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Lynneth
Sep 13, 2011

Leal posted:

It really changes the meta around where your mid game population is most likely your end game population. There is 2 things I can think of in regards to getting more pops, besides just "conquer everyone":

You either go with Nihilistic Acquisition, stomp your neighbor and steal a whole bunch of their pops then gently caress off. Since they no longer have a lot of pops they'll grow their pops far faster, then you go in again

Or what you do is find a chunk of your territory that you wont miss for a few decades. Build up a few planets with some districts to be self sustaining and a bunch of +pop growth buildings. Then release it as a vassal. Your vassal will have severely reduced pops and will grow their pops real quick. Then you integrate them, move the pops to your big planets then repeat.

I just use these two mods together,
https://steamcommunity.com/sharedfiles/filedetails/?id=2246448110 <- Adjusted PopGrowth
https://steamcommunity.com/sharedfiles/filedetails/?id=1965824882 <- Resettlement mod
The first one especially is useful when you build gigastructures with large pop capacities. In one game, the Birch World reached 2,000 pops. It started lagging on clicking on it.

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DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
:eng101: Fun fact! It is entirely fully possible for a Protectorate to evolve to a Vassal, and actually happened to me while playing earlier. Never mind the fact that I've been playing in functional victory state for 75 years and have been researching only repeatables for the past 50.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

DoubleNegative posted:

:eng101: Fun fact! It is entirely fully possible for a Protectorate to evolve to a Vassal, and actually happened to me while playing earlier. Never mind the fact that I've been playing in functional victory state for 75 years and have been researching only repeatables for the past 50.

It was a lot more likely to happen in stellaris1.0 when habitats and megastructures didn't exist, and there were no focus/designation/synergy bonuses and it was impossible to make dedicated research planets because every planet had to produce its own local food supply.

Also in place of the Sprawl Tax you could only have like 5 colonies under player control without getting massive penalties, and anything past that had to be left to a very crude province AI manager which also had to be able to supply its own minerals/energy so even if you set it to do 'research' as its priority then labs would still be vastly outnumbered by farms/generators/mines.

Leal
Oct 2, 2009
Reading about old Stellaris is fascinating to me, its like reading about FF14's 1.0. Like there was different modes of travel and no hyperlanes well one of the modes of travel was basically hyperlanes, planets would eventually become "finished" cause they could only be developed so much so it was ok for you to have a hundred of them because once you built everything that was it. You could share systems with other empires, you could build your space stations anywhere inside of a system, there was a culture mechanic similar to Civ where you could culture bomb a system to flip it to you.

Though I can do without the no hyperlane thing. Its already annoying enough with the AI sending fleets all over the place flipping things and instantly retreating the second they get into a fight they can't win. Can't imagine that when the AI can jump in whenever and wherever.

Leal fucked around with this message at 04:25 on Nov 4, 2021

tithin
Nov 14, 2003


[Grandmaster Tactician]



I played a lot of 1.0 stellaris and honestly, you're missing nothing with the "other" modes of travel

The only thing I miss was that your method of claiming territory was natural growth based on the "strength" of the planets in a system, the border would naturally grow to capture everything in a circle and could even take over enemy settlements and systems.

I have screenshots of a 1.0 game with I think 4000 stars where I just started subsuming the entire galaxy from the "strength" of my planets, and of course as I took over other systems without a shot fired, it just made my border grow faster.

Leal
Oct 2, 2009
That culture thing sounds cool and its a shame they removed it. It would make culture workers have any kind of use once you max out your tradition tree.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
It's pretty telling that 2 of the 3 space travel options from 1.0 are still in the game, but the third is long gone for good reason. Just puttering through dark space to any nearby system was really really broken as you might imagine.

One thing I do not miss was having to declare which of the three weapon types your Empire was. Having to decide at the start of the game between Kinetic, Energy, and Missile was stupid.

The Lone Badger
Sep 24, 2007

DoubleNegative posted:

:stonk: Holy poo poo. Your archaeology team committed genocide.

You might have noticed from some of the other events that these are not very nice foxes.

SIGSEGV
Nov 4, 2010


Leal posted:

That culture thing sounds cool and its a shame they removed it. It would make culture workers have any kind of use once you max out your tradition tree.

It was almost entirely buildings and also a repeatable tech doing the landgrabbing, you'd eventually get the upper hand and just spam repeatables really fast and your freshly captured planets would just radiate enormous areas of "this is mine" and piss everyone off (and take their stuff). It was back in the bad old days of early tiles, simple and stupid tiles you'd drag and drop population on, now we're in late tiles, where the tiles are abstracted and only present you with, let me check, two different types of tiles but also they are abstract and interchangeable up to a point in the way the interface presents them to you.

Leal
Oct 2, 2009
War Trophy





With as large as the Hegemony has gotten major changes to be made to the empire's trade systems. Enough goods are transferred through Malor customs to fully furnish dozens of colonies every month, requiring the oversight of a dedicated team of merchants in all commercial zones. And through such advancements of commerce has the Hegemony achieved true prosperity, no other empire's citizens has access to amenities and goods that can found within our borders.



And in reaching this new golden age of Malor history, everyone has been eager to put forth several advancements in Hegemony society. Further development of cloning technology...



... The military's readiness in the event of a threat to the entire galaxy...



... an upheaval in bureaucratic affairs...





... ensuring the military is always at the ready for war...



... as well as ensuring station defenses are second to none.



Slowly the population is shifted around to be more productive for the Hegemony. A few former Qwe systems are vacated. After living on planets for so long, perhaps we can now study how nature works when all the urban sprawl is removed.



Working closer with our neighbors, one of the Hegemony's primary goals have been achieved, and the Celimy Consciousness is provided the full protection of the Hegemony.



