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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1671719 times)

Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8490 on: March 20, 2020, 08:59:01 pm »

Guess the midgame crisis hasn't fired yet though (unless you count me lel) so there's still time.
A purely political midgame crisis would be hilarious.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8491 on: March 20, 2020, 11:31:49 pm »

I mean, I would really like to see crises that weren't military, so that might not be a terrible thing...

Though I was thinking things more like plagues or economic depressions, but I'm sure there are ways to make a political crisis a thing.  If there was support for multiple galactic communities, having it fracture could be an idea.
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8492 on: March 20, 2020, 11:36:07 pm »

Or maybe just a bunch of extremist factions popping up and causing trouble. Seems like there's room for lots of stuff that's not purely military.
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8493 on: March 21, 2020, 01:30:13 am »

There is, but it'd mostly be obnoxious or irrelevant. You can solve a military threat by building more ships, taking advantageous fights, and maybe making alliances. You can solve an economic crisis by... making more money, I guess? You can solve a political crisis by... uh... making factions happier?

The game's noncombat systems don't have the meat to reliably be interesting at the best of times. I'm not sure they can handle being the big focus of the game for a bit.
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Sartain

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8494 on: March 21, 2020, 04:28:14 am »

There is, but it'd mostly be obnoxious or irrelevant. You can solve a military threat by building more ships, taking advantageous fights, and maybe making alliances. You can solve an economic crisis by... making more money, I guess? You can solve a political crisis by... uh... making factions happier?

The game's noncombat systems don't have the meat to reliably be interesting at the best of times. I'm not sure they can handle being the big focus of the game for a bit.

Well making numbers up or there will be consequences like say, pops dying from pops or becoming criminal or buildings going to ruin or whatnot could be a decent distraction from making numbers go up because making numbers go up is the premise of the game :)
With the new galactic community feature you could even have stuff like galactic resolutions about dedicating resources to eradicating that pesky Javorian Pox outbreak or enforcing economic austerity policies and such, to handle non-combat crisises

Edit: Sometimes this game really manages some fun little meta-narratives. Starting a Scion game as an alternate Earth (militant, xenophile, egalitarian Citizen Republic) where the Sol system is under the protection of a materialist Fallen Empire. Maybe 10 years into the game my Overlord offers me a level 7 admiral because, paraphrased, apparently they have a weirdo who wants to try playing with the Humans. So Tupra Wek serves a stint as admiral in the navy, and then it's election time... As always I don't bother getting involved with elections and apparently Tupra Wek did such good work eradicating the Fist of God cult that he is elected Consul of the Citizen Alliance of Terra. I feel like we may have conned by our Overlord  :D
« Last Edit: March 21, 2020, 06:37:29 am by Sartain »
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8495 on: March 21, 2020, 10:31:48 pm »

Hehe, nice.  Pleasantly surprised that you can have different ethics from your benefactor FE, but it does sound like they keep tabs in their very subtle way :P

I switched tacks to a new start:  Militarist xenophobe.  Very unusual for me, but it's because I'm trying Voidborn.  I also, don't @ me, created a race of jerkass lithoids and forced them to spawn.  You see, my last game drove home that all resources are effectively infinite... except minerals.  Minerals were fluctuating between 4-5 energy on the market even when I wasn't buying any myself.

But there is one limitless source of minerals in the game, and I don't mean black holes: using lithoids as livestock.  Time to be the monsters for once 8)

I chose a kinda human-reticulan hybrid portrait and called my group the Laputans, a reference to the UFO Aftermath series of xcom-like games.  The second game had a faction of humans who were forcibly displaced by Reticulans onto floating space stations called Laputa as they... to make a long story short, "terraformed" Earth.  That game was about a later generation of Laputans rediscovering Earth in the wake of the Reticulans going mysteriously and suddenly braindead.

This is a little different in that we're displaced (and somewhat hybridized such that we won't recognize any Humans who happen to exist) but far from Sol.  I named the star Ares and chose Latin names, then named the home planet Sidonia because I'm an uncultured rube who got confused by the suggested name (Sildonia).  (It's supposed to be Cydonia, like the Mars location in XCOM 1).

Anyway, it's going pretty well in 2219 - already conquered a neighbor for those precious landbound mineral slaves!  I also share a border with another Advanced Start despite turning that shit off, presumably because they have a Lost Colony somewhere.  annoying.

Edit: I forgot how tough it is to occupy planets instead of just vassalizing empires.  It's particularly tough since my own race has 0% habitability, so sending them to be rulers (which increases stability due to their political power) is, frankly, expensive.  They even eat twice as much.  I'm going to headcanon that as various forms of alcohol, which they suck in through their fancy hazmat suits.  It's that show Colony up in here.

