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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1671672 times)

ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8535 on: March 27, 2020, 01:04:02 pm »

You can also just start as a Hegemon and conquer everyone into your hegemony.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8536 on: March 28, 2020, 11:07:01 pm »

So, the Greater Than Ourselves edict that you unlock through the galactic community that automatically resettles unemployed pops to planets with jobs is... less good than I had hoped for.

First of all, I agree with the general sentiment that it's kind of stupid that it's an edict instead of a policy in the first place, and that you have to unlock it through the galactic community instead of it just being a thing specific ethics are allowed to do.

Second, resettling pops will ruin buildings on the planets they leave.

Third, you can't turn the edict off once it's on.  So I'm stuck with this happening for 24 game years.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8537 on: March 28, 2020, 11:12:55 pm »

I'm impressed.  When I ran it (Utopian Ideal with highly overcrowded worlds and ones desperate for pops) I literally didn't notice any change.

What I wanted was a one time action to have pops redistribute instantly without my micromanagement.
I would have paid the credits, I just didn't want to do all that clicking.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8538 on: March 29, 2020, 12:55:05 am »

It seems to be a slow process overall, and... I can't tell if it's a bug or if it just didn't happen by chance, but it looks like pops don't leave habitats.

It appears that I had maybe 10-20 pops out of about 2000 move over the course of about 5 years.  Since I didn't have very many planets with open jobs that doesn't overly surprise me, but since I'd heard the same about people saying it didn't do anything I was too surprised that any migrated at all.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8539 on: March 30, 2020, 01:54:20 pm »

Construction ship: "We've built a grand habitat.  A perfectly sealed environment for almost all life to live and thrive."
Lithoids: "Hold my molten sulfur"

Spoiler (click to show/hide)

So we might have put a hole in the side, we can still live on it.

Having a lot of fun as a empathic Lithoid hive.  Slowly making everyone love we, convincing everyone they need greater sanctions that hurt everyone else.  Right now if your fleet is too small you research slower and produce less.

This made me laugh my ass off. Is 50% habitability the price of having an asteroid-sized hole in your space dome venting atmosphere at all times?
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8540 on: March 30, 2020, 07:11:03 pm »

Does anyone know if pops with the voidborne start still get penalties on gaia worlds or ringworlds?  I was considering trying an inward perfection voidborne start, and was wondering if I should plan to only use planets with droids and synths, or if I could eventually terraform them all to be worth putting regular pops on.
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Blastbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8541 on: March 30, 2020, 07:58:16 pm »

Voidborne can settle on gaia worlds just fine, apart from a malus to pop growth speed. First time I played that origin, I was lucky enough to get two systems with gaia worlds right next to each other. Unfortunately, the larger of the two was claimed as a holy world by the spiritualist fallen empire. Despite said empire being almost halfway across the galaxy.
In space, no-one can hear you REEEEEEEEEE

Is anybody else seeing the galactic community caught in an endless loop of minor sanctions? I'm seeing one empire propose minor sanctions, then another proposes the same sanctions a few sessions later, bogging down the entire cycle. I keep trying to bury the motion and promote other stuff, but these assholes just aren't having it. It's 2400 and we still haven't formed the galactic council because apparently passing minor economic sanctions for the ninetieth time is more important. I was hoping to be a good guy this playthrough, but if the council isn't formed by 2420 and I'm not on it, I'm just going to bust out a planet cracker and go ham on these idiots.
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Iceblaster

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8542 on: March 30, 2020, 08:59:48 pm »

Tbh I need to figure out what' smaking my galactic community decide to not even wanna propose anything.

fun

Radsoc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8543 on: March 30, 2020, 11:20:18 pm »

Finished a game with the Federations DLC. There are some complex event based bugs that plays in to federations and their change into the non aligned league, but I like the added level of detail. Performance is better too. Played on huge at a decent pace.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8544 on: March 31, 2020, 08:53:33 am »

Performance actually seems to be a bit worse on my laptop, but it still runs fine on my desktop so I'm not really complaining.  It was pretty bad on my laptop to begin with for large galaxies.

