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Gort
Aug 18, 2003

Good day what ho cup of tea
Loving the game so far. Slow expansion through outpost spam feels much better than what we had before.

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Gort
Aug 18, 2003

Good day what ho cup of tea
After all these "My weird race is hated by everyone and the game is hard" posts I'm thankful for my decision to play vanilla humans for my first go at this game I don't properly understand yet.

That said, everyone in my galaxy appears to be assholes, everyone is a xenophobe except one race of crabs I found

Gort
Aug 18, 2003

Good day what ho cup of tea
I had a star tribe say they were coming over to raid me. I was terrified because I've seen individual fleets of theirs in the 6-10k range, and my fleet is only 3.7k. Then a bunch of time passed, they said they were done raiding and went home. I never saw their fleet.

Maybe they got distracted enroute, but it'd be cool if there was unique dialogue for that.

Gort
Aug 18, 2003

Good day what ho cup of tea

Mazz posted:

Is anyone else finding ship upkeep costs to be way too high? I have 7 fully upgraded planets + stations making over 400 minerals at 2300, and 21k naval power consumes 440 minerals a month just moving around. That seems insanely expensive compared to anything I remember from before 2.0. This is with tradition perks, using robot traits very efficiently on tile outputs, edicts, and everything else I can think of.

I boxed in from this point out so expanding my military is basically my only option, and this seems prohibitively expensive.

Way I look at it is that if it's expensive for me, it's expensive for everyone. If they made upkeep negligible it would just mean I'd have to have a much larger fleet since everyone else would have one too.

Gort
Aug 18, 2003

Good day what ho cup of tea

Mazz posted:

Fleet command and/or naval capacity are already good restrictions on this. Right now I can't even max out my fleet capacity and then move those fleets without incurring penalties. I'd get it if I was life seeded, but I have 8 16-22 slot planets right now and in a very workable position other than this crazy upkeep. 450 minerals a month to move 20k in fleet power is loving crazy. I'm not outpacing my neighbors by much here, and I'm definitely not capable of attacking one of the existing FE/MEs with this fleet power.

FWIW I'm fine with high energy upkeep costs, but this is far too much upkeep in minerals to be any fun to me over the long term.

Naval capacity's and fleet command aren't really hard limits, though. If you made fleet upkeep negligible it would just encourage me to go way over my naval capacity until my upkeep becomes excessive. And I can always hire another admiral and move my fleets together.

Are you just building too many anchorages for your mineral production? I'm not sure why I'm not having issues with upkeep and you are.

Gort
Aug 18, 2003

Good day what ho cup of tea
Can you explain that for Federation fleet mechanics? I had to use the star port menu to build a federation ship before I could have a federal fleet at all - is that how it's meant to work?

Gort
Aug 18, 2003

Good day what ho cup of tea
Which traditions do people recommend out of the gate? I've been favouring discovery as the first one as it'll get less useful once there's nothing left to scan, but I could see something like Expansion or even Supremacy if you're boxed in.

Gort
Aug 18, 2003

Good day what ho cup of tea

Dongattack posted:

Um, holy poo poo the AI cheats on fleet Command Limit. Afaik my command limit cap is 200 without ascension perks and a AI empire is sending a fleet against me with 40 battleships, 40 cruisers, and ca 50 destroyers and 60 corvettes. That's nowhere near 200 :lol:
I would have to put 2 or maybe 3 fully capped fleet there to just defend against one empire that is considered "equivalent" to me. That's a little bit dumb, come on.

I haven't even researched battleships yet and my command limit is nearly 200. You can switch to the AI empires and see what they've got using the "play" console command, might be worth doing to see if they really are cheating or what.

Gort
Aug 18, 2003

Good day what ho cup of tea

Dongattack posted:

Thanks! Yeah, they are cheating very hard. 539/190 command limit on their fleet. Man that really kills all fun i was having up until this point. It's okay if its a loving endgame crisis or something, but not a equivalent empire on normal difficulty.

They're not necessarily cheating, but they'd be paying 284% of the normal fleet upkeep at that level of command limit. Do they have the minerals/energy to do that?

Gort
Aug 18, 2003

Good day what ho cup of tea

Galaga Galaxian posted:

They mean the Fleet command limit, not the Empire's ship cap. Is it possible to go over a fleet's cap limit? I haven't tried.

I think that's a hard limit.

Dongattack posted:

I looked again and it's a "Federation Fleet", i have no idea how they work cause i have never made a federation in this game, maybe it's a combination of ships from all the federation members? They aren't paying the upkeep penalty, so it seems likely that it works something like that.

Yeah, federation fleets are made up of contributed ships from all the federation members.

Gort
Aug 18, 2003

Good day what ho cup of tea
Turns out, being an AI and being limited to gaia worlds only is not a great combination. Who would have thought?

