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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1747238 times)

Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8775 on: May 09, 2020, 04:51:38 pm »

Got around to buying Federations and MegaCorp, decided to do a Scion run. I ran into something funny. Obviously when I uplifted an early space age primitive species I couldn't make them a protectorate, but a couple years after they became independent my FE overlord declared on them for a punishment CB. Sounds like the little libertarian crab-things thought they were hot shit because I let them go without a fight. Now the FE's stacks are running around my space in the 2270s stomping all the internal aliens in their path to this poor OPM.

e: Oh geez, I figured out where all their fleets went. Turns out some poor bastard Erudite Explorers guaranteed my uplift a year before the dec, now they're getting their shit pushed in by my big daddy FE. They were already surrounded by purifiers, too.
« Last Edit: May 09, 2020, 05:05:58 pm by Flying Dice »
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8776 on: May 09, 2020, 06:55:17 pm »

I'd compare with the origin where your homeworld blows up, which is the only option where the devs actually mention that it's imba...  Except that my friend says there's a pro strat for wiping out the galaxy *before the planet blows up* so I don't know if it's UP or OP.  Them mineral bonuses make a difference, I guess (I honestly can't remember the cheese).

If you're not using robots, it's bad and has no redeeming qualities. However, if you use robots you can ignore the habitability penalty and enjoy the resource bonus until it blows up, which should allow you to rush down one of your neighbors. There are better ways of accomplishing this, but it's... okay. If you want to go full memes, the worm currently rebuilds the planet, and leaves the resource bonuses. This is very amusing, but not the most practical thing.

The really OP origins are the scions, the habitats, and especially the ring worlds. It's hard to overstate how immensely strong starting with a ringworld is in general, and especially if you cheese it as hard as you can.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8777 on: May 09, 2020, 07:47:04 pm »

I assume the ringworld start gives you head start on having a megastructure and completed one for getting the mega-engineering tech and Galactic Wonders ascension perk, so it's probably great for that alone.  One thing that I'd expect to be a bit tricky would be how to manage specialist jobs vs. resource producing jobs, but I haven't actually tried it.  Maybe I'll give that a shot after the 2.7 patch.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8778 on: May 09, 2020, 07:58:35 pm »

It gives you 100 researcher job slots without any upkeep for the infrastructure. You still have to pay the CG for the researchers, but the slots to put them in are nearly free. This gives you a massive leg up on research, and research is critically important at nearly every stage of the game.

Also your species still has a regular habitability trait, so you can just colonize other planets as normal, so there's basically no downside to it.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8779 on: May 09, 2020, 11:06:28 pm »

I was wondering about that.  I haven't been able to find much explanation on the origin, but does it waive the rare resource upkeep for districts on your starting segment?
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Mini

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8780 on: May 09, 2020, 11:53:52 pm »

The ringworld has a modifier which gives enough resources to cover upkeep on the first of each section after you build it, and a set of blockers that when cleared give you the rare resources to build one of each section. If you have multiple of a single type of section then you'll need to get the resources elsewhere, but by that point your economy should be strong enough that you can buy them off the market (or have income from elsewhere, especially since your tech will be so strong).
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MrRoboto75

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8781 on: May 10, 2020, 01:21:14 am »

My ringworld start civ was lucky to discover a special fallen empire building from burning minor artifacts.  The dimensional fabricator, that takes 20 energy to give 100 minerals, and 2 each of motes, crystals, and gasses.

That run I also tried running lithoids for their passive rare resources from pops, but from my experience it wasn't entirely worth it.  It takes a lot of rock pops to power a ring district, and you still start with just the useless farm district online.  I pretty much had to expand immediately for some rock food (the fourth ring segment was trashed and could be mined for minerals but its never enough), and just dump the mass food production on the market.