And a commercial pact was formed with the TransStellar. Beyond the immediate effect of income generated from tariffs between our empires, the TransStellar has been given the OK to build branch offices on all Hegemony planets.



After opening an office they are provided some land to build any businesses they wish. They generate income and other benefits to themselves while the Hegemony gets to collect rent and the colony gets a few extra jobs Everyone benefits.

Though they may be slightly upset if they build a branch office on a colony that has been marked for relocation.



Finally it is time to fully secure the galactic core. With the might of a planet killer in the hands of the Hegemony, the galactic community will not need to be persuaded about which sector belongs to whom. Of course this goes both ways, and no one will exactly speak up for the Hegemony if we lose.

The Cooperative are in a defensive pact with the Republic of Kesh-Suras, who join the war as well. However the Republic is behind TransStellar and Interface space, they may not be capable of sending their fleets to reinforce their allies.



On the eastern front the Yulth and Gallog Voidfarers charge in. The Preliminary Strike is enroute to deal with any colonies on the eastern front.



In the north the Golwih and Obb'iace Voidfarers head in, ready to sweep down south and then eastward. The 1st Strike will be following behind to pacify any colonies.

The primary concern is grabbing Eadominar, Light's End and the Cemesta sectors, which all border Transtellar space. While the TransStellar are on friendly terms, they believe those sectors to be theirs, it would be for the worst if they decided to take this chance to try and grab some territory.



In declaring an all out total war, there is no need for occupation until the end of the war and terms are written, and this includes our allies. Care must be taken to ensure they are not blindsided by an attack.



To ensure the capture of the Light's End sector, General Goll jumps into the middle Cooperative space. This is ill advised, as the ships cooling down from the jump will travel at half speed and their weapons will only work at half efficiency. However the Cooperative do not have any fleets in the center of their space, the Yulth should be fine.

Likewise, Admiral Sler'vus jumps the Obb'iace into the Eadominar sector, ensuring it becomes a part of Hegemony territory.



Though the Cooperative seemed to have guess what would happen, as they arrived into the sector as soon as the Yulth complete their jump.



While not the biggest problem, it turns out the Republic has a wormhole that directly connects them to the Cooperative. The Gallog are ordered to jump into the sector as well, it would be for the best to get that wormhole occupied before the Republic really starts pouring in reinforcements.



The reinforcements reatreated... but not back into the wormhole, but rather towards the Gwesibor Ancients, who do not tolerate any of the "lesser" empires in their land. The Gallog are told to stay put and defend the wormhole, meanwhile the Yulth continue to claim sectors from the Cooperative.



As colonies are liberated by the Hegemony, the citizens are shuttled off to a proper Hegemony colony, where they will be provided with the proper cybernetics and resequencing to be a productive member of the empire.



Beyond some pirates occupying a few sectors, there have been 2 noted oddities in Cooperative space. The first being a hostile fleet of AIs flying over a relic planet



The other being a gigantic autonomous attack moon. These areas will be taken over last, once the rest of the Cooperative has fallen and a fleet can be spared.



The Cooperative's strongest fleet has been spotted, attempting to sneak back towards the east front and into former Qwe space while the Hegemony went deeper into their space. The Gallog were ordered to pursue, while the Yulth took over wormhole defending duty.

What has been noted in this exchange is that they too have access to neutron torpedoes, which excel against the hulls and armor of ships. The Hegemony fleets will need to be refitted with shields after this war.



Frustratingly the Golwih opted to fly through the sector containing the AI fleet. As plans are to grab every territory as soon as possible, this has wasted valuable time.



The Celimy have arrived as back-up. While they aren't bringing the mightiest of fleets, their cuteness is a great motivator for Hegemony pilots.



The priority sectors have been taken, and the Cooperative is on the verge of collapse. Their allies have completely fled and have yet to fight at all.



The capital is absolutely flooded with troops, giving the 1st Strike their most difficult battle ever.



But for what the Cooperative has in numbers, Hegemony makes up for in technology and mechas.



And of course Slimes for moral support.



The Interface seems to be taking advantage of the battle and attacks the Republic. They are completely out of this war, not that they helped their ally much in the first place.

As the Cooperative is down to its final few sectors, it may be for the best for the Hegemony to give a little reminder to the Republic for challenging the Hegemony's might.



They get to experience the first titan class ship of the Hegemony, and the federation fleet known as Hegemony's Hammer.



The Hegemony cuts the Republic in half, and all that remains of the Cooperative is the Kerbol sector, with the hostile moon weapon.



All fleets minus the Obb'iace position themselves and push through into the next sector.



The opening volley of the battle slammed into the moon's shielding



The moon slowly turned towards the Voidfarers while hundreds of strike craft are deployed from its hangers.



When the moon finally faces the Hegemony fleets it lets out a powerful beam of energy. While surely intimidating to behold, it can only fire off one beam at a time and there are hundreds of corvettes swarming it.



As pictured.



Once the corvettes got close the attack moon was disabled. Now THIS is a true war trophy! When a construction ship is available it will be sent over to begin repairs.



Once the Preliminary Strike arrived the final Cooperative colony has fallen. A decent haul of alloys was claimed, which will be used to retrofit all fleets. Shortly after a peace was signed with the Republic.



There were discussions about what to do with the Se'ikh, but they have made a defensive pact with the Gurite which may throw a wrench in the works.



Now that the war has winded down, onto domestic matters.



The construction crews have been idling around, it was decided they should go ahead and build up some structures. The orbital ecosystem will provide space for Hegemony scientists to perform various tests in a controlled environment, providing valuable data to the society division.



During an excavation one of our scientists has come across a living being named Voggo.





They were... not exactly putting on the best first impression, and were sent away.