On the plus side these unfortunates were Mechanists (excellent choice!), and their robots are now unequivocally mine.  That's a little disturbing to think about, so I won't!  Besides, they're too simple to use as enforcers (for now).

Edit2: Quirk of the Void Dweller trait - it's actually two traits, depending on whether the pop is on a habitat or not.  Either the +15% specialist/worker production, or the -60% growth.  As a consequence, Void Dwellers forced to live on planets are literally a subspecies - which means different rights can be applied to them.  Not sure how to use that yet, but it's interesting.  I wish I could give mine Stratified Society rights since they're almost all rulers, which would increase their political power considerably (and make them happier).  Giving them Utopian Abundance would make them happier, but practically remove their political power (and I'm not egalitarian for once).
« Last Edit: March 22, 2020, 12:27:44 am by Rolan7 »
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8496 on: March 23, 2020, 02:21:46 pm »

Hey what if you did Syncretic Evolution, made em' Lithoids, then made them livestock?
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8497 on: March 23, 2020, 02:33:24 pm »

Hey what if you did Syncretic Evolution, made em' Lithoids, then made them livestock?
I think you get minerals from them
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8498 on: March 23, 2020, 02:53:24 pm »

yep tested it

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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8499 on: March 23, 2020, 02:56:12 pm »

I wonder if it's enough to offset the loss of other planetary production at the start of a game? Energy/alloy would be my main concern, rockfolk don't eat food anyway.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8500 on: March 23, 2020, 02:58:38 pm »

Having 12 pops basically locked to 'mining' would be a bit of a rocky (no pun intended) start but I'd think it would be manageable. I can think of better ways to start though.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8501 on: March 23, 2020, 03:21:45 pm »

Quote
basically locked to 'mining'

Yeah you're right, that is basically the effect, isn't it? Hmph.
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8502 on: March 23, 2020, 04:46:31 pm »

Quote
basically locked to 'mining'

Yeah you're right, that is basically the effect, isn't it? Hmph.
I mean, you still get the bonus points for being a monster.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8503 on: March 23, 2020, 05:35:11 pm »

Not sure if I just didn't notice this before, but my capital "world" (primary of the three starting habitats) is now a Research Station.  But I'm not allowed to set its designation because it's my capital.  Not a bad thing, but odd.

Also jeez managing captured pops is just as difficult as I remember.  Made worse because my primary species is both xenophobic and immuno-suppressed.  Even though the species I conquered first is now over their "recently conquered" -20%, they'll always be limited to Residence citizenship.  That's a -10% happiness, but also -50% political power.  Generally helpful, but very counterproductive to my plan of using them as "lieutenants".  The best course appears to be dropping a couple unlucky voidborn on each planet to rule it, tanking the costs of 0% habitability in exchange for their stabilizing political power.  I wonder if robots might eventually serve this role, but I'm betting that xenophobes can't even grant robots full citizenship.

Heh, this way of playing is so alien to me.  Everyone's so happy in my egalitarian runs.  I think I need slave processing facilities ASAP- I can't yet afford to enslave these xenos, my grip is tenuous enough already.

But I did secure the lithoid pops, thanks to my Federation allies!  Couldn't have done it without them - I think I'll avoid enslaving their migrants, because that feels like a dick move even for xenophobes.  (I will never not be upset that the AI do this constantly).  also I think it would upset them and I don't want to be their enemy

Having 12 pops basically locked to 'mining' would be a bit of a rocky (no pun intended) start but I'd think it would be manageable. I can think of better ways to start though.
I cannot yet report on lithoid livestock but it appears to have advantages over miners.  For one thing livestock, as slaves, have very little consumer good cost and .75 amenities.  Also .25 housing per livestock.  This isn't as important in early-game, but surely adds up later.  Same with the fact that they don't require districts.  I considered taking Arcology Project despite being Voidborn just because of how unimportant districts are going to be.

Production is trickier to figure until I actually enslave these rocks, but the main advantage is that they require very little for what they produce.  They can also summon these minerals on habitats or ringworlds, which is amusingly nonsensical :P

What I'm pondering next, and haven't been able to find an answer for, is: does the Processing purge give minerals too?
Because it sounds like Processing is still broken if you dedicate a world to it, since the benefit is based on all the pops but the rate of death is flat.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8504 on: March 23, 2020, 06:00:33 pm »

I want to have a processing world and like 3 slave worlds supporting it.

Just ship em off for snacks. Wonder how many slave worlds it would take to break even?
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0
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