Showing all 545 replies.
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>>2367740
This. These are turn based games in practice, except the turns are on a timer the player has complete control over. The game is presented to you as though it's real time but it's all smoke and mirrors.
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File: 1730838807613880.gif (2.9 MB)
>They introduce the option to remove certain megastructures (Dyson Array, Arc Furnaces, Hyper Relays, Gateways)
>But NOT FUCKING HABITATS
>Look on the net
>"Oh you can le destroy le habitat with le planet cracker!!!!"
>Destroy the Habitat with a Plant Cracker
>It creates Debris
>Click on the debris
>YOU CAN'T FUCKING REMOVE THE DEBRIS
ARE YOU FUCKING KIDDING ME?
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>>2367715
>>2369189
I don't see people commenting on it enough, but the Vivariums have been bugged, bugged in a deeply fundamental way that breaks the DLC, for like +4 months at least. I've seen some people say they've been bugged since 4.0's initial release.
>How are they bugged?
Basically what's happening is: you capture a space fauna and it'll mature and reproduce normally, but none of its' children will. The initial space fauna spawn/reproduce and then then the spawn just get older but never mature nor reproduce. They just become old children. Their science/food/mineral values also bug out becoming a ?. This eventually leads to a point where the auto-cull (the Vivarium either auto-culls or perhaps space fauna have lifespans I'm not aware of?) will kill all of ALL your stock and you'll be left with an empty Vivarium - making it very difficult to attain better genes and basically impossible to keep a *collection.
Which is fucking dog shit and inexcusable since the capturing space animals thing is like the bulk of the dlc.
*With that said the Vivarium was always fucking shit and lacking even the most basic house-keeping features:
-You can't cull multiple specimens at the same time. You have to individually, manually, select specimens and cull them one at a time. This becomes insane tedium with Amoebas and Whales because they shit out dozens of spawn at a time.
-You can't necessarily 'save' or 'favorite' stock/specimens. What I mean by that the Vivarium's purpose is to ultimately produce only "Legendary Quality" specimens: any lower-quality stock will eventually be groomed/culled out of the Vivarium. This process makes it impossible to keep lower-quality stock (which I get. It's a pointless rp novelty).
-I don't think I've ever seen, whether in-game or in forums, anyone successfully breed the Voidworms in captivity? I don't know if it was ever possible?
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Why does the economy just crap out out of nowhere in this game. I have like 300 hours and mid to late game I’ll do almost nothing new or crazy and suddenly my economy collapses and I have massive deficits of everything despite making a ton earlier
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>>2370608
Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
A realtime strategy game checks the status of its simulation once per sim cycle and resolves all interactions within the simulation simultaneously. The simultaneous check and resolve paradigm is what makes it "real time" in the context of a computation.
Stellaris, and by extension most other paradox "real time with pause" games do not do this. They have frequent sub-second sim ticks which resolve queued inputs, slower once-per-second state checks which check the status of some elements of the simulation but not all of them, and then an infrequent "end turn" tick (a month in stellaris, a day in HOI, etc.) that resolves all the queued status updates that have accumulated over 30 ticks of checks.
The important aspect for a game like stellaris is that the day-ticks basically don't check or resolve anything except UI elements, so time only actually passes at the 'end turn' tick of each month. If you do something at the start of the month, it will take 30 days and then complete. If you do it at the end of the month, it will take 1 day and then instantly complete. Underneath the hood, stellaris functions like a turn based game that just has a built-in time limit on your turn, and then a lot of very complicated and resource-intensive rigging goes into giving the illusion that those 30 ticks of the clock between end turn checks aren't irrelevant.
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>>2372361
Obviously your economy is collapsing because of something you did.
If you're playing on an up to date version the issue is probably "logistics"
If a planet runs a deficit of a resource (ie a forge world negative on minerals) then it consumes logistics to represent the deficit being met by transporting that resource from elsewhere in your empire.
Your fleets also consume massive amount of logistics upkeep whenever they're not docked at port, and even more when they leave friendly territory. If you run a big enough logistics deficit then that 'supply chain' supplying upkeep resources between planets gets prorated, which is probably what's causing your eco to crash.
And yes it's stupid. The game doesn't display anywhere what your logstics needs WILL be when you move your fleet so it's fashioned deliberately to blindside you.
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>>2372487
>Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
No. Put a UI mod in that triggers on sim beat in a way that you can see. You'll find it's 1 second intervals, or slower.
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>>2374049
I'm experimenting a bit myself since I haven't played the game a huge amount, but generally the dlc that just add side mechanics that don't interact with the rest of the game in any meaningful way. Stuff like the astral threads with their menu of "click a button every x months to enable a modifier" or the archive dlc. I do wish their was a way to keep the flavor events/archealogical sites while disabling the rest of the dlc content though.
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>>2367712
>Is stellaris an RTS?
No.
We use grand strat/4x hybrid for it.
Keep in mind that Video Game genres aren't scientific constants.
Things like real time vs turn based is usually understood without controversy, but a lot of other things are based on convention, genres are also more than the individual words in their names.
Stellaris doesn't fit into the conventions we've used to identify RTS in the past, and instead fit into other genre conventions.
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>>2371903
>>2370583
>>2371591
>>2373239
Another patch and it's still fucking broken.
>>2374024
>Are voidworms always meant to be this annoying?
>Why the fuck do they even exist
I kind of like how they cull the excessive Comp pops around the mid-game point. They're an interesting Galactic threat because unlike the end-game threats they won't capture spaces or genocide civilizations. If you ignore them or don't do anything pro-active about them they'll wander around half'ing entire populations and destroying enclaves.
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>>2374096
Probably still balanced for the old economy, with the developers usually playing with fauna turned off because it's all annoying and doesn't add much. It was intended to be a second great khan. When I first met the khan, I actually had to surrender to him because he was that powerful. Power creep has nullified that concept
If you generate a rough map, the voidworms can very easily outmatch every empire's entire fleet with each troika. Turning back midgame start is the solution, but it has obvious other problems
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>>2374358
I'm saying it plays like an RTS game and not a grand strategy game. You get your resource numbers up then build units and go kill other players. This is the only way to play this game, it has no other core mechanics, everything else you're about to tell me is a gimmick for singleplayer roleplaying.
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>>2374096
Void worm plague is basically balanced to punish you hard for playing too greedily but they've always been annoying because it feels like they're balanced around hyper minmaxed PvP autisms version of greedy and punish unoptimized casual play by extension
The bright side is that they kill your planets very slowly, so you can just hunker down and wait for the Event bar to tick down if you got caught out.
Technically, their fleets are much easier to kill compared to the Khan's, but they're more annoying because they're so aggressive so you have less time between the message appearing and your systems getting fucked up with which to prepare.
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>>2374364
>I'm saying it plays like an RTS game and not a grand strategy game.
Well you're wrong in saying that.
Pretty much any regular player of rts games like age of empires, starcraft, command and conquer, won't recognize Stellaris as their peer, but they will all recognize each other as peers.
it is not useful describing Stellaris as a game genre that it doesn't fit into, that their developers aren't trying to fit it into, and which there's very little overlap with.
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>>2374530
Because paradox hate parity just as much as mojang do. It would destroy their swedish honor to make two things that are effectively the same work the same way. How could they face their families after making things make sense?
