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Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
Hi thread! I recently discovered stellaris in my steam library (as one does) and have now put in 40 hours in the last three weeks or so. Coming from ck2 and civ, I am extremely confused about everything, but so far guessing has kind of worked out ( like in ck2, my aim is mostly "don't die completely" rather than achieving some sort of specific goal, so working out is rather loosely defined). Any tips for things I should read up on because I'm unlikely to discover/figure it out for myself, and also DLC that are recommended?

So far I've learned that sector automation is the worst, and that I do not understand ship design, fleet composition or war very well. So i guess my next empire should be more militaristic so I'm forced to figure it out.

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Phosphine
May 30, 2011

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bitterandtwisted posted:

On my Necroid run, I'm getting warnings that I'm running low on subjects to convert. Are there any negative effects for having a Chamber of Elevation and no viable pops on a planet?

There's no specific malus, but it's wasted jobs, wasted building slot and your necro species is probably worse at the menial jobs than your food is, so it's definitely a bad thing

Phosphine
May 30, 2011

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Eimi posted:

I thought someone did the math and the lower upkeep you pay for necro pops makes them better even with a 10% malus.

Ah, well, still the other two, and of course MY IMMERSION

Phosphine
May 30, 2011

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🤰🐰🆚🥪🦊

Eimi posted:

I mean you still get 5 stability from the building :v: and just make sure your secondary species has rapid breeders and it'll be fine unless they're all wiped out.


also yes I would love a more specifically vampire necroid origin/whatever, where you were more incentivized to balance out your living and undead pops. You know if the game also had some automation to do it so it wouldn't convert past a certain % or whatever.

You'd kind of want some sort of reverse slavery, where the ruling class isn't allowed to take menial jobs. Then deporioritize the acolytes so they're only filled if the other worker jobs are taken

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I just got eaten by the great khan for the first time. I was getting ready to start eating my neighbours when it popped, quickly ran straight through them, and started tearing down my space. Good times!

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Yami Fenrir posted:

Just submit to them. I don't know how the Khan behaves currently, since that seems to change every drat patch, but last I know they just doomstacked from hell and there's like no way you can fight it back at that point.

Yeah I didn't realize submitting was a good option until it was too late, when another empire submitted and seemed mostly intact

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
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Serephina posted:

Wouldn't the solution being the game to re-assigning pops after the migration was complete? Just on that planet once the migration completes mind you, not every pop in the game every literal second, unlike what we had up until recently. Jesus.

Even with reassignment, an actual currently working pop migrating away would mean a job that was previously filled is now empty. It might not be that specific one, but it's still a planet randomly (?) shrinking. I think emigration/immigration as a growth modifier is fine, pops aren't pops anyway, they're like a billion people each, so immigration and emigration impacting how long it takes for one billion more peeps to tick over is sensible. Not having it match up on both sides is odd, but the alternative might be more computationally intensive or lead to weird interactions.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
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Serephina posted:

So, uh, my pops aren't growing.

I started a new game with the only mod being tiny outliner and Glavius, and now my pops are at 245/100 and 162/100 for humans and robits respectively. Did Glavius break this, am I running afoul of some weird patch, or is this a legit bug?

Glavius broke it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2293478298

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
The mod carrying capacity is probably the best solution at the moment, and hoping that the pop growth revamp they've talked about in a recent dev diary is good or at least doesn't break the mod.

I don't know exactly how hard it caps bio pops, but bots at least stop growing completely when at capacity. Admittedly this is pretty easy to achieve vanilla as well

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I generally ignore it completely while still expanding and building up my economy, and then much later, when I'm up around 1k science, I repurpose something to a bureaucratic world to catch up and then try to keep up with my pop growth.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Dirk the Average posted:

Maintenance drones really need a pass though. I constantly either have all the jobs taken up, thus providing a massive surplus of amenities that is basically worthless, or having zero jobs taken up, thus causing massive unrest.

