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AAAAA! Real Muenster posted:Please tell me where in the game I can look up what the low habitability penalty is. Because I sure dont see what it is when looking at one of my slaves that is on a 20% habitability planet. Hover over the habitability number of a planet with less than 100%.
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# ¿ Nov 16, 2019 22:00 |
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# ¿ Apr 26, 2024 06:17 |
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AAAAA! Real Muenster posted:
Yami Fenrir posted:Hover over the habitability number of a planet with less than 100%.
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# ¿ Nov 16, 2019 22:55 |
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???
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# ¿ Nov 16, 2019 23:36 |
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Armadillo Tank posted:I've found that Machine Empires simplify things a lot (as they should). They are also stronger than most empires (Its late but there could be a big "implicit story" rant of either removing organic limits for a perfect warfighting empire vs doom or rejecting armed conflict, and how this is "good" because of that). Hoo boy. Machine empires. I've spent a lot of time with them and... holy poo poo. A certain relic is waaaay too good for them. I've gotten to the point where i managed to have a ringworld fully repaired in 2290, having completely run away with tech to a downright stupid degree. They're so overpowered that even AI machine empires manage to keep up with the player a lot of the time. Also, i agree - empires kind of are too passive. One thing I've found to help is to not build a fleet and hide behind bastions. It seems the AI doesnt properly take them into account.
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# ¿ Nov 19, 2019 09:08 |
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RagnarokZ posted:Aren't habitats still kinda poo poo? Their housing limits are so painfully small that you end up running out of homes to fast it really isn't funny. I am kind of at this conclusion. So far i came up with 2 uses: trade (with enough non-event bonuses you can cram full commercial zones + stock on it) and maybe livestock storage?
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# ¿ Nov 28, 2019 12:09 |
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GunnerJ posted:One thing that seems like a clear immediate goal for the devs that would do a lot of good is making the AI better at planetary development because then players could automate that poo poo with confidence. This. Just this. Did you know that Lithoids automation builds food? All the food. See, because they haven't even bothered changing that from standard organic empires. At the very least I ended up with a 500 food surplus while losing 400 minerals as the automation replaced roughly all of my production. It's so bad. Another thing that's bad: The launcher. See, I'm often playing with mods. A lot of mods. But three days ago, it just started automatically disabling one of my mods. No matter what I set it to. So I tried a bunch of things, like resubbing to the mod, deleting the mod files in question, and so on. It just broke it worse. Now the launcher is ONLY enabling that mod, and automatically disabling all others. Does anyone know how to fix this? I can't seem to find mention of the issue anywhere online.
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# ¿ Nov 29, 2019 16:24 |
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I believe I was using the sector automation. I vaguely remember people saying it's a lot worse than the planetary one?
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# ¿ Nov 29, 2019 22:59 |
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The way trade works is the following: Each trade hub does increase the collection range, as mentioned. this starts with 0 hubs, aka the starbase system itself. So it'll collect up to 6 systems away. You want to avoid having long snakey lines. Because this means a lot of trade is going through chokepoints, which attracts piracy. You can sometimes re-route trade routes via the trade view but it's super fiddly. Additionally, bastions help you fight against piracy. Any gun module will give you 5 trade protection AND a wider trade potection range (+1 each, just like the trade hubs) Additionally, both trade and protection WILL trace through gateways and wormholes. So in the midgame you can actually just build gateways close to bastions and your trade hub to reduce number of trade starbases needed and overlap protection to make piracy nonexistent.
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# ¿ Nov 29, 2019 23:06 |
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Natural 20 posted:In addition you can set up a single bastion to give massive trade protection to all your trade lanes. Honestly i think its the other way around. Tech over admin imo. Expansion first will forever be a no brainer the way its set up
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# ¿ Dec 2, 2019 15:19 |
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It's amazing when dig sites spawn in the border region of a xenophobe fallen empire too so you judt dont get tl dig that stufff up for most of the game. Or inside. I've seen relic worlds or even just precursor dig sites spawn inside marauders or even fallen empires too. Hooray for just not getting those while they're at all relevant!
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# ¿ Dec 6, 2019 06:08 |
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cock hero flux posted:does taking Tomb World adaptation and then using Orbital Bombardment as Aggressive Terraforming still work? If so that's definitely a way to speed it up. Concussive terraforming still works, yes. It does require purifiers or equivalent however.
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# ¿ Dec 6, 2019 13:39 |
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Martout posted:yeah one of the main reasons I play mostly gestalts is to have fewer types of resources to manage This is secretly why machines are so stupidly good, imo. You save SO MUCH building/district space not having to build consumer districts. You can get a tech advantage ridiculously fast. The fact that you can grab ALL the planets and eventually have ALL the energy and mineral districts ever just means your early advantage can be translated into a late one, too. Don't even get me started on a certain precursor event chain reward, though.