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>>2375638
that you need to mod yourself
we only got these OG scrubs and niggers
those alien mofos and their outfits are the closest you can get to capeshit
also that reddit selection I found makes no sense anyway,
this would be my preferred choice
fuck,
I might actually play the bastards
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>>2367712
No. RTS is a highspeed strategy game that doesn't favor you pausing the game inbetween decisions. It forces you to rely heavily on your skills of reaction-timing and prioritizing more important tasks over distractions.
Stellaris is a grand strategy game because it includes domestic mechanics like stability and internal politics. It also allows you to pause the game and tweak things around for efficient and desirable outcomes. It also puts a greater emphasis on details and generally redraws borders between nations, whereas RTS games do not.
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https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-dia ry-416-quality-of-life-improvements .1916931/
https://www.reddit.com/r/Stellaris/comments/1sn06zr/stellaris_dev_diar y_416_quality_of_life/
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I was thinking... if the game only lasts 300 years in length and we are only 174 years into the future from today... how the hell does that make any sense? The galaxy feels old but just a few centuries of your own timeline kinda breaks immersion. For some context, Frank Herbert's Dune takes place 20,000 years into the future and Warhammer 40k is set in the 41st millennia. I know this is just fiction but what was paradox thinking? You cover more time in Crusader Kings!
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>>2380084
You're not wrong.
Guess it's the simulation engine in general that's driving the game's fast pace.
You can dial up the many time sliders and switch off end game cutoff, for a more "realistic" experience.
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>>2380167
Well just an update... as someone who is not a star trek fan, I looked up the timeline of star trek and it turns out that star trek takes place like years 2200-2500 LOL... they literally copied star trek
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>>2375627
There are some mods that add retardly OP traits, I never use them to start a playthrough but once I hit Biological Ascension I always go wild with them.
>>2375696
Which mod adds that portrait?
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I've just started playing Stellaris again after not having played since before 4.0. Can someone point me to a guide on how to run an economy now? I fucked around with machine empires and arc welders origins which let me largely avoid planetary economy, but now I'm trying a standard race and don't have a clue why I can't make shit for alloys or science.
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>>2385309
Are you maxing out your automatic trading? Also keep in mind you need trade to move resources around from your resource worlds to your higher level industry worlds. And make sure you research the specialist labs as soon as you can and build them over the regular ones. Aside from that there's not really a special trick, you just colonize and build. Robot workers are also good to get.
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calling Stellaris real time would be like calling a series of photographs you took once per day at noon a real time movie
if it's necessary for a game to tell you what unit of time is passing (ie: a daily, monthly, yearly tick) it's probably not real time because real time is just occuring and doesn't need to be explained to iterate coherently, even if it can be measured by watches
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>>2385440
I think I'm having trouble getting pops quick to fill worlds since I'm a xenophobe without huge pop growth bonuses. It's not like being a robot where every world is shitting out dozens of pops each month and it's easy to colonize any planet. Once I got clone vats, things improved a bit.
I'm a spiritualist, xenophobic, and authoritarian faction, and I feel like priest don't do anything worthwhile anymore. I took the trait that let me make noble estates, so most of my worlds have one of those and I don't even have priests except from my capitol building. Almost all of my industrial production goes to consumer goods too, so I'm not sure if I should've taken a the trade path and had it where trade paid some in consumer goods instead of energy credits.
I'm 100 years in and I only have about 70 systems in a 1000 system galaxy, which isn't too terrible compared to others but my diplomatic score is awful. I can't sustain a very big fleet because I can't get enough alloys and my economy score is nowhere near everyone else's.
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>>2385517
xenophobe literally comes with bonus pop growth
the main thing to know is that you shouldn't colonize low hab worlds, not even 60 percent. its really gotta be green. Pop efficiency and minimizing pop upkeep matters way more now that the margins have shrunk. Slapping a bunch of colonies on 50 percent hab worlds (lets assume you are subterranean origin for example) is an easy way to crash your midgame economy because those pops use 50 percent more consumer goods etc and produce 25 percent less crap. its a raw deal.
also, empire size matters a lot more now, and pop growth doesn't slow down until the planet is almost full. So you really want to colonize you guaranteed habitables, and then only colonize high hab worlds after you start to fill up your capital.
taking fast breeders helps, rushing cloning vats helps a lot. not much else you can do though.
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>>2385517
Also with the reshuffling of empire size ascension perks like imperial prerogative can translate into an instant 10-15 percent discount on tech and traditions which matters A LOT.
And finally the best way to bootstrap an early game eco is invading all the preftls you find. Playing as bodysnatcher hivemind or just regular old xenophobes with slavers are great builds for this. Once you stack the slave processing facility and the starbase building for slave output you can have the preftl slaves be the backbone of your basic resources eco while you convert all the districts on your homeworld to city districts.
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>>2386697
I'm running it on my trusty Win7 potato and the boot up alone has gone from literally 5mins to now 30sec!
Even in early game the ticks are faster
and the new inbuilt ship reduction has obvious effects on late game too.
Just try it out or maybe wait for the upcoming new Facelift.
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>>2387290
UI Overhaul Dynamic, I literally can't play the game without this anymore
ACOT for bonkers techs
Gigastructural Engineering for LARPing as MPA from Orion's Arm
Planetary Diversity along with its submodsLustful Void
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>>2385517
>authoritarian
Shove a thousand pops onto every new world and they'll start breeding soon enough. Wait until you've built enough jobs for them though, otherwise they'll run home
>noble estates,
Trash, nobles do effectively nothing when you need real resources. Don't bother with them unless you have stability problems or you're ready to start spamming unity (never, since you're spiritualist and priests are perfect for that role while using fewer consumer goods)
Every noble uses 1 cg, while every worker uses iirc 0.1
>my diplomatic score is awful.
That's a consequence of being authoritarian. Don't worry about that number because it takes pop political power into account. Machines have much worse but usually you have enough to make up for it. Care about how many pops you have compared to everyone else. Care about technology level. At 100 years, care about planet count because planets are production, unless you're doing some weird build the ai won't attempt
Keep in minds that authoritarian is very much weaker than democratic, because democratic gets tons of free unity from factions. Around 30 years, i measured it to be about equal to what I was producing normally. When your spiritualist faction is created, support it and you'll get a couple of dozen unity per month
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>>2380084
It's been 123 years since two bicycle repairmen worked out self-propelled flight. We now have Ray Bradbury-like rockets that can go to space and land on their ass, and we probably would've had them decades ago had governments not turned into welfare/make work sponges. Technological development has a tendency to work in terrifying fast bursts. The only truly insane tech you have at the start of the 2200 date (aside from ridiculously fast sublight speed, but that's more of a gameplay thing) is FTL travel, which is kind of a necessity for the game to exist at all.
Besides, the whole thing with Stellaris' universe is that everyone keeps either killing themselves through some crazy tech or another, or wiped out by some galaxy-wide cataclysm cyclically.
Neither Dune or 40k are even remotely realistic in the makeup of the universe. Just the fact that fucking everyone tacitly obeyed the "no space-folding AI" rule for millennia in a feudal fractured society that had no way of monitoring such tech but had GALAXY UPENDING incentives to developing it by breaking the Navigator Guild monopoly is a massive hand-wave by the writer.
