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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i haven't been following stellaris news for a few months, waiting for the 2.2 patch. is there any info or estimate on when it may be released?

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
playing as life seeded and enjoying so far once i decided not to do a tall habitat run and instead just made my world so fuckin nice that i stole pops from every remotely friendly neighbor and then colonized all the planets in my empire with friendly aliens

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

jokes posted:

Is there a natural mechanic to make workers turn into specialists even if there's plenty of worker jobs available? My homeworld turned into a huge research world but I still always had like 30 jobs available for workers.

pops naturally want to be promoted. if you build structures too quickly then everyone's going to take the nice office jobs and there will be nobody left to toil in the mines and fields

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Fister Roboto posted:

I'm pretty sure what happens is that lower class pops automatically and instantly promote if there are middle or upper class jobs available. It's kind of weird considering that it takes five years to demote a pop.

it's not that weird - if you have one hundred people, and you create two hundred jobs, and you say "over here are the hundred jobs where you get to sit down at computer all day, and over here are the hundred jobs that involve intense manual labor" then very soon you will have one hundred empty labor jobs and one hundred full office chairs

the game doesn't explicitly warn you not to overbuild but if you've played similar paradox games (cough vicky 2 cough) it's pretty intuitive. nobody's going to fix the generators if everyone gets to be a blogger

jokes posted:

Weird.

So on other worlds that weren't big cities I had a shitload of robot workers who ended up leaving my humans unemployed. I was having issues of unemployment because I didn't realize I flooded my empire with robot workers as much as I did and I had something like 200 robot workers. I didn't know what to do with them since you can't purge them so I just switched their AI to require less upkeep/housing and shoved them onto a bunch of mining/farmworlds where the bulk of them remained unemployed.

What do you do with robots? I purged all the other alien races from my conquests but robots, man.

robots take up basic mining, farming, and energy jobs. later you can promote them to take on medium tier jobs as droids, and then turn them into fully synthetic sentient beings who may or may not have full rights as living creatures

but for now use them to staff the farms and stuff so your citizens can all work the middle tier jobs

Mr. Fall Down Terror fucked around with this message at 22:31 on Dec 11, 2018

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Fister Roboto posted:

You're not going to turn 100 coal miners into 100 software engineers overnight and for free though.

It might add more micromanagement, but I think I'd prefer a system like Vicky 1 where you could spend resources to change a pop's vocation.

eh i'd rather not get a job skill layer involved. instead of waiting for pops to demote it's easier to generate more pops. i wonder if too-fast expansion is dragging down some folks pop growth rates through emigration because in my life seeded quick growing plant people game i've got the pop growth up to close to +6/month, or a new pop every 16.5 months

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Corbeau posted:

I think what's most strange to me is that jobs only come from crime and player-built buildings. It's like every single government type is a command economy and any private enterprise is considered criminal. There really ought to be a chance for unemployed pops to do self-sustaining things other than crime or waiting for the president to build a new factory (unless your government really does criminalize all non-state enterprise).

you want to play https://store.steampowered.com/app/261470/Distant_Worlds_Universe/

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i think it would be pretty cool if the cloning vat technology unlocked the ability to produce clones as an alternative to robots. build a cloning vat building like the robo factory to generate them as a separate branch of your population but with some kind of heinous negative trait modifier reflecting that they're nerve stapled or inferior or something, only suitable for weeding fields and cannon fodder. really just a reskin of robots but an alternative to boost pop growth for authoritarian bio-empires who don't want to suffer machines to exist

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

CoolHandMat posted:

maybe i mised this in earlier posts, but are the Discovery traditions still the best ones to max first? i've tried Exploration but i feel like my research got behind a bit.

discovery is still a decent pick but the power gaming path is expansion -> discovery if you want to explore or supremacy if you want to fight

research is not as important as going all in on pop growth as quickly as possible. once you get a few colonies up you can offload some of your industry from your capital and replace it with labs

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

binge crotching posted:

I should be able to deal with that, it's just going to be weird being able to actually colonize in a life seeded start. I was thinking about going Inward Perfection / Life-Seeded, which gives me a huge bonus to pop growth. I'm so used to that being canceled out by habitability that I was worried there was something big I was overlooking.