The Egrore sector, which was the wild space in the middle of Hegemony space with the wormhole, has had a hyperlane anchor installed. This helps stabilize the sector and will allow the Hegemony to build a proper space station, ensuring a proper defense can be established.



With as large as the Hegemony has gotten, and with the construction of the orbital habitat, a request was sent to collect various wild life across the galaxy. The field scientists have been sent out to find these creatures.



The majority of the wildlife is found in Hegemony space, with a final species being found in Gir-Zana space.



Scans of the relic world show that it was once a planetary fortress. While the Hegemony wants to cut back on colonizing efforts, we simply cannot ignore a world such as this.



Speaking of planets, while the majority of the Cooperative's population has been moved around the Hegemony, a few notable planets were kept. The capital of the Cooperative is a massive superhabitable planet. This is a rare planetary type that simply cannot be terraformed.



Another colony that was kept was a planet that was in perpetual night. This fascinating phenomena must be studied directly. And of course the civic division has OK'd the planet for several tourist districts.



In the galactic core a geothermal stabilizer has been built over Edge of Oblivion.





Several years and plenty of alloys later the planet can begin to be terraformed to be habitable.



With this success, several other barren planets have had core igniters built over them to make those planets habitable as well.





Finally the planet has been cooled down and can be considered habitable, but instead it will be terraformed once more into something far more suitable for life.



The elusive creature that was talked about last report has been found at last, after several wild chases that are detailed in the anomaly report. With the different options available, one was to enhance every Hegemony citizen's ability to gather minerals and energy credits. However a voice was shouted out in the distance, perhaps through the shroud, and it asked "Why does it add a new species to everyone, and now I have to go through one by one to get them assimilating again". This was clearly a bad omen and it has been decided to make the rest of the galaxy look more favorably on the Hegemony.



It seems that none of the stagnate empires are liking the Hegemony, no doubt jealous of our rapid expansion. While their territory is small, the technological feats they still have over the Hegemony keeps us from taking them over.



Dalphene C III is a planet that had some Yuht cities on it, and was colonized to take advantage of. Something in the terraforming process generated a flower with a unique trait. It is very similar to the spores on Soao V, but where that caused the locals to be very aggressive, the pollen here causes the locals to become extremely lazy.



This has caused the colony to slowly drift away, communications wise, from the Hegemony and required a task force to be called in to restore control.



However even the replacements have fallen to the pollen and "attempted" a coup. Calling it an attempt is being overly generous, as they were too lazy to even manage THAT.



In the end the plant had to be removed from any urban areas. It is now tradition in Dalphene C III for lovers to make a trip in the wild to find such a flower.



With the construction of the Astronomical Model Bureau several plans were put into motion to ensure the reality of the galaxy falls in line with the model designed in the bureau. These projects have been added to the anomaly report, but to summarize the projects would require fixing an anomaly between the model and the galaxy. Mountains would be moved, magnetic fields repaired, asteroids put on the correct projection.



With the model being so perfectly refined the Hegemony has made a model that the galaxy itself adheres too, rather than the other way around. The paper pushers will be taking a close look at this model, possibly finding resources that our scientists in the field have been unable to find.



In fact this model is so precise that an entirely new sector has been discovered. The hyperlane was placed north of the Cormassa sector and Fern'Boj was directed to survey the system.



In the system as a tomb world that hosted some kind of plague. The planet can be better studied from space, rather than subjecting colonists to this plague.



The physics division was ordered to help with the projects proposed by the staff at the Supercollider. The specifics of each project is in the anomaly report. Not only did each experiment yield more technology for the Hegemony to study, but increased the demand for workers at the facility, opening more job positions.



Apparently the Hisa who name the projects are fans of pre-FTL musicians.



Upgrades were made to the Supercollider which provides a boon to all physics research performed on Naff'Fujj. The colony is now the leader in physics research for the Hegemony, if not the entire galaxy.



In preparation of the Planetary Menagerie project, several gas giants shall have their gases refined, leaving the planet barren and open for future terraforming. Also stop snickering.



Until the planet is barren, however, the Hegemony will get to enjoy an increase to various materials.



But the engineering doesn't stop there! Until now all space structures have been civilian in use, but now the Hegemony an convert asteroids into a gigantic weapons platofmr.



As to be expected with a weapon platform that uses an asteroid as its housing, many weapons, armor and power generators can be placed inside the core. Asteroid artillery will have a balanced load out to engage in any threats that come into the sector. Its farthest reaching weapons include the same perdition beam placed on titans, ensuring the asteroid can hit anything in the sector.

With the immense power generation the asteroid has, we can afford to place a new type of armor on it that has yet to be used in our fleets: Photon Light Walls. They provide significantly more protection then regular armor in its class can provide, 5 times the amount. However it is extremely power heavy to generate the photons.



Then there are further upgrades that can be applied to each asteroid. These upgrades increase efficiency in hull and armor protection, weapons damage, firing rate, range or tracking and hull regenerating effects.



This asteroid is built in the Mura sector, which leads to the southern hyperlanes out of the galactic core. Any choke points with asteroids will eventually get their own artillery station. It should be noted that there are 12 asteroids capable of housing an artillery in the Mura sector alone.

Currently with the asteroid as it is and the star fortress in the sector, there is more military power than the entire Hegemony fleet combined and tripled.



To end this off, more attention has been given to the E.H.O.F. in the Eye of Bal sector. This time Dov'Ace was sent into the EHOF towards a "cohesive stars" destination.



She had ended up arriving in a section of space outside of the known galaxy. No hyperlanes to travel into and no possibility to jump drive back home.



The ISS bios was sent into the E.H.O.F. after her and arrived in a different location, albeit a hyperlane was connecting to Dov'Ace. Dov'Ace surveys this new sector while the bios heads into the Stebbnar sector and starts building a gateway.

