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Tarnop
Nov 25, 2013

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ilkhan posted:

One of my mods tossed up a recurring empty dialog on hand start and it made me sad. I'll narrow it down later.

I have this too and it persisted after removing all my mods. I'm currently in the middle of a clean reinstall

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Tarnop
Nov 25, 2013

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I haven't played since around 1.8 and this patch lured me back, so I've got a few noob questions:

1) What is a good threshold for habitability? At the moment I'm colonising planets that are 60% or better

2) Does a system need to have a certain level of natural resources for it to be worth adding an outpost? Assuming it's not needed for its strategic location

3) I built 2 different corvette designs and had a fleet with a 50/50 split. After researching a few new techs I sent the fleet to be upgraded and it turned them all into the same design. Is there a way to maintain separate upgrade branches for a single ship type? Is there actually any point in doing this?

4) I'm feeling kind of lost managing my planets. At the moment I'm just playing wack-a-mole reacting to whichever resource income is lowest but the planet designation bonuses suggest that I should have a plan and that plan should involve specialised worlds. Is it typical to build worlds that are a generic mix and specialise them later or is there a good order to build specialised from the start?

Tarnop
Nov 25, 2013

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One thing I've noticed from running a few observer games is that the AI has a terrible time pulling a planet out of unrest unless it already has a free building slot to build holo projectors. It doesn't seem to be aware it can build a city district to create a new building slot, and it also doesn't replace buildings if that's the only way to solve the problem. I've seen this lead to horrible economic death spirals that it rarely recovers from.

Tarnop
Nov 25, 2013

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Cease to Hope posted:

"I don't get" can mean both "I have not heard or do not comprehend this," or alternately "I find the argument made in this unconvincing or founded on premises I think are false."

Which comes back to what Phosphine said about players with different goals

Tarnop
Nov 25, 2013

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Splicer posted:

It's a weighting system, so from my understanding it doesn't go "I'm low on amenities, better build holo theatres" so much as "time to build a thing, my low amenities has increased holo theatres weighting, I will build holo theatres" So to have low amenities trigger building a city you'd need to have a condition in cities for "if low on amenities AND out of building slots THEN increase city district weight". I'm guessing the city district weighting is just checking free housing or carrying capacity with maybe an "if low on jobs AND out of building slots THEN increase city district weight"

It could be generalised to "if highest priority is building AND no free building slots THEN increase city district weight". But then I don't know what knock on effects that would have. Either way, the end result is that city-heavy AI planets tend to have a glut of amenities while the rest tend towards unrest. These are usually things like generator worlds, so when the AI gets into energy deficit it tries to create energy jobs on planets with a significant output malus, digging a deeper hole for itself.

Tarnop
Nov 25, 2013

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Cease to Hope posted:

Also what was the strategy people were talking about with using underpopulated outlying worlds to feed the core? Can you go into more detail on that?

If you skip back through the last few pages there's a reddit link to a thread about optimal pop to carrying capacity ratio for maximum planetary growth speed. The idea is that you give a non-core planet the rural designation for a boost to raw resource production and make food, energy and mining jobs (plus jobs to keep the planet stable and boost growth) until you hit that sweet spot. Then make no further jobs, set up a transit hub in the system, and you have a resource positive world that's growing pops as fast as it can, who find themselves unemployed and move to your forge and research planets.

Tarnop
Nov 25, 2013

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What if, instead of growth requirements going up as empires got bigger, job upkeep costs went up instead? There's a thematic reason for it (logistical cost of maintaining a massive empire, corruption in local government far from the capital) and it leaves it in the hands of the player to cap off their own growth at the point where further expansion becomes unviable and to use existing systems like megastructures to push through the costs. It also deals with the pop stealing > pop growing issue.

I'm still reacquainting myself with the game after a break of several years, so please tell me why this idea is terrible.

Tarnop
Nov 25, 2013

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Oh, you reminded me about admin cap / empire sprawl which is the mechanic already in the game that's supposed to make it harder to go wide forever. Why isn't this the lever they're pulling to keep total pop counts in check?

Tarnop
Nov 25, 2013

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Cease to Hope posted:

Wait, planet designations give bonuses? And you can change them? Holy poo poo, that's new since I last played, lol

I've been clicking on every button I can find in every UI screen, with full tutorial on, and I still made it through a full game without realising you can switch off individual jobs. There's a lot of hard to find stuff.

Tarnop
Nov 25, 2013

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wilderthanmild posted:

Yea. I really like the mid game now. I feel like the planets are just the right level of management. I do hope they find a way to rework the empire-wide pop thing though. I felt like mine was still growing, since if I didn't check every so often, I'd still find new unemployed on every planet, but I don't think I play optimally enough to be bumping up against the empire wide growth curve from what I can tell?