Regarding bugs, I see that the crisis purging habitats is still janky.  I think the pops are actually dying, but they aren't showing as undesirables or in decline.  AI empires (and I assume players) are still able to resettle pops to planets occupied by the crisis too, so the only way I can tell the pops are dying is by looking at the empire's total pop count going down.

Voidborne can settle on gaia worlds just fine, apart from a malus to pop growth speed. First time I played that origin, I was lucky enough to get two systems with gaia worlds right next to each other. Unfortunately, the larger of the two was claimed as a holy world by the spiritualist fallen empire. Despite said empire being almost halfway across the galaxy.
In space, no-one can hear you REEEEEEEEEE

So the pop growth penalty still applies?  That's what I was curious about, since it looks like they actually swap traits when on a planet instead of just having a flat habitability, which in turn prevents you from just using gaia worlds or ring worlds to bypass the limitations.

Quote
Is anybody else seeing the galactic community caught in an endless loop of minor sanctions? I'm seeing one empire propose minor sanctions, then another proposes the same sanctions a few sessions later, bogging down the entire cycle. I keep trying to bury the motion and promote other stuff, but these assholes just aren't having it. It's 2400 and we still haven't formed the galactic council because apparently passing minor economic sanctions for the ninetieth time is more important. I was hoping to be a good guy this playthrough, but if the council isn't formed by 2420 and I'm not on it, I'm just going to bust out a planet cracker and go ham on these idiots.

I've heard others report this but haven't seen it myself.  So far, the dumbest thing I've seen is the AI telling me that the Contingency wasn't worth being afraid of, with all but 2 other empires in the whole galaxy voting against making it a galactic priority.  I narrowly lost the vote since I have like half of the diplomatic weight in the galaxy, but it was still amusing and frustrating.  I've decided to let the Contingency eat some of them to see if they change their tune.
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Il Palazzo

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8545 on: March 31, 2020, 09:52:10 am »

So the pop growth penalty still applies?  That's what I was curious about, since it looks like they actually swap traits when on a planet instead of just having a flat habitability, which in turn prevents you from just using gaia worlds or ring worlds to bypass the limitations.
My experience so far was that the game actively tries to give you bypasses for those limitations. All you really need is one migration treaty, or one conquered planet (e.g. primitives), or even nothing at all since there's an event that fires when you have pops on very low habitability planets resulting in your pops self-gene modifying.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8546 on: March 31, 2020, 10:14:08 am »

I have a gaia world behind some guardians so I can test eventually, but I did notice that the +Habitability techs are giving my Laputans some habitability on normal worlds.  So it's not stuck at 0, just starts at 0, so I believe Blastbeard that they have good habitability on gaia worlds.  And that they keep the -60% growth rate on gaias.  Maybe gaia worlds still have disease (pretty sure there's a tooltip that suggests voidborn are immunocompromised) or their bodies have adapted to zero-gravity, from a time before artificial gravity.  Even a ringworld might rely on "gravity" (presumably from spin) to keep the atmosphere from escaping, while modern habitats use artificial gravity to accomodate non-voidborn on a much more compact scale.

All this breaks down if it's overthought too much, of course.  Just loose headcanons to pick from.

My voidborn run had awful economic difficulties about 20-40 years in, even after conquering and enslaving my only neighbor (I started in a pocket behind a marauder clan).  I'm not totally sure why, but had plenty of mineral income  but was struggling for credits and commercial goods.  I think I just didn't have enough pops on-habitat to get all the building slots I wanted.  What fixed that was domestic servitude.  The huge income of minerals and food from enslaved planets helped a lot (pseudo-thrall worlds, I really want that tech) but flooding my worlds and habitats with unemployed "servants" gave me high amenities across the board, *and* the raw population numbers to build more refineries and factories for my voidborn to work.  The servants take very little housing or upkeep, and the voidborn specialists get a nice production bonus.

