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Warmachine
Jan 30, 2012





Steam Sale convinced me to purchase. Does anyone have recommendations for a newbie guide? I'm mostly looking for how fast I should be expanding, and what the "ideal" balance of resources is.


In other news, nice.

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Warmachine
Jan 30, 2012





Nearly 50 years of constant war for the War in Heaven event. Now the galaxy looks like a jigsaw puzzle. This could have been ended a lot sooner if the Empire AI prioritized fighting each other rather than faffing around with the neutral states.



edit: So much for peace. Scourge event kicked off a couple of years after the war ended.

Warmachine fucked around with this message at 02:17 on Feb 11, 2019

Warmachine
Jan 30, 2012





Do AI rebellions have some special handicap malus when they first kick off? I just had one go up in the very late game, and I'm noticing their fleets all have -60% fire rate and -75% damage.

Warmachine
Jan 30, 2012





binge crotching posted:

Probably out of every resource. I haven't had one since 2.2, but when I chose the option to play as them I had several million worth of fleet and tens of thousands of every resource in the negative.

I thought when the uprising spawned it was supposed to have protection against that. In practice, the debuffs made it so that even my leftover corvette swarms from the Scourge event could take on the machines' giant doomfleets and win.

The aftermath hasn't been pretty, though. It seems like a lot of my districts and buildings have been ripped out of the planets they spawned on. Rebuilding across 74 planets is... a chore. Is there any way to redefine sectors after they've been created?

Warmachine
Jan 30, 2012





ZypherIM posted:

You get +10% dmg and +10% morale for 1 building. It is definitely worth it if you don't want to sit around twiddling your thumbs while you bomb the planet. As someone else mentioned, losing ground units can build a lot of war exhaustion, so buffing your armies is basically a way to take more ground faster.

Personally I'd rather grab a bunch of crap from one guy fast, and then attack someone in another direction and do the same instead of bombing each planet down.

The exhaustion bit cost me a total victory in the War in Heaven, because I got gung-ho about invading with my armies of Psi commandos. By the time I was counter-attacking, I should have just been patient and parked a fleet over each planet. It's not like they're going anywhere. Joke is on me though, it's the 2560s in my game, and the war is still flagged because I haven't been able to totally wipe out the second awakened empire thanks to the Scourge and a machine uprising costing me time. They sprawled out gobbling up the lesser empires while I was busy holding on by my fingernails for my front line military sector.

I managed to keep the religious fanatics out of my core systems, but it was a long and expensive fight.

Warmachine
Jan 30, 2012





Psykmoe posted:

First time I experienced the War in Heaven. I'm leading the non-aligned powers. I beat the Materialist/Technologist dudes and conquered their planets, forcing their allies into peace. I got the Spiritualists contained to their home world and its moon but now both have 10k ground troop strength, way more than the other guy had, and their war exhaustion has barely gone up while I crushed their empire, because they're fanatics I guess??

Now I'm just sitting there, sometimes shooting down a spontaneously spawned fleet and cranking out armies all over my empire.

I really regret not taking Colossus project in this game Even my Titanic Beasts are a drop in the buckets against those defense armies.

Park a fleet in orbit of that planet, enable indiscriminate bombardment, then go do something else for a year or two and come back to a bombed out husk of a planet. Send one guy down with a flag.

Warmachine
Jan 30, 2012





Civics getting a revamp to create some incredibly asymmetric gameplay would make me very very happy.

Warmachine
Jan 30, 2012





Eiba posted:

gently caress. I am irrationally livid. The rebellion hosed with my sectors. All the planets that rebelled are now in their own sectors, rather than rejoining their original ones.

I can deal with the massive and apparently unavoidable loss of life and infrastructure. Rebuilding was going to be an interesting challenge considering I was already fairly dominant in the galaxy.

But having to hire extra governors and having my list of planets permanently hosed? It's objectively a minor issue, but it's just just so feels-bad. gently caress that, I'm done with this playthrough.

No this is entirely rational, and I had pretty much blow for blow the same reaction you have following the uprising in my game. It's bad enough that the sector system can't be changed, but then to have gameplay gently caress up the permanent system that can't be changed to take away the one thing it is supposed to help with is infuriating.