The sectors themselves contain a varying amount of resources, including quasi negative mass. This makes exploring the outer galaxy worthwhile and the Hegemony shall make more forays into the cohesive stars as resources allow.



Dov'Ace reported a strange event that temporarily took over her ship. A project was started to look over the ship and review its log and write down everything the crew has witnessed and analyze the strange patterns and code.



The code effectively overflowed the ship's systems, requiring a full reboot. The Hegemony science ships have been refitted to help keep the ship functional should this happen again in the future.





Beyond that, a strange, derelict habitat has been found in one of the extra-galactic sectors. While the Hegemony is consolidating the population, it may be good to have a colony set up outside of the galaxy for future expeditions.



And finally, with more progress made in the titanic ring world, has the Hegemony begun investing more interest in system spanning constructions.

Anomaly report

Seraphic Neoman
Jul 19, 2011


How useful is an attack moon anyway?

tithin
Nov 14, 2003


[Grandmaster Tactician]



Seraphic Neoman posted:

How useful is an attack moon anyway?

From memory it's got an attack power of about 400k but is vulnerable to swarms of corvettes / carriers.

Late game its only function serves as a feeder for, shall we say a significantly more destructive vessel?

Lady Jaybird
Jan 23, 2014

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022



I love the little slime admiral and all it's medals! :angel:

Leal
Oct 2, 2009
Game play notes are up


Seraphic Neoman posted:

How useful is an attack moon anyway?

Attack moons can have a LOT of guns on them. It can have a perdition beam and 9 other extra large weapon, 10 large slots (aka, 10 neutron torpedoes), 10 hanger bays, 5 missiles and 5 point defense slots. Then there is all the armor you can throw on it

However Eeloo here is a unique one that we cannot upgrade. It only has a perdition beam, 4 extra large weapons which are lunar missile batteries and 2 hanger slots. Frustratingly with the "no upgrade" option I can't change its loadout. Which means no jump drive. Eeloo isn't going anywhere quick and will most likely be stuck on defense.


dervinosdoom posted:

I love the little slime admiral and all it's medals! :angel:

Holy poo poo I didn't notice the medals floating around inside the slime. That mod rocks

tithin
Nov 14, 2003


[Grandmaster Tactician]




Leal posted:


Welcome to the succzone folks. One of these is currently generating 212 energy credits, 22 motes and 24 exotic gas. In a few decades the gas planet will turn into a barren planet and I assume from there we can terraform it.

You can, however it's an exceedingly small planet (memory serves size 5-10? we're talking tiny AF)

quote:

So hey thanks to DoubleNegative to letting me know about this, I really did not know how the EHOF worked. This lets you access sectors outside of the galaxy and might be unlimited in how many sectors it can provide. These sectors act like any other sector, in that you can get anomalies and dig sites once again. Though there are some unique sectors that can only be found in these out galaxy sectors. Which will be good now that stuff is getting locked down and event chains are drying up, lets me talk about something that isn't "and then I waited 50 years for megastructures to be built"

Also for the events in this sector, I am aware that the log just cuts off midsentence with a bunch of ellipses. The mod page does not mention any specific UI mod needed that makes these fully readable. I tried looking in the files but events don't seem to be stored plaintext.

Oh, the ehof is unlimited :) :) :) :̴̱̥̍̏͂)̶͓̄́̂̆̎́͑͆̆͝

tithin fucked around with this message at 04:45 on Nov 6, 2021

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
The EHOF lets you pull some bullshit once it's fully upgraded, and it's easily become my favorite Gigastructure for that reason.

Leal
Oct 2, 2009

tithin posted:

You can, however it's an exceedingly small planet (memory serves size 5-10? we're talking tiny AF)

Good thing I got a perk that makes all planets at least size 15 :v:

Though these planets are gonna be feeder planets for the megastructure colonies and ecumenopolis. And my god the game is throwing them at me, next update I find yet another relic world.

Leal
Oct 2, 2009
The Watchers, They Cry



The Cooperative were researching through some sites before being taken over. Hegemony scientists followed up on their investigations and have found a world encased in a shield that ended up being a relic world, much like how Naff'Hitti was in a shield. This now means there are 4 relic worlds in the Hegemony, waiting to be restored.



One final obstacle to having full control of the galactic center is the Bessadon Marauders. It would not look good for the Hegemony to allow them to perform their raids on other empires while operating from Hegemony space.



Their military may have posed a threat a century ago, but the Bessadon have not upgraded their fleets to match the rest of the galaxy's advancements.



And when the Hegemony's Hammer flies in, they proceed to blast apart the Marauder space stations in a single volley. The Bessadon fleets were a mere speed bump in claiming the sectors.



The Astronomical Model Bureau has been sending in the occasional report about various resources that have been missed out on first look. This will provide work for our construction crews when the current megaproject finishes up.





And speaking of mega projects, the attack moon Eeloo has been restored and placed under Hegemony control. While not the fastest ship, it does contain massive firepower.



The TransStellar near immediately approached the Hegemony and offered to be a tributary, for a quarter of their income the Hegemony will protect them. And now being a vassal under the Hegemony, they are given a place in the federation. This should allow them more corporate opportunities for themselves, but the other members are not exactly free willed beings who value trade. Not even the Kelbrid's "biotrophies" are interested in trade.



The Hegemony has fully cleared out the Bessadon, with plans put in motion to claim the sectors for the Hegemony. To replace the ISS bios, who is building in the cohesive stars, the ISS Trokk Rerr has been recruited to help keep up with galaxy side projects.



While the Hegemony's southern neighbor offered themselves as a tributary, the northwestern ones have opted to form a federation with one another.



More space structures have been built to create habitable planets, this one to remove toxic from planets whose atmosphere is utterly hostile to life.