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>>2387482
The AI is literally just a script that is fed some modifiable parameters as variables, therefore if whoever created the script and/or supplied the parameters is a retard, the AI won't be any better than the retard, no matter how many potential resources for calculating it has, not to mention the actual efficiency of its calculations is also dependent on the script
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>>2387848
And in practice strategy game AIs usually just follow a strict preset template rather than actually "making decisions" algorithmically, because no dev wants to dedicate all this exponentially scaling computing power to the NPC opposition.
Paradox games are all deterministic, so if you gave an NPC empire a theoretically optimized template build it for its empire/build order/fleets would just be a higher and higher wall to climb to meet the arbitrary number check for the player to succeed, until success becomes mathematically impossible. Sheepsmod for HOI4 demonstrated this pretty well and Stellaris just blatantly has far less possible micromanagement possible to influence the outcome of combat.
So to some extent the AI has to be stupid because a mathematically perfect AI would just demand mathematical perfection from the player. And frankly once you stop pretending Stellaris is a roleplaying game and treat it like a deterministic optimization puzzle, all possible fun disappears very quickly.
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Noob here. Went with the overtuned origin to get a race of super smart and stronk space bros.
My question: how do I get biomorphosis to start unlocking and going down the tradition trees? (I think that's how ascension works?)
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>>2388122
You unlock the ascension paths after taking some ascension perks (overtuned can go bio ascension right away but I think they removed that)
you get ascension perks by filling out a tradition tree
after you finish the bio ascension situation (you get to pick the 3 different paths) you get access to that ascensions tradition tree
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>>2388148
Forgive my ignorance but what I'm seeing is I need to fill out any two tradition trees first
These give what are called "ascension perks" (?) and then I should unlock the biomorphosis situation that allows me to pick one of three related tradition trees?
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>>2388178
Gotcha, so I complete three tradition trees (which I need to pump unity to purchase), can purchase ascension perks after each one I complete and then after the third tradition tree is done, I should be able to get biomorphosis?
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Alright, let's say I might be wanting to get back to this after not having played for like 2 years
Now consider that I can't really get the really performance intensive mods (the last time I tried, it got so bad towards the ned it was taking minutes for the unbidden to cross a singular system at max speed)
What do?
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>>2388183
Yes. New ascension is a bit more convoluted than it used to be, but for Bio:
-Complete 3 Tradition trees, get two Ascension perks (whatever they are) and select Biomorphosis as the 3rd.
-This begins the Ascension Situation, which you advance by doing a couple of things the game will tell you, mainly building those new labs that will get unlocked.
-This will also unlock the bio ascension path you need to pick (Purity, Mutation and Cloning)
This is a bit complicated but the way it works is that during the situation, you'll get three choices at three points, between Purity, Mutation and Cloning. After the situation ends, you'll get to pick one of the Tradition trees so long as you picked that choice once (So if you picked 1-Purity, 2-Mutation, 3-Cloning you can pick any of the three, but if you went 1-Purity, 2-Purity, 3-Mutation you can't pick Cloning)
The Tradition tree you pick will have two normal tradition perks, plus three flexible ones depending on the picks you made See: https://stellaris.paradoxwikis.com/Traditions#Biological_ascension_pat hs.
If this seems too confusing, just pick 1-Mutation, 2-Purity, 3-Mutation and then the Purity tradition tree. It's probably got the best bonuses. Cloning kinda sucks.
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>>2388448
I think everyone has been asking for an Internal politics overhaul for a while now. Maybe a DLC that expands on the potential variety of governments types available, alongside a free update that adresses improvement of internal politics?
Basically. I'd like them to make Stellaris less like Stellaris and more like the Paradox games people actually like.
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>>2388044
stellaris isn't actually deterministic there is a very high degree of variance in starting conditions and especially conditions on planets
the ai needs to be able to account for the fact that one planet has gas and + food output while another has the portal research area. that involves calculating what the ai wants, and where to build stuff/resettle pops to get the highest yield
currently the ai just doesnt do this so under the new much more difficult economy it totally flounders
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>>2388510
Also don't start three tree at once.
The more tradition trees are open, the less unity you are getting.
In early game this breaks your back, especially when you bought too many high level scientists leaching unity too.
For that reason alone my goto 2nd trad is now always
>Commerce
for "Marketplace of Ideas Trade Policy", converting energy to unity.
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>>2388740
In my current save, I went exploration, filled out a few, then supremacy, filled out a few then grabbed prosperity and haven't touched it.
Just filled out supremacy and grabbed the unity ascension perk.
I'm playing a warmonger who hasn't yet done any war.
I have no clue how to build the ships but maxed my 155 capacity with a ton of corvettes with plasma throwers and auto cannons and am about to shit on my neighbor hopefully. Not sure how to build out destroyers or cruisers
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>>2388865
You could reform out of Crusader Spirit later on. it's not uncommon for people to play nice with everyone early on while you build an economy and then turn to galactic conquering once you're far enough ahead.
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>>2388966
if you need a rare resource you build a habitat over a space deposit of the rare resource to mine billions of it in a pinch
this is extremely useful when for example your only gas planet is also your betharian planet
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>>2388998
I'll try that
Do you know where I build a shrink space depot?
And any guide suggestions on good ship builds? Or should I just missile spam on my big ships?
Sorry for all the questions. There's too much shit in this game
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>>2389057
>Do you know where I build a shrink space depot?
Assuming you CAN build them at all because either you got one from the minor artifact gacha or Cosmogenesis, you can build them in the resource-specific districts.
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>>2388448
>if you got to design the next dlc to fix this game, what would it be?
internal politics and it will be mildly unhelpful at best and absolutely debilitating at worst for single-minded empires forcing every planet and system to rebel if its ignored, while we gestalts get absurd bonuses to everything as a baseline and only getting more and more powerful as the game progresses
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>>2389301
Yes, though the vanilla Technician/Mining/Farming districts are enough. You just need to build at least one district of that type to be able to specialize it, and that in turn unlocks the special building slots.
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>>2389057
>And any guide suggestions on good ship builds?
If you're on low difficulties, just spam the biggest ship you can. Kinetic Artillery is better than lasers at baseline level for a number of mathy reasons, but it's so much easier to spam Physics tech that eventually lasers end up winning out in the (quite) late game. The actual meta right now is Launcher spam, but that takes some fiddling to get right.
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>>2389287
missiles are really good early-mid game and torpedo frigates are excellent for busting starbases
gunship destroyers with missiles and artillery computers completely shit on plasma/autocannon corvettes (the current early game meta)
however, it is something that can be hard countered when the enemy deploys their own fleet of destroyers with plasma and 3 pd each. or if they use carriers for some reason
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>>2389578
Not anymore. The low-hab breeder world strategy is dead. You're not supposed to colonize new worlds after your starters until your present colonies have enough population to fuel their own pop growth (so 1k minimum, 3k preferably). Otherwise you're just wasting resources on planets with complete shit production and high consumption. You'll probably have Terraforming by then.