Sectors need a massive pass. I wish I was allowed to draw them myself, and get administrative discounts for having well drawn sectors. Or at least let me click a "redraw sectors" button every 20-30 years so that if something does get hosed up, I can at least make the game try another pass at things.

Warmachine
Jan 30, 2012





gender illusionist posted:

I just eradicated a civilization to collect an animal for the space zoo.

I just piggybacked off an ally's war of humiliation to use the peace-enforced open boarders to go and snatch up my animals. No genocide required.

Warmachine
Jan 30, 2012





Electro-Boogie Jack posted:

Thing I don't understand: Why I have tons of pops that are homeless and jobless when I have multiple planets with open housing and jobs, including two ecumenopolis's's with literally hundreds of units of free housing and jobs. Why are they just sitting there? Even if moving takes time, why aren't they doing it?

Potential solution: Maybe a new edict that lets you spend a bunch of credits to bribe unemployed and homeless pops to move? Call it the 'Leave the Bronx Now- Enjoy Your New Life in Sunny New Mexico' option.

Potential problem with that solution: This feels a lot like the authoritarian thing where you can move pops at will, so that doesn't fit with egalitarian, and honestly it seems better than fiddling with the resettlement screen.

Potential solution: Whatever, I don't care, maybe unemployed homeless pops should just move faster/at all if there's a better life somewhere else. Why is my incredibly prosperous space socialist empire full of people living in squalor when I just spent god knows how much on an ecumenopolis?

Turn on Utopian Abundance, embrace post-scarcity economics.

Warmachine
Jan 30, 2012





Zurai posted:

The problem is that post-scarcity economics makes consumer goods real scarce.

[Protoss Voice] You require more minerals.

Warmachine
Jan 30, 2012





dogstile posted:

Considering everyone seems to be really into being a genocidal maniac, they're probably just doing what people already seem to like.

I pretty much live in the Rimworld thread, and warcrimes seem to be a common thread among strategy game enthusiasts. I don't get it personally. I was never cruel to my Sims.

Warmachine
Jan 30, 2012





hobbesmaster posted:

Paradox has said a few times that xenophile is the most popular ethos so I think people are mainly talking up a big game.

I'm immediately skeptical of their findings seeing as Xenophile is one of the ethics on "default humans," so there's probably some significant skew from people who are just starting, and are doing some combination of picking the most familiar thing or what looks like the default for a first play through. This is assuming these metrics are trolled from the game itself and not survey data, and that Paradox didn't think of/put the time into correcting this because it honestly isn't a super important thing to be accurate about.

Warmachine
Jan 30, 2012





Libluini posted:

I tend to think of even devouring swarms as people. Weird, hostile people, but still people. Everyone in my empires is always sad when we have to scour them from the universe and slave-shielding their last world.

Man, now I wish Paradox would finally fix this weird slow-down in 2.2.5, so I could get back to playing.

I think I'm going to restart my current game with this as my objective. Authoritarian xenophobes that don't believe in exterminating aliens. Just that aliens don't have the right to expand across the galaxy. Shield ALL the homeworlds.

...which would have been a fun secret objective for the multiplayer game.


ulmont posted:

I just go 8 corvettes:4 destroyers:2 cruisers:1 battleship (so when command limit is 120, I'd have 40 corvettes, 20 destroyers, 10 cruisers, 5 battleships) but that's because my brain is broken. It really doesn't seem to matter.


Corvettes-only can be powerful but they tend to die a lot just because they have smaller shields and hulls. You tend to end up replacing a lot of corvettes.


Cruisers actually make a good mono-fleet. They have enough hull and shields they usually don't die instantly but are small enough that you can build a lot without having to save up for it.

I've done Corvette-only as a rapid response/swarm wall fleet. I named them the "Mongol-class" and the fleet was known as the Mongol Horde. It seemed to do a pretty good job of keeping my heavier hulls alive by going in first, and when it wasn't doing that, I ran it around kicking over space stations.

Warmachine
Jan 30, 2012





Darkrenown posted:

There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch.

I'm glad my Null Void beams are getting some love, but has anyone discovered Psi Barriers? I never see them mentioned. Also, while I am fishing for recognition, has anyone had a Megacorpse concert?

