|
NatasDog posted:I get all that, but it's not exactly the worst option to go after him. On harder difficulties it most definitely makes sense to just peace out with him if he spawns early and/or you're right next door to him with no one to back you up, but I've yet to have to do that. Granted, I play with a few friends and that's usually our cue to band our fleets together and smash into the Khan until he's dead, retreating and regrouping as we go. I don't usually mess around with the extra event fleets since taking the Khan himself down is what ends the event. I guess it was worded pretty awkwardly. My point was that militarily, the Khan is either going to overwhelm you with sheer numbers (continuingly throwing 16k+ freespawn fleets your way like, one at a time over and over can be hard to deal with if you're not prepared for it) or he's going to be laughable as he suicides into your death fleet of 60k+ fleet plus 31k citadel because they does not take any sort of danger into account whatsoever. Despite the game claiming the Khan is a military genius, you know.
|
# ¿ Jan 8, 2020 21:22 |
|
|
# ¿ Apr 25, 2024 10:25 |
|
QuarkJets posted:I've had plenty of games that weren't at either of those extremes. They tend to expand in all directions, so their Doom fleets are less of an issue unless you're literally the only target. Those fleets also don't spawn very frequently, it's about as long as it would take a normal empire to build those ships they just don't have to spend resources (e.g. It's basically the marauder raiding mechanism, the fleet just goes directly to the Khan instead of becoming bribable) I guess. The game has a tendency to somehow always end up with at least one marauder empire close to my borders, and somehow it's almost always the closest marauder that goes Khan on me. Also suiciding into a fortress doesn't seem all that glorious to me but what do I know.
|
# ¿ Jan 9, 2020 06:38 |
|
Ham Sandwiches posted:This has been my experience as well. I think I've played like 3 campaigns since the great khan content was added and in every case there was a marauder empire pretty much right next to me and my AI neighbors spend the game commissioning them to bring me treats. I've only had it not fire only once. I thought it was a thing that just always happens, like the crisis.
|
# ¿ Jan 9, 2020 06:47 |
|
QuarkJets posted:In multiplayer games Marauders seem to threaten a nearby player at random (but who knows, maybe there's some other check), and then if that player pays the bribe they make the same threat to the next person and so on. So I suspect that the AI receives Marauder threats too but always just pays them off I've seen AI get raided quite often. I don't know if they just lacked resources or whatever, tho.
|
# ¿ Jan 9, 2020 12:28 |
|
"Will you make the level mechanic more immersive?" "no" "Will you do something with the now obsolete civic feudal society?" "no" "Will you allow people to share some things that make sense (like amobae pacificaiton)?" "no" "Will you be able to affect your federation member's politics in this here politics update?" ".. no"
|
# ¿ Jan 23, 2020 16:18 |
|
If you think about it, the diplomacy update barely changes anything about diplomacy. You get modifiers, the diplomatic stances, the envoys, but... Federations remain as static as ever and that's the real issue, which is just entirely being ignored. Meanwhile Origins are like 40% retooled civics, 40% "Start as (x) planettype)", 10% mods turned into vanilla features, 10% new stuff.
|
# ¿ Jan 24, 2020 06:45 |
|
Yes, you'll be able to butter up somebody with envoys. It doesnt matter how much an empire likes you though , if they're in a federation they will never ever leave without being liberated or otherwise punched out of.
|
# ¿ Jan 25, 2020 10:01 |
|
Gort posted:Yeah, I'd say people wouldn't bitch so hard about the flaws in this game if they didn't like the game as a whole. If it was just poo poo all the way down the thread would've died years ago. It's pretty much this. It could be so much more if it wasn't for... Paradox dlc policy, really. It's poison is really showing, imo.
|
# ¿ Jan 27, 2020 17:54 |
|
Burginator posted:I played this a shitload on PS4 but the massive tile update on PC had me caught for a long time before I really understood how to do all the changes -- But now I'm getting into the midgame and wondering if somebody could help me out with sector management? I conquered 2 of my neighbors and now I have a billion planets and it's just way too much work, but it seems like sectors are just relying on lovely rear end AI -- How do I make sectors worth using? You don't, really. Last time I tried them, they just immediately ruined my economy when I let them touch ANYTHING. I thought the issue was that I didn't let it control enough of my empire so I gave my entire empire over to the management AI. It immediately made me run a -500 energy deficit, a -300 mineral deficit (how???) and started building a ton of food. I was playing lithoids. So uhm, yeah. The management AI's are still terribad.
