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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1492696 times)

Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9315 on: October 20, 2022, 07:11:43 pm »

(continued)
Certain techs would interact with this interestingly.  Clone soldiers would allow my current empire type with no soldier class, only short-lived Republic Commandos.  I would make the xenomorph tech an atrocity, like a lower-tech Colossus option, where it wipes out the planet's population... though it spawns many low-morale defense armies based on the planet's civilian population.

If I'm at the lathe of heaven, that could even include a chain like the Synth Rebellion which could potentially lead to a new empire with the clone-soldier civic from Humanoids pack.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9316 on: October 20, 2022, 08:43:29 pm »

As a sidenote, I never build barracks/strongholds.  I get all my naval capacity from anchorages.

This is just a small part of your post, but for a while I've been building fortress habitats in my chokepoint systems as almost impossible to dislodge speed bumps, and this made me suddenly question if what I was doing made sense.

The speed bump part is logical I think.  By the end game these habitats can have over 5K defense army strength pretty easily.

But... soldiers don't give a ton of naval cap.  Usually I end up with 4-5 of these stations and I think they end up contributing something like 200-300 naval cap total, which I suddenly realize is probably not worth it for the number of pops it requires.  Those pops would be much more efficient in labs or foundries, much like how a lot of people just turn off clerk jobs entirely.  The current crappy pop growth system makes this very attractive late game since you really want useful pops when it takes a planet over 10 years to grow a new one.

I've never disabled clerks because it felt like an exploit, but now I'm wondering about that again too...
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9317 on: October 20, 2022, 09:34:08 pm »

Again:  Anchorages, naval capacity from starbases, should be removed entirely.
I say that when it's my primary/only source of naval cap.
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Robsoie

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9318 on: October 21, 2022, 05:49:36 am »

I understood the importance of "soldier spawning" buildings the day i was trying to take over a planet from an AI that for some reason had built -only- barracks in all its building slots.
The giant amount of soldier defense it had forced me to build an insane amount of transport ships, took me way too long waiting time to get my transport fleet on par with the defense soldier power.
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Great Order

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9319 on: October 21, 2022, 06:26:08 am »

The barrack spam method only really works for chokepoints. Fill it with strongholds, build a shield generator, if you've got anything else to minimise bombardment damage then that helps. By the time they're invading it ten years have passed.
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pisskop

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9320 on: October 21, 2022, 06:27:57 am »

The barrack spam method only really works for chokepoints. Fill it with strongholds, build a shield generator, if you've got anything else to minimise bombardment damage then that helps. By the time they're invading it ten years have passed.
From what Space Scifi game franchise have I heard this before, hmmmmm?
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9321 on: October 21, 2022, 08:57:39 am »

Again:  Anchorages, naval capacity from starbases, should be removed entirely.
I say that when it's my primary/only source of naval cap.

I think I can get behind this.  I'd rather see soldiers give way more naval cap and that be the source of it, even if anchorages make some sense on a logical level.  Maybe you should need some minimum number of anchorages too... but that's getting messy.

Really, I think it highlights a problem with how space constructions give free resources without needing pops to work them.  That strongly incentivizes you to use space constructions for things wherever possible since pops are a rare resource.  I don't think Stellaris could really be changed to support pops in mining stations or starbases, but Stellaris 2 maybe should consider it if they ever make one.
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9322 on: October 22, 2022, 03:32:44 pm »

Years after release and crisis are still super annoying to fight, because they're at total war with you but you aren't at total war with them, so sectors revert to unowned instead of going back to the original owner. Border gore ensues, depending on whom has influence at hand, and of curse ai are stuck at - 1000 won't trade planet.
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Great Order

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9323 on: October 22, 2022, 05:14:29 pm »

It'd be nice if the AI was willing to buy/sell systems to un-bordergore. If they've got a single system at a chokepoint? Never sell it, it's a chokepoint. They jumped past you and claimed a single system with two energy before being cut off? Sell that.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9324 on: October 22, 2022, 08:10:00 pm »

I wish it was possible to trade systems with the AI too, but I gather they disabled it a long time ago to fix some exploits.  I guess they couldn't find a way to make AIs value systems properly, which I have to admit is pretty tough.  A human can pretty readily determine if they want or don't want a system, but what would actually be a good trade value for one?  Just evaluating the resources isn't really enough when you have to factor in things like whether the system makes you accessible to other empires you may or may not want to be next to.

It's not an impossible system but I'm sure it would lead to more exploits.
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9325 on: October 23, 2022, 03:15:27 am »

there was someone looking for variations in ground combat, this seem a good way to have it done without changing the foundamental aspects of stellaris https://steamcommunity.com/sharedfiles/filedetails/?id=2821014992&searchtext=
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Eric Blank

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9326 on: October 30, 2022, 11:47:01 pm »

My game turned around once everybody reached the tech cap. Joined a federation and conquered our way across the galaxy and through all three endgame crisis. I gotta say, i dont like the contingency just for how long it takes to destroy their planets. They were the most difficult to take down, as well. Ended up being the largest and most powerful empire in the galaxy, and our federation, and newly conquered subjects, now control 100% of the galaxy. I turned off victory conditions, not sure what ill do next. Maybe try to conquer the entire federation and own everything myself.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9327 on: November 07, 2022, 04:07:06 pm »

Right now I'm playing through the 'Here Be Dragons' origin just for fun.  However, I have been preparing my Dwarves for the 3.6 update, and this is the build I have put together.  I am using the mod Ethics & Civics Classic, which grants 4 & 3 points respectively (the AIs also get this point allotment)

Origin - Cave Dweller: Minerals from jobs +15%, Empire size from pops +10%, Biological pop growth -20% (oof)

Natural Story Tellers: Unity +20%
Creative Spark: Research from jobs +5%
Communal: Pop housing use -10%
Melancholy: Happiness -5%
Wasteful: Consumer goods upkeep +10%

Militarist (claims, rivalries, fire rate), Materialist (robot upkeep, physics & engineering), Fanatic Industrialist (minerals, energy, districts, -habitability) ; Masterful Crafters (goods into trade & engineering), Military Industry (ton of bonuses at the cost of upkeep), Imperialism (bonuses to claims and vassals at the cost of border friction).

I could swap out Communal & Creative Spark for Rapid Breeders to help offset the growth penalty, but I feel this setup fits the theme near-perfectly.  First ascensions will likely be Expansion - Interstellar Dominion and Supremacy - Shared Destiny.
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