I've found the Shields, but I've never seen Barriers show up. Or maybe I just didn't notice? Does the event just give you the one most appropriate for your tech level? Because I was pretty much already at Tier 5 by the time I started getting Shroud events.

I like the shields, and the rest of the Psi tech, but because I got it so late in the game, it was a pain in the rear end to find Zro.

Warmachine
Jan 30, 2012





scaterry posted:

There was a brief period when the Apocalypse expansion came out when corvette rushing was mediocre, since you could only rush neighbors, corvettes were twice as expensive as other ships, and the mineral upkeep was an active detriment to your economy.

Otherwise, corvette rushing has been a dominant strategy since the beginning of the game. When stellaris released, the dominant strategy was to rush your neighbor's first colony. When LeGuin released, it was to rush your neighbor's starbase, since they were made of tissue paper. Now, you can ignore energy upkeep by using the market, and tributary everyone without restriction.

The thing is, with casus belli, this doesn't have to be the case. Paradox could move conquest/tribute casus belli to a tier 2 or 3 technology, and that would allow people to expand/tech without getting rushed immediately. In other paradox games the player never starts with something as strong as the current casus belli, too.

Honestly, they could also do things with CB to make more interesting ways to get Tribs/Vassals. Oh, you're at war with someone else? Tell you what: you be a tributary of mine for X years, and I'll enter the war on your side. Downside would need to be that you can't make/take claims in that war.

Warmachine
Jan 30, 2012





I started a new game as Commonwealth humans, with Warrior Culture instead of Admiralty to try out the new mechanic. I've succeeded in pissing everyone off with my "military adventurism" whatever that means. I did find Earth though, and my next goal is to take it back from the soft and weak United Nations. To do this, I need to secure a stable wormhole from some filthy aliens along the UN's border.

When it comes to the War Doctrines, does "No Retreat" reflect in the fleet power, or do you have to estimate how much of a bonus it will be yourself?

Warmachine
Jan 30, 2012





AAAAA! Real Muenster posted:

Shiiiiiit so the gateways act like the other end of the gateway is adjacent to the 6 range trade hub?!?

Gateways are the best logistics in the game hands down, between being able to have a centralized shipyard deep in your empire with gateways at the edges to move around and how trade networks will use them. Most of my stress in my current game is me not being at gate tech yet so needing to slowboat around the galactic rim means it can take years for my fleet to get from one end of my empire to the other.

Warmachine
Jan 30, 2012








Warmachine
Jan 30, 2012





So a 20k power fleet just disappeared in my game. It was holding a gateway system, and... there doesn't seem to even be a record of the battle. Just suddenly I have a bunch of free naval cap that was previously in use. I've noticed that the station in the system isn't firing. Perhaps it is because it is occupied, but has anyone seen this in 2.2.6?

Warmachine
Jan 30, 2012





Ak Gara posted:

Sounds like he's asking for his home system's star to be nicoll dyson beamed.

Just sayin'

Not long after that, I took their last remaining planet, enslaved the survivors, and nerve-stapled them.

My empire is not a very nice empire if you aren't a human.

Warmachine
Jan 30, 2012





Shugojin posted:

I mean they're authoritarian militarist so uhh



I've got bad news for them... they're getting nerve-stapled and sent to the camps moons.


ConfusedUs posted:

In all seriousness: this. So much this. Arcologies don't feel broken, they feel great. Let everything else feel great!

I want megastructures to be available early, and be awesome. Why the hell can't I encase my star in metal and gently caress up my neighbor's favorite constellation as soon as I have the resources to do it? If I want build the biggest goddamned piece of art in the history of ever, and I want to beeline for that over all else, let me.

I want genetic ascension to be available early, and be awesome. Why the hell can't I turn my population into Supermen who can crush rocks with their bare hands and live on any world the moment I have the resources and technology to do it? If I want to beeline for that poo poo over all else, let me.

I want to breach the shroud early and get awesome poo poo for doing it. Why the hell can't I sell my entire population's souls to the god of murderfucking the moment we realize that picking up rocks with our hands is for people who don't worship the god of murderfucking? If I want to worship the god of murderfucking the day we first enter the warp, let me.