Generally the job-allocation logic could really do with some looking over. Oh I'm at -25 amenities and with a global deficit on energy, with free maintenance and generator jobs everywhere, because it decided to prioritize allocating the last mining job to push my surplus from +340 to +342 or whatever. Great idea!

Also, I don't think it would be an improvement gameplay wise, but thematically I would like if self-sufficiency was required mad alleviated using the trade network, with the game modeling what is transported where based on production/need, and piracy could then cause local shortages. If you have yourself, you could include "location of resource storage" in the system for maximal pain! That would really require changing how trade interacts with starbases though

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Phosphine posted:

Generally the job-allocation logic could really do with some looking over. Oh I'm at -25 amenities and with a global deficit on energy, with free maintenance and generator jobs everywhere, because it decided to prioritize allocating the last mining job to push my surplus from +340 to +342 or whatever. Great idea!

Also, I don't think it would be an improvement gameplay wise, but thematically I would like if self-sufficiency was required but alleviated using the trade network, with the game modeling what is transported where based on production/need, and piracy could then cause local shortages. If you have yourself, you could include "location of resource storage" in the system for maximal pain! That would really require changing how trade interacts with starbases though

Lol quote is not edit. My thinking was with no penalties, except that every planet would need to or automatically be connected to the trade network, which I think would be enough of a cost

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Yami Fenrir posted:

sigh

AI sabotage spam incoming.

They somewhat addresses this further downthread. Regarding assassinating leaders:

"No. Early on we had something like this in the list of possible operations, but part of the difficulty of espionage systems in general is that they have to still be fun when you're the one getting dogpiled by a dozen empires running them on you.

While there are some operations with (sometimes pretty big) negative effects, we were trying to be pretty careful with what they can do, while simultaneously make sure they're worth pursuing. I'll likely go into more of that next week when we talk about burning Assets."

So at least they're thinking about it. If they think correctly remains to be seen

Phosphine
May 30, 2011

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I don't know if it's actually a good idea, but I like plopping down a resort world eventually, and there I mostly just rotate luxury housing and commercial. It feels like a good idea at least

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I'd like one pick per ascension path that didn't require a tech, and instead sets you on that path. So like, remove technological ascendancy, add one robot/bio/psionic pick, that is the first in that path and gives research bonus + increase chance of seeing techs required for the path

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Dr. Clockwork posted:

Is there a prerequisite I'm not aware of that prevents migration treaties? I rolled a super diplomatic race and civics and have a few other empires at 200-300 Opinion but none of them have migration treaty as an option on the diplomacy screen.

Is this on console? For me all treaties are always there as an option, but greyed out with a tooltip explaining why not, such as "requires good relations" or "they are a hive mind".

Phosphine
May 30, 2011

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🤰🐰🆚🥪🦊

Poil posted:

I wonder if they'll fix the resort world so it's possible to build it up without unemployment.
Maybe when they make science vessels work the project after an anomaly without manually ordering it.

Resort worlds, independently of living standards, should have at least the option of "throw consumer goods at them for unity/amenities". Infinite spare entertainer jobs perhaps? Or just having a better jobs/slot option than commercial megaplex. It already gets 50% clerks for free, the resort being 99% clerks is very weird

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I am incapable of not roleplaying to some extent so I've never played necrophage without xenophobe, because it feels like eating prepatents requires a bit more disregard for their welfare than a neutral empire could muster

Phosphine
May 30, 2011

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🤰🐰🆚🥪🦊

Kaal posted:

While necrophages are typically depicted as being murderous in science fiction, in real life there's many insects that are generally scavengers (either of flora or fauna) rather than predators. Perhaps a neutral species is the intergalactic equivalent of termites or yellowjackets. And even in larger vertebrates, there's many species that prefer necrophagy when possible, such as vultures or hyenas, and only hunt when forced to do so.

