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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1741169 times)

Ivefan

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4680 on: April 22, 2017, 02:27:18 pm »

Are your planets happier than the, pun obligatory, mothballs?
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kilakan

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4681 on: April 22, 2017, 02:41:53 pm »

With the newest dlc you also need to specifically set what races are allowed to migrate around in your empire.  You also need to set thier citizenship status.  So they might not be migrating because they wouldn't be full citizens, and also because it's not allowed
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Mini

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4682 on: April 22, 2017, 05:14:43 pm »

Their empire might also have migration set to off. If they're nomadic there's likely a lower chance for that, but if they're also authoritarian or something there's probably still a high chance.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4683 on: April 22, 2017, 08:28:52 pm »

I've also noticed that migrations towards your existing core worlds from external empires is quite slow.

Mephansteras

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4684 on: April 23, 2017, 01:16:14 am »

Hmm, I'll have to check the permissions for them. Didn't have to do that for anyone else, though, and I've got a few other species who've moved in. I guess they could all be super happy at home, but I've specifically gone out and colonized some nice desert worlds for people to migrate to and set up Land of Opportunity to bring people in.

We have a migration treaty, so I know their settings allow it. Unless they changed that after the fact. Don't know if the game will do that or not.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4685 on: April 23, 2017, 06:40:59 am »

I've also noticed that migrations towards your existing core worlds from external empires is quite slow.
Does it vary from proximity? It would be really cool for example if migration happened between planets that were close to one another (or very quickly for planets in the same system) while pangalactic migration happened much slower

da_nang

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4686 on: April 23, 2017, 10:11:06 am »

The Yondar Fanatics, the Doctrinal Enforcers, had finally had enough of looking the other way as we forcefully vassalized our turncoat ally and claimed vast swathes of territory. We controlled between two-thirds up to three-quarters of the galaxy. The Awakened Old Farts declared war.

Such fools.

Spoiler: Halfway there! (click to show/hide)
Spoiler: Oh dear... (click to show/hide)

They never really recovered after that and we simply mopped up the remaining planets. So much for the Awakened Empire.
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Draignean

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4687 on: April 23, 2017, 10:45:31 am »

Is that total damage output... negative?
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4688 on: April 23, 2017, 11:02:15 am »

Sure looks that way.

...I'm also not understanding why the AE fleet refused to flee. In my experience, large fleet actions like that rarely result in the total destruction of one side or the other in a single battle. If the AI feels outmatched, they'll flee with what they can.
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Digital Hellhound

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4689 on: April 23, 2017, 11:17:05 am »

I think it's fitting. They're an Awakened Empire - there's no way they'd flee from a puny, ignorant, miserable young usurper race. Defeat is not a concept included in their strategy.

I don't get why they're missing a fleet admiral, though.
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Uristides

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4690 on: April 23, 2017, 11:21:06 am »

I mean, it takes like 30d for me to upgrade a ship design, and I just upgrade en-masse by fleet.
Clicking the upgrade button is easy, what I was talking about is had more to do with replacing all the tier i components in my battleships to tier i+1 in the design screen. I accept some micro when balancing power usage is to be expected, but upgrading armor plates is pain.

I just don't bother to iterate the designs unless there's war or it looks like there's going to be a war, since it only takes a short time to do the actual refit.
Part in italics has been my problem for the most part of this run, otherwise that works well enough. But before I beefed up in size I felt like I had to constantly upgrade my ships to give my fleet power a boost and keep my less friendly neighbors from jumping on me. I'm actually not even sure if this was an effective deterrent, but I can only assume.

The actual upgrade is simple enough; Auto-complete, unless it changed, will upgrade all your non-weapon systems to their best and what the game thinks is good vis a vis armour/shields/accessories/reactors, and you can then fiddle with the weapons. Really, it's the weapons that are the time-sink; Trying to figure out whether this +15% vs armour gun but less damage is better than just flat damage, missiles vs lasers, etc.
You're talking about the auto-complete button, not the automatic upgrade checkbox, right? I've never used the former, tbh, will give it a try next time I launch the game.
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thegoatgod_pan

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4691 on: April 23, 2017, 12:05:52 pm »

I've started an Oanakli trader collective (from Octavia Butler's Exogenesis books).

