Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 499 500 [501] 502 503 ... 585

Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 748437 times)

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7500 on: December 13, 2018, 02:35:25 pm »

I consistently hear good things about it, but have never tried it myself.  I don't even really care about the achievements, and yet I stopped using my own portrait mods over it for some reason...

Anyway, in other news, Wiz announced that he's stepping down as director of Stellaris to work on a new, secret project at Paradox.  Theories abound on what it is, or what the future of Stellaris will be.  Another director was named already, and Stellaris is Paradox's best seller right now so it's not going away, but who knows what it might mean about the direction of the game.
Logged
Success requires no explanation.  Failure allows none.

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7501 on: December 13, 2018, 02:43:56 pm »

I have no achievements in most of my favorite games because if I really like it then I explore mods for it.

Vgray

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7502 on: December 13, 2018, 02:47:30 pm »

If nothing, else AI empires that seemingly had no interest in expansion got their acts together with the Glavius AI mod. I played almost 100 years without it though. Maybe closer to 80...
Logged

Majestic7

  • Bay Watcher
  • Invokes Yog-Soggoth to bend time
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7503 on: December 13, 2018, 03:12:43 pm »

I honestly couldn't play without the larger sectors mods. Too many one planet sectors, it got annoying.
Logged

Cruxador

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7504 on: December 13, 2018, 03:59:04 pm »

Playing my first criminal syndicate and wow, these guys can be brutal. I opened a branch office on the homeworld of the first race I met and dropped down an illicit research lab, this increased crime on their planet to epic proportions. Crime is now 100% as they have a corrupt governor and 'mob rule' from events. They can barely eek out a living and have had to dismiss most of their ships just to keep their economy afloat. With that one building I rendered them completely nonthreatening, they can barely afford anything.

The second empire I found I dropped down a smuggler's port. I'm now getting around 25 energy in trade value from them and their crime is steadily rising out of their control. Both of them went from superior to me to inferior in the span of a decade. Part of that is that the AI seems to not know how to manage crime, a player would have scrapped some buildings and build more enforcers to reduce crime and kick out the criminal syndicate eventually.

You're pretty lucky then, people, myself included, report the opposite, AI building tons of enforcer, with no reason. I tried once to open a branch office. Boom, three enforcer buildings.
I've found them to mostly build enforcers until crime gets into the thirties, though this is based on exactly one game. The difference may stem from what stage of the game you do it in, perhaps?

It tends to take around a decade for them to pay for themselves, though, which is the real downside in my opinion. Not worth the 50% size penalty for playing a corporation.
« Last Edit: December 13, 2018, 04:01:22 pm by Cruxador »
Logged

forsaken1111

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7505 on: December 13, 2018, 05:10:47 pm »

Playing my first criminal syndicate and wow, these guys can be brutal. I opened a branch office on the homeworld of the first race I met and dropped down an illicit research lab, this increased crime on their planet to epic proportions. Crime is now 100% as they have a corrupt governor and 'mob rule' from events. They can barely eek out a living and have had to dismiss most of their ships just to keep their economy afloat. With that one building I rendered them completely nonthreatening, they can barely afford anything.

The second empire I found I dropped down a smuggler's port. I'm now getting around 25 energy in trade value from them and their crime is steadily rising out of their control. Both of them went from superior to me to inferior in the span of a decade. Part of that is that the AI seems to not know how to manage crime, a player would have scrapped some buildings and build more enforcers to reduce crime and kick out the criminal syndicate eventually.

You're pretty lucky then, people, myself included, report the opposite, AI building tons of enforcer, with no reason. I tried once to open a branch office. Boom, three enforcer buildings.
Its possible I caught them early enough that they simply can't afford to build the enforcer buildings, sending them into a vicious spiral of doom.
Logged

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7506 on: December 13, 2018, 05:58:20 pm »

Playing my first criminal syndicate and wow, these guys can be brutal. I opened a branch office on the homeworld of the first race I met and dropped down an illicit research lab, this increased crime on their planet to epic proportions. Crime is now 100% as they have a corrupt governor and 'mob rule' from events. They can barely eek out a living and have had to dismiss most of their ships just to keep their economy afloat. With that one building I rendered them completely nonthreatening, they can barely afford anything.

The second empire I found I dropped down a smuggler's port. I'm now getting around 25 energy in trade value from them and their crime is steadily rising out of their control. Both of them went from superior to me to inferior in the span of a decade. Part of that is that the AI seems to not know how to manage crime, a player would have scrapped some buildings and build more enforcers to reduce crime and kick out the criminal syndicate eventually.

The max crime increase you can do on a planet with less than 50 pops is is +75. A single Enforcers office is -75, totally neutralizing your advantage without spending resources on a crack down. If you find a poorly managed planet you can send them into a spiral because the crime problems build upon themselves but in general criminal branch offices are a losing bet.

forsaken1111

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7507 on: December 13, 2018, 06:06:00 pm »

Playing my first criminal syndicate and wow, these guys can be brutal. I opened a branch office on the homeworld of the first race I met and dropped down an illicit research lab, this increased crime on their planet to epic proportions. Crime is now 100% as they have a corrupt governor and 'mob rule' from events. They can barely eek out a living and have had to dismiss most of their ships just to keep their economy afloat. With that one building I rendered them completely nonthreatening, they can barely afford anything.