I mean sure, but this one starts with an enslaved species they murder to grow :v:

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Dr. Clockwork posted:

I have no idea what Factions do exactly or if I should bother blowing 2 influence per month endorsing any of them but they don't seem to have any affect on the game? Or am I totally missing a great mechanic that will be huge if I spend time on it?

Essentially, factions represent 2 influence total, divided based on %support, and given to you based on how happy they are. So at minimum, keep the big ones happy. Each pop in your empire has an ethic, and so do the factions, so pops join the factions with matching ethics. Promoting/suppressing a faction increases or decreases the attraction for that ethic. Endorsing it shifts the empire ethics towards them, at the cost of your ethic with the lowest approval. This is why "governing ethics attraction" is a good thing, but also make sure your policies and actions actually match your ethics, or your biggest faction might be quite unhappy.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Dirk the Average posted:

I put fortresses on my "resort" world. They provide housing and jobs, which fixes the issue of not otherwise having either housing or jobs. I guess it also means my military gets some nice R&R while they're stationed there.

I guess that's one take on resort. Uncle Sam's Resort and Spa: we will fight them on the beaches!

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Leal posted:

There is just something relaxing when playing as a devouring swarm with the origin that starts you with a hive world and slowly turns other planets you own into hive worlds. No stratum fuckery, no limits on what districts you can build, less resources to worry about. Just going down the list and and building whatever district you got the lowest income on, then slam picking alloys with the occasional research building. Also they have the nest colony designation which gives a bonus to those 2 things.

And with the hunger war goal you don't even have to worry about playing wack a mole!

Unfortunately (?) That's not a vanilla origin. I thinks it's from planetary modifiers.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
Yeah you need synthetic personality matrix I think, the one that allows leaders+all jobs. I don't think it can fire with just droids

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

ninjoatse.cx posted:

Dear Stellaris thread,

I dropped 80+ bucks to get the latest stuff. I haven't played since... well, almost release.


When I reinforce my fleets, sometimes they stop reinforcing and breaking into 11 billion loving 1 squad fleets (THIS IS AWESOME!!!!!)

1. What causes this"
2. Is there an easy to way to fix this when it happens? I've been shift clicking. it SUCKS
3. What is the developer's name who decided this should happen, so we can shoot them in the loving head.

Thank you

I had this problem a lot when I first started playing, but I've kinda just...not had it for a while now, despite upgrading+reinforcing at the same time basically always. I thought it was fixed in 2.8, but guess not

Edit: and I am using autodesign/upgrade because I'm lazy

Phosphine fucked around with this message at 11:22 on Feb 27, 2021

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Lysidas posted:

Few things frustrate me more than seeing a crisis fleet enter my territory, in a system with a colony, giving a few fleets the order to go to the same system to intercept, fortifying another border, and then ... seeing that these fleets canceled the move order because the crisis fleet blew up the starbase in the system they're invading, wasting two full months. I wasn't totally sure I had the details right of what's happening, until doing some further testing. :argh:

The same pathfinding/movement ai that somehow decides to stop if your system is lost (maybe I still want to kill my enemy?) Will also happily route your fleets through a marauder system when just telling them to go somewhere, which can cost you your entire fleet and possibly a war.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Leal posted:

Much like the anomaly picture, I never knew about this function despite having multiple hundreds of hours in this game

Yeah same. This changes everything! I've lost plenty of fleets to leviathan systems or marauders, thought the solution was to just micro more.

Phosphine
May 30, 2011

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🤰🐰🆚🥪🦊

Jazerus posted:

their continued consumption of consumer goods at the same level as if they were employed represents them desperately holding out by spending their savings instead of getting a poor person's job

In some countries, you get unemployment benefits for a while after losing your job, based on what your income was before,while also not having universal basic income or such, so this actually makes perfect sense. If I lost my job (computer toucher) I would be better off economically by actively looking for similar high-paying jobs and collecting unemployment than I would by taking a low-paying manual labour job or such while looking.