|
# ¿ Feb 6, 2020 06:41 |
|
Burginator posted:I am fairly certain that I'm going to win this game entirely because I have literally 1 tile that any enemy can attack me through (My other side is a federation bro), and that tile is the greatest murder tile that has ever existed. Pretty sure I can just go AI for the rest of the game and probably win, I'm excited Building death bastions of doom and then forgetting the rest of the galaxy while you become science itself is the real pro strat to win stellaris.
|
# ¿ Feb 8, 2020 11:49 |
|
Burginator posted:It's my current gameplan -- My last game LOOKED great, I had an enormous empire, everything was coming up Burg but then.... Two Fallen Empires went to war, which entangled the other half of the galaxy, and I was fighting 5 wars at once and it ended my best game yet I usually try to grab as much territory as I can while having a good amount of chokepoints (up to 3). Going too small will hamper your science as much as too wide will. Also note that machine empires are still stupid and are much, much better at tech rushing than even technocracy materialists are, simply because they don't need the space to build consumer industries or dedicate planets to food. No, instead they need minerals... which they also get a lot more of, because machine worlds. I've managed to rush tech so hard in one game where everything just clicked (cybrex precursors, great start, etc) that I finished repairing a ring world in 2270. By the time endgame hit my bastions were strong enough to kill awakened empire fleets on their own, same with the endgame crisis due to having an unholy number of repeatables.
|
# ¿ Feb 8, 2020 12:12 |
|
Burginator posted:Yeah -- My current game, I've got a nice slice section of the galaxy, and I have a singular choke point that connects me to my enemies. I've only got about 30 systems, but I think that if I just focus up I can just take an enormous tech lead and suddenly obliterate my neighbors later on This is pretty much my experience early on. I huddle behind bastions and optimize my economy and whoops suddenly everyone else is Pathetic to me Yami Fenrir fucked around with this message at 13:16 on Feb 8, 2020 |
# ¿ Feb 8, 2020 13:12 |
|
Libluini posted:I hope the poor bastards can use them, because I had some late-game bugs happen where my fleets suddenly couldn't find paths to nearby (and connected, obviously) systems and I had to use their jump drives constantly, just to move them around. The game breaks in fascinating ways the longer you play. Even in the standard game length, it will start showing you wrong symbols for your planets (such as "free building slot" when you don't have housing) How does that even work?
|
# ¿ Feb 8, 2020 18:51 |
|
A lot of them are things that are previously civics or "you start on a (x)", though. I do like the nonstandard ones like ringworld and habitats. Scion start sounds really interesting (if easy mode)
|
# ¿ Feb 13, 2020 16:13 |
|
Deuce posted:Are the pre-placed abandoned gateways an avenue for invasion into my territory? Do I need to bunker them up? Destroyed and deactivated gateways are perfectly safe to keep around (they can only be used while people aren't at war with the owner, so your enemies need to conquer the systen to use it) L-Gates on the other hand are free for all and can be used by everyone at any time once reactivated.
|
# ¿ Feb 14, 2020 05:58 |
|
ShadowHawk posted:Your enemies can't use activated gateways either unless they control the system during a war. This is pretty much what i meant to say. Sorry for the awkward wording
|
# ¿ Feb 15, 2020 12:33 |
|
And Tyler Too! posted:Paradox made a new launcher that nobody asked for and it broke a lot of mods. A significantly worse launcher as far as modding is concerned even for the working mods, mind you. Who the gently caress thought manual load order is a good idea? Especially if you have double digit mods. AND CAN'T BLOODY SCROLL!
|
# ¿ Feb 16, 2020 18:44 |
|
And Tyler Too! posted:So I made a new Empire focusing on Robotics because I have never tried the synthetic ascension path. I find myself wedged between 2 neighbors, one habitable planet, and only 1 remaining avenue of stellar exploration. Let me give you a quick warning. If there is a spiritualist Fallen Empire, you're a fanatic materialist and you don't have xenophile or other opinion modifiers, the fallen empire will have -100 opinion of you once you ascend to robots ( i believe). Which will lead to that fallen empire declaring war on you, on cooldown, because good game design.