I want all this stuff to be available starting in the mid game, and all of it should be awesome. Move all of those boring-rear end Ascension Perks with plus-percent this and minor-buff that to the tech tree, and fill the Perks list with totally awesome poo poo instead.

And why the hell can't I be genetically engineered psychic humans anyway? I get that you can't be a genetically engineered synth, but honestly that is the only one of the three paths that should be exclusive with the others.

Warmachine
Jan 30, 2012





THE loving MOON posted:

This is how my last game ended, only I was a Hive Mind keeping a local federation uneasily tolerant of my people eating ways while I preyed on the other locals. I thought I could go League of Unaligned Powers and gun up quickly enough when the War in Heaven triggered, but no. Normally I'd side with one or the other because you have to be insanely strong to justify going up against both, but they were close enough together that I thought they'd spend enough time beating on each other so I could research their wrecks and strike back in a little while. They both ended up crisscrossing my territory through gates and wormholes and knocked me out really quickly. I wish you could deactivate gateways once you have the tech to activate them.

And yeah, the War in Heaven isn't a crisis. In fact, a crisis can trigger while it's going on.

edit: At least I think it still can. The War in Heaven works a lot more smoothly than it used to, and I'm not sure if that's changed

At least in 2.2.4 it could. Though the war was "technically" over in the sense that the materialists (my side) had functionally neutered the spiritualists and, since I had asserted my independence, I was the biggest kid on the block. So when the Zerg arrived in the rear of my empire, I locked them in with a choke point and killed them before the main fleet arrived.

Warmachine
Jan 30, 2012





Xerxes17 posted:

This is a really elegant and sweet idea. It will neatly dovetail in with you getting your own MS built from scratch at the end of it too.

EDIT: The War in Heaven is now going in our favor. I blocked the expansion of the materialist faction with a planet that I had stacked armies on, which they got caught up on long enough for me to rebuild the fleet and start mass-producing torpedo-corvettes. Meanwhile, my federation allies kept the spiritualists busy on my western border with a back-and-forth attritional battle that they somehow managed to keep stable. Our isolated southern member also has been eating them from behind.

Right now I'm going to focus on clearing out the south-east corner of the map, and then we'll swing around to the east to clear them out for good.

I wish the random mishmash of factions in my game could do this with the one Doctrine Enforcer that is running around making GBS threads up the galactic west. I blew my load too early and ended up needing to bend the knee, and now I'm stuck waiting for decadence to kick in to rebel. It feels like they should be hitting the penalties hard, but they still have north of 500k fleet power running around. Mind you, it never kicked off a war in heaven, which is part of the problem. The other two fallen are just sitting there like lumps.

Warmachine
Jan 30, 2012





Splicer posted:

Some company got paid for decades for that ship.

Are you sure it was a colony ship and not an F-35?

As an update on my Awakened Empire woes, I still have zero ability to judge a fight with one. I finally finished my buildup around 2470, and was still anxious about fleet power. Turns out 7 fleets averaging 55-65k is more than enough. Problem is, I don't know how much more. I have the Galactic Contender trait, and I still can't figure out how to judge an Awakened Empire's decadence penalty.

Can anyone tell me how to figure this out? Or is there a mod that just flat out adds their decadence to the UI?

Warmachine
Jan 30, 2012





I thought I'd gotten lucky as hell when some cybernetic versions of my species appeared in my gene empire. Made a template out of the new guy, and discovered that if you put both Erudite and Cybernetic on the same pop, they cancel each other out and you get no bonus?

Warmachine
Jan 30, 2012





ZypherIM posted:

Ah I see what you mean.

This causes the problem of multi-racial empires outstripping single race empires by far though. Or the best tech would be the one that lets you change your hab preference, because now you've got at least 3x the growth rate (in-biome growth rates).

This is pretty easy to solve. Use the fastest growth rate on the planet, but use habitability to weight the die roll. So yes, technically your aliens suck on a desert world, but the pop will come out at the same time as one of the desert-loving aliens would have because you're only getting 20% as many desert-haters as desert lovers.

You end up with the same population proportions at the end, without the undesirable effect of having to wait a gillion years if the random growing pop has slow growth.