In the renamed Exoplanet Patchwork, Hegemony construction ships are hard at work building all kinds of megastructures to get every planetary body in the sector suitable for life.



In the Glyderrum sector a site was built to house workers for a gargantuan project: A Matrioshka Brain. This super computer will use a star as a power source to house a computer that is far more powerful than the one Naff'Fujj is on. It will not just be a computer the size of a planet, but a computer the size of a sector. This will require destruction of all planetary bodies in the sector, to use as materials for building the gigantic computer.



All planets were looked over and its been decided which will keep their colonies and which will have the populace be relocated. Eighteen planets will be slowly abandoned, moving to these new planetary bodies in the core. Besides that each planetary type has been documented and several planets will be terraformed to give the widest diversity of planets in the Hegemony.



A penrose sphere has been built in Light's End, not only will this provide the Hegemony with more energy credits but the penrose will be able to support a ring world, powered by the black hole.



With a focus on domestic matters, the Grand Archive on the capital has presented a list of projects. They will be completed in order from top to bottom.



The Ark Project is a collection of every genome known in the galaxy, ensuring that no species can truly become extinct. Science ships are sent out to locate genomes not already available in the Hegemony, while the society branch fully documents a gene seed bank. The anomaly report will contain the results.



On top of looking over planets for consolidation, plenty of local projects were ordered to build up the colonies that will be staying. The capital hosts a grand embassy complex to house all of the Hegemony's diplomats and representatives from other empires. The capital also houses several university districts, providing opportunities for research and educators to properly educate the local specialist strata workers. Besides that there have been some projects in the orbit of the capital as well as underground, offering plenty of jobs without occupying district space.

Other buildings of note in the capital are:

A research institute that will greatly aid with local research projects, this building will be built among other colonies designated for science.

A project support lab, providing more science based jobs with a focus on speeding up our space structure construction. This will be built on every colony.

Teleporter gates, providing an easier and faster way for locals to transport between Hegemony colonies. These shall be built on every colony as well.

Shroud capacitors, which allows the colony to tap into the shroud for a great boost in production for Hegemony workers. All colonies will have one as space permits.

A stock exchange, overseen by entrepreneurs that ensure the colony gets the most out of their businesses. Any colonies designated for trade shall have one of these.

An elite city to house the most influential of the Hegemony government

The capital has slowly been phasing out its districts that gather resources, leaving that instead to the other colonies while it focuses on a specialist economy. The capital truly has gone from being an utterly hostile environment to a shining jewel in the galaxy.

The ocean dragons have never been so well fed.



Above Naff'Fujj is an orbital elysium called Naff'Dava. It is a small ring world that the inhabitants of Naff'Hunis have been moved into. The elysium provides many solar farms to generate power for the Hegemony, meaning the colony will have a series of energy grids and its own helios tower. For colonies that gather basic resources such as this, a logistics hub district has been approved to help increase efficiency in resource collection.



The southern sectors contained a wormhole that was scouted after the Qwe subjugation. On the other side was a hostile armada consisting of robots. The Gallog were sent in to claim the sector for the Hegemony.





This was an odd encounter to say the least.





The penrose has been completed, generating a constant amount of energy credits for the Hegemony. Further alloys were allocated to being work on a ring world to orbit the penrose.



Then the absolute strangest thing had happened. The cult battleship from so long ago has been kept in the capital sector as a decorative vessel. As all our scientists and construction ships are busy elsewhere, it was used to make jumps with the EHOF. This time however it landed in a sector that is inhabited!







Luckily the sector owners are peaceful and even open trade with the Hegemony.





They offer up some relics to purchase, a very nice blade was purchased. It is such a fancy blade that the mere sight of it emboldens the Hegemony's warriors.



They also offer to give the location of a system that is full of resources. After purchases are made however the Urmazin made it clear that their sectors are an armistice zone and that no military fleets are allowed. The cult ship was returned to Hegemony space right after that.





The sector was a sight to behold, truly a sector dedicated to commerce. Large advertisements were placed around the sector and an ecumenopolis was spotted near a gigantic market station.



Then it happened, the Watchers declared war against the Hegemony.



All fleets have been ordered to the Hazbuzi's sectors. Unfortunately more focus was on building up the galactic core that no gateways were built in the southern sectors. Hopefully our allies can hold out until Hegemony fleets can arrive.



It looks like the Celimy will be receiving the brunt of the offense. The Golwih jump drive into their sectors, hopefully their ships will be done cooling down once the Watchers arrive.



The Celimy engage with the Watchers right as the Golwih arrive to support them. However the cowards immediately engage in an FTL jump and escape.



The watchers are pushing hard into Celimy space. The Gallog and Yulth are racing to reinforce the Golwih, while Celimy fleets scramble.



Not to say that the other fronts are untouched, the TransStallar starts getting occupied while the Hegemony's Hammer and Obb'iace arrive to reinforce them.



The Gallog, Yulth and Golwih rush into the Sol sector where the Watchers have landed an invasion force on Sol III. Frustratingly the fleet once again fled as soon as combat was joined. The 1st and Preliminary strike are ordered into Celimy space to liberate the planet, while the navy stays overhead to ensure the Watcher's troops cannot escape the sector.



The Watchers made an attempt for the former Republic sectors, but Eeloo took the sector back with one mighty shot.



In the wild sectors between Celimy and Watcher space, the Golwih came across a fleet of the Watcher's. Unsurprisingly they fled once again when combat was joined. For as much as the Watchers talk, they have yet to actually stick to a battle.



With all their fleets focused in Celimy space however, has allowed the heaviest hitters of the Hegemony fleet to fly into Watcher space.



The long range of Hegemony battleships allow them to fire upon Watcher stations with no return fire. It takes time from such extreme range, but slowly all the strike craft surround the station and bring down its defenses.



