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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1250643 times)

Zangi

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7800 on: February 15, 2019, 01:29:25 pm »

On Population:
Inherently, only 1 species on a planet are allowed to grow at a time.
1a. In vanilla settings, what population gets chosen to grow is heavily weighted toward the smallest population on the planet.
1b. There is a negative modifier on weights for low habitability, but in vanilla settings, is not a big enough factor to override the bonus from 'choose-the smallest-population'.
1c. The capital is the only planet which has a 'native species' weight modifier.

What naturally happens is that an empire with no population controls and its living space capacity filled, will have its native species decline in proportion to however many other species reside in its borders.

Equality at its finest.  Enjoy low habitability species living where they don't have any right to.

Though, this is 2 months old and may have been slightly changed.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7801 on: February 15, 2019, 03:26:56 pm »

It was slightly tweaked in either 2.2.4 or the 2.2.5 beta, can't remember which.  Reports are that habitability factors much more into the calculation now such that low habitability pops are much less likely to grow on planets.  That much does seem to be working as intended, as I have Racket pops with tomb world habitability growing almost to exclusion on the tomb world in my borders.
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Boltgun

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7802 on: February 18, 2019, 10:38:02 am »

My civ is a mix of arid reptiles and humans and the game insist of growing human pops on arid planets. I cannot decide on which because activating pop control will drop my crap influence.

Also it keep sending miner robots on farm jobs. The game don't give a damn about racial traits.

Not that it matter now because everyone evolved into cyborgs and I got love poems from a black hole. This ride has no brakes.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7803 on: February 18, 2019, 11:38:11 am »

Also it keep sending miner robots on farm jobs. The game don't give a damn about racial traits.
Is your food income low? I had this happening in my game and found it was because the game was weighting farming jobs much higher than miners because my food income was negative if I moved the robots back to mining
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7804 on: February 18, 2019, 11:58:11 am »

Are you playing 2.2.4 or the 2.2.5 beta branch?  The 2.2.5 beta branch is supposedly where the population growth and robot trait fixes were applied, and it does seem to work at least to an extent.  The game does still grow poorly suited pops on some planets, but mostly grows suitable ones.  I'm less sure about robot traits, since it's very tedious to make specialized robots in 2.2 and I haven't really bothered.

Related, can robots not work as technicians without the droids tech?  In a couple of games I've seen newly built robots be unemployed when there were open technician jobs, but I assumed robots could work all worker jobs like that without restriction.

Unrelated, I saw the War in Heaven glitch out yesterday for the first time.  Or at least I think it was a glitch.  The two fallen empires awakened like normal, declared each other rivals like normal, and I got the prompt to join one nor remain independent, as normal.  However, they never declared war on me, and the league of independent empires never formed.  I'm guessing this might not be a glitch and might just be the AI being bad, since the wiki implies that only AI empires over 20K fleet power are even considered, and I'm not sure any even had that much fleet power.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7805 on: February 18, 2019, 12:39:46 pm »

I haven't played this game in a while, but I wonder if they fixed the bug where fanatical purifiers can join the league of nonaligned nations. During the war in heaven I ended up leading the federation despite not being capable of diplomatic action, and I used all of the federation fleet cap to build a shit ton of expensive battleships which didn't have any weapons or FTL engines as a massive joke

Boltgun

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7806 on: February 18, 2019, 02:27:52 pm »

Also it keep sending miner robots on farm jobs. The game don't give a damn about racial traits.
Is your food income low? I had this happening in my game and found it was because the game was weighting farming jobs much higher than miners because my food income was negative if I moved the robots back to mining

It is high, but so are my minerals. Also it is on 2.2.4 so that might explain that. My robots do not work as technicians without droid either.

Either way, I'm going to summon that worm; and with it do some heresy that will make xeno-compatibility look like hand holding.
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Broseph Stalin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7807 on: February 18, 2019, 04:22:43 pm »

Enforcer job priority is the BIGGEST pain in the ass. It seems like they're the last jobs filled so I have to manually remove available jobs until pops are forced to take them then manually open up jobs as more pops grow. I have a crime ridden planet because nobody wants to take the stupid jobs. The old system actually sucked slightly less than this.

edit:
Unrelated, I finally feel like I get Le Guin intuitively. I have my core worlds prioritizing native pops and a sector of thrall worlds generating raw materials to feed the refinery worlds, those thrall worlds are also cranking out slave clerks and servants to boost amenities and trade value where I need it. I'm playing the market by purchasing cheap resources internally market then selling them dear to other nations in trade deals, when I hit the alloy cap I set up a monthly deal to flood the market so I can buy huge quantities for cheap when I'm doing megastructures or filling out the fleet. Now that I'm comfortable I guess paradox is going to change everything in the next big update.
« Last Edit: February 19, 2019, 12:26:11 am by Broseph Stalin »
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EnigmaticHat

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7808 on: February 19, 2019, 01:43:15 am »

"we thought having a dozen different resources would be good but its bad, now there's just one resource: stuff"
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7809 on: February 19, 2019, 02:40:50 am »

"we thought having a dozen different resources would be good but its bad, now there's just one resource: stuff"
It's like Wiz himself, speaking to us from beyond the grave.
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7810 on: February 19, 2019, 11:55:42 am »

So um. If you're a determined exterminator, find a bunch of pre-space meatbags, and send down several stacks of RambunctiousChildren 2.06 to "play" with them, the end result is occupation, not conquest (and its subsequent playful shenanigans). This seems like a bug, but regardless, is there any way to fix it? Does it matter that I may or may not have been kidnapping some of them to pull their wings off prior to invading them; i.e., would the invasion have gone normally if I didn't have a huge orbital magnifying glass over the anthill?
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7811 on: February 19, 2019, 12:00:29 pm »

What version are you playing? 2.2.4 or the 2.2.5 beta?
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7812 on: February 19, 2019, 12:01:22 pm »

2.2.4
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7813 on: February 19, 2019, 12:53:38 pm »

Might be fixed in 2.2.5 since they also fixed some problems with crises not purging pops correctly.  Took like 3 patches for them to completely fix that somehow (as an aside, the next patch is the last bugfix patch for 2.2 somehow).

I've never declared war on primitives, so I'm not sure how you'd fix it.  Do you not have the option to set their species as being undesirables, or does that not purge pops during occupation?
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7814 on: February 19, 2019, 08:45:08 pm »

They're undesirables by default. My understanding is that you're not allowed to purge when you're only occupying; you need to have full control to purge. However, there's no war to end or anything - they're just there, so if they're not purged now, they'll never be. The occupied planet has built up a drone garrison and the meatbags aren't allowed to breed, but other than that we're living in harmony with them - well, aside from the abduction shuttles, but even getting rid of the observation post doesn't seem to change anything...
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