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>>2389585
this
due to pop growth mechanics with the curves, you want surplus pops to settle new worlds if you want to be efficient about it
I make an exception for relic worlds because those are just S tier no matter what
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>>2389578
1. the pop growth curve got rebalanced so the highest pop growth/pop is now around 1000 instead of starting at zero and going down from there (ie most efficient to spread pops out as much as possible to absurdity)
2. cloning vats and pop assembly still benefit from mass-colonizing as expected
3. since all the margins on the economy got shrunk it's less economically viable to populate low-hab worlds at all. if you for example go subterranean and colonize a ton of 50-hab planets your economy will probably collapse in the midgame as those planets fill up and start demanding consumer goods. its hard for ~50 hab planets to produce more than they consume under most circumstances
so basically it depends on your build. if you want to mass colonize for cloning or pop assemblymaxxing, then take adaptability and basically stack habitability bonuses in general
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>>2389947
>>2389578
one thing I forgot: the 25 flat empire size from every planet is a very steep price to pay for ~3 pop growth (assuming cloning vat + neglibible growth from the initial colony pop)
the typical happy middle ground is either playing a build that stacks habitability and empire size modifiers (subterranean lithoid hivemind with the two empire size civics for example) to enable lots of colonies, or staying on your starting 3 until they are starting to fill up before expanding
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>>2389913
It happens if you tell him that you're going to destroy him. No idea why it doesn't just spawn hostile armies and start a battle like the sentinels do, but I managed to fix it by commenting out one line in the event.
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>>2367712
>No Homeworld on the RTS board
>not even Deserts of Kharak or god forbid, HW3
>only ctrl+f result is a tangential remark in a star wars thread on page 9
>meanwhile on page one: "iS fOuR eCkS aN aRr TeE eSs????"
This board is extremely gay.
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>>2390102
and yet you're here
btw, this retard thread is just recycled as the current Stellaris general
nothing fuckn special
>>2389483
yeah, weird AF
let alone the other DLC
>WILLPOWER
WTactualF is even that??
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Whoever designed and wrote the Cetana crisis should be shot. What's the fucking point of a crisis that has you unable to fight back for most of it's duration? It makes no sense that you can't fight back immediately.
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>>2391272
NotTzeentch's power converts a random Size 10 non-inhabitable world in your borders into a Gaia world, and the check doesn't seem to care if it's got a furnace on it.
Also, building an Arc Furnace on Sol is kind of a waste.
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>>2391375
NTA but if you hover over a system with a construction ship there is a tooltip that tells you how many deposit the arc furnace will unlock. You should always put in in system that give the highest amount.
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>>2391977
Proton Launchers and their variants are the current meta weapon. They are uninterceptible and operate like energy Kinetic Artillery except they get the same ship size damage bonuses as Torpedoes and use the same slot type, which allows Torpedo Cruisers to outgun and outshoot dedicated artillery battleships at the same range (as well as beating basically everything else). There's plenty of youtube videos covering this.
Proton Launchers are one of those perennially overpowered weapons that come back to dominate the meta every time Paradox fiddles with combat balance and needs to be nerfed all over again, because the Custodian team doesn't understand their own ship combat simulation. Launchers are supposed to be weak to massive swarms of small ships thanks to their poor tracking but right now small ships are hard countered by Titan Beams and S slot weapons are completely negated by stacking crystal plating so we've devolved to a meta of big ships using the weapons that hard counter big ships.
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>get defensive treaty with ai empire to tech rush without having to worry about defense
>forget to remove it
>they somehow piss off the FE Gestalt
>opposite side of the galaxy so I ignore it and only go in to get the tech when I see a weaker fleet
>they are actually starting to lose and are slowly pushed back
>my ally pisses of the Materialist FE which borders me
>fight their fleet with mine and actually win
>claim their systems and start to conquer them
>The Spiritualist FE declares war on my ally
>6 AI empires and me vs 3 FE's
How did this turn into a mini war in heaven and what the fuck is my ally doing to piss them off?
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>>2392416
I still can't believe they haven't given Megastructures from Regular, Fallen, and Precursor Empires distinct appearance depending on their shipset.
Like, is it that hard? They have a unique shipset to a single Unique OC empire that isn't even a Crisis, yet they can't update Megastructures to do the same.
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>>2392327
ah, nice
Top priority when I was in your place was making the galaxy look more alive and more actual shit to do.
Went all out on the whole "story pack" DLCs and it was a good choice.
>Distant Stars
is just the starting point
>Ancient Relics
is pretty much a must buy now, to get even more fun shit
>Grand Archive
tops it all of, important and final upgrade to the whole Artifact gameplay
>Astral Planes
is basically artifacts for mid to endgame
it can wait but eventually you'll get that too
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>>2393161
Yeah.
The DLCs up to now have basically upgraded and finished all the gameplay options we need.
Anything more will just fuck everything up, probably.
Baby Nomads do sound interesting, but free roaming looks pretty gamebreaking in a game about fucking space borders.
>WILLPOWER
just WTF
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Will Paradox ever add more ship sections and weapons types?
>>2393222
I do like the new space fauna they added, but I agree the actual archive is bloat and just a lazy way to give the player more stat bonuses. The other two are trash and I don't use them.
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>nomads
Let me guess they will also be able to ignore your borders like Pompous Purists and get a quirky line explaining why you won't stop them? I don't expect a lot from Paradox's writing, but reading that shit was actually infuriating.
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>>2385088
>Which mod adds that portrait?
It's a portrait added to humanoids years after the DLC released
And I understand your confusion, it's butt ugly and doesn't fit the artstyle at all
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>>2393755
>And I understand your confusion, it's butt ugly and doesn't fit the artstyle at all
Half of the portraits don't fit the original art style anymore.
It's all Silfae's fault. The portraits started to suck the moment they allowed him to change the human and elf portraits with those butt-ugly hairstyles, and add those ugly other ones too. Then they fixed the human portraits with new, more realistic ones since they realized they ruined the originals, and then they ruined them again for some reason with the new, Human "Ascension" portraits that nobody uses.
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>>2393902
>astral planes
The mechanic and the writing sucks and the thread action to summon the fleet is so unbalanaced that it breaks the game. I also just hate the alternative universe shit.
>giving scientists something to do
Buffing your tech planet output isn't enough for you?
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>>2394043
If you aren't at a risk of being attacked or want to attack someone you should either tech or unity rush. It's not that complicated. Sell everything you don't need at the start of the game like food and some of your energy supply in monthly trades and use it to buy minerals and maybe some consumer goods. Then cover your base resources while you build at least one good planet for CG to turn into an Ecu later and build tech/unity planets. After a while you should also get a dedicated alloy planet.
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>>2394027
Yes.
Exact distribution usually depends on your origin civics but as a general rule of thumb your Homeworld should be dedicated to tech or unity because it's the only world with a planetary designation that boosts them.
Then your first two colonies will need to feed your capital, so usually a mineral world and then a consumer goods world.
Energy, food and trade are usually covered by starbases for the first little while but will eventually need their own infrastructure too. Trade can be very powerful because its dedicated tradition tree let's you convert trade to unity, which is more efficient than actually working unity jobs. You will eventually need an Alloy world to pay for ships once you need to fight wars, and late game you will need fortress worlds for naval cap.
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Weirdly interested in the Nomad stuff. The wandering lord stuff in CK3 adds a lot of fun to the game so I hope they can give me similar and let me live out my Battlestar Galactica fantasies. Curious how they are going to handle war decs on you.
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>>2394049
>Expansion
>Commerce/Logistics
>Exploration
Just started my first Gestalt Tree/Groot race on the Shattered Ring and by chance chose
Synchronicity(Harmony)
as my first, switching out Expansion.
Consider it a must now for Gestalt.
Logistics(Commerce)
is literally making that race prosper due to their Phototropic trait.
For top Tradition people always keep shilling
>Statecraft
but I think it just breaks your Unity generation in early game.