Gort
Aug 18, 2003

Good day what ho cup of tea

Baronjutter posted:

Since each weapon now specializes in doing one thing, or is super bad at doing one thing, is there any reason to not just have a balance of weapons?

Well, yeah. If you hit the enemy's weakness you're much better off using specialised weapons. An example I ran into in my game was a big pack of Crystals in a system that nullified shields. Crystals have nothing but a shitload of hull points, and shields are obviously out. I refit my whole fleet with autocannons and armour, and went to town.

You're right that a mix of stuff is unlikely to run into an enemy that's specialised against it, but it also won't be as efficient as going all-in on something can be. It's a strategic choice.

Gort
Aug 18, 2003

Good day what ho cup of tea
I feel like the "standard" map size is way too large to be the default. It's like playing EU4 but everyone is twice the size of Russia.

Obviously I can just start a new game on a tiny map or whatever, but I think a lot of new players probably grind to a halt on the giant "standard" map.

Gort
Aug 18, 2003

Good day what ho cup of tea
I just drown my enemies in Psionic Armies, but it's a right pain reinforcing them post-battle.

Just saw my ally cruise by with 65 transports in his army

Gort
Aug 18, 2003

Good day what ho cup of tea

Ham Sandwiches posted:

Reposting about conquest and hive minds real quick

There's an empire of machine empire assimilators to the north. If I take one of their planets will their pops start dying off? Do I need to set them to be purged? How long does this process take? Is there any difference between regular hive minds and machine empires in terms of pop death?

They die off automatically after a couple of years. You don't have to take any action, and there's no action I'm aware of that'll stop them dying off. Seems to be the same as with organic hive minds.

Which is a shame, I'd like to unplug the Borg after I conquer them but they all just fall to bits.

Gort
Aug 18, 2003

Good day what ho cup of tea
Anyone ever had two of their shipyards constantly switching positions in the outliner list on the right? I'd take a screenshot but it's not visible in any given frame. I'd wager they're switching position sixty times a second or something.

Gort
Aug 18, 2003

Good day what ho cup of tea
The AI seems to keep up with me on ship numbers, but its tech seems hopelessly far behind. Everyone wants research agreements and they have like four techs I don't while I have sixty they don't.

Gort
Aug 18, 2003

Good day what ho cup of tea

PRAISE THE SUN posted:

So, turns out the AI has been paying 50% less maintenance costs than players since Utopia.

Jazerus posted:

that is a good thing

Would be cool for it to be spelled out somewhere though

Gort
Aug 18, 2003

Good day what ho cup of tea
If you want to get in on the AI's fleet upkeep discounts, try forming a federation. I seem to be able to build infinite ships for my federation and my upkeep costs don't go up at all.

Gort
Aug 18, 2003

Good day what ho cup of tea
I always found it weird that you can't remove "beneficial" traits, especially when "beneficial" includes stuff like "Servile - you're a mindless brute who just listens to what your master tells you".

Gort
Aug 18, 2003

Good day what ho cup of tea
It annoys me when I genetically engineer an entire species but it turns out there were a couple of them in colony ships or something and they don't get engineered. I then have to spend a flat 5,000 research to engineer two pops or put up with messiness.

Maybe creating templates should have the flat 5,000 research cost, then applying the template costs you per-pop, rather than applying the template costing 5,000 research plus per-pop cost.

Gort
Aug 18, 2003

Good day what ho cup of tea
I put a starbase with 6 shipyards in it at one of my gateways to be the main ship-producer in my empire.

Gort
Aug 18, 2003

Good day what ho cup of tea
New opt-in beta patch:

#################################################################
####################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructures resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to replace the job that was opened up by the newly elected ruler, assuming the leader class matches

###################
# Balance
###################
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 10% to 20% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Reduced War Exhaustion per ship and army killed
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* You now get war exhaustion a bit slower while fighting a Liberation War
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having graphics on planet being bombed
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade gets available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fix a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

Gort
Aug 18, 2003

Good day what ho cup of tea
Haha, I gained about six traditions all at once. Then they seem to have released a new version of the beta.

Gort
Aug 18, 2003

Good day what ho cup of tea
My giant 200-system empire didn't seem to take much of a hit from the outpost maintenance change.

Gort
Aug 18, 2003

Good day what ho cup of tea
Today I finished my first game of Stellaris. I have 114 hours played.

If anyone else - like me - bought Stellaris, played it a bunch at release, then put it aside thinking, "This is a good framework for a good space game to be built on later but it's not ready yet", then subscribe to the 2.0.2 beta and play it now. But play on a small or tiny map - it got kinda grindy towards the end.

Gort
Aug 18, 2003

Good day what ho cup of tea

Tormented posted:

Wiz and team got a lot of respect from me by doing what is good for the game and knowing how hard it would be to remove features for long term benefits.