Meanwhile the 1st and Preliminary Strike land on Sol to liberate our adorable Slime allies.



Once again the Watchers are ambushed in the wild sector. Yet again they have retreated. This game of cat and mouse has grown tiresome.



That said, with the few ships do get destroyed provide some valuable information that Hegemony scientists are eager to reverse engineer. The reactors provide a sizeable increase to our ship's power generation. The thrusters are a massive increase to our ship's speed and will be very welcome for Hegemony battleships. The only concern is that these items require dark matter, a resource that is rare enough already but is also used in the EHOF.




The Watchers are slowly becoming penned in, their fleet's constant fleeing leaving them without any defenders. The Obb'iace, Hegemony's Hammer and Eeloo are now together, providing a massive amount of long range firepower that Watcher stations are unable to compete with.

As the Hegemony closes in their remaining fleets begin to flee back to their bastions. They do not realize this simply makes it easier for the entire Hegemony fleet to meet up.



That is, if the big three didn't fly into the Watcher's capital sector and destroyed their bastion in one might volley.



The majority of the Watcher's sectors secured, their fleets finally return from their FTL jumps.



While some engaged with Hegemony fleets upon their arrival, at least one has actively fled the combat. Pathetic. The Obb'iace make a jump into the Citizen State to cut off their retreat.



As the 1st and Preliminary were getting ready to storm the capital... the Watchers just decided the war was over. No terms drafted, nothing. Even after the resounding beating they took they still managed to be completely arrogant.

No. The Hegemony is not going to allow the Watchers to decide when the war ends. We will not tolerate their arrogance any more.



The Watchers have a fascination with specific planets near their sectors.



The Hegemony's colossus flies over the planet and begins charging it's laser.



And fires its payload directly into the planet. Several more shots and...





The planet is no more.





It turns out the Watchers were pulling their punches earlier, and have now produced a mighty armada. Their planets start to show activity as the populace starts reacting to having an actual threat to their empire.



The locals on the planets that were taken have started causing unrest. They've been transported to other colonies in the Hegemony, to ensure they do not attempt joining the Watchers once again.



An unexpectedly powerful fleet flew out of the capital and engaged with all three corvette fleets.



The battle was fierce but sadly the corvettes could not match up with the new Watcher fleet. However the Voidfarers gave as much as they got and the Watcher's fleet meekly retreated.



The heavy three however flew into the capital sector and obliterated the fleets the Watchers had defending it.



The entire Hegemony army flooded one of the remaining two planets the Watchers had left.



Fleets from every part of the Hegemony federation has arrived to keep the sector locked down.



All four empires coming together to show the Watchers one final show of force that they will never forget.



And as they have done time and time again, the Watchers simply gave up. They fully surrendered to the Hegemony, ending their reign once and for all. Hopefully this will serve as an example for the rest of the stagnate empires who look down on the "upstarts" of other empires.



And now for the spoils of war. While most of the planets had some interesting features, they simply had a sky dome habitat for the locals to live in though. In the capital sector, and strangely enough not in the capital world itself but the secondary planet, a bevy of interesting things! Beyond the same sky domes as the other planets that can each house around 20 billion people, there has been forges that take in minerals and spit out alloys with no sentient oversight. There are several buildings that house a singularity inside of them, constantly generating power.

Beyond these buildings the planet has a massive data center full of information of everything in galaxy dating back millennia. Sky Temple shall be used as a research colony, while the Watcher's capital Celestial Throne will be left as a simple trophy for the Hegemony.

Then some new technology was reverse engineered, including an even stronger form of anti-matter shields that can be placed on Hegemony ships, as well as planetary shields.

Well that sudden war certainly put a damper on what should have been efforts in consolidating the Hegemony. Here is what the Hegemony has managed before the war threw everything into chaos:



First an isolated dome has been built in the arco-arcology of Naff'Ascio. This building will allow the Hegemony to perform tests on an entire society of people in a controlled environment.



Of course, leave it to some to want to spill state secrets in the name of entertainment. The Hegemony is still reeling when a shipwright leaked sensitive documents on how our battleships are operated to win a holo-net argument.



An abandon asteroid habitat, noted in the last report, was colonized. However after some time all the inhabitants have vanished and all the records were corrupted. It may be for the best to leave the habitat alone.


Of course... perhaps some of the more rebellious Hazbuzi can be convinced to try again?



A large number of structures has been built in the Exoplanet Patchwork sector, each one leading to an eventual colony for the Hegemony.



An incredibly toxic planet has been fully purified. Colonists have touched down and begun colonization efforts and some have complained that there is still some trace amounts of toxins in the air. The planet is having terraforming done on it, to further improve the habitability. Unfortunately many of these colonies will have be terraformed twice to have an unique world type. Thankfully this can be done while the planet is colonized, massive advancements in terraforming will ensure an incident like what happened at Menkalinan Secundus will never happen again.



A rather...strange event happened when 2 G.L.U.E. were built on a broken planet and the broken moon orbiting it. The engineering division assures that this will not cause problems.



As for the colonies that are staying, a district of land has been allocated for a dedicated governing sector.



More time and resources will be needed to ensure every branch of the local government will have a dedicated space inside of the forbidden city. Other colonies will eventually receive their own forbidden city as well.



One gas planet has been set aside for sky-high habitation, instead of removing all the gas.



The planet will be able to support massive turbine farms, generating energy for the Hegemony. It will also be able to pump gas from the air below to refine into exotic gases.





An interstellar habitat was constructed, using one of the stars in the Patchwork sector.







The habitat is quite sizeable, easily rivaling a proper planet in housing citizens. The habitat can build districts for research, but being in such a unique location makes it perfect for exploration bays to be built. Pilots will search out in this part of interstellar space and bring back any materials they can find out there.