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>>2367712
Yes, Stellaris is a Real Time Strategy game.
This is because all players execute their commands in real time, at the same time, rather than wait for their turn, which would make it a Turn-Based Strategy game.
No, Grand Strategy is not a category distinct from TBS and RTS games, but merely a distinction on the scope of the strategy of the game. Grand Strategy games come in both Real-Time and Turn-Based varieties. Sometimes they can be played as either as well.
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>>2394540
expansion gives you a lot of empire size reduction which is basically a tech cost reduction
it depends on your exact situation but if you have a lot of systems prosperity and expansion both become very good
expansion also has that 10 percent pop growth it has always had
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>>2394406
Adaptation is vital if you want to colonize yellow planets (or are playing subterranean) without terraforming
adaptation + adaptive + a couple techs makes 60 pct yellow planets 80 pct which is much much better
and the 80 pct guaranteed habitables become 100 pct which is very good too
its a lot better in the new eco where minimizing pop upkeep is actually worth the effort
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>>2394599
Why? The only perk worth a shit early game is the research alternatives one and you won't miss anything if you grab it anywhere before the first tech, or much if you grab it before the second or third. Everything else is useless.
>survey speed
Doesn't matter. If you need to survey faster just skip every other system. You're still paying as much influence as you would for making a straight line, but less alloys. Only disadvantage is space fauna might infest intermediate systems in the meantime. And even then, even without any survey speed bonuses, influence is the real bottleneck for expansion.
>anomaly research speed
Doesn't matter. You grab as much land as possible and then survey and research at your own pace.
>upkeep for scientists
Early game you're saving like 2-5 consumer goods total. Wow.
>research subsidies
As above. Edicts only start mattering once you've established yourself.
>+10% Research speed
Cool. Not worth the effort.
By contrast, Expansion has two most important perks early game:
>-10% Starbase Influence Cost
Again, influence is the biggest bottleneck, so this allows you to early land grab as much as possible.
>+10% Pop growth or assembly speed
Pops are the overall bottleneck, the more bonuses you get at game start, the more you grow in power entire game
Granted, I only played a Machine Gestalt the few times ever since I returned to this game in 4.3, but my go-to was:
>Expansion->Reach for the Stars->Colonization Fever->A New Life
>Discovery->Science Division
>Entire Versatility tree
>Finish Expansion
>Finish Discovery
I'm also rushing unity early game, to make use of Empire Focus mechanic to maximize my permanent techs to get useful techs ASAP.
The discussion kind of sounds like that, so I seriously hope you aren't finishing tradition trees without a good reason. Only good ascension perk that would matter for early game would be Nihilistic Acquisition, but you don't need to get that until you've found another civ to steal pops from.
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Decided to run a GA observer game. Why is the AI so bad at building up planets? They have open districts and building slots,they have a ridiculous number of unemployed pops and they have 50k+ minerals banked plus enough income to pay for the upkeep and they still won't build anything or upgrade shit.They are far below their fleet cap as well.
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>ai capital planet
>all districts filled
>has open buildings slots
>replaces farming into mining district
>ok that's fine
>immediately replaces mining district back into farming district
>then builds builds mining district again
>repeats this 14 times
What the fuck is Paradox doing? No wonder the AI can't do shit if they get caught into pointless loops and waste resources like this.
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>>2395272
Because Paradox devs don't know how to play their own games. So they thought that making science slower would somehow fix their game while it didn't actually do anything except make the game more tedious.
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>>2395404
No that's the problem they do play the game and just get some buffs. It's just fucking terrible at it. If they did just spawn shit the AI wouldn't be able to death spiral or be so weak past the early game.
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>>2367712
anybody got an updated Tech Tree?
>https://bloodstainedcrow.github.io/stellaris-tech-tree/phoenix-4.0.10 /
is serviceable but a bit obsolete in parts
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>>2396715
It was literally 1:1 a gate you had crawl to a system and then build. Warp jumping is still in like it was only now locked behind tech with the ability to fast track it with Eager Explorers or such. Of all the things they changed, removed, reinvented or plain fucked up you really don't have to make up and invent things they actually handled well. Like early gates requiring an origin to counter just how fucking powerful having early gates is.
And I was actually wrong. They added 3 more to 3 that were there. I forgot about Hyper Relays.
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>>2396961
Going with the idea of you in bed Evolutionary Predators seems appropriate. No matter what you do you collect frozen semen and e-girl bathwater and when you engorge enough you have your pick of almost any species trait including some otherwise almost unobtainable. This scales infinitely + bio governments are quite powerful right now. Alternative: Scion. Let someone else do all the work for you.
I'd say it's fair to consider both better to alloy draining science, a slight boost to pop growth, a 20% or so more firerate to strike craft and a "leviathan" that dies to a mid-game fleet. I'd probably consider even payback better at this point with how easy megacorps are easy to cheese in war right now and you get a better science hab.
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>>2396816
>neutered
It's still completely game breaking broken
>powercrept
Only because someone found a way to break the game harder with cybernetic creed. Toxic God is still top 5 origins for gamebreaking metabuilds right now. Every time some broken exploit or synergy is nerfed a new one is discovered.
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>>2374024
It's called an early-game threat retard. It's meant to inform players that not all threats use diplomatic systems and that you require a navy.
Specifically, the voidworm threat almost perfectly reflects contingency. Scouting fleets that destroy pops, select home systems scattered across the galaxy, projects to stall them.
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>>2374024
>Are the parasitic space-bastards supposed to be annoying?
Yes? You're supposed to fight them off or they eat your population, so fight them off. If you can beat even an AI nation you can beat some fucking space worms. They only use missiles for fucks sake.
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I haven't played this game in a couple years now, curious if the early-mid game galaxy still turns into a stalemate between federation blocks? Basically asking if the AI will actually do things now, remember there was a patch I played back then where it was more likely rebellions would happen which at least made the game interesting to play, but then they patched it. Curious how it is now?
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>>2398034
You've got proxy wars now so in theory you can force AIs into fighting each other but like espionage it's halfbaked, buggy and usually not worth the hassle for the payout. As for AI competence it barely functions with some of the new concepts so unless you crank the difficulty, and AI economy cheats up, don't be surprised to see a single system permanently bankrupt NPCs. Also keep in mind most income got halved or more so either prepare to snowball from conquest early and try not to bankrupt yourself doing it or enjoy victoria like gameplay as a minor nation where you wait 40 minutes for that number to go up ever so slightly before you're in a position to be allowed to do anything without also going permanently bankrupt. Basically expect to be bankrupt a lot if you're used to pre 4.0 gameplay.
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>>2398034
The AI is still behaviorally prone to peace and diplomacy over war to a fault unless they're genocidal. So it still tends that every normal faction is steadily absorbed into a federation bloc that proceed to gang up on and eliminate all the genocidals and then sit on their haunches for the rest of the game until the crises spawn.
The core problem is that the AI has no actual "goals" It forms power blocs because Advanced Start AI are programmed to demand subjugation of weaker neighbours and weaker neighbours are programmed to accept subjugation from a powerful neighbour. They form federations because they're programmed to offer it to every neighbouring empire and the diplomatic weights make it inevitably everyone will eventually say yes to one federation or another. The AI has no territorial goals, no zero sum objective which could possibly push it into conflict with rival blocs. It just sits around and plays solitaire until the player goes out of their way to interact with it
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>>2398152
Contingency ships are classified as small and have maxed evasion, so torpedos suck against them.
The "metas" for fighting the crises haven't changed. You stack bypass vs Contingency, long range kinetics/missiles vs Unbidden and high tracking energy vs Scourge. And Cetanna remains the special snowflake where you need millions of fleetpower in high-tracking ballistic generalists to break through the wall of bugged defense fleets with anti-everything loadouts to reach her, and then another million fleetpower entirely in basic torpedoes to kill her.
The changes to ship balance hasn't changed what each of the Crises are weak to, it just makes it harder for you to have massive powerful fleets in time to confront them.
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>>2398430
Yep I did this build but it was a pain having almost no shields and having to repair after insignificant engagements. It did however basically one shot fallen empire fleets. Awakened empires get insane bonuses and just pull fleets out their ass at an exponential rate. Basically to win you gotta build your whole game around trying to defeat them before they wake up. Not only that you have to beat them fast because they can out attrition you. I just feel like the game gives you all these options but to win with top score you have to go heavy military and technology. There are not enough victory conditions like in say civilization.
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>>2399034
>Arc Emitter
Which are a X slot disruptor with better range.
And yes against fallen empires or contingency that doesn't have that no-brain counter build against armor/hull/shield only, with nanoclouds and fighters so you delete most of their fleet before they come into range. What I'm trying to tell you paradox double nerfed that in their latest iteration. First you can't get that deathstar critical mass of battleships so easy since they use up much more cap, which was also nerfed, and second now that every lategame ship has at least 30-40% hardening on both shields and armor that 60-80 dps on arc emitters is closer to 20-30 when split across all three HP pools at 100% efficiency reduced by effects instead of mulching hull directly.
I don't like it either since we're both back to carriers and missiles consistently losing to somewhat equal kinetic or lance artillery ships and how you're often better off with cruisers or corvettes so better stack war exhaustion loss modifiers but that's how it is in the current state of the game.
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>>2399034
>You spam Arc Emitter battleships.
If you're going XL slots, you use the biggest baddest kinetic weapon, to strip all their shields in the opening volley, followed by as many armor/hull ripping energy weapons in the L slots.
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>>2399884
>pirates
the ones that spawn in systems without enough trade protection, unless that got changed
>rebels
I meant for when your subjects inevitably balkanize under the weight of their shit economy getting knocked down a difficulty bonus
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It kinda feels like once you finally win a game and do most everything you wanted to do, the game feels a bit stale real quick. Anyone else feel that way? In that case I'm glad the subscription exists because I got all I wanted out of 1 month cost. It's truly amazing how they charge so much money for some of the DLC. It's pathetic even considering the DLC they recently added to the base game (after raising the price by 10 dollars). Most the content is shit with bloated UI that still tells you almost nothing without having to reference their awful Wikipedia which is not accessible in game. The audacity to call some of the DLC anything more than a patch makes me so angry. For 10 years they have milked their customer base and overdeveloped the game.
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>>2401006
>Removing the ability to pick specific pop to grow has to be one of the most retarded decisions Paradox has ever made.
Growth is spread amongst all populations unless you tell them to stop fucking.
Go to your species manager and turn off breeding for all species you don't want more of.
Congrats, you just solved your issue, retard.
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>>2401744
That's not how the game works you fucking retard you can't turn of growth for your main species. You used to be able to pick which pop templates you wanted to assemble with clone vats which is no longer possible.
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>play GA
>AI is threatening in the early game
>mid game AI is already falling behind
>khan wakes up barely does anything
>AI isn't even that strong so no idea why he just dies so quickly
>late game FE wakes up and it's the exact opposite
>so strong no AI can do anything
>wars between AI's still take decades to finish
>crisis appears AE just defeats them with me having to rush over to get the relic
Why is the balance in this game so fucked and why does Paradox try to extend the late game? There is no reason to actually play past a certain point since it's just a boring slog even if there wasn't any lag.
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>>2401929
FE's and AE's break the game in the current economy. Getting to the point you can solo even just a single 500k FE fleet is hard enough, AE's require you to basically have gone down an entire crisis path AND minmaxxed a lot.
AE's being comically stronger than every crisis in the game is retarded.
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>>2402168
If an element of the game sincerely needs cheesing to beat, it's unbalanced.
Yeah you can absolutely fuck up AE's. If you go out of your way to break the game with synergies that aren't supposed to exist.
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>>2402230
Comically minmaxxing combinations of origins, civics and planet types, cheesing AI designs via outrunning them and using carriers, etc.
The whole 4.3 economy update was built around removing a bunch of things not actually intended. But this has the side effect of AE's being way the fuck stronger than they should be. Even maxxed nemesis empires can get their teeth kicked in by them.
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>>2402309
Among other things related to AI, yes. I'm not even shitting on that guy, if he doesn't want to engage with spreadsheet gameplay and builds and just wants to larp as space romans or a sexually invasive fungoid that's fine as far as I'm concerned. Just, don't kill the fun for us that do want to engage with that.
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Whatever makes you feel better my shitter friend. When and if you pull your head out of your melodramatic ass try to remember that they put in sliders precisely for adjusting the game to player skill level or lack of one.
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>>2367712
Piece of shit game that's been out for basically 8 years and has done absolutely anything to add new mechanics to trade, politics, spy network or any kind of relevant stuff besides reworking the economy on each fucking update. Holy fucking hell worst piece of shit ever
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>>2402511
durr durr durrr durrrrrrrrrrrr
Yes, they are still same barebones crap as they were at launch that's my point. There's been literally zero improvement on the game mechanics and roleplay, zero on war aspect as well etc, tell me what the fuck did they change in so many years?
They just rework the economy over and over and over and over and over
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>>2395831
>wilderness
Weak now that it's no longer the newest dlc and since they've been working even harder to punish anything that isn't a 1 planet challenge to give the impression of improved performance
>whatever
Vague
>kaiju
So bad of a crisis it makes your empire weaker
>>2396741
>guys stop talking about all the cool stuff they removed, they added LAG GENERATORS be grateful and give them your money!!!
>>2401929
It's a consequence ofmaking fallen empire technology powerful through cosmogenesis, but then destroying the utility of it all for everyone who isn't a fallen empire, crushing everyone else's economies, and stopping normal empires from building enough fleets to so much as tickle the fallen empire citadels
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If they don’t at least give us the ability to customize the flag of a vassal we just created within the upcoming willpower DLC at least in order to prevent it from having an emblem the complete opposite of its actual ethic/civic this game is completely absolutely utterly done for.
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>Automation 'workers' are affected by behemoth crisis's debuff at the end
That doesnt' make a lick of sense, why are production lines working less-hard just because random peasants outside the building want to become dragons?
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>Incidentally, we’re looking at having Orbital Rings and Deep Space Citadels use 1 and 3 Station Capacity respectively.
Great so Citadels are going to become even more useless. They are already RP tier.
>can cross borders to Purifiers but not space gypsies
Fucking bullshit. So they are just going to be annoying pests like criminal megacorps that you have to fight every time you want them to leave you alone.
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>>2403184
>Despite having to change the carpets twice due to water damage, colonies have been separated from planets! (This is gonna break your mods.)
Honestly this has me more excited for the potential stuff modders can do with it than the actual nomad empires themselves.
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>>2403867
Anon the point is that by the time you fight it you should already have it anyway. And having your fleets be slightly faster is not comparable to something like the Drake which gives a relic and the only way to get tier 6 armor.
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>>2403999
>And how do you do that anon?
Using all my fleets combined, and using builds that counter the leviathan in question.
Which is how anybody KO's leviathans early?
You don't bring kinetics to a Shard fight lmao.
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>>2404141
You're not killing any leviathan super early into the game, but you're also not getting jumpdrives until well after the point you can kill a leviathan.
Getting shit early is a good thing, why is that difficult for you to understand? Lmao.
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Guys is the economy actually just completely fucking broken unless you're playing a variation of like 3 or 4 OP meta builds or am I just dogshit at this new system? I stopped playing after 4.0 for feeling the same way back then, but after wanting to give it another go recently it feels like the economy is even worse now.
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>>2404199
The economy is fine, players are massively nerfed but so are AI's so it balances out.
It's just far less of a snowball now, instead of things rapidly reaching 1 million fleetpower fleets by midgame lmao.
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>>2404141
It's akshully on a planet of your choice and 53% if you're materialist and less than 27% as of 4.3.7 if you're fanatic materialist, you shit-for-brains dumbfuck retard mongoloid schizho shitter seetihing piece of shit edgefaggot bitchass newfag whiny cunt.
Are we done exchanging pleasantries or do you need yet more handholding? :)
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>>2404611
Imagine paying hundreds of dollars for the most low effort slop shatted out by obese faggots and a female turkish game developer who has no vision of anything whatsoever and can create nothing but the most barebones piece of shit game ever
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>>2404177
Dragonscale is unique so no it's not the same. You can get jump drives from normal tech rolls pretty early if you follow the tech tree. You also only get 50% of the tech so it's not like you could just alloy rush the horror. It would still take a long time to research it unless you have good research.
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>>2370583
>-I don't think I've ever seen, whether in-game or in forums, anyone successfully breed the Voidworms in captivity? I don't know if it was ever possible?
It is possible but they are dogshit on all front
>need at least 3 adults to form a troika and start breeding
>take more space in a fleet than any other space fauna
>dogshit weapon composition where their ranged bypass shield but their melee doesn't
>is associated with an annoying midgame crisis
>only give you society science when culled
>get mogged by amoeba spam
Even the cuthuloids are a better breeding stock
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>>2404794
I remember space fauna ship design UI was functional on release of archivism dlc, they then broke it beyond recognition when biomorphosis released and they never bothered to fix it.
A shame. I enjoyed playing space fauna ship empires, but right now it's a masochistic endeavor.
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>>2404976
Space fauna empires are sort of retarded because juggernauts, crisis ships and titans all don't count as fauna when you have beastmasters. So you're unable to use most ships in the game.
You're already not allowed to use mechanical ships or bioships when you're going full-fauna, the rest is just nonsense.
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>>2404794
It's weird that voidworms are the most naturally hostile creature in the game, but also are the fucking weakest.
Their natural weapons are also contradictory to themselves. They are missile-spewers but at the same time have a melee attack which doesn't bypass shields either??? Despite mauler mandibles penetrating shields???
They don't even have unique missile models, so they literally fire metallic fuel powered missiles at your ships lol
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>>2405697
Whirlwinds and swarmers are M slot while adults and troikas get upgunned to 3 and 7 L slot spikespores which do a lot more damage when you stack all the different space fauna modifiers. Still at range 90 unfortunately. Only two things that DO suck about them are voidfang messing with the behaviour since range 0-10 and nav capacity of goddamn 80 per one troika.
What you CAN do with them is hullmaxxing and catalytic bladder. When you have 25-30k+ hull and another 5k+ armor doing 25% of max that combined on death, and that damage IS increased by space fauna damage, temporary max HP&armor increase and explosive damage, that does a lot of damage. I mean around 5k minerals and 5k food a pop isn't exactly cheap but can you really put a price on that smile when you delete a, I don't know, a 25x crisis fleet with kamikazi worms?
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What the fuck is the point of playing whack-a-mole with every fleet since it's almost impossible to kill them? I engage them,crush them and they jump away. Then I have to do it again until I take their last system. It doesn't make the game harder, but it does make it more tedious.
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>>2405898
I have no problem with stealth cuckloids but amoeba are generally a dealbreaker for me because of those shitty energy slots they come with. Probably would be better if mothers didn't go for 40 navcap. Or if large crystals came with all L slots.
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>>2405944
I usually put at least one set of strikecraft on any biofauna ship class.
But going full strikecraft tends to suck, because you can and will get a battle where the strikecraft glitch out and target random units every 5 seconds so their DPS is a twentieth their actual listed number.
I usually slam neutron launchers on the bioships, which is very effective if you give them a shield-stripping weapon as well.
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>>2405955
Meebers are probably the best fauna ship to use now, but I find that Cutholoids with their special attack enabled are pretty nasty because they're the only fauna with innate weapons that actually do anything.
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>nomads get to ignore closed borders because umm they just do okay?
>a swarm of giant locusts who have no motivation besides eating everyone will still respect the imaginary line drawn in space
I think it's time to let anyone enter closed borders at will and just take an opinion penalty and/or allow the holder of the territory to shoot at them without declaring war.
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>>2406558
Frankly I feel like this goes for a lot of the war/diplomacy systems in the game. They've felt like something used as a band-aid fix for problems with the game from like, three iterations ago that are barely holding at the seams now.
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>>2406654
Wars are fucked in the late because fleet engagements give barely any warscore due to emergency FTL and the disengagement chance being way to high. Ai's will also fight wars for decades while barely claiming anything and then gaining nothing of value after the war.
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>>2406670
Wars are fucked all the time.
At some point, once you've crushed their entire fleet, and bombarded 90% of their planets they should fucking give up.
But no, they'll fight tooth and nail to prevent subjugation all because they have 1 planet in the far-off corner of the galaxy with 300 pops on it, making no resources.
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>>2406672
True but the techs everyone has in the lategame make it much worse. Early game the passive war score increase is still noticeable so wars won't last nearly as long.
>1 planet in the far-off corner of the galaxy with 300 pops on it, making no resources
I did tweak some of the values in my current playthrough and it's still not good but a lot better.
>warscore cap from fleets increased to 100 instead of 50
>surrender modifier changed from -100 to -75
Still a pain to get warscore but they are a lot more likely to actually surrender if you crush them.
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>>2406705
Sure on conventional ships but biofauna comes with its inbuilt non-arti weapons. I don't know man, I was really hyped when they first came out and now I see bioships and go, alright, why the fuck would I use fauna instead. Aside from pure meme runs I suppose.
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>>2406717
Tiyanki=Worthless meatshields, inbuilt weapons suck ass
Amoeba=Actually pretty good, the young ones are experts at acting like kiting carriers, the adults are inbuilt carriers
Voidworm=Uses way too much naval capacity for it's abilities, technically a missile spammer but too slow to kite
Cutholoid=Strongest innate fauna, with artillery systems inbuilt, but slow
Really it's just meebers and cutholoids that are decent.
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>>2406723
Fauna can be made comically OP early on via the ressurection/cordyceptic civics. They fall behind later on though.
They also grow up on their own, regardless of tech you have (you need to research tech to unlock elder bioships for comparison)
But generally bioships are stronger.
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Did they remove the original space storms from the base game? I thought it you don't have the DLC they would just work like they had in the past, but apparently they are just gone now. Feels wrong to just remove a feature and then sell a worse version of it.