It certainly sounds like it's getting toned down in 3.02 or 3.03 and another poster has already reported good results with it modded to 2/5ths of the current malus

Tarnop
Nov 25, 2013

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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.

Carrying capacity is part of the vanilla game now and there's a building in spaceports for auto migration.

Tarnop
Nov 25, 2013

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PittTheElder posted:

Probably should have just made one report that the fast forward command produces unrepresentative outcomes.

It doesn't though. I've seen all the things reported in observer mode games with no fast forward. The AI is definitely struggling with the economic side of things at the moment

And Lord Mune, fwiw I like the fact that you post in this thread, and 3.0 has got me right back in to Stellaris. I'm not running observer mode to try to pick holes in the way the AI works, I'm a former game dev who is interested in AI and I wanted to watch it go.

Tarnop fucked around with this message at 16:43 on Apr 24, 2021

Tarnop
Nov 25, 2013

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I'm a couple pages late for random AI empire chat, but I was wondering: can you force pre-defined empires to spawn instead of randoms? Either the ones that ship with the game or a set I build for myself? If I could have the same guys show up a few games in a row so I could remember my former allies or enemies that would help give the AI a bit more personality even if it's just what I project onto them

Tarnop
Nov 25, 2013

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SoggyBobcat posted:

You can force spawn player-created empires, but not the presets, strangely enough. Though you can just create copies of the presets if you want them - click the edit button, and then immediately save.

Awesome, I'll give that a try. Thank you!

Tarnop
Nov 25, 2013

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I just finished a synthetic ascension game and synths definitely do not auto-resettle. It's quite the pain in the arse.

e: To be clear I'm talking about my main species in their shiny new robot bodies.

It was a non-ironman game so I can go back to old saves and test things if anyone has any suggestions

Tarnop fucked around with this message at 18:01 on Apr 26, 2021

Tarnop
Nov 25, 2013

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Antillie posted:

So from what I can tell there is a bug with species rights and synthetic ascension. Basically if you synthetically ascend and then apply a species template to your new robot race it forcibly turns on migration controls and there is no way to turn them off. So once you go synth ascension you have to choose between the automatic resettlement mechanic and your species trait points. I've filed a bug report on the Paradox forms about this but until/if they fix it I have made a tiny mod that fixes the issue. Technically I didn't have to allow machine empires to also use "No Migration Controls" as well but, why the hell not.

I thought I would post this in case anyone else has run into this issue and was as annoyed by it as I was.

Thank you for the mod and for reporting it

Tarnop
Nov 25, 2013

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There was also someone complaining that they SimCity the entire galaxy until 3600 on their god-tier PC and it slows down, so the pop changes didn't improve endgame performance. That thread is not a place for normal people.

Tarnop
Nov 25, 2013

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If I want AI empires to leave me alone while I tech up like mad, is the best way still to tool up my starbases with defense platforms? And if so is the best way to do that still to put strike craft hangars on them?

Tarnop
Nov 25, 2013

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What's a fun ethics/traits/civic mix to go with Barbaric Despoilers?

Tarnop
Nov 25, 2013

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Logistic slider is how much bonus to growth you get on the sweet spot of the curve. So at a setting of 1.5 a planet's base growth increases by 50% when pops/capacity = 0.55 or whatever the magic ratio is.

Tarnop
Nov 25, 2013

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Splicer posted:

* Reduced base automatic resettlement chance to 5% per month (46% chance per planet to resettle per year).

Truly the change we were crying out for. Gating QOL improvements behind starbase buildings when both starbase and building slots are extremely limited is loving stupid.

e: lol and this nerfs democracy which was already not great. Excellent work all round.

Tarnop
Nov 25, 2013

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QuarkJets posted:

This is the likelihood that an unemployed pop auto-migrates within 12 months in 3.02 vs 3.03:
Base: 70% vs 45%
Democracy: 85% vs 60%
Transit Hub: 90% vs 70%
Transit Hub + Democracy: 95% vs 80%

Democracy actually seems to be better with these new numbers imo. If you have a transit hub, that's overall a +10% chance of resettlement if you also have Democracy, versus only a +5% chance in 3.02. Basically Democracy is twice as good now if you're going to build transit hubs anyway (which you definitely should, that's true in 3.02 too)

Adding a transit hub with democracy halves the chance of not resettling in 3.02. In 3.03 it reduces it by a third.