instead of xenophobe/inward, go xenophile, poach pops from your friendlier neighbors through migrant treaties, and use those pops to colonize. since you have gaia planets you will have a huge built in advantage to attracting migrants from other empires

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

mormonpartyboat posted:

i trip and fall and infinite clap emojis tumble out of my trenchcoat as i shout NIHILISTIC ACQUISITION

that works too but i love the flexibility of the system that you could play it as evil abductors or basically the galaxy's greatest hospitality managers

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
rolled a devouring swarm game last night (extremely adaptive, fast breeders) and it's 2250, i've colonized a dozen planets, three of which were primitive civs who were invaded and eaten. i uncovered the cybrex homeworld with additional sentry tower and command center ruined megastructures nearby so i guess i'm going to get those acension perks eventually. i still have not made any contact with any other FTL empires but i've got about 3k in fleet power and a giant army ready to roll so whoever i bump into first better be loving ready

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

ZypherIM posted:

I'm not a fan of rapid breeders for hive minds. It is about half as effective as it is for normal empires in terms of raw increase, because you start at +83% growth, while normal empires are +10%. Eventually you'll do bio ascendancy stuff and can get a better version if you like.

Until they go back to hab% effecting growth, I'm not really sold on adaptive at all. You can take charismatic for +20% amenities, which is the same amount you'd recover from v.adaptive (and benefits your other worlds more). Then it is just the upkeep cost of drones, the majority of which are going to be food. You'll want to avoid complex jobs on low hab worlds (since I'm pretty sure that the costs to run, say alloy factories, are considered upkeep), but as raw resource worlds you're just paying a premium on food until you can terraform that poo poo.

i see this but my preferred playstyle is more role play than power gaming, i took fleeting and sedentary as well because i wanted a race of space roaches. i would have taken tomb world but it's not compatible now with hive mind (iirc it used to be)

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
one of the worst thing that happens to most successful sci fi or fantasy authors is that they become successful and then think they have a free hand to really let their ideas hang out, without proper pushback or criticism. like the least weird guy i can think of was asimov and he was your typical bespectacled incel nerdlinger

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
does sector automation do anything at all?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Shumagorath posted:

Thanks for the summaries! It's the early game right now and I'm limited by energy. Do I want to expand and mine more stuff in space or build more energy sectors?

Different question: If no races in the game have Sol as their origin and you don't roll it as being full of primitives, can Sol / Alpha Centauri / Sirius / Barnard's / etc just not spawn? I'll have more fun playing as wacky aliens if Earth isn't on the board.

you want to do both. expand if you can, pops produce more resources but you also need pops to produce unique resources like alloys and unity

sol or one of its variant states has a 50% chance of spawning at all, or not. it can spawn in medieval times, during ww2 (there's a cheevo for interrupting this), at the dawn of the space age, or after nuclear war

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
there was this

https://www.youtube.com/watch?v=DM97fXoTxUw

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

hobbesmaster posted:

Sid Meier wasn't actually involved in that disaster was he?

he was the sole designer according to the credits i can dig up, here he is talking about it with jake solomon who is the design lead for the xcom reboots

https://www.youtube.com/watch?v=SYMcmXrwZ0k

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
good loving god when you get fen habbanis as a devouring swarm :eyepop:

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

QuarkJets posted:

I have an urge to go conquer some dudes, but what's the best strategy here? Go after high-value systems? Try to conquer planets? Take everything? I come from EU4 where you're usually making claims against border provinces, but here you can make claims on practically anything. Yet I don't think that I'd want to own a system surrounded by a rival's system so I guess one strategy would be to carve a path toward a desirable objective, like a high-habitability world or maybe a hyperlane chokepoint, using claims?

