what does it do, why do I see it, how do I change it (if I want to change it)? What does "Command Limit" mean, how does it affect me, and how do I change it? Is that the limit per fleet or for my empire as a whole? Things like that.

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).

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009
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

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

Magil Zeal posted:

Oh, sure, there were times of internal strife. It wasn't "near constant civil wars" though.

And modeling revolts and revolutions in a strategy game is generally not a good thing.

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.

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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.

The empire started with the conquest of foreign territory during the Punic Wars. The socii which switched sides during Hannibal's invasion were not part of the Roman state so I wouldn't count those.

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.

TGLT
Aug 14, 2009

THE BAR posted:



Alright, I suppose she had to let go at some point... I'm having a helluva time not picking the Venerable trait, and later on Robust, even if I'm a spiritualist. It's just so nice not having to worry about your scientists keeling over, mostly in the early to mid game.

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.

TGLT
Aug 14, 2009

OwlFancier posted:

Lol if you have friends.

eat the primitives

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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?

Also I don't really have a good handle on what slavery does for me. Why would I want em?

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

TGLT
Aug 14, 2009
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??

TGLT
Aug 14, 2009

Admiral Joeslop posted:

Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45.

I also made a spreadsheet showing all the Ethics combinations that aren't included yet. Feel free to make whatever species you want but if you're stuck on Ethics, pick a combo that hasn't been done already. I hope to someday have at least one of each, even if they're a lovely combo!

Spreadsheet of missing ethics is here.

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

TGLT
Aug 14, 2009

Admiral Joeslop posted:

Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45.

I also made a spreadsheet showing all the Ethics combinations that aren't included yet. Feel free to make whatever species you want but if you're stuck on Ethics, pick a combo that hasn't been done already. I hope to someday have at least one of each, even if they're a lovely combo!

Spreadsheet of missing ethics is here.

Oh, also saw you don't have a lot of robots, so here's my reluctant driven exterminators.

TGLT
Aug 14, 2009

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?

Got the In Limbo robots to settle on one of my planets in a system with 2 other planets, and I want to also settle another robot on the other side of the galaxy. Playing Ironman so I can't save and verify before hand.

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.

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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!

At least with tiles every pop was meaningful for production and if I needed something I could put down a building for it right away. It'd be a lot better if alloys and research came from districts too; these are not luxury items I can think about producing just to make my citizens happier or something.

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

TGLT
Aug 14, 2009

TheDeadlyShoe posted:

primitives suck because i cant abduct them as despoilers >:|


also why did they make this primitive building art if they just vanish when you invade....

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%.

TGLT
Aug 14, 2009
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

TGLT
Aug 14, 2009
Why not just post your save up so people can gently caress around with it?

TGLT
Aug 14, 2009

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.

Population growth should not be the bottleneck for the entire rest of the game. And if it is, it shouldn't be linked almost entirely to how many planets you colonise, especially when it was modeled much better in 2.1 with food bonuses scaling inversely to the number of planets and habitability slowing it on colonies.

When you increase tech/tradition costs you get an incentive to stack research/unity if you want to progress faster. Which is fine because there's lots of stuff you can do to effect that. It is very easy to hit your maximum growth rate per planet, at which point you are just waiting. That is a big step back.

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.

TGLT
Aug 14, 2009
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

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

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

TGLT
Aug 14, 2009

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.

TGLT
Aug 14, 2009

Captain Oblivious posted:

Are you making GBS threads me

Ugh time to break out the pen and paper

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.

Adbot
ADBOT LOVES YOU

TGLT
Aug 14, 2009

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

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply