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HelloSailorSign
Jan 27, 2011

ZypherIM posted:

You have some sort of emigration going on or like... 5000+ pops? At 108 pops on my capital with 119 capacity I've got a growth rate of 3+0.36 (+45% modifier for 4.88 total), and with 500 total pops I need ~350 growth per pop, which works out to around 72 months for a pop.

Nah, had positive immigration (just 0.1, but green) and total empire population of ~750, no red impacts on population growth locally.

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HelloSailorSign
Jan 27, 2011

nuketulsa posted:

I love playing necroids and that sounds awesome as poo poo!

brb making the Wraith from Stargate Atlantis

HelloSailorSign
Jan 27, 2011

I'm getting multiple ecumenopoli online and heading into ring world (and other megastructures) construction, I think I'm going to destroy most/all city/industry districts on planets that don't have a beneficial trait I'm looking to use to encourage pop resettlement to the ecumenopoli.

Beneficial traits mainly being the science output or rare CG/alloy buffs. There are usually enough building slots for strategic resource deposits plus 1 or 2 strategy resource convertors.

We'll see how this one goes!

HelloSailorSign
Jan 27, 2011

ZypherIM posted:

edit: one good tip is to keep an eye out for any nebulas, and stick your anchorage bases in there. The building that gives you minerals in a nebula is now really early tech and is like +10 (+modifiers) so its a huge boon if you start near one now. Other good options are black holes, since you'll eventually get a module that gives a nice physics boost.

And once you get access to Exotic Gases, Nebula Refineries also produce 1 unit of gas.

HelloSailorSign
Jan 27, 2011

Antillie posted:

What? How do you fix this? Just disable the ruler jobs for a day or two and then turn them back on? This bug has been happening to me for ages. I've had to resort to mods that massively reduce demotion time to keep the little red unemployment icon from driving me mad.

Interesting, I've never encountered this.

HelloSailorSign
Jan 27, 2011

Leal posted:

Getting Baol as a devouring swarm is some real bad feels

Well then why are they Delicious?

Maybe they like it who knows.

HelloSailorSign
Jan 27, 2011

Splicer posted:

Yeah I started a new game and slow and steady seems to be the way to go. I colonised my garaunteeds and when I'm happy with where an existing planet is at then I'm starting on a new one.

With my recent integration of a decent sized vassal, I identified planets in their empire I had no desire to develop (those without positive modifiers or interesting/useful tiles) and demolished every district and every building, letting them resettle into the Better Worlds(tm) of the Core. I even decided to apply this to planets I'd colonized myself but had not yet turned them into Gaias via the relic.

My 4 ecumenopoli actually have decent pops now (at least 50 each), and when I get a ring world online with agriculture districts, then all those ag heavy planets are going to get reshuffled, and when the matter decompressors come online, that's the mining worlds getting shut down.

Eventually I plan to have the entire empire be coalesced into the ecumenopoli sectors and core sector, everything else just sprawl.

HelloSailorSign
Jan 27, 2011

AG3 posted:

We've all lost our our ability to feel human.

This is why I never do robo ascension path

HelloSailorSign
Jan 27, 2011

I haven’t run into the issue of influence costs related to abandoning planets, because I just close off all jobs and then the pops migrate themselves, then there are no pop resettlement cost (other than the time of unemployment) and no influence costs. Stick a starbase with the migration building in the Trappist system, rinse and repeat, right?

HelloSailorSign
Jan 27, 2011

QuarkJets posted:

Speaking of resort worlds, has anyone checked to see if those got broken by this patch? Or did they get reworked?

Mine's building fine, when you convert it you get loads of building slots opened so you can do whatever with it. However, what's weird is that cloning vats are not allowed, but robot building is.

I guess they're those kind of robots.

My other planets appear to be getting the bonuses as intended from the Resort world.

HelloSailorSign
Jan 27, 2011

I freaking love this game even vanilla and I love playing it co-op with friends 3-4 hours at a time over the span of a few months for a single game because it's fun to make silly empires and hang out.

HelloSailorSign
Jan 27, 2011

I'd like it if you could have effects on factions or even governance with espionage actions. If I could just make those fanatic xenophobes who joined the Federation into xenophiles via propaganda and discrediting their xenophobe faction with espionage I'd be so happy.

"Today it was learned that Leader of the Xenophobe faction, Angry Small Reptile, was having clandestine meetings with several members of the Groll'ferp to do unspeakable acts; the government has distanced themselves from the faction (or maybe you back Angry Small Reptile up, who knows)."

HelloSailorSign
Jan 27, 2011

Bah, the final Contingency system spawned behind the Awakened Xenophobe empire who has their borders closed to me, and the Contingency has taken ~1/3 of the galaxy. I guess I could hunt down all the rest of the Contingency fleets first, as they're popping through wormholes and making my life difficult. Otherwise I considered declaring war on the Awakened to be able to beeline with all but 2 of my fleets, whose job was to be popping Awakened fleets that are traversing my space during their War in Heaven/Contingency three way.

HelloSailorSign
Jan 27, 2011

Shumagorath posted:

Can you jump into a clear system and wait out the debuff?

Unfortunately no, the closest system I have access to is well outside the range of the Contingency system itself, while the Awakened owns every system between me and it.

With how many Awakened fleets are cruising my systems while continuing their stupid War in Heaven, I'm thinking to clear out Contingency systems until I can parley with the Cybrex for more fleets, then use those in conjunction with the rest of mine to trash both Awakeneds for using my space without a permit (byzantine).

HelloSailorSign
Jan 27, 2011

Shumagorath posted:

It just occurred to me that organic espionage assets never die. I understand machine empire assets being immortal, but having zero asset attrition over 300 years is something they ought to look at since machines / gestalt already get inherent defensive bonuses.

My great-great-grandfather Tark Radofour was an agent of the strange no limbed fungi people, and by the Eater, I will be loyal to their cause.

HelloSailorSign
Jan 27, 2011

Rebels of the remnants of one of the khanates (largely destroyed by the Contingency and War in Heaven, they joined the Xenophobes) pop up. I note they’re egal/mil/xenophobe but basically the only non aligned party and contact them on a whim and figure to offer association status.

They accepted, but the communication from them on the diplomacy screen said, paraphrased, “so members of this Federation are not really vassals but independent? Hmm, sorry, just trying to understand, guess we misunderstood.”

I scoffed and looked at the federation window and..... the last independent member of the federation had been consumed by the contingency and the remaining 4 members were my vassals or protectorates.

That stings.

A few months later they accepted as a protectorate.

Lmao

HelloSailorSign
Jan 27, 2011

Jazerus posted:

it's not espionage-based, but guilli's planet modifiers adds a bunch of new relics and a "steal relic" CB, which functions like the normal claim CB but you get to yoink a relic when you win and you don't need a claim to use it. i inevitably end up going "it belongs in my museum" constantly, it's a cool way to get wars going between empires that aren't neighbors

That's one of my favorite things about Guilli's planet mods, I too enjoy gathering all the relics possible, and wars that aren't simply vassalize y/n or total war are novel to me.

Though I'm taking Nihilistic Acquisition more these days, maybe I'll have more raiding wars.

HelloSailorSign
Jan 27, 2011

I'm running a Hive Mind (haven't done that in ages) and took Nihilistic Acquisition and Bio Ascension, figure I'm going to be the crisis by absorbing everyone and throwing them on ring worlds and mining habitats. I considered going Psionic because I got the Zroni relic... but naw.

Anyway I'm hoovering up loads of pops from the local necrophage empire and assimilating away on the home segment, I'm not a part of the galactic community, and my pops are getting sold on the slave market left and right. In fact, some that had already assimilated get sold.... for double price. wtf

I saw that this bug was reported at least back in 2019.

I lost at least 30 pops. I'd abduct one and then would get a sell notification in a day, and off they'd zoom.

But I'm a Hive Mind outside the galactic community shoving brain probes in them :(

HelloSailorSign
Jan 27, 2011

Serephina posted:

If you know better please elucidate, but I thought the bug was "pops put on the market stay on the market even after abducted". So it's more about just abducting from someone else and/or conquering the slaver to get new neighbors.

Sure, but I had no access to the market to remove them from the market.

However your solution is still the correct one - just abduct more pops!

The khan popped nearby but given I was doing a much more powerful start and species, I actually was at the point to take it head on. I also declared on the previous empire and stole some more, while rebuilding the home system ring world segments. I got to Crisis 3 and so had my raiding fleets, when they got the colony to 1 pop, switch over to armageddon and turn it into a tomb world.

I then grabbed the Memorialists trait because why not, lmao. I might colonize the interesting tomb worlds I create, and build memorialist shrines or w/e they're called.

The only other hive mind trait I considered was the +15% fleet cap one, but, boring. So, memorialist it is.

HelloSailorSign
Jan 27, 2011

I hoovered up ~240 pops to a single planet from the Spiritualist Awakened Empire and then glassed their home system and distributed them around the empire (assimilating pops don't take influence to resettle!) for bringing into the Hive Mind.

I also decided Crisis cruisers suck. Had loads of attrition from the corvette fleets, thought to try cruisers. They're worth maybe 60% fleet strength as compared to the corvettes. Bleh.

HelloSailorSign
Jan 27, 2011

Spanish Matlock posted:

Honestly this seems highly unlikely in practice. You gotta take over a substantial amount of galaxy for that final level to tick over or wait ten million years to farm vassal points.

I only had a third of the galaxy when I hit 5, I was raiding all sorts of empires via nihilistic acquisition and assimilating them into the hive mind. When I’d finish abducting the 30-50 pops of a planet I’d glass it into a tomb world, and shredding fleets was a great way of getting menace too. I had gotten a decent chunk from shredding Khan fleets earlier.

The Unbidden showed up - then the Aberrant and theVehement - the Awakened spiritualist FE that had taken over the rest of the galaxy was slowly losing after I had harvested their core system, and I blew up the galaxy while the extra dimensional invaders were bickering. It was funny.

HelloSailorSign
Jan 27, 2011

Deuce posted:

Is there a mod that would allow me to combine Fanatic Egalitarian -> Shared Burdens with abduction capability for MANDATORY LUXURY SPACE COMMUNISM? Both Barbaric Despoilers and Nihilistic Acquisition are incompatible.

Or is it possible to reform as Shared Burdens after picking Nihilistic Acquisition?

Just invade their worlds and remove all their jobs and have them resettle to your worlds.

"Your world is lovely, you have to move to ours with the BEST STUFF"

HelloSailorSign
Jan 27, 2011

AAAAA! Real Muenster posted:

What species traits and civics do you usually run? Any time I play Authoritarian I get a huge angry Egalitarian faction so I've been trying to move away from it but I generally prefer the authoritarian playstyle to help reduce some of the annoying aspects of the game (not because I'm a turbohitler; I'd rather be playing Egalitarian but there are too many annoying bits of game baggage that come along with it).

What bothers you about egalitarian runs? Largely the only thing that bothers me these days about democracies are the regular elections. I found you can have all xeno pops on Residence and the egalitarian faction is still largely happy, meaning you can gene mod your main species into good ruler/leader traits and the rest of the xenos into better worker/specialist pops. With shadow council, even influencing the elections isn't that bad at all and, once you get towards mid game, the xenophile +/- egalitarian faction almost always wins so you can somewhat game that system to get a preferred leader in. Then, the auto resettle option made moving pops around not a chore any more, especially with the social welfare/shared burdens/utopian abundance living styles. I can decide to cut down on my planet overabundance by just cutting all the jobs and in a year or so (with a transit hub in the system, which will also slow come new patch but it's still largely fine), everyone's moved off to a different world and the planet goes uninhabited.