|
# ¿ Feb 20, 2020 12:11 |
|
Cynic Jester posted:That their brag video about their sick performance improvements has a 6-7 second long stutter is hilarious. Honest, but hilarious. To be fair, that game is running at 20k+ pops. That is a lot more than most games will ever get to, even huge ones.
|
# ¿ Feb 20, 2020 21:44 |
|
Splicer posted:The new resources are a horribly wasted opportunity that just end up busywork. The new planet management is ruined by the pop based building caps. Diplomacy is unchanged, but the new patch is changing it a bit. Not only are they busywork, not using them makes you more powerful. See also: Machine empires.
|
# ¿ Feb 21, 2020 16:18 |
|
Serephina posted:So I've carved a bloody path through a small galaxy by 2280, and trying to figure out the victory conditions. I do really need to wait until 2500 to see the game over screen? If I like, push over the fallen empire and I'm the only one standing with no crisis in effect, will it end? Does taking more land do anything? Or am I really just sitting here for literally 2/3rds the game? It's 2500 or kill all other empires, iirc. Honestly you have won WAY before the game announces it as such probably a good 100-200 years before, anyway.
|
# ¿ Feb 21, 2020 16:27 |
|
Best Friends posted:Wait, what? Alloy factories and consumer goods are HUGE building space sinks if you don't have an ecumenopolis. Food also takes up a decent chunk of your district space. While organic empires have ecumenopolis, they take forever to create and even then you need to retrofit your planets to produce your alloys there, get the rare resources, etc. Machine empires need neither food nor consumer goods. You can focus on the two most basic resources, energy and minerals immediately. On top of being able to colonize EVERYTHING. Additionally, early game most organic empires will spend their time simply stabilizing their resource incomes so you actually have alloys to produce ships with while also having good research. Machine Empires and to a lesser extend hiveminds can just dump minerals into Research. This is secretly actually really powerful. You have a LOT more building space available for research and alloy factories since you aren't using consumer goods at all, much early. You can acquire tech to snowball with so much faster. Not to mention those two also have machine and hive worlds, which give you unlimited mining districts so you can dump yet more stuff into your war and science machine! Splicer posted:Oh, I meant the rare resources. I'm 100% behind consumer goods and alloys. It's the motes/crystals/gasses that are utterly pointless. The fact that even the most basic building upgrades require strategic resources still boggles my mind. They're supposed to be rare, and powerful! They're neither. Yami Fenrir fucked around with this message at 18:29 on Feb 21, 2020 |
# ¿ Feb 21, 2020 18:26 |
|
Kaal posted:I did some math, and while upgraded buildings can be slightly more efficient than the non-upgraded buildings, they require massive investment and economies of scale to do so. At the first tier of upgrades, it can take 45 pops and more than a dozen districts to support two advanced resource buildings. You basically need one refinery building for each alloy/consumer goods/research building, and huge amounts of energy and minerals and housing to support all of it. Much like the megaprojects, building upgrades don't really make fiscal sense until you're already swimming in resources. If you can afford to refit half your planets into refinery worlds, then you can also afford to just build a massive fleet. The less insane way of doing it is ecumenopolis, which i feel like are both too good and also too annoying to actually make. Having to fill it up with city districts takes SO much time, SO many minerals, gives you a ton of a sprawl AND upkeep, and you'll never be using all the jobs created even before the ACTUAL conversion process (which you specifically need to build resource silos of some kind for as well) and...
|
# ¿ Feb 21, 2020 21:12 |
|
PittTheElder posted:I literally identify which worlds are going to make good Ecumenopoleis (you want a large planet that's easy to defend and preferably with few raw resource districts) and start prepping them while they're idle. The alternative is converting the nearly guaranteed Relic World from the Rubricator, but I'd rather just use that for research. I do that too, but it's still a massive pain in the rear end. Especially since you can't queue up district conversion for more than one type (so if you have 4 mining and 3 generator districts on a planet, you need to queue up 4 mining -> 4 city conversions before it lets you swap the generators at all). I'm talking about the 20k mineral cost, you start with only 15k storage capacity. Also, I did the math and I'm fairly sure there's literally no reason not to turn the relic world into an ecu. It's supposed to be a trade-off but the fact that you get the "Former Relic World" bonus means you have the same research bonus on the new ecumenopolis... on top of having the base 20% to EVERYTHING, AND the 50% pop growth bonus, AND the much better districts. You lose out on the rare resources but I feel like those are a trap on that world anyway?