Warmachine
Jan 30, 2012





AAAAA! Real Muenster posted:

I really like the premise but one thing I would like to point out is that "terraforming candidates" never actually show up so they would have do something about their availability first. There really should be a slider for them because I wouldnt mind fewer colonizable planets as a baseline but having more (re: actually some) terraforming candidates so they can be a factor after the early game where a lucky planet quantity roll can swing the game in someones favor too easily.

Just to be clear, I have literally NEVER seen a terraforming candidate, only heard about them from other people.

Mars always spawns as one, if Sol system is in your game. But I agree that they're stupid rare. I also wish that you could use planets that were unfit for full habitability. Let me colonize Mars while it is still barren, but only let me have 10 pops until I actually take on the terraforming project to make it a full world.

Warmachine
Jan 30, 2012





SettingSun posted:

You guys aren't kidding about Machine empires. My newest game after the Exterminators is with the Commonwealth of Man and it's WAY different and is much tougher. In a way more fun though. All these xenos still hate me but at least genocide isn't (immediately) on the table.

Genocide as the Commonwealth is always on the table. You're goddamn Space Nazis.

Warmachine
Jan 30, 2012





ZypherIM posted:

Yea, the differences in what you can demand in an eu4 war and stellaris (or every 4x game I've ever played honestly) are staggering. The first time I played it I can't really describe the impact properly, but just the various options are rather impressive. Also it is pretty intuitive about what you'll get, though some stuff is still fiddly to do.

The other big difference is that the amount of border area in stellaris is vastly reduced, and people who aren't immediately bordering you have a lot of trouble impacting you in a meaningful way. Some sort of "reinforcing to war ally territory" speed buff or just a straight abstraction ala retreated fleets (ie you can tell a fleet to jump to an ally's homeworld, takes X time that is much reduced compared to flat travel) would go a long way.

This is what I'm finding most frustrating about war in Stellaris. My empire was recently involved in a conflict with 5 belligerants. Three vs two. There wasn't any way that I could effectively aid my allies, nor could I be like, "Hey AI, can you help me keep the opportunistic rear end in a top hat they invited into the war from eating my spinward boarder?" Instead I had to face the stronger foe alone while my defensive pact carved territory out of the person who started the war. I ended up losing 4 (relatively worthless) border systems, and a lot of alloys trying to defend them.

The only thing this has taught me is that I can't play a peaceful diplomatic power, and the next decade is going to be one of unchecked military expansion.

Warmachine
Jan 30, 2012





Aethernet posted:

You are literally the bad guys in XCOM.

There are a few events that can fire off regarding primitive civilizations where they form XCOM because they're sick of you taking their cows and their kids.

Warmachine
Jan 30, 2012





Do Full Citizen pops kick Resident pops out of their jobs? I keep getting unemployed specialists on planets with tons of open worker jobs, and while I could migrate them all to Fen Habbanis, I also don't want to lose building slots.

Warmachine
Jan 30, 2012





I have to say, it has been a delight watching the carefully crafted web of federations in my galaxy come tumbling down. My game just reenacted the start of WWI in space.

Warmachine
Jan 30, 2012





Aethernet posted:

Building a Dyson Sphere would cause the galactic market to instantly crash as energy would now be worthless. Totally gamebreaking stuff like that is entirely what megastructures should do.

The thing is, this is the only megastructure that feels like it should do this. The ringworld is just a lot of living space. It might be gamechanging from an in-universe perspective of "holy poo poo we won't need to colonize another planet for 1000 years or more," but it doesn't do much else. Maybe the matter decompressor has a similar impact, but even that is a dubious preposition because while it is still impressive, it isn't "capture the sum total output of a star" impressive. E.g. you don't get the entire mass of the black hole all at once.

Dyson spheres are definitely the odd-man-out in the megastructures list, and probably shouldn't have been in the game in the first place unless they were a giant table flipper for the first empire to create one.

Warmachine
Jan 30, 2012





THE loving MOON posted:

If you're going for the exterminate-all-life-as-a-xenophobe achievement, can you use a g-modded version of your own species? I've got 3 different variants who have self-modded themselves into tomb world compatability after I took the keflings territory, and I'm thinking about applying one of those templates across the entire species.

edit: I guess it shouldn't matter, seems like fanatic purifiers don't care about sub-species

Subspecies of your main species don't count for any xenophobia-related modifiers. Which is fortunate because my humans seem to LOVE making offshoots.