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# ¿ Dec 9, 2019 22:14 |
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PittTheElder posted:With Scaling on they're just never competitive though. Yes. It has to be the best precursor chain by far. Even if you arent a machine it's still ridiculously good. For machines its just straight broken. I managed to repair a goddamn megastructure in 2270 because of them, and grab galactic wonders right afterwards.
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# ¿ Dec 9, 2019 23:25 |
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standard.deviant posted:Same deal for purge jobs—being exterminated is just another job at the end of the day. it even does it for pre sentients, which is super annoying. Also I just want to point out that machines are so overpowered that the AI can actually use them and noticably keep up with the player. Every single game i have one they're way ahead of all other AI. That's an achievement in it's own right for the stellaris AI lol.
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# ¿ Dec 10, 2019 06:03 |
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Btw, I've been trying to play megacorps and I've just kind of been failing. Their penalty just seems way too big considering you're practically expected to go over admin cap. I really want to like the government type but it just seems so fundamentally flawed to me. Can anyone give me some tips? The best i can come up with currently is to... wait for the dlc and spam admin cap jobs as a trade league. Speaking of which i do wonder if gestalts get those jobs too. They seem, once again, better for them than for base empires.
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# ¿ Dec 10, 2019 08:30 |
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Can't you just give them citizen rights to stop any rebellion? I usually just do that and have never seen a rebellion.
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# ¿ Dec 11, 2019 06:49 |
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ShadowHawk posted:Yeah but if you do that they start demanding consumer goods and more amenities. Better than a rebellion. Also by the time you get synths you should have your economy in order
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# ¿ Dec 11, 2019 08:28 |
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Just stop being dicks to your robots or you'll prove the Determined Exterminators right.
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# ¿ Dec 11, 2019 12:24 |
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Agent355 posted:So I'm a bit more used to your Endless Space games and Civ games than the grand strategy ones. The general idea is that districts (the squares) produce base resources and buildings use the base resources to make other stuff. For Unity you usually build Monuments or Holo-Theatres. Some specific civis/empire types have different things you can use. Most important is your alloy production, after that comes research, then everything else, imo. As others have said it's mostly about surviving (to) the endgame crisis. If you just go ham taking over everything you will probably go insane micromanaging it. I personally take like ~10 planets and some nice chokepoints usually. It's usually enough. If I'm just producing too much of any one resource I usually sell them and buy more alloys. Only relatively late will you have more alloys than you know what to do with, and they are always useful.
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# ¿ Dec 12, 2019 06:39 |
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I've heard spamming corvettes until you can spam battleships is the way to go. I usually put anti shield on my corvettes and lasers on my battleships. Not claiming to be an expert on it though, im simply not. Are strike craft and missiles actually worthwhile yet?
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# ¿ Dec 14, 2019 11:23 |
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Blind Rasputin posted:You guys talk about this game like it’s one of the most complex 4x games on PC right now. Like, the stuff you all describe just blows my mind. Maybe console edition is just much more simple? Or do these things like (complete machine cultures and all sorts of the other stuff you guys talk up) come way late game? How long does it take in hours played of one game to get to that stuff? It all seems like a really really slow crawl through research and the snails pace of colonizing new worlds and struggling with resource micromanagement. It is pretty slow. I dont think the game is all that complex, in fact i often find the depth a bit lacking. Your income ramps up quickly due to having more planets and there being research for getting more resources per miner/technician/etc. For instance, you start with like 20 to 30 mineral income but can ramp it up to 200 pretty quick. 500 is usually fairly easy to get. Alloy production is a bit more difficult but keep in mind that megastructures take a LONG time to build. I usually aim for 500 alloys per month or so, it's enough to cover your needs most of the time unless you're upgrading citadels while building megastructures and building battleships. Anything more tends to be wasteful and end up disappearing into the void of the resource cap, i found. There are also 2 megastructures, the dyson sphere and the matter decompressor, which upgrade your base income tremendously. Ecumenopolis help your alloy production a lot as well. Machine empires are from the synthetic dawn dlc. Yami Fenrir fucked around with this message at 11:51 on Dec 15, 2019 |
# ¿ Dec 15, 2019 11:49 |
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Vargatron posted:Anybody have any guides for planet/sector management in the game? I'm wanting to learn how to build and specialize planets without tanking my base economy by making too many specialist buildings. Also, are sectors actually good for automation, or should I just use them for the governor buffs? 1. Build districts, but don't overbuild them. They're the biggest source of your base resource bar megastructures. 2. Don't build too many buildings. Sounds obvious, but it's actually a good idea to not use all your building slots right away, especially super early. Especially specialist or ruler jobs will immediately steal away worker pops, something you do not want! 3. Automation remains utter garbage to the best of my knowledge. 4. Try not to overexpand - each colony in their early stages will drain your resources before growing into a productive planet. Especially relevant for machine empires, I found.