Coincidentally, paradox is based in such a country.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Splicer posted:

Hang on, in Sweden poor people get less unemployment benefits than rich people?

Yes, but it's not quite that simple. While employed you essentially pay for unemployment insurance (A-kassa, "unemployment fund"), and then while unemployed you get 80% of your previous salary for a year. It has a fairly low cap, and also a minimum you get even if you made less/didn't pay into it previously. The most you can get is about 2.5 times the least.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
Yeah so in conclusion, the demotion time is realistic and logical. Is it a good and fun mechanic? I'd say no, but I've always thought it made sense.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I mean to some extent, depending on the severity of the operations, defense is just an "avoid micro" tax. You can defend, but is investing in defense actually cheaper than just having the attacks happen and then rebuilding? At least for stuff like break a module/building, which does not have a huge immediate impact.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
Based on my experience in this thread, the usual explanation is either missing something obvious, a misunderstanding, or mods. It's usually mods.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
The sector automation is definitely better, but it's still perfectly capable of building itself into a deficit. The second I unlocked the nanite transmuter, it ran my like +1 into the ground. Once I got to the l cluster and found some more, it overbuilt again. Perhaps different sectors decided simultaneously to build one each or something.

My biggest AI issue now is job assignment. As far as I can tell it always tries to fill up one job type before considering another, so barring manual fiddling, it keeps running me with a food/mineral/energy deficit because it decided I needed some more miners (at +lots) instead of farmers/technicians, because otherwise it wouldn't be 3/3 or whatever. I guess this is also caused by the jobs being assigned at an earlier time and not automatically reconsidered when I build more ships or build an industrial district somewhere else, but favoriting anything and then restoring tends to make it go back to the unbalanced distribution, forcing me to manually turn off some jobs to get an even spread.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I think just an empire-wide selectable weight for jobs would solve this. Sliders perhaps? Default treat the jobs as equal instead of however it does now that causes it to max them one at a time before moving on, let you just set mining at 1.2 the value of farming and for every 10 farmers it allocates it will allocate 12 miners. If one is in deficit and the others are fine, bump it up a step and bam, a couple of the other two will flip, assuming there are jobs. Set globally but applied to every planet in a vacuum is probably the easiest to implement. Automation option to just keep all positive if possible.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
It doesn't happen to me every time, but it happens often. It's definitely vanilla.

What happens is the colony administration provides two specialist Jobs, and the next upgrade provides two ruler jobs and one specialist. When it is finished, two workers are immediately promoted to rulers, leaving one specialist unemployed, instead of promoting the two specialists.

I'm not sure why it wouldn't happen always, maybe something with traits or living standards or other bonuses affecting pop job weights, but disabling one colonist job before works because it assigns unemployed before it promotes workers. Could also be a timing/race condition in the code, if the new jobs appear and are managed before the old ones are removed or something.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

QuarkJets posted:

OP was talking about unemployed rulers, not unemployed specialists. Might be the same underlying cause though

Maybe this is all just the result of race condition shenanigans, like you upgrade a building that provides rulers and the logic breaks down to "remove 1 ruler job, add 2 ruler jobs" instead of just "add 1 ruler job", and then whether the ruler that was removed gets back into one of the new ruler jobs is down to chance. This is just a guess. The community has discovered dumber behavior in the Stellaris population rules before, such as pops flipping between enslaved/freed every other day (does this still happen? I haven't played with a 40% slave ratio civic in a long time)

The OP also said specialists, but someone followed up with taking about disabling rulers, which I think was just a misunderstanding.