The second empire I found I dropped down a smuggler's port. I'm now getting around 25 energy in trade value from them and their crime is steadily rising out of their control. Both of them went from superior to me to inferior in the span of a decade. Part of that is that the AI seems to not know how to manage crime, a player would have scrapped some buildings and build more enforcers to reduce crime and kick out the criminal syndicate eventually.

The max crime increase you can do on a planet with less than 50 pops is is +75. A single Enforcers office is -75, totally neutralizing your advantage without spending resources on a crack down. If you find a poorly managed planet you can send them into a spiral because the crime problems build upon themselves but in general criminal branch offices are a losing bet.
?? Enforcers do -25 crime, not -75.



Here's the planet in question






They had ZERO crime and around 73% stability before I put my illicit research lab on their world.
« Last Edit: December 13, 2018, 06:12:01 pm by forsaken1111 »
Logged

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7508 on: December 13, 2018, 06:14:01 pm »

?? Enforcers do -25 crime, not -75.
He said single enforcer office (the precinct houses or whatever it's called). Together with the basic capital building that's 3 jobs.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7509 on: December 13, 2018, 06:16:07 pm »

Ah, sorry. Misread it as 'enforcer officer'

In this case they can't seem to afford one, or are just unwilling to swap a building out.
Logged

Cruxador

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7510 on: December 13, 2018, 06:21:41 pm »

The max crime increase you can do on a planet with less than 50 pops is is +75. A single Enforcers office is -75, totally neutralizing your advantage without spending resources on a crack down. If you find a poorly managed planet you can send them into a spiral because the crime problems build upon themselves but in general criminal branch offices are a losing bet.
Conversely, you're neutralizing their enforcers, allowing the natural crime from pops to flourish. You're still looking at an income in the low double digits in exchange for an investment in the thousands, but it's worth doing in the long run, assuming you have the dosh to spare. It would probably even be worth a civic slot compared to a normal empire. But it's just not worth being a corporation for.
Logged

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7511 on: December 13, 2018, 06:26:58 pm »

Should have been clearer about my numbers, my bad.

You've imposed +65, that's the only number you control. You can't spend resources to foment unrest or do something clever. If they had zero crime when you built your branch office they either had martial law in effect or picked up a bunch of pops because they take +69 naturally and can only do -37.


Conversely, you're neutralizing their enforcers, allowing the natural crime from pops to flourish. You're still looking at an income in the low double digits in exchange for an investment in the thousands, but it's worth doing in the long run, assuming you have the dosh to spare. It would probably even be worth a civic slot compared to a normal empire. But it's just not worth being a corporation for.
I don't think so. You can only cause a little bit of trouble before you're outmaneuvered and you're burning influence and resources on the investment. If it doesn't pan out they can very quickly shut you down. I don't know that I've ever had the cost of investment actually pay off. It's also impossible to start a criminal enterprise on a planet that has a legitimate enterprise so all anyone has to do to permanently block you from encroaching on their worlds is strike a trade deal.

Egan_BW

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7512 on: December 13, 2018, 06:59:03 pm »

Kinda sounds like Stellaris needs some mechanics for espionage and such before that can really become interesting.
Logged
oops, there's nothing here. if you believe this to be in error, please contact your local god

Cruxador

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7513 on: December 13, 2018, 07:07:03 pm »

Conversely, you're neutralizing their enforcers, allowing the natural crime from pops to flourish. You're still looking at an income in the low double digits in exchange for an investment in the thousands, but it's worth doing in the long run, assuming you have the dosh to spare. It would probably even be worth a civic slot compared to a normal empire. But it's just not worth being a corporation for.
I don't think so. You can only cause a little bit of trouble before you're outmaneuvered and you're burning influence and resources on the investment. If it doesn't pan out they can very quickly shut you down. I don't know that I've ever had the cost of investment actually pay off. It's also impossible to start a criminal enterprise on a planet that has a legitimate enterprise so all anyone has to do to permanently block you from encroaching on their worlds is strike a trade deal.
I haven't found either of these problems to be common.
Logged

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7514 on: December 13, 2018, 07:10:08 pm »

Kinda sounds like Stellaris needs some mechanics for espionage and such before that can really become interesting.
That would be great, if I could spend a little extra to increase the chance of negative events on the planet or really do anything pro-active. It seems like a criminal corporation would be ideal for economic sabotage but you can do very little and can be countered very simply.

I haven't found either of these problems to be common.

I've found them to be extremely common. There are always two or three other corporations vying for spots and they tend to beat me out to a good number of juicy worlds. When I do get a world I'd say about 2/3s of the time I get shut down fairly quickly.
Pages: 1 ... 499 500 [501] 502 503 ... 585