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# ¿ Dec 17, 2019 16:09 |
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AAAAA! Real Muenster posted:I still find this to be hysterical. Who thought arming everything you build in a system was a good idea? Now its just the basic outpost claiming the system but its still kinda comical because if you bring ~10 PD you can ignore it. Asteroids are comical, too. Unless the planets are in really unfortunate positions, an unupgraded Starbase can usually destroy one.
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# ¿ Dec 18, 2019 20:40 |
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QuarkJets posted:The fleet manager seems kind of buggy right now Oh it gets so much worse than that. It'll also create phantom fleets sometimes, that you have to manually delete. Or try to reinforce maxed out fleets, which causes new 1 ship fleets to be created. Or create new fleets for each singular ship that stupidly decided to go into enemy territory while reinforcing. And that's before federation fleets get involved.
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# ¿ Dec 22, 2019 09:28 |
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Farmer Crack-rear end posted:Hey so question, I remember like a year ago after they went to hyperlanes-only there was talk of having fortress worlds where you could chokepoint a system with a colonized planet and a stronghold on it that would prevent the enemy fleet from hypering out, requiring them to bring an invasion force that could invade and occupy the planet... did that get patched out or something? In order: #1: You need the upgraded version of a fortress (requires a strategic resource) #2: Upgrading your fleet to the current template seems to fix a lot of the reinforcement issues. #3: use gateways and/or your capital as the trade hub to eliminate a surprising amount of piracy problems. Still a pain in the rear end, though.
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# ¿ Dec 26, 2019 23:14 |
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CainsDescendant posted:There's a mod for that, Automatic Pop Migration. In vanilla pops will never move on their own. I've recently found this mod and now the game is basically unplayable without it for me. And I don't even usually play wide empires. Why is something like this not baseline since, IDK, literally forever? Also shut up about the combat already, there's been enough of a pointless circlejerk as is. When I see new posts I'd like to read relevant things instead of a few adults going "no u" over and over or whatever it is you're doing. Yami Fenrir fucked around with this message at 00:00 on Dec 31, 2019 |
# ¿ Dec 30, 2019 23:54 |
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ShadowHawk posted:Planets will stop growing if you exceed the housing limit by a certain percentage. You're most likely to hit this if you neglect a new colony by not building any housing at all, otherwise you have to be quite in the negative on available housing. I think you can still build robots in that case, though. This is something I noticed as well - the nomadic/sedentary traits actually just pull/throw pop growth from/into the void, which is kind of funny.
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# ¿ Dec 31, 2019 00:53 |
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Zodack posted:Wait, so Immigaration/Emigration being a stat means... what, from other Empires, I guess? Honestly, I have no idea. There's both immigration within your own empire (What CainsDescendant described), but there's also immigration pull. A lot of those modifiers are planet wide, but some (such as one of the megacorp branch office buildings and a megastructure) are empire wide, which presumably means it affects other empires. What it actually does? No bloody clue. I'm fairly sure it's literally never explained properly ingame how cross-empire immigration works. I tried to have an empire based on massive immigration bonuses before, too, and it barely did anything despite having migration treaties with most of the galaxy.
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# ¿ Dec 31, 2019 01:29 |
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Gadzuko posted:I'm fairly sure cross empire migration isn't modeled at all, unless migration treaties provide a growth bonus. There's no such thing as real pop migration any more. You just lose growth from emigration and gain it from immigration, but actual pops don't move from one place to another. As far as I know migration treaties just increase the variety of pops available. The immigration system has been... dare I say... abstracted But then, what are empire wide immgration pull bonuses for? They have to be pulling them from other empires, right? ... this system is so arcane. I almost prefer the old version, as annoying as it was.
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# ¿ Dec 31, 2019 01:44 |
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DasNeonLicht posted:Really? I assumed that if overcrowding gets bad enough, emigration would exceed population growth and give me a negative population growth value. yes. Enjoy the unemployment benefit events! And the crime! It's not miserable at all. I like the job system but this one part makes me miserable late game. This is why I always have resettlement on, even on liberal empires. It's simply a necessity.