|
# ¿ Feb 21, 2020 23:09 |
|
Serephina posted:Someone explain the Ecu to me, as I'm just on Vanilla? I think it's part of one of the DLCs. It's pretty much the best planet type, but it's also very specialized. Essentially, you encase an entire planet with steel, making it one giant city. The planet replaces all of the districts with advanced arcology districts: City, Foundries, Industry, and Entertainment. All of those give 10 housing and 10 jobs (city gives 20 housing with 5 jobs, I believe?) of foundry workers, consumer good artisans, and a mixture of culture workers and entertainers. However, each districts costs strategic resources in upkeep. The planet type itself gives 100% hab to everything, 50% pop growth bonus, +20% resources and (I'm not so sure about the last one) also a happiness bonus? It's really powerful but you will lose out on your base resources from whatever planet you encase. Usually, you won't have more than 2-3.
|
# ¿ Feb 21, 2020 23:49 |
|
PittTheElder posted:Well the Former Relic World only gives you +15% Research instead of the +30% that a Relic World gives (it's split between two modifiers that I assume stack but I have not checked). The strategic resources are fine, but you can just build refineries on your Ecu too, not a big difference. Yes. But the planet type ecumenopolis gives you 20% bonus resources to EVERYTHING. That includes research. So you get +15% research and +20% research from ecumenopolis. instead of 30% research. it's not even a trade off despite what the game makes it try and sound like, lol.
|
# ¿ Feb 22, 2020 00:06 |
|
PittTheElder posted:Wait what?? How have I never noticed that before? Mind you I only noticed you get +10% from Gaia worlds a few days ago. It took me forever to realize, too. It's not exactly well explained, honestly? The basic planet types don't tell you squat on that particular hover-over, so you don't bother to check the advanced types, I guess? I think I only noticed it when I started making Machine Worlds everywhere (Always make Machine Worlds everywhere)
|
# ¿ Feb 22, 2020 00:11 |
|
Serephina posted:Ahhh, the 10/10 on districts explains much. Seems fun... in a strictly roleplaying sort of way. Ecumenopolis are ridiculously strong. They're not just for roleplay. (Well, other than the entertainment district...) Consumer Good Factories and Alloy Foundries are gigantic building slot sinks because the optimal number of them is all of them. Ecumenpolis' Foundry and Consumer Good districts are FAR more cost-effective on rare resources.
|
# ¿ Feb 22, 2020 00:19 |
|
I like the job system because you can cram so many pops into any one planet, honestly. However! Whoever designed the stratum system should probably just be fired out of a cannon, into the nearest sun. If I never see a recently migrated-in specialist complaining because he doesn't want to work a clerk job, it'll be too soon. Rare resources are incredibly poorly implemented and I wish they'd just disappear entirely. The way it is the only thing I ever upgrade is research labs, alloy foundries and civilian labs, why ever bother with anything else?
|
# ¿ Feb 22, 2020 00:30 |
|
Arcturas posted:My problem with consumer goods is it feels like if I expand, all I want to do is fill the planet with consumer goods factories because I'm constantly short on consumer goods. But if I expand and add consumer goods to get back to zero, I gained nothing on the expansion! I didn't get additional research production. I didn't get additional alloy production. I maybe got some additional energy production from the vast pile of serfs needed to support a single consumer goods factory, but that's probably a wash with upkeep. And in reality it feels like I lost research and alloys and energy because of sprawl. So what's the point to expansion? I've experienced this too, especially while playing spiritualist. I've legitimately been using the consumer benefits trade policy almost exclusively these days, simply because consumer goods that don't use up valuable minerals are actually really good. You even get a bit of energy to go along with it!