Yeah, me too. Most game designers will just shove flashy features into their game, regardless of whether they make the game better or if the AI players have any idea how to use them. The only important thing is that they look good to the potential player and get them to buy the game.

It must take quite a lot of courage as a game designer to go the exact opposite direction and say, "These features you like? They make the game worse, I'm taking them out".

Gort
Aug 18, 2003

Good day what ho cup of tea
Bah, I can't be spiritualist robot angels. Is there a mod that lets me?

Gort
Aug 18, 2003

Good day what ho cup of tea

Ignorant Hick posted:

It's bullshit that you can't blow up your own rebellious planets with the Death Star Colossus.

Can't you? I remember seeing something about being able to "test-fire" it on your own planets.

Acer Pilot posted:

seems like the beta has been hammering my gpu. anyone else noticing issues?

Have you got the bug where two of your shipyards switch places in the outliner once per frame?

Gort
Aug 18, 2003

Good day what ho cup of tea

Strudel Man posted:

There is something seeeeriously messed up with army leader experience. I've taken half a dozen planets with my general and they're still sitting at 53/200 experience to go up to level 2.

Yeah, generals get about 10 XP per conquered planet, which is crazy given how many troops seem to die in Somme-like meatgrinders whenever I invade anywhere.

Gort
Aug 18, 2003

Good day what ho cup of tea

Baronjutter posted:

Also when I kill a marauder "civilization" there's always an event about them getting a revenge attack on your home system. I always get the event but never once an attacking fleet.

It definitely can happen, the one time I took out a marauder civilisation I got attacked at home.

Gort
Aug 18, 2003

Good day what ho cup of tea

Magil Zeal posted:

Yeah, it happens. The fleet can also just get destroyed on the way by a space monster or something. One particular marauder empire loved to send fleets at me straight through the Ether Drake system. That didn't work out well for them. On the other hand one time I destroyed one on my border and the revenge fleet managed to take out a few starbases before I could catch it. Which is unfortunate since the "revenge" fleet seems to actually destroy starbases rather than just disable them like normal raiding parties.

I don't think they had to travel from anywhere to get to my systems, though - they showed up in a system of mine that was right in the middle of my empire. I think they just spawned on one of my systems.

Gort
Aug 18, 2003

Good day what ho cup of tea

Synthbuttrange posted:

Soooo another ridiculous situation. After several decades into my newbie game, my democracy goes into several years where the leader would die, a new leader is elected only for them to die and so on because they were all drawn from my leader pool which were around the same advanced age now. This is ridiculous!

Yeah, they should really randomise the leader ages at the start of the game to be a bit wider.

Gort
Aug 18, 2003

Good day what ho cup of tea

Taear posted:

Man, my fleet cap is at 750 and that feels like an insane amount. I can't imagine playing the games the people that want 1000+ fleet cap are playing.

Likewise. I play on a tiny galaxy with as many empires as possible and it feels like there's room in the game for even smaller settings to be reasonable.

Gort
Aug 18, 2003

Good day what ho cup of tea
Pirates are odd. On the one hand they appear from nowhere, strike without warning, and destroy about five stations. Then they... sit next to a pirate station with the firepower and survivability of a mining station, which you quickly show up and destroy for a reward of about one-fifth of the value of the stuff the pirates destroy.

Maybe a better system would be if you got a bit more warning that a pirate raid was incoming, but that if you missed the raid they would just jump out of the system and disappear?

Gort
Aug 18, 2003

Good day what ho cup of tea
What does a fanatic pacifist even do in this game

I guess explore, expand into empty space, then what, wait for the crisis?

Gort
Aug 18, 2003

Good day what ho cup of tea

Spanish Matlock posted:

My first 2.0 game was xenophile pacifist, and the interesting mechanic I found was having my dudes migrate to every other empire and slowly turn the entire galaxy pacifist.

I could see maybe some sort of "show our neighbours that we're space Jesus and they should join us" soft-power mechanics for fanatic pacifist working out maybe where you could support pacifist pops in other empires to secede and join you or something.

Gort
Aug 18, 2003

Good day what ho cup of tea
Yeah, the "remain Klingon mindless bloodthirsty assholes" casus belli sounds like a good counter. After all, it is effectively war on your country. Ensuring that you don't have many pacifist pops would prevent it working, too.

Gort
Aug 18, 2003

Good day what ho cup of tea

Baronjutter posted:

Civ (or at least the ones I've played, up to 4) I think handled this much better with their corruption mechanic.

Guess what mechanic got dropped from Civ after Civ 4.

You're right though, it was a good limiter on expansion.

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Gort
Aug 18, 2003

Good day what ho cup of tea
The way to play rogue servitors who are non-dystopian is to pick that one trait that gives you some robots from the start and then play normally from there.

If the goal is humans and robots co-operating, that's pretty much the default state of the game once you know how to build a robot.

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