Warmachine
Jan 30, 2012





AAAAA! Real Muenster posted:

I've been on an Authoritarian/Spiritualist/Xenophobe with Byzantine Bureaucracy and Police State kick lately and even if it is not optimal I really enjoy it and seem to be doing well with it.

I've been playing my most recent game as Authoritarian/Spiritualist/Xenophile instead, with Byzantine, Feudal Society, and Imperial Cult. It's been fun uniting the galaxy in a Holy Federation under the God-Empress. And if you don't bend the knee, you can always be forcibly subsumed as a vassal state. It's for your own good, you know. (It's me, I'm the Fallen Empire)

The early game was rough because I had four militarists in my neighborhood, and I basically had to fight the same enemies every 10 years, and the wars always seemed to be less than stellar for me. I managed to form a Federation early with one of them which gave me some breathing room, but it wasn't until after a particularly nasty one that I decided that the smart play was to just switch to a tech rush and try and out-research them.

That worked far better than I expected, and the next war after I started that path went much better for my side. I had to retool the federation when my militarist partner started beefing with the pacifist partner (sorry pacifist guy, you're a vassal now!), but other than that, it was a pretty easy time. I now have 3 partners in my federation, two vassals, and after I wrap up this latest war, I'll be trying to add a third vassal out of the large but failing empire on the trailing edge of my space.

I also am trying a Team America experiment and funding an AI rebellion. I don't particularly like their former masters either, so I sent them a nice gift package of energy credits, alloys, and minerals to help make their rebellion successful. Call it "Operation Mujaheddin."

I should mention that I'm playing with GAI on, and I'm curious as to how much that is affecting the AI's competence. It certainly seems far more aggressive, and appears to be fielding competent fleets even deep into the endgame. One of the major battles was between three of my 40k+ fleets against a 100k deathball that one of the non-FE AI's had. A Federation deathball, but still. I've never seen an AI federation that competent in my previous three games.

Warmachine
Jan 30, 2012





This war has become a long and dumb affair. The ridiculous number of claims in play is preventing the other side from surrendering, and I'm honestly not convinced the AI has to play by the same rules regarding war exhaustion and a forced peace after two years at 100%. It's become a lot of busy work sending my fleets around the galaxy to push back small incursions, send them home to refit, and then do it all over again. It's 2415, and this is very 2399.

I've got bigger fish to fry than fighting empires half a galaxy away because the two smallest members of our respective federations are beefing. Myself and the opposing large AI empire have positive relations despite the war.

(Also the drat combat AI keeps breaking and letting my fleets sit there and get pounded to dust because they won't fire back )

Warmachine
Jan 30, 2012





Jabor posted:

You can never be forced to surrender, the forced peace mechanic is just for status quo.

Just take the goddamn status quo peace.

I would if I could. Unfortunately I'm not one of the primary belligerents. I got dragged into the conflict because of my federation partners got declared on. So I have no say on how the peace talks go (which, for the record, is dumb. I'm the only thing keeping them from being rolled over, and as federation president I should probably get a say in the negotiations).

Warmachine
Jan 30, 2012





AAAAA! Real Muenster posted:

Federations, not even once.

It worked great in the beginning. Federation fleets and the alliances made it possible for me to stay alive in the early game. The thing is, I think I need to break them by the late game to avoid getting sucked into dumb poo poo, and just use vassals and tributaries to increase my power.

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Warmachine
Jan 30, 2012





ProfessorCirno posted:

I think one of the big problem with federations - one of the big problems with diplomacy period in game - is that you can't actually effect how other empires think about each other. You can't stop wars, can't bring other empires together at peace summits, can't try to push ethics or empower other political parties, none of that. You're limited to purely giving or receiving poo poo on a 1:1 basis. So federations are hosed because you have no levers at all with which to control or nudge your allies into certain directions.

Which is why I think the next expansion NEEDS to be a diplomacy one. Let me loving play Space UN. I can already play Space Amazon, Space Nazi, and Space Egyptians.

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