Tbf the immediate switching of pops between worlds was rather unrealistic. It'd take my military fleet 300 days to fly there, but it takes the equivalent of millions of pops less than a day to get to a new planet and be productive? Transit hub and taking several months to resettle while still not equal times (looking at you, MOO2 freighter moving of populations) just feels right to me.

I'm only playing an authoritarian run at the moment to become the Empire, then it's back to egalitarian democracies woo

HelloSailorSign
Jan 27, 2011

AAAAA! Real Muenster posted:

I like playing monospecies empires because of some form of OCD, I guess. The game makes me feel like I need to manage what pops are where, and if I have multiple species where some have bad traits I just want them gone because I dont want to deal with it. I like painting the galaxy map not dealing with pops. If I could make sure that my pops with Traditional worked Unity producing jobs and pops with science traits worked science jobs I would care a lot less.

Ah, yeah, I'm almost exactly the opposite. I absolutely love having a highly diverse population, and I try to maintain some flavor of each species when I gene mod them. I don't just do a one and done for every pop that's not in the ruling species.

So for example, species that came with the traits for better farmers/miners/technicians, each species will keep that, gain Robust, maybe strong/very strong, and then some flavor. Maybe the farmers have solitary. Maybe the miners get communal. Species that came with +science tech keep those, the society ones get traditional, the physics ones might also get ingenious. The strong or +defensive army havers? They get gene modded into super soldiers.

Just this absolutely chaotic collection of maintaining some of their old manners yet becoming better. Since I usually have large Gaia, ecumenopoli, or ring world colonies as major production centers, they wind up taking pops from everywhere and it seems like folks pick the jobs they're good at?

Except in the ruler and leader pops, they get Erudite, Fertile, traditional, and charismatic. Sometimes I'll throw decadent on there.

Splicer's got a good point about not fully abandoning planets. I've been doing that. I should make them breeder worlds instead. Good point.

HelloSailorSign
Jan 27, 2011

I also enjoyed my good necrophages, which I decided to make some joke on being a civil servant.

Those dedicated to serving the people will serve... even in death.

HelloSailorSign
Jan 27, 2011

I'm sad that the AI will never, ever, trade systems. That would solve it in the nice way. Maybe add a "Threaten" to the trade window that applies a negative opinion after the fact but up to +100 trade influence depending on space magic.

HelloSailorSign
Jan 27, 2011

Fur20 posted:

i noticed i've never, ever, EVER seen the contingency/AI uprising midgame event. maybe this is a benefit of egalitarian democratic empires. you ignore this entirely and you get a poo poo ton of synthetic refugee pops

and maybe now that i've posted about it, i'll see it in the next 0-10yrs

If you treat synths well, they don't uprise against you.

You gotta be synthist.

Libluini posted:

Rare materials work better. Sooner or later you're swimming in them and the AI really loves them. You can easily get several hundred trade influence that way. The only drawback is that sometimes, the AI does not have what you want. Or has an attitude problem.

Oh, and also the AI is coded to never trade systems, and always reacts with a -1000 "Does Not Want" modifier to any requests, so an additional "threaten"-function would not work, anyway. (The devs really do not want the player to abuse the trade system to steal all the AI's systems.)

I definitely throw basic resources around when I want something done, I eventually will shower allies with resources to get favors in case I need them. If I vassalize a Megacorp, I'll occasionally throw energy credits and minerals at them until the income from them putting branches on all my planets puts them into a productive state, and then they actually start making fleets and doing poo poo.

HelloSailorSign
Jan 27, 2011

Mr. Grinch posted:

I actually didnt realize that you could use the Flesh Is Weak project to use the Assimilation citizenship status, although your pops only "assimilate" to the cybernetic versions of their parent species, instead of conforming to your primary species.
If you took Xeno compatibility for the cross breeding AND flesh is weak it could make pop management less of a pain in the rear end, but you wont be able to utilize full gene modding from bio ascension

No, but if you had a human player ally who did gene modding, or if you knew the local driven assimilator would kindly assimilate your pops and then give them back (after reconquering the system you traded them), you could be both gene modded and cybernetic.