I've never seen it happen with any of the following upgrades, so my best guess is that it's because the colonist job disappears and a different job appears, while the other upgrades just add new/more of the same, never remove any.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

fashionly snort posted:

I think they need to add some sort of additional benefit to the city-district-equivalent for ringworlds- you start with all building slots unlocked and I’ve never felt the need to build them


For my "Oops! All science" segment I think I built one housing district, for the clerks and to house all the scientists from buildings, since the research segment is 1:1. I'm guessing this would hold true for any configuration. It's basically the same as on planets, all districts provide as many houses as jobs and housing districts are for jobs from buildings, but far more noticeable on ringworlds since you have so many more jobs from districts compared to buildings?

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Captain Oblivious posted:

Because the long history of the 4X genre has shown us that a ton of people don’t do the eXterminate part much or in some cases at all.

So we are left to face reality then rather than theory. Reality is that it’s a numbers go up game and that sometimes numbers go up by way of war.

It also varies wildly with how you play. If your goal is to find the traits, civics and build order/strategy to reach a "Victory!"-screen as quickly as possible/with as high score as possible, your approach to the entire thing is going to be very different than if you say, start with a combination of ethics or like a personality for your empire, and then go off into space and see what happens if you let their choices play out. For war especially, in case nr 1, war is always going to be the best. Federations and friendships are fine, but a planet in the hand is worth 20 in the bush, and ruling over everything is probably both the quickest and highest scoring win. But if roleplaying a type of empire, war might be unthinkable! Or a last resort! Or fine, but only if X or Y etc.

A lot of the people disappointed with the changes seem to be the first type. And that's fine! That's a totally valid way to play and think. But then a lot of other people don't play that way, and for many of us, it's not a wargame and "some of my planets are suboptimally empty" doesn't matter, and that's also fine.

Phosphine
May 30, 2011

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🤰🐰🆚🥪🦊

fashionly snort posted:

yeah, that makes sense! I still think it might be a better choice to spend a building slot on housing than a district slot on housing (for ring worlds, where my district slots are more precious than my building slots). But I might be thinking about it wrong ¯\_(ツ)_/¯

I honestly didn't even consider a housing building, no idea which works out the best/most sciency. Apart from resort worlds I never build housing buildings, it just...feels inefficient somehow, with a district for it right there! Depends on how many you'd have to build, but you can burn down quite a few research labs before it's comparable to one research segment, so that's probably better actually.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

Fhqwhgads posted:

I haven't touched this game in a while, but has the update broken the pop/capacity mods? I've got a robot determined exerminator race that now won't grow a single pop, the meter just keeps going over the cap and I get negative months to the next pop. (Like 250/150 for next pop, -50 months to next pop growth). I think it's the Carrying Capacity mod specifically. I don't run many mods, just Glavius, Tiny Fleets, Tiny Outliner, and Auto Pop Migration outside of the Carrying Capacity Mod.

Surprisingly, it's actually glavius. https://steamcommunity.com/sharedfiles/filedetails/?id=2293478298
This fixes it.

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Phosphine
May 30, 2011

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Darkrenown posted:

For many people, making games is just a job like any other. You go to work, do your tasks, go home, and get paid.

I'm not in gamedev, but I'm in the software industry, and everything you said hits the feels. Incompetent/money-grubbing higher ups preventing you from shipping a quality product is just a fact of life, but I think games suffer from the expectation that because they're fun software, the Devs must use it in their spare time and enjoy it! There are passionate gamedevs who got in it because they want to code games and get to work on a game they love, but it's not all of them.

I used to work at a company that programmed set top boxes, and like three out of a hundred Devs even had one at home, and none of those was ours, but no one expected us to find bugs on our own or read consumer forums, we just worked on bugs the customers reported. We also, of course, had inadequate testing because the right people don't make the decisions on priority and how much time you get, but such is life in the software industry.

Open source projects has some major advantages in this area, namely that a larger percentage of users are programmers who can write great bug reports/feature requests and understand that if it was possible to "just fix it" it would be fixed already, and also that the developers to a greater extent are users who are making improvements voluntarily to something they like, rather than employees working on the feature the sales department already sold.

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