For those who haven't read the trilogy, the premise is that humanity wipes itself out and this alien race, the Oanakli sweep in at the last minute (they were watching, unsure if they were witnessing the accidental self-destruction of humanity and so should interfere, or a purposeful suicide, and so should not). They are peaceful vegetarians who love life, look like creepy anemone people and have three sexes, and hypersensitive tentacle/stingers which lets them read precise genetic information from everything. The third sex is the Ooloi who have extra tentacle arms that let them manipulate genes directly, up to building viable lifeforms in their own bodies for hatching or planting. 

To the Oankali humanity is intrinsically fucked: we are both intelligent and hierarchical, which to them is stupid and unsustainable, but also really exciting, in a "self-destructive anti-hero/sexy badboy" way. On a genetic level.

They rescue everyone they can, put them into hibernation, feed what they can of human civilization (cities, etc) into their shuttles, let earth grow over with jungles, let radiation fade and wake people up to explain what they want from us. What they want is our genes, especially cancer (which they can use to learn to shape-shift and regenerate), and in exchange they'll fix us, but also make us into them (sort of), in the sense that we will grow tentacles, and completely revise our entire sexuality around the ooloi third gender, and its' crazy gene/sex/addictive chemical/hallucination powers, which in turn will fix the whole hierarchical issue vs. intelligent issue.

Also its isn't really an option to say no. Welcome to Oankali trading!


so Natural sociologists, Adaptable, Deviants, Slow breeders, Prole species, and a serious beeline for genetic manipulation and the related culture project.

Along the way I "traded" with a medieval race of floating, militaristic and very strong plants (slow breeders), a race of intelligent, but fragile squid people. A race of subterranean, adorably cute mushroom people who were also natural physicists (sedentary), tunnleled up in my second world and occasionally produced refugees. My prole race were many-armed lizards. Between these and my generous openness to immigrants (mostly horse and squid people from nearby peaceful civlizations), my Ooloi had plenty of room to experiment and my biology research was off-the-charts.

Soon I hit the point where I could manipulate genes directly. I started with the lesser species. We aren't building one super races, we are building 7. Already my president is Ooloi floating gourd from a world which was having medieval wars just a decade before.
« Last Edit: April 23, 2017, 12:14:24 pm by thegoatgod_pan »
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4692 on: April 23, 2017, 12:41:26 pm »

So I started a game as a hive mind race, just to try it out. Made them powerful warriors that could hopefully just steamroll whatever they encounter, and purely for flavor's sake edited their files so that they have Tomb World preference.

Start the game, begin to explore my home system...and then I get a message from another race. A Fallen Empire of the Holy Guardian flavor. They're already pissed at me for daring to evolve on a world they consider holy. Oh, and they're maybe five hyperspace jumps away from me.

How totally screwed am I?
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Aedel

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4693 on: April 23, 2017, 12:45:21 pm »

So I started a game as a hive mind race, just to try it out. Made them powerful warriors that could hopefully just steamroll whatever they encounter, and purely for flavor's sake edited their files so that they have Tomb World preference.

Start the game, begin to explore my home system...and then I get a message from another race. A Fallen Empire of the Holy Guardian flavor. They're already pissed at me for daring to evolve on a world they consider holy. Oh, and they're maybe five hyperspace jumps away from me.

How totally screwed am I?

From personal experience, 100%. They'll declare war then purge your colony homeworld as soon as you unpause.
« Last Edit: April 23, 2017, 12:47:48 pm by Aedel »
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4694 on: April 23, 2017, 12:46:38 pm »

Yeah, you may as well just restart.

EDIT: One of the neighboring empires somehow managed to colonize a planet in the same system as the Enigmatic Fortress. It's just out of reach. I am impressed.
« Last Edit: April 23, 2017, 12:53:04 pm by Teneb »
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