I currently have about twice as many slaves as voidborn, but only a few of my voidborn are mere workers.  I have to keep 2-4 on each slave world to serve as rulers (including noble) and enforcers, tanking the consumer goods upkeep (I'm swimming in more food than I can use).  Fortunately habitability doesn't affect happiness so these few elite basically make the whole planet "happy".  It does affect growth rate, on top of the -60% from being on a planet at all, but fortunately it seems to reliably choose the slave pops to grow instead.  Meanwhile it looks like I'll need to manually set population growth on my habitats to get more voidborn, as slave pops are growing there too like half the time.

Amusing quirk which was my original reason for posting: Despite having no contact with the galactic community, I got a notification when the galactic council was forming.  The notification even showed me the top three empires, their names and diplomatic weight.  Imagine my joy to see that my custom lithoid race is alive and well!
Project: infinite minerals is good to go~

They're actually the most influential empire in the galaxy, but I'm basically tied (if not for the Isolationist stance penalty).  Considering I'm currently popping out habitats almost at pace with my influence gain, AKA booming at an insane rate for 2275, I feel ready to be the midgame crisis in a few decades~

(I wonder if I can bumrush a science ship past this wall of raiders, but it wouldn't help too much.  Unless I took Nihilistic Acquisition and got a fleet through to steal a lithoid pop... that would be very useful indeed.  Ooh, or just bought one on the slave market if that's an option!  Plus I could totally sabotage the galactic community as a council member, hehe)

So the pop growth penalty still applies?  That's what I was curious about, since it looks like they actually swap traits when on a planet instead of just having a flat habitability, which in turn prevents you from just using gaia worlds or ring worlds to bypass the limitations.
My experience so far was that the game actively tries to give you bypasses for those limitations. All you really need is one migration treaty, or one conquered planet (e.g. primitives), or even nothing at all since there's an event that fires when you have pops on very low habitability planets resulting in your pops self-gene modifying.
Interesting, I wonder how that works for voidborn.  The event changes climate preference, so I wonder if the voidborn-on-planet and voidborn-off-planet traits stick around or are tied to habitat preference.  I'm guessing the latter, though maybe I'll find out once I research Glandular Acclimatization for the ability to change climate preference manually.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Il Palazzo

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8547 on: March 31, 2020, 10:25:39 am »

Interesting, I wonder how that works for voidborn.  The event changes climate preference, so I wonder if the voidborn-on-planet and voidborn-off-planet traits stick around or are tied to habitat preference.  I'm guessing the latter, though maybe I'll find out once I research Glandular Acclimatization for the ability to change climate preference manually.
They just lose the voidborn preference for whatever climate it fired on. It's just a normal boring species.
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Broseph Stalin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8548 on: March 31, 2020, 04:20:32 pm »

I would really appreciate some more manual control.

If I want to make an ethically aligned vassal it makes no sense that I'm obligated to release the entire sector which is made automatically from every system in four jumps. Instead I have to make a strategic habitat or quasi-inhabitable colony far enough away that it doesn't get anything I want to keep then trade the systems I wanted to give them in the first place.

Also jobs, can we please, in the name of all that is holy get the ability to manually assign pops to jobs? Almost every crime problem I've ever had has been the result of an empty precinct on a full world.

Similar complaint, Pop demotion sucks. I abandoned a world and made the mistake of resettling leaders first. That meant I evacuated a leader, and freed up a leader level job, that caused a bunch of miners to immediately become rulers before they too were resettled. The end result was massive unemployment on the other world because 27 pops had grown accustomed to being members of the aristocracy after only a second of exposure and apparently began holding up signs outside the understaffed specialist buildings that read "will work for 1%er status."
« Last Edit: March 31, 2020, 04:28:35 pm by Broseph Stalin »
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8549 on: March 31, 2020, 05:32:37 pm »

Also jobs, can we please, in the name of all that is holy get the ability to manually assign pops to jobs? Almost every crime problem I've ever had has been the result of an empty precinct on a full world.
You can both restrict people from working some jobs, forcing them to work other jobs that would normally be lower priority, and you can mark jobs as high priority, forcing pops to fill those jobs ahead of all others.
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