Also rock pops never breed so most of the time the ring was like half empty.  Needed robutts and immigration pacts to help with that.
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8782 on: May 10, 2020, 02:54:14 am »

heck even the ringworld commercial sector is hella strong: stack some trading bonuses, set the policy to convert trade in energy and goods, watch as one sector fuels the whole empire need for consumers goods without consuming minerals
« Last Edit: May 10, 2020, 02:56:57 am by LoSboccacc »
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8783 on: May 11, 2020, 03:34:21 am »

played a bunch of games as observer, with and without ai economy fixing mods, with and without the aggressive ai settigns.

and nothing, the AI code is laughable. the aggressor go for the nearest system until fleet is exhausted, then just wait the attrition timer.

the defender has two modes: if it has more ships than the aggressor, charge at the aggressor ships or the nearest aggressor system. if it has less ships, it does *nothing* - even if it has alloy stock, it doesn't rush fleet builds, it doesn't build station behind the lines to form a defense choke point, nothing. it sits there, completely paralyzed, waiting for the attrition timer.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8784 on: May 11, 2020, 11:09:05 am »

That coincides with my anecdotal experience as well in a few defensive wars.  Sometimes the AI seems to work, and sometimes something just blows its mind and it sits there and does nothing.  Or sometimes it just sends ships back and forth between two systems forever and ever.

AI is hard, but this game seems to have the biggest issues with it in any game I know of.
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8785 on: May 11, 2020, 12:28:33 pm »

stellaris 1.9 ai has at least some excuses. a strictly pathed game with some few hundred nodes sparsely connected is as easy as it gets for ais
« Last Edit: May 11, 2020, 02:12:57 pm by LoSboccacc »
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MrRoboto75

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8786 on: May 11, 2020, 12:29:56 pm »

heck even the ringworld commercial sector is hella strong: stack some trading bonuses, set the policy to convert trade in energy and goods, watch as one sector fuels the whole empire need for consumers goods without consuming minerals

Yeah, once the com sector was built that basically solved my energy problems.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8787 on: May 11, 2020, 10:04:07 pm »

The ringworld has a modifier which gives enough resources to cover upkeep on the first of each section after you build it, and a set of blockers that when cleared give you the rare resources to build one of each section. If you have multiple of a single type of section then you'll need to get the resources elsewhere, but by that point your economy should be strong enough that you can buy them off the market (or have income from elsewhere, especially since your tech will be so strong).
I'm giving this a try now, and it's just like you say.  There are blockers which give you enough strategic resources to build one of each district type, and the Arcane Generator step in to provide the upkeep for one of each district type once it exists.

Which means your capital segment is going to be a bit... unoptimal, if you want to use the generator to the fullest extent (all for types plus an extra you pay for).  But since it's the capital it can't be specialized, so that's pretty okay.

I'm playing that Ithkul (MoO3) Devouring Swarm race I mentioned earlier, and I way overexpanded and am suffering the consequences.  It's 2221 and I haven't built a research center or district yet, trying desperately to maintain military parity with my neighbors (one of whom is fanatic militarist to be fair (Couldn't be an Inward Perfect could it, huh?  Just Militarists all day erry day, but thanks for making them xenophile I guess)).

This might be true for all Ringworld Origin, but I'm having to manually juggle pops a lot with the crappy "place a limit on this job" ""priority"" system.  The actual system for assigning priority is nigh-useless, except for enabling it for maintenance drones on every world because...  I have no idea what the conditions are for drones to actually work those jobs, but a painful amenities deficit doesn't do it.

Still astounded that Ringworld-start civs get a habitable planet type though.  I had so much fun with Voidborne that I sorta assumed they were like Life Seeded, unable to live on normal worlds without significant penalties.  I suppose that would be a lot rougher than Voidborne, since you can't exactly build more ringworlds early game.
...except you *can*, refurbishing the abandoned segments for another 60-100 some pops.

But I get it.  Being isolated to one "world" would be a massive handicap.
Because pop growth in Stellaris makes NO SENSE, it's (if anything) REVERSE EXPONENTIAL as worlds with a few people reproduce FASTER, AAGGH
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Karnewarrior

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8788 on: May 12, 2020, 12:33:53 am »

The logarithmic growth is probably intentional, as I find my worlds, once overpopulated, remain so.
This despite enough immigration happening that my worlds very quickly wind up as cosmopolitan as possible.
My empire species listing is a travesty
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8789 on: May 12, 2020, 10:18:28 am »

do the ai ever restructure his planets?

even when the ai doesn't self sabotage creating a handful mole traps building on every planet, the ai seems not to ever reconsider its priorities. say, converting alloys to good when that goods word get captured. or changing a research lab for a precint to contain a problematic situation. or removing a ruined building proactively instead of waiting till the conditions are right to build something new.


any mod that reconsider ai past build choices and rebalance the economy, replacing mineral with energy sectors or vice versa as needed in time of trouble?
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