|
# ¿ Feb 22, 2020 00:44 |
|
ShadowHawk posted:One of the relic world features gives you a flat +8 research jobs. So you do miss out on a free upgraded lab. Oh i forgot about that one. I guess that's technically a drawback, maybe. On the other hand i have had size 12 relic worlds which just get 6 districts TOTAL which can barely fit all the resource buildings, much less labs, so i guess it kind of evens out?
|
# ¿ Feb 22, 2020 10:40 |
|
Jabarto posted:Shared Burdens, you bourgeois swine. Oh yes that civic is unironically the best civic in the game. I love it. Unfortunately it's the best because it all but removes an idiotic game mechanic. I shouldnt need to rely on removing game mechanics or even mods like the automatic pop migration (that mod is so good the game is basically unplayable without it for me now) tl fix broken game design. In related news i hope the galactic community auto resettling works, but just like auto explore i feel like it should be a base feature instead of something you need to unlock?
|
# ¿ Feb 22, 2020 10:45 |
|
Deuce posted:Machine empires are so overpowered that even the AI can be competitive late-game. (on a high difficulty) The real proof of it being OP, the AI doesn't just keep over and die with them :V
|
# ¿ Feb 22, 2020 19:15 |
|
I don't even mind consumer goods but they're just not balanced against the alternatives at all. I honestly think standard empires (and megacorps) will fare a lot better with the new Trade League policy. Might even be close to equal to machine empires. Hell, megacorps might even be actually viable with the admin cap buildings and that policy. And since they also get access to ecumenopolis...
|
# ¿ Feb 22, 2020 19:47 |
|
Staltran posted:Amenities aren't exactly hard to come by for anyone else, either. Frankly I'd say regular empires are much better off amenities-wise, as entertainers are far superior to maintenance drones, even with the cg cost. And there's a reason everyone complains about machine intelligences in particular, hives aren't nearly as powerful. The lack of cgs isn't the problem, it's 100% habitability everywhere and high base pop growth. Higher throughput alloy jobs are nice too. I've found the lack of upgrades to Sentinel Posts and Maintenance buildings rather annoying compared to the standard versions. On planets truly crammed full of stuff, you do notice the difference.
|
# ¿ Feb 23, 2020 00:59 |
|
I do have to wonder if they're going to change habitats with the new patch. I'm not convinced they're good enough in their current state to support basing an empire solely on them, especially with the rare resource economy.
|
# ¿ Feb 23, 2020 20:31 |
|
Gilg posted:I'm just starting out in Stellaris and I'm trying to figure out planet specialization, but I feel like I'm just not getting it. How much should I be looking at the planet's features, e.g. how many mining districts it can support, versus other criteria? All I've come up with is: New colony -> Colony, Lots of mineral districts -> Mining World, Lots of generator districts -> Generator World, Lots of Agriculture Districts -> Agri-World, anything else -> I have no idea. My go to is to look for the basic districts, then put tech labs on planets with a modifier that gives research bonus which have a lot district count, and then alloy factories at all the other ones. Small planets can be used for this - you can get a lot done with City/Nexus Districts and basic factories. Big planets with lots of one district work well for refineries, I found. One trick I like using is to build habitats over mineral deposits in space, you will get a LOT of extra minerals to fuel your economy out of those.
|
# ¿ Feb 26, 2020 18:51 |
|
Deuce posted:Auto-generated design for ion cannon platforms... doesn't have an ion cannon. Neither do titans have their T slot. Auto design is just so bad in so many ways.
|
# ¿ Feb 26, 2020 20:43 |
|
Finally a release date: March 17th.
|
# ¿ Feb 27, 2020 18:09 |
|
|
# ¿ Apr 25, 2024 10:25 |
|
Splicer posted:If you build them over a mineral or rare resource deposit they get mineral districts (and a rare resource building slot in the latter). Ebergy and science do energy and science. In nearly every scenario it's actually optimal to build a habitat over the deposit if you can afford it. For the base resources you can get hundreds (i believe i managed to get like 400) out of a single habitat over a 3 mineral or energy deposit. Rare resources you get 1-3 of so it's still better to do in most cases. Only the most rare strategic resources like living metal dont give you extra, iirc.
|
# ¿ Feb 28, 2020 12:08 |