I went through the First League event chain and now I have colonized their old homeworld. This place seems insanely good. My strategy so far has been to just let planets grow naturally with a gene clinic and occasionally pumping their growth rate with the food decision. Should I be moving population from my other systems onto this planet to take advantage of those powerful arcology districts?

if you have fen habbanis and you're xenophile you have an alternative to conquest - do ideology wars on your hostile xenophobe neighbors, flip them into being allies, then sign migration treaties with them and poach all their pops to come immigrate and work in your copious bottomless factory. this way you get to do wars, you don't have to get large chunks of new space to micro, and you still get the pillage of conquest which in stellaris right now is more pops to run your economy

ecumenopoli are extremely broken and OP right now, and you got the precursor chain with the hands down best reward waiting at the end

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Taear posted:

While that'd be cool why bother when you can just conquer them? I guess it could give you score maybe.

part of that awkward dissonance where stellaris wants to encourage role play. there's a lot of suboptimal civics and choices you can make for the sake of playing stellaris not as a game, but as a story generator. and you can't really role play as a powerful pacifist xenophile empire if your only choice to eliminate hatred and warfare fro the galaxy is by conquering and eliminating wayward empires. imagine if starfleet enforced the prime directive at the point of a sword

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Taear posted:

Don't get me wrong, I do play it as a story game but it feels like if you're an empire going out saying "HEY DO THIS THING" then you're necessarily an aggressive empire so you might as well just attackthem, you know?

think of it as attacking with influence and soft power rather than lasers and torpedoes. otherwise, why wouldn't every empire from fanatic purifiers to inward focused pacifists have the same attitude towards military spending?

aggression is necessary regardless since otherwise you're just playing SimSpaceEmpire but the aggression should come in different flavors

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i'm playing as a generic machine intelligence. i'm trying to stay under the sprawl cap so i can blaze through the tech and unity trees. i also get tired of administering giant empires. but i also need to beat up my neighbors before the swarms and purifiers get there first

i want to release vassals to create friendly buffer states. but i can't release a shard of my AI consciousness as a vassal, right? can i take all the bio pops, dump them on some planet, say "hey you're a vassal now, no more creepy matrix tanks" and do it that way? luckily the first planet i grabbed from my neighbor was a gaia world stocked with a buffet of organics from various chain migration treaties so i have options when it comes to stocking various worlds

Mr. Fall Down Terror fucked around with this message at 08:00 on Mar 13, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Wafflecopper posted:

Okay thanks everyone telling me to ignore the cap. I went over it a little but the penalties seemed kinda steep for a few more minerals and energy so I didn't go too far. Next time I'll just go nuts. Should I skip the poorest systems or just claim everything?

there's a system cohesion mechanic that kicks in when your empire is too 'snakey' and that will gently caress you

in my current game i am doing a gimmick with the default lok race of lizard scientists. i'm staying under my admin cap (mostly) by expanding and breaking off sectors as vassals to create sibling empires. the only reason i'm doing this is to race through the tech tree, and now that it is 2310 and i'm locked in a federation hellwar and all other empires range between 'inferior' and 'pathetic' in relative tech i'm taking my tiny empire and blowing past the admin cap by spamming habitats everywhere. so, go past the admin cap unless you have a good reason not to (but always try to get stuff that increases your admin cap if you can)

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
what would cause pops to stop assimilating in 2.2.6? i've got flesh is weak but i'm not going full synth, i'm happy to borg everyone. i have xenophile ethics and am just attracting waves of immigrants to boost my numbers. i have plenty of species which assimilate just fine but then others which never do - i set a group of them to assimilate and they just sat around, not assimilating but reproducing, to the point that unemployment events started to fire and i had to wait out a decade to switch them back to full citizenship. is it because i set AI rights from servitude to citizenship?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

wiegieman posted:

Check your individual species rights settings.

i did this, they were all set to assimilation. some were assimilating (i assume, they were at 0 pops with a small number of un-gene modded borg subspecies and a larger number of gene modded borgs) while others were refusing to assimilate and just sitting around causing unemployment for no reason

Darkrenown posted:

Assimilation has a bug :negative:

ah word, thanks. i'm in ironman but it's no big deal, i'll just have some unborged organics running around. i guess they're set to residence now to encourage them to leave lol

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Beer4TheBeerGod posted:


1. As Determined Exterminators there are a bunch of Robots in my Empire that aren't being automatically purged. I don't feel like wasting valuable research time converting them to a different species so that the game realizes they aren't worth having. This seems like a bug.

determined exterminators hate organics, not all xenos. i was doing a gimmick as a race of isolationist rogue science bots but one of my neighbors was skynet and so i changed plans and we purged the galaxy together. afaik you can't purge other robots so it would be nice to have that option

scaterry posted:

Considering arcologies and habitats are at the same point in the tech tree (tier 3 engineering, year 2250ish), it's pretty clear habitats could use a buff, yeah?