HelloSailorSign
Jan 27, 2011

Lawman 0 posted:

Actually question about Nihilistic acquisition: do you get any culture shock penalty?

I don't even think they get the recently conquered penalty.

HelloSailorSign
Jan 27, 2011

Lawman 0 posted:

Does anyone even use that citizenship class?

When I play my fanatic egalitarian runs I do residence all the time to keep those non-erudite xenos out of leader positions and the egal faction doesn't appear to care.

HelloSailorSign
Jan 27, 2011

Darkrenown posted:

Is that a vanilla event? The writing is not great and it seems like whoever did it just forgot to account for robots, but it's also weird to assume your race are all jocks who will make fun of their weak nerdy ancestors.

The reverse is also true depending on your species traits, a "our species was once far more intelligent than now before being changed to being more physical."

The Horizon Signal event chain is one of my favorite things due to how massively it can change your people and empire and the tangentially related things that can happen while you're doing things. Some of the things are annoying (like loss of colonies or pre-FTL civilizations) but on the whole it's really great.

It was made some time ago and put into the game - was that before robots were really around as a complete civilization thing and it's just never been updated?

HelloSailorSign
Jan 27, 2011

AAAAA! Real Muenster posted:

In other news, I have been seeing an odd bug with my not-enslaved pops not promoting to better jobs:


I've been trying to toy with the logic/priorities/ect and I havent been able to figure out how to stop it.

Prosperity Preacher seems to have a very high attraction to pops. When situations have arisen when pops who are in worker classes aren't going up to specialist, I pause the game, remove all jobs those not slave worker pops are in and they promote up. However, they don't try to demote themselves, so they stay up there.

Usually this is an issue for me when I'm building or upgrading bureaucratic centers.

HelloSailorSign
Jan 27, 2011

I open Discovery to pop Map the Stars (but don't do anything other than the opener), then go Expansion or maybe Supremacy depending on flavor of empire as well as if I've already encountered bad creepy things. I only play on Commodore though, so it's mostly RP flavor for me.

Holy poo poo just noticed that transport fleets keep their fleet stance after invading a planet.

HelloSailorSign
Jan 27, 2011

I want to know how I can game the system such that some other empire becomes the Galactic Empire and I can be plucky rebels.

Hmm... what about becoming the Empire then screwing with Synth rights to trigger a Synth rebellion and then take over that?

because I want the achievement....

HelloSailorSign
Jan 27, 2011

If a bad things happen in Ironman and there hasn’t been a save, force quit (or whatever windows is) will not trigger a save that a standard quit would. You’ll then start up at the last save.

HelloSailorSign
Jan 27, 2011

The +20% pop growth speed if you roll a Gaia makes it a great resort/gently caress planet

HelloSailorSign
Jan 27, 2011

There are a few other events or planet traits that increase pop growth speed as well, those could be secondary fuckresort planets given a Gaia does have that nice 10% happiness and 10% pop output bonus.

HelloSailorSign
Jan 27, 2011

Captain Monkey posted:

Your first paragraph rules. Your second may be the worst idea I’ve ever read.

It's simply reality, with more scientists there are more journal slapfights and arguments over research fiefdoms and who was right at the last Scientific Meeting, which slows forward progression.

HelloSailorSign
Jan 27, 2011

Yami Fenrir posted:

Hey, I buy caravancoinz!

... because I still don't have the galatron achievements.

:negative:

I have been saved during a "stalemate to losing" war by pulling the 2k alloys out of the loot box.

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HelloSailorSign
Jan 27, 2011

Piracy is kinda neat because it lets you level up admirals between wars by sticking them on patrol.


Bloodly posted:

....Making your own relics could be kinda cool, but I presume an event chain(s) to pull this sort of thing would be a lot of work.

It's a Dwarf Fortress joke.

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