Tarnop
Nov 25, 2013

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When you introduce a quality of life change that is in line with one of your stated goals (reduce tedious micromanagement) and it accidentally makes some other options less useful, the answer is to improve the other options.

"Making the game not annoying to play" shouldn't be a civic or a starbase building, especially when both of those things are at a premium.

Tarnop
Nov 25, 2013

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AAAAA! Real Muenster posted:

Thank you. Is the "53 planet capacity" something I can see in the UI now? I havent noticed it yet but I havent been able to play that much.

It's in the tooltip when you mouse over planet size on the planet screen

Tarnop
Nov 25, 2013

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Truga posted:

nah. early on it was a bit, but early on nothing's really happening anyway, and later on you colonized the planet and clicked up to 25 times depending on tile count and that was it

i'm not saying tiles were better but robots definitely lost something when they removed them

The fact that you aren't seeing the faces of the pops in your empire constantly certainly takes something away in terms of attachment

Tarnop
Nov 25, 2013

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ZypherIM posted:

You're actively doing a bunch of stuff to steer it away from what you want, and complaining that the tools you have aren't letting you completely ignore those factors.

That's true in some cases, but having your empire ruler become the leader of a faction that opposes your empire's ethics is random bullshit that you can't do much about without spending a ton of influence

Tarnop
Nov 25, 2013

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Sloober posted:

i spend my time on faction system doing the basics of appealing to the main factions i expect to have and just ignoring the rest. it's just a system that exists to get me influence w/ minimal investment in it. I do wish they were more interactive in a way but i'm also fine w/ them not being so, i don't think i've ever even suppress/promoted a faction to date. as far as i know it's just not intuitive enough since the things that affect it aren't n your face enough

Yeah for me it's basically a sanity check for policies that I've left on default or haven't thought about for a while. I rarely if ever make a change that doesn't benefit my goals just to appease a faction

Tarnop
Nov 25, 2013

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Gorblexit

Tarnop
Nov 25, 2013

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Purging = xenophobe
Pacting = xenophile
Ignoring = all the rest

Nuance!

The tooltips for the various diplomatic responses should tell you what ethics attraction they generate, and I agree that a NAP should probably be considered sufficiently minor to not generate ethics attraction

e: hmm according to the wiki it's just defense, migration and commercial pacts that make xenophile attraction

Tarnop fucked around with this message at 23:42 on May 8, 2021

Tarnop
Nov 25, 2013

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Suppress / Support is the kind of thing that could probably do with a ticking progress bar a la infiltration along with exposing some numbers. It shouldn't be a matter of faith or guesswork to know that it's doing something

IIRC the tooltip doesn't even tell you that it costs influence

Tarnop
Nov 25, 2013

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They could do what Civ did and essentially embed a wiki in the game, but I'd rather the dev time go on bug fixes, system improvements and more cool stuff

Tarnop
Nov 25, 2013

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Captain Monkey posted:

It's almost like I said that on purpose for humor related reasons because I've been answering direct questions and been accused of that while this dude made up an idea and got mad at it.

The reason no one knows when you're joking is because you're not funny

Tarnop
Nov 25, 2013

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QuarkJets posted:

War is okay but world-cracking is great

My favourite thing to do as a pacifist is to provoke Falken Empires into declaring on me and then bubble all of their planets

Tarnop
Nov 25, 2013

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QuarkJets posted:

Weren't you posting in this thread last week complaining about how your influence income is always all jacked up? Or was that Real Meunster?

Muenster was frustrated with faction formation / happiness / ethics attraction, are you thinking of that?

Tarnop
Nov 25, 2013

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Isn't that the same job that you get from the special gas building unlocked by the gas vents planetary feature?

Tarnop
Nov 25, 2013

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Staltran posted:

Yeah they added that in 3.0. I don't remember how to do it, though, I think I just saw it in the patch notes and forgot until Nuclearmonkee mentioned it just now :v:

There's a gear icon at the top of the outliner, click that and the option is on there

Tarnop
Nov 25, 2013

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Nuclearmonkee posted:

It's the refresh looking button to the left of the gear.

Cheers, I knew doing it from my (bad) memory was a bad idea!

Tarnop
Nov 25, 2013

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Baronjutter posted:

Is there any way to mod the pop auto-migrate system to also include robots?

Goon mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2468910960

Tarnop
Nov 25, 2013

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But submitting bug reports is so rewarding!

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Tarnop
Nov 25, 2013

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Baronjutter posted:

If I was god emperor of earth I would make sure you guys all got a raise and as many resources and as much time as you needed to fix every single bug and problem in stellaris before ever expecting any new marketable DLC.

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