Like you could have a fully outfitted habitat (12 calculator jobs) or you could fully upgrade two research buildings (also 12 calculator jobs)

its a bit nonintuitive but habs suck for science generation. instead think of them as little sky factories, especially when you put chemical plants in them or whatever and each one has its own pair of t2 foundries for which the necessary strategics are generated on site. you'd think they'd be great for science but it's better to use them to take up the industrial burden so you can turn your planets into university worlds

e: and as zig-zag says above, you can also park upgraded fortresses there so you can get 16-32 fleet cap per hab

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OneSizeFitsAll posted:

Ok thanks guys. Makes sense re the usefulness of the reactor booster. Looks like yet more tutorial videos are in order to get to grips with combat/fleets etc.

honestly ship design is pretty basic in the game, there's no reason to use the auto designer

have a mix of kinetic/laser in your fleets, and a balance of shields/armor. this should serve you just fine against the AI, you don't need to hyperspecialize your designs unless you're playing multiplayer

number of hulls is the most important thing. more ships is always more important than up to date, quality ships. bigger ships is generally better, until you get to battleships which are more situational because of how expensive they are in time and alloys

here's what i do:

early game, have a corvette swarm. i like to do 5/20 corvettes with a point defense and 15/20 corvettes that are the three small gun interceptor design. you don't need much point defense but you do need it, if you want to be aggro and take enemy outposts you can roll them with a little PD since outposts defend themselves with missiles

when you get destroyers, shift to building destroyers. you can do just fine with a 30 size fleet of 20c/5d or a 40 size fleet with 20c/10d

when you get autocannons, it's good to shift all your corvettes to an all autocannon swarm design and use your destroyers as a mix of medium/small laser designs, and a few destroyers with point defense. of course you might also want to keep a few PD corvettes so you can have all corvette fleets that move fast and take systems

when you get cruisers, it can be good to have these as laser or plasma ships of the line. battleships are best used as either strike craft carriers or long distance kinetic artillery starbase killers

this is really all you have to do to do well against the AI at a medium difficulty. there's a lot of math you can do for optimal min/max but it really isn't necessary

once you have your few basic designs down, just revisit the designer screen every once in a while and click upgrade to best, before you refit your fleets

in terms of research, keep in mind that the real gateway techs are reactors and hull designs, not weapons. you'll need weapon upgrades but it's better to get the appropriate tier reactor tech first, and it is usually better go for ship hull upgrades than weapon upgrades. there's no point to having the biggest lasers if you don't have a sufficient reactor to power them, or if you have to compromise on shields in order to manage the power budget

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
so, i just found the Sanctuary system... as rogue servitors

how should i approach this? i can't biotrophy primitives, can i? smash the station, uplift, protectorate, then i've got a free ringworld?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
yikes, just had an insane bug where i lost like 30 years of ironman progress because i quit a game to desktop on january 1 game time, and it broke my cloud save somehow...

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OneSizeFitsAll posted:

For trade value that is produced by colonies, i.e. its buildings or inherently by the colony itself, do I need to send it back to my capital via an upgraded starbase in the colony's system, like you do with the trade value floating around in space, or is that trade value automatically exploited?

This is my n00b Stellaris question that google hasn't helped with for the day.

Getting to grips generally with the game, though. It clicks a little bit more each time - now I'm pretty comfortable with fleets and ships, although I've only had combat with random hostiles rather than any wars yet. I played for hours last night and am pretty tired today as a result.

you need to collect the trade somehow, via trade coverage. all trade value is counted the same, whether it is on an uninhabited planet or if it is generated by population on a colony

a starbase in that system will serve as trade coverage. all starbases inherently have a coverage range of 0, as in, they collect the trade in their system and ship it along as a trade route

you can also build add ons to starbases that increase their trade coverage range, each one adds +1 step, so if i have two of these in a starbase then i can collect trade in systems up to two hyperspace jumps away. if you have a starbase on a sector capital with three trade posts on it, then you are capturing all trade value in the sector, since the sector is no more than three jumps away from the capital

trade that is collected in this fashion is immune to piracy. pirates only impact trade routes, that is, trade headed between starbases. so it is a little better to have one dedicated station sucking up all the trade value, if possible. if you're playing as a megacorp, who doesn't want to blob out, then in an ideal world you have one starbase on your capital planet with all the trade posts, and you never have to worry about escorts or trade routes since it dominates all trade in your entire empire