The Hegemony's plans for consolidation may not be working out in the end.



Progress in the extra-galactic space has been slow, but some progress is being made in discovering more about the enigmatic pattern. Fern'uni has been sent to look over any discoveries that Dov'aces finds while surveying the cohesive stars.



An incredibly toxic planet has been found in the extra-galaxy sectors, which may be of interest for the Hegemony...



... as well as the discovery of sentient metal, which has properties not found in nanites or living metal. It is possible for the Hegemony to create this metal and as the new planets are colonized we can start dedicating some colonies to producing this metal.

Due to the war various civic projects have been delayed, those who have finished are in the anomaly report

Leal
Oct 2, 2009
Vote time!

So... should I go ahead and throw a Hazbuzi colony on the asteroid habitat again and see if the colonists disappear again?

Then there is the south, the Republic has gotten absolutely destroyed by the Shazarak, the genocide robots. The only thing keeping them alive is the fact we are blocking access to the remainder of their sectors from the Shazarak. Oh and the fanatic purifier humans are down here as well. Should we...

Absorb the Republic? They have 5 sectors to their name. We can take them all, or maybe make them a protectorate for some influence.

Take out the Shazarak. They are genocidal after all

Take out the Commonwealth of Humanity They too are genocidal.

I know about the Kingdom and the Se'ikh but I just knew the Watchers were gonna attack eventually and held it off.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

So we blew up a planet just to piss people off and get the war system to allow us to fight them again, then built an oppression palace.

The Hisa are not very nice foxes.

Leal
Oct 2, 2009
Hey now we DID end space cancer!

E: As an aside, this is an option you get if you do that as a devouring swarm

Leal fucked around with this message at 18:44 on Nov 6, 2021

racerabbit
Sep 8, 2011

"HI, I WANT TO HUG PINS NUTS."
:frolf:

Leal posted:

Vote time!

So... should I go ahead and throw a Hazbuzi colony on the asteroid habitat again and see if the colonists disappear again?

Then there is the south, the Republic has gotten absolutely destroyed by the Shazarak, the genocide robots. The only thing keeping them alive is the fact we are blocking access to the remainder of their sectors from the Shazarak. Oh and the fanatic purifier humans are down here as well. Should we...

Absorb the Republic? They have 5 sectors to their name. We can take them all, or maybe make them a protectorate for some influence.

Take out the Shazarak. They are genocidal after all

Take out the Commonwealth of Humanity They too are genocidal.

I know about the Kingdom and the Se'ikh but I just knew the Watchers were gonna attack eventually and held it off.

Discover the secret of the disappearances by any Hazbuzi necessary!

Absorb the Republic to save them from the genocidal robots, then decommission the toasters.

And finally, toy with the Humans. They may be genocidal, but they are weak and pathetic.

SIGSEGV
Nov 4, 2010


Leal posted:

The Hegemony is still reeling when a shipwright leaked sensitive documents on how our battleships are operated to win a holo-net argument.

Sometimes I think about that guy (for those who don't know) while I'm walking in the street and people look at me like I'm a weirdo, because I am, and I'm laughing for no discernible reason.

Leal
Oct 2, 2009
Game play notes are up

Just a heads up, gonna be a bit until the next update. That good ol' late game Stellaris slog is taking its toll.

Leal
Oct 2, 2009
The Update Where More Is In The Anomaly Report Than The Main Update



Today's report starts with a token of appreciation from the Hisa in the capital. While appreciated, the government provides, not takes.



The senate has voted to create a galactic council, consisting of the three most influential members of the senate. Of course the Hegemony has a seat. I do love democracy.



It appears initial surveys of the barren planet of Naff'Xelta failed to discover any life under the planet's surface. A expedition is set up to find out more.



When deciding who will lead this expedition, Fern'uni is the most experienced of the Hegemony's archeologists and thus will be the best option.





An ecosystem was found underground and, perhaps relating to previous forays into sealed off ecosystems leading to the destruction of the ecosystem, our scientists opt to study from afar.



After several years a few planets have been fully terraformed, Foll'Gaun is a forest world, with some especially dense forests. Soll'Jalin is an arctic world and has been designated as a trade world.



The Edge of Oblivion has been fully terraformed into a gaia world. It is the sector capital of the galactic core sectors. Only the Hegemony can be capable of restoring such a hostile world to one perfectly acclimated for all kinds of life.



Ittek'Karr was restored to an ecumenopolis and then was converted into a shrouded arcology. This opens opportunity of bringing in populations from other realities into the Hegemony, but still has the issues of beings from other realities committing crimes and vanishing away.



The Cosmic League, led by the Bakturians, have declared war on the Citizen State. It will be interesting to see who will come out on top.



The Hegemony declares its own war to bring the Kingdom under Hegemony rule.



Hegemony fleets flood into Kingdom space, effortlessly occupying every system.



.... How did the Kingdom have this much resources and yet have such a weak fleet?



Thanks to claims made by the Kelbrid, the Kingdom has been split in half. As they are now part of the Hegemony however, the Kelbrid cannot block access to their fleets.



One of the Gurite's sectors had a strange gate inside of it, and has been inactive until now.







On the other side was an empire consisting of robots from an extinct empire. Their thoughts of "a galaxy plagued by the mistakes only organics can make" can be considered a threat, and they have been told to mind their place.



Exploring the outer galaxy sectors has revealed that a planet has been thrown into a different sector. If only the Hegemony could move all of its colonies...





The planet was found, disconnected from even the extra-galactic sectors. Jump drives are required to get into the sector.



Which... is rather unique, to say the least. With no star in the system to provide light to the planets. Plans will be made to search the planet in the next report.