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# ¿ Dec 31, 2019 02:17 |
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ShadowHawk posted:The way migration treaties work is that they make both partners eligible migration targets. Pops that have migration disallowed still won't move. You won't lose pops, but you might lose growth if you have a lot of push due to overcrowding. Well, that's kind of meh. At least you immediately get to colonize with their pops, i guess. Also re: planet build speed, are you sure it doesn't work? I feel like it does. I may not be the best judge of it, though, as i tend to just queue up whatever building necessary and then ignore the planet. It's rare to have to build a lot of buildings anyhow, the bigger issue are the stupid city districts for ecumenopolis'.
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# ¿ Dec 31, 2019 12:06 |
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Okay, I did some testing on Planet Build Speed. It does work. Sort of? My starting point for an Alloy Foundry was 240 time units. Then I got the +50% build speed technology. Now the planet says it will take 160 time units to build. When I actually build an Alloy Foundry, it actually takes 180 time units to build. I don't have any planetary modifiers that'd change that, so... I have no idea. At the very least it DOES lower the build time, I guess?
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# ¿ Dec 31, 2019 13:27 |
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I see Zro more than I see Living Metal tbh. I wish i saw Living Metal more cuz it's infinitely more useful, imo. 720 days per megastructure, anyone? You can get it even lower, technically. Possibly down to a year or less, even.
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# ¿ Jan 1, 2020 12:26 |
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The trick is to be a fanatical purifier. You are saving the galaxy from bad performance by eradicating the main source of lag, the filthy xenos.
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# ¿ Jan 2, 2020 11:51 |
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Grouchio posted:Are 2000+ system galaxies still unplayable a century in? Even with those performance mods? Oh the game is mostly fine a century in. It's 2 centuries in where your cpu starts begging for mercy. Even on mediun which has like, 1k stars?
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# ¿ Jan 6, 2020 11:59 |
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The game is fun but pretty shallow. After a while you will know all the events, all the digsites, all the everything. However, mods can fix a lot of the problems. I absolutely fell in love with gigastructural engineering, guilis planet modifiers, and starnet ai improvements, for example. Plus the new dlc should hopefully shake things up quite a bit. The bureaucrat job, while kind of being a sucky implementation, might actually make megacorps a lot more playable.
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# ¿ Jan 7, 2020 09:19 |
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GunnerJ posted:For what it's worth, a friend of mine picked up Stellaris again after trying it a year or more ago and told me "wow with all this new DLC, Stellaris is good." Was an interesting contrast to this thread. This actually was my reaction as well. I've stopped playing the game around the time they nerfed Tachyon Destroyers into the ground and picked it up again only recently. After a while you start noticing the problems that remain but it's legitimately much, much better than it used to be.
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# ¿ Jan 7, 2020 17:15 |
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NihilCredo posted:I started my first Stellaris game in like two years and I've got a Grand Dragon hanging out over my relic planet, while my fleet cap is like 70 so I'm NOT gonna get rid of it soon. It'll just sit there looking scary. If you colonized the planet already you're mostly fine. Begging for mercy buys you some time, while just NOPING out ot there makes your science ship engage emergency ftl.
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# ¿ Jan 7, 2020 20:34 |
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NatasDog posted:The Khan's supposed to be a mid-game threat, right? I think it's a pretty good barometer for how well the galaxy's doing overall in that light. I only play MP anymore, but depending on how you, your fellow players, and whatever random AIs are populating the galaxy are doing, the Khan can be a huge pain in the rear end or a complete pushover. I mean, I guess the reformation phase could be handled better, but at that point it's just a cleanup exercise anyway. The Khan's actually a huge non issue as long as you're not a purifier type or in a federation. Since you can just surrender to him and all.
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# ¿ Jan 8, 2020 17:22 |
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# ¿ Apr 26, 2024 06:17 |
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TommyGun85 posted:I think I missed this "Khan" as I have no idea what anyone is talking about. It's a mid-game crisis event that requires marauder empires to be able to spawn, which I believe requires one of the dlcs. At some point of the game a Khan will rise, unifying one of them genghis khan style and try to conquer the galaxy, spawning a huge amount of fleets to do so. Honestly, though, the implementation is horrible. Either you surrender to them (temporarily losing some income but being 100% safe from them), have a fleet/bastion strong enough to kill them (in which case this self-proclaimed "military genius" will suicide themselves into the same death trap twice), or you aren't even on the same side of the galaxy as him to just wait them out, as [spoiler] they'll eventually die from old age, disease, assassinations, or whathaveyou.) The worst thing you can do is try and actually fight off this enemy that is stronger than you, as you can't exactly guerilla warfare anyone with fifty billion freespawn fleets they throw into every direction all the time.
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# ¿ Jan 8, 2020 17:39 |