Mr. Fall Down Terror fucked around with this message at 14:30 on Apr 11, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OneSizeFitsAll posted:

So to collect and benefit from the trade value generated by the colony, I do need an upgraded starbase in its system (or an upgraded starbase with a trade hub in an adjacent system etc)? I have to send it back to my empire capital, in other words.

yes. you will need one of two things to collect the trade:

-a starbase of any size in that system

-a starbase in a nearby system which has trade coverage over the target system

if the trade is not collected by your capital system, then it will be sent to your capital via a trade route which can be hit by piracy

one of the reasons that a tall build generally uses "don't settle anything more than six jumps from your capital" as a rule of thumb is that six jumps is the maximum possible trade coverage range for a single starbase

oh and later on trade can flow through gateways, both trade coverage and trade routes

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OneSizeFitsAll posted:

Wouldn't that just be trade value on uninhabited planets that would show up like that? My query is specifically to do with the trade value generated by buildings on my colonies.

Also what is the relevance of sector capitals here? As it all needs to go back to my original planet (Earth in this case) to be converted into energy/unity etc.

all trade is treated the same, regardless of source

sector capitals don't matter, i only used it as an example of how to calculate trade coverage range - sector borders are no more than three jumps from the sector capital, so a starbase in a sector capital with three trade posts would collect trade in the entire sector. the only capital that matters is your empire capital, because that is where all the trade will flow towards

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Al-Saqr posted:

Hi guys! Just got stellaris for 10 bucks on their site, any beginners advice? Also, is there any expansions that are absolutely necessary? There seems to be a bunch but they all seem cosmetic or whatever.

all the expansions are good, but if you're budget limited get distant stars, ancient relics, and utopia first. stellaris is very strong in the initial sense of wonder and exploration game, and these DLCs give you the most bang for your buck there

the way the pop model works in stellaris means it is very easy to overbuild on districts. you want to pay attention to matching jobs and pops. don't feel pressured to fill building slots, as if you have 50 jobs for 40 pops that means that you'll have labor shortages on the lower tier jobs like farmers, miners, and technicians (energy = money)

sprawling is costly. don't feel like you need to spread all over the place. it is good to sprawl all over, but this leads to micro. playing tall is viable

pop growth is by far the most important thing. more pops = always better. as folks were discussing on this page, materialists who build robots get more pops

what is your preferred playstyle? warlike? diplo? luxury space communism?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Al-Saqr posted:

As far as playstyles lol I have no idea, I heard from someone that this game was like that old Star Trek Birth of the federation so I was curious for a while about it, when I Heard it was $10 on the paradox store i just figured I’d go for it, I think if I were to estimate I guess I’ll try gay space luxury communism, but I’ll try to be like the Star Trek federation whatever that might mean lol. I’m going in pretty blind.

it is entirely viable to do a friendly everyone gets along playthrough. the empire civic "shared burdens" is the communist one. combine that with "free haven" to pull pops from other empires and do some flavor of xenophile. you'll have to roll your own empire as there are no preset empires in vanilla stellaris which use shared burdens, i'm actually not even sure that civic is in the base game now but it's probably been patched in

don't neglect your military. even if you aren't being warlike, neighboring empires will jump on you if they can and there are more than a few types of empire who default to "kill everyone" mode

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
also: megastructures sound really cool and fun but they come way, way late into the game so don't start getting dreams of building a ringworld unless you specifically optimize for that

for a first playthrough it's probably best to just bumble along exploring the wonder of the cosmos and trying to be everyone's space pal

e: except for the empires who want to murder you, turn you into a slurry, enslave you, or devour you whole

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i just picked up stellaris again after a couple years. i'm playing as DE robots, with migration policy = off. i've got some planets with unemployed pops which i didn't get around to resettling myself because i was fighting a war. i go back to check on those planets and the pops are gone. where did they go? did they disappear or did they move to another planet?

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