Back to the Exoplanet Patchwork system, Naff'Dalphe has been terraformed into an exotic ammonia world. This type of planet is utterly inhospitable... unless specific genetic modification is implemented. A new species of Hisa have been created to acclimate such a world. Of course Synthetics can survive the atmosphere as well. The ammonia has further perks, helping with energy credits and produce production.



A ring world has been built around the interstellar habitat, letting the Hegemony house even more of its population in the sector. Each section provides segments for housing, commerce, research, production and exploration bays.

In trying to consolidate, the Hegemony simply ballooned in colonies.



In trading quasi-matter for information on bountiful systems, the Hegemony seems to have been ripped off. Frustrating, that.



Sky Temple hosts the Hegemony's Abyssal Crater Test Site, creating all sorts of projects for the engineering division. The anomaly report will go into more detail, but to summarize plenty of research was put into metals. Alloy production has been increased, armor on Hegemony fleets have been improved and most importantly living metal has been studied in great detail. Not only is it now being used to improve production of synthetics, but military battalions can be made out of living metal.



This research has also expanded the test site into a Metal Vivarium, greatly enhancing engineering research on Sky Temple.

Speaking of Sky Temple, a large amount of the more radical Hazubi have been elected to attempt colonizing the asteroid habitat in the Pozuno sector. With such a large population in the habitat there should be no way for them all to mysteriously vanish again, right? Well no, they all did. There is no trace of where they have all vanished off to. The habitat has been considered a no go zone from now on.





After finishing the Ark project, the Library of Babel and the Cradle Initiative have been put into motion, more information is in the anomaly report. The Hegemony's field scientists were sent out to scan several planets in far greater detail than initial surveys to learn about every detail on each planet. Having this information centralized in the capital will give our researchers more projects to look into.



Completing the Cradle Initiative has given our scientists more insight on terraforming techniques, and while it is appreciated, the Hegemony can turn any body into a habitable planet at this point.



Speaking of terraforming... I'm not sure if colonists are simply bored and taking the piss here.



Who gets reprimanded? The colonists who raised this question, or the scientists who refused to speak up?



Foll'Gaun now hosts a Demetrius Cornucopia, befitting its agriculture designation. Shortly after the district is upgraded to a Demetricus Chemical Garden, to harvest exotic gases from the byproducts of such a large agriculture operation.



The bioluminescent world of Quntos has had its mantle crucible upgraded into a industrial hearth, greatly expanding the colony's luxury goods output. Beyond this the artisans have come up with a method to further increase input and output of all jobs in the Hegemony.









It is strange how much we are finding on these planets that were utterly lifeless... and in the core, no less. The facility not only provides more physics research but can be staffed by two billion Hisa to turn silica into alloys.





As construction projects finish up on turning planetary bodies habitable, other large projects have been greenlit. An interstellar assembly has been built near the capital to house more envoys and to further project the Hegemony's political power.



One of the gas giants in the Exoplanet sector has been depleted, leaving behind a barren planet. When a construction project finishes, a core igniter will be built on the planet.



A domed city has been built on Naff'Ascio, ensuring absolute control over a large population for various experiments. Several societal projects have been made available for research, eventually leading to the construction of a psionic observatory. This observatory greatly expanded the Hegemony's understand of Zro, a resource that has been out of the Hegemony's reach.



A series of investigations on a planet in the extra-galactic sectors has led to the discovery of a type of terraforming gas that is incredibly lethal. While the gas can be used to decimate local garrisons, it will also devastate civilian populations. The planet is cleared out of all traces of the gas, and any information regarding it has been kept away from the rest of the galaxy.



To end this report off, a combination of new colonies and massive leaps in research projects has allowed the Hegemony to start fabricating several rare resources. Not just dark matter but nanites, living metal, zro and sentient metal. Academies will be built in these new colonies to educate all of these new refiners and further output.



Several more projects have been looked into. Firstly the ability to create ecumenopolis, instead of rebuilding a previously destroyed one.



The ability to weaponize the quasar at the center of the galaxy.



Creating a gigantic, system-wide disc that can house an unfathomable amount of population.





Not just a system-wide habitat, but a system-wide weapon.





Which requires the know-how to create a weapon out of an entire planet.

Today's report is short, as many events have been put into this sizeable Anomaly Report

SIGSEGV
Nov 4, 2010


I wonder if I'm missing a joke but one of those is "Between Haven and Earth" and while I see the pun, I'm missing the basis for it.

Maybe it's just a typo.

Leal
Oct 2, 2009
I think it might be a typo, a few of these mods don't have the best grammar. There is an ascension perk that now says "Lets you build a second district on each planet" but in a previous version read like someone had a stroke. I can't remember what it said exactly, but I do know when I tried reading it I had no clue what the hell it was trying to say.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
That perk still, as of yesterday, says "Lets you build a secondary planet on each planet."

Which is a little confusing.

Leal
Oct 2, 2009
Been a few weeks, this is something I've been mulling over. A new update came out and apparently its got a bunch of AI and performance improvements. Mods might be broken and while I can go to an older version of the game, if a mod updates and they don't provide an old version then thats it, save broken.

Besides that I'm not really happy with how this LP is going. Everything is a complete and utter push over, the AI flat out never had a chance, more so than usual. Late game slowdown is in full effect and managing all these planets and species makes it a struggle for me to continue playing for more than an hour before burning out. Also I'm not feeling this pseudo narration I'm going with.

And I will not lie, I lost interest as other games have shown up that I got absorbed into.

So I'm gonna put this thread on haitus, wait to see how the modding scene shakes up when I get my drive back. I'll restart with a smaller galaxy as well, hopefully to keep the late game lag to a minimum. Also I want to do a necrophage run, not only is it something different but with the way it works, it should greatly reduce lag by condensing pops.

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tithin
Nov 14, 2003


[Grandmaster Tactician]



I lost my most recent save the same way. Understandable.

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