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>>2406740
I said it already but in short, really high base stats you can buff in all sorts of ways + their L missiles are both shield bypass and +100% vs armor and hull. As for mutations, dunno. Depends on what you're fighting. Zro bombers or zro/regular neutron launchers with carrier AI if you went full shebang with battlemasters or more situational hull maxxing with catalytic bladder so when they do die they usually take out anything with them up to and FE battlecruisers included. I'm not kidding on bladder strats, if you have conventional ships you more than likely have spare apples and rocks and I've seen these guys do 10-15k+ damage on death. Does a hell of a job on sniping khan or leviathans while sparing you alloys as well.
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>>2406752
And 20 navcap amoeba seem all-round more useful for most of the game anyway including supplementing your conventional ships while worms are both niche and dependant on building entirely around buffing them to usable with the one crisis fleet they should excell against is purpose made to vaporize them.
I hear you, I just don't think it's fair lumping them together with tyanki and crystals since they can be usable if definitely not optimal. Fucking hell, 80 navcap troikas. That's 5 harbingers I could have brought in that fleet instead.
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>>2406762
One of the reasons I like Amoebas so much is I can build them into artillery monsters and they still passively create strikecraft to at the very least, distract enemy ones (or ideally, mulch through enemies themselves)
180 range Cutholoid special weapon is bonkers as well.
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>>2406763
If you can get them early, they're reasonably fast, reasonably fast to build and can be supported entirely by cattle food economy or spare apples, which you'll more than likely have. I mean there's not too much not to like about them. Only problem is they scale like ass as the game goes on unless you went psionic and or beastmasters and they need that carrier AI because of their native weapons but that's not a them exclusive problem. And as far as I'm concerned if you didn't go beastmasters they're good to snowball early game, when you need help the most, and pivot to more conventional ships as your alloys ramp up.
Honestly, I'd stick with what you're doing already unless you're intentionally going for some memes.
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>>2406773
Voidworm jaws not being similar to mauler mandibles grinds my gears, if they were basically giga bio-torpedos with melee range, that'd be sweet.
A midget elder mauler bites harder than a fucking TROIKA.
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>>2408128
It is outdated in places, like any wiki. And that 75% you lifted from defines is actually a 0.75 modifier for absolute fucks sake. Way it works each time a ship takes hull damage while below 50% hull and still has disengagement opportunities left it rolls:1.5 x (Damage / Max Hull) x Total Modifiers (capped at a 50% chance per hit).
Disengagement opportunities are PER battle not per shot received. They don't help you avoid lethal damage either.
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>>2408147
>And that 75% you lifted from defines is actually a 0.75 modifier for absolute fucks sake
I wasn't using any 75%, I was using the "1.5 x (Damage / Max Hull) x Ship Modifier x 1.25 if within friendly borders" formula from the wiki. I wasn't aware of the 50% chance cap, though, which does make things a lot better.
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>>2408156
0.75x1.25 = 0.9375 = 93.75% =/= 100%
What's worse it still starts off as a negative MODIFIER instead of base success chance like you framed it. If your ship rolled a 50 you're still getting 46 even with home advantage at that first threshold. And if 46 ain't enough? Tough. You just lost one of those 1-2 rerolls.
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>>2408209
nta, its still way too much, ships are rarely destroyed making wars take way longer and worse still are unsatisfying to wage, the war exhaustion system also falsely favors the defender, randomly deciding that fleet you destroyed? nah it survived, taking only 2 casualties, even though you watched the battle and saw the entire fleet being destroyed
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>>2408209
>0.75x1.25 = 0.9375 = 93.75% =/= 100%
Yeah the wiki didn't mention the additional 0.75 modifier so that wasn't accounted for in my first post. My original calculation was 1.5*0.5*1.25*1.25=1.172, based on pic related (presumably outdated).
>instead of base success chance like you framed it
You're barking up the wrong tree anon, I didn't even mention 'base success chance', that was someone I replied to.
>If your ship rolled a 50 you're still getting 46 even with home advantage at that first threshold.
I don't get where we get to a 46 from here, the threshold itself seems like it's going to be the cap of 50% in most scenarios. Is it not a simple case of a random number checked against the threshold from the earlier formula you posted?
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>>2408222
Let me guess, you're running autocannons, disruptors or rapid fire mosquito bite strength fighter craft. Try some hardhitters instead. Maybe bring an interdictor titan along.
>>2408233
You do understand ships roll behind the scenes if they have remaining disengagement opportunities? That formula determines what they roll against and at what advantage/disadvantage.
>the disengage chance is basically always going to be the cap of 50%.
>it wasn't me saying it's base chance
Pick one. That's still a modifier, not base chance, and that's still working against retreating by limiting the advantage of the roll.
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>>2408278
it still retroactively decides i destroyed little to no enemy ships without arc carriers, its why i added them in the first place with a secondary objective to defeat enemy strike craft and missile/torpedoes
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>>2409129
It doesn't stop snowballing. Once you win one major fleet battle you are also going to win the next. The attackers still take less casualties, can repair quicker since they don't spend time in retreat and if they had a superior fleet they are also able to build more new ships to replace their losses. All that is does is add more tedium to the game. So no I wouldn't say that it is working. If the war lasts longer I can just add more claims and if I really want to snowball I am just going to use a civic that gives me total war at the start of the game.
>>2409579
>hard-working
They are gypsies. They will probably steal half of you deposits while they are "working".
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>>2409660
nta but no, it absolutely doesn't. Maybe an early game speedbump since most people are running 'vettes but once bigger hulls come into play, you know, those that actually have the HP to make that roll and use their disengagement opportunities, which also start increasing from 1-2 to 3-4+. And then you have war exhaustion tech reduction, with repetables, and all sorts of CBs, few tech, senate or perk unlocked at that, that straight up enable you to wipe the entire galaxy in a single war even if you're losing ships left and right. If you're past caring and go with no retreat human or fauna wave tactics for example.
I do like the concept of war exhaustion and land changing hands tho, if only because it's less pain in the ass to manually have to rebuild all your stations and in theory makes you care about your losses.
>They are gypsies
They ARE well known for their terraforming prowess.
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>>2409660
>Once you win one major fleet battle you are also going to win the next
That depends on your fleet composition, ability to replace fleets, etc.
You can absolutely build a fleet that basically only ever FTL's away and whittle down your foes.
Evolutionary Predators with fuckloads of traits and the civic which gains ship HP per trait? They're like zombie ships, they just refuse to die.
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>>2410088
Not really . Again if you did win the first engagement you are capable of beating it again, and the attacker benefits from disengagement as well. Your example would only work if the attacker somehow losses most of their fleet which does not happen.The disengagement mechanic has never stopped snowballing.
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>>2410382
That's not how wars in this game work. You don't slam to equal fleets into each other and them the winner gets slowly whittled down. You send a far superior fleet to crush the enemy. 200k of your high hull ships are still never going to do shit to 500k.
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Ok but will they ever add a way to throw away the Head of Zarqlan? I don't want some filthy alien head to worship even when I do play as spiritualist and having the dig site open is annoying . It can't even removed by cracking the planet.
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>When you have bioships, you want them to grow as quick as possible because bigger=better
>When you have fauna ships, you want them to outright NOT grow as it's detrimental to their stats
I wish Fauna builds weren't so fucking gimped god damn.