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Going for high trade value as a non megacorp, while your buddy is a megacorp and makes powerful branch offices on your worlds is fun.
What are some other fun coop builds?

I've kinda wanted to go for a high unity build and max out planetary ascensions, it's just a shame managers are megacorp only.
I feel like Administrative Arcologies with +6 managers would've been ideal to spam for that. Since Bureaucrats give stability, and Priests give amenities, both of which you won't need as much of on a high ascension perk capitol world, while the extra trade value from managers would've been nice to couple with a buddy's branch office.
>>
>>1059015
>unity
>>
>>1059015
Is it worth buying and playing with no DLCs? It's for cheap on Steam rn
>>
>>1059775
yeah

I'd probably buy it during this discount, but then also pirate the DLCs and play with those anyway.
>>
>no whites
Based game.
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>>1059827
there are still like whites though and you can just give them blue eyes and light hair as well until there's no big difference but other than that diversity is comfy imo

I just started playing it

not sure about it, though it does seem fun
not sure how deep it is
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>>1059015
How do I lower empire sprawl now? Admin offices are useless now
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>>1061182
tech and traditions
admin offices shit out unity, making them better
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>>1061182
Mostly you're meant to out-unity or out-research your empire sprawl I think.

Though there are modifiers you can stack to reduce it.

Also not listed here, are planetary ascension tiers that also decrease empire size from just that planet, so potentially useful for very popolous planets.
>>
Lads, what are some good content/expansion mods that aren't Gigastructures? I've lost my taste for it recently.
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>>1062748
Ancient cache of tech is alright, meme heavy tho
APSR is interesting, adds a bunch of new rare planets and some new relics
The Star Wars total conversion was decent
Don’t know if any of these are updated I haven’t played since 3.1
>>
How in the world are you meant to play as a fanatic pacifist? I hasn't even been 50 years yet and I'm already boxed in between my three best buddies. What are some ways I can expand while limited to defensive wars?
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>>1066839
build habitats
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>>1059015
>endgame events
>likely spawns in the middle of your empire
>"cool place lol"
>200k fleets
>"fun"
It's just a way for the game to end itself so you don't have too much fun taking over the galaxy
>>
>>1066885
>he can't beat 25x crisis
weak
>>
>>1059775
Game is on GOG, just use GOG unlocked and get it all free
>>
How to get out from under subjugation?
>>
>>1059015
Has Overlord been fixed now and is it worth getting?
>>
>>1066885
>200k fleets
So? Just dab on them with your 500k fleets. What are you, a FanPac?
>>
> ok, let's do a diplomatic run where I chill with habitats and migration treaties
> xenophile, egalitarian, materialist
> everyone in the galaxy is a xenophobe/authoritarian/spiritualist/militarist
> the only friendly empire is boxed between 2 bigger hostile empires half a galaxy away
Every fucking time
>>
>>1066839
Keep your Empire Size low to get ahead in tech and traditions, and beeline for Megastructure tech
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>>1066839
>subjugate them
>integrate them
Simple as
If they are your buddies, it should be very Easy to convince them to submit to you.
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>>1068659
https://steamcommunity.com/sharedfiles/filedetails/?id=2621564981
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>>1068936
This seems like something that could be easily worked into a starting options slider if paradox wasn't shit
>>
>>1068490
Yes and I’m not sure
It feels decent, yet somewhat lacking something unique, as it mostly improves existing features

Mercenary enclaves are kinda cool tho
>>
>Can buy a battleship from the scrappers for ECs basically every month
So broken lol
>>
>>1066885
I'm not even late game and already have a fleet power triple that
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>>1068659
>not playing with your own custom empires exclusively
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using a dynamic difficulty mod i gave the ai free fleet maint and 75 cost reduction for ships and they still fuck up and degrade into endless balkans
their planets are stable they just have like no resources?
>>
i'm playing for the first time in a while, and i've been put in an odd situation. kinda early in a game i was made a vassal of some empire that was in a federation, and now i can't leave either. i can't declare a war of independance against the overlord because the federation votes no, and i can't declare war against the head of the federation because my overlord won't join.
is there any way out of this that i'm not seeing? feels like i'm stuck
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>>1071408
on hegemonies you gotta click leave and it starts a war
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anyone have the gog update for 343? gog-games dont have it and the bugs are horrific in 342
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>>1071458
it's currently saying i have to request to leave, and that i can't otherwise. it gives me a cassus belli if it's refused, but i can't actually go to war with it because i can't declare a war where my overlord will be on the defending side
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>>1071408
>i can't declare a war of independance against the overlord because the federation votes no
that's hilarious
>>
>install Stellaris for the first time in 3 years
>play
>suddenly four days are gone and completely missing
This game is like fucking crack for me.
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>>1071544
ill play for a week but never finish a game
usually when the crisis rolls out with 500k fleets and the ai is still like 10k and im 50k and the crisis bolts towards me its a chore
the politik and resource consolidation i enjoy more, especially with friends
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>>1071505
i definitely see the funny side, but it's a weird ass position to be in. only way out i can see is to wait for the crisis and hope it destabilizes everything enough, cus currently i'm just stuck.
>>
>>1059015
Anyone else not having their Plantoids show up in the species list?
>>
>>1059775
Just search DLC unlocker and apply it to your steam game.
>>
anyone rec some vids of guys doing grand admiral?
>>
>>1071408
Insult the head of the federation until they vote you out.
>>
Have they allowed original robot portraits for machine ascension routes?
The standard replacement portrait looks worse than any robot I've ever seen in a game. Clankers from star wars look better than that over designed shit.
>>
>>1059015
As someone with barely any experience with strategy games, why should I try starfield?
>>
>>1072263
I hear the price of tea in China is going up, anon.
>>
>>1072263
....
>>
>>1072263
>>1072293
>>1072328
Sorry, I meant Stellaris
>>
>>1072263
>>1072337
Why would you even want to play Stellaris if you don't like strategy games? Why are you even on this board?
>>
justify stellaris using the shitty war exhaustion system over the war score system every other 'dox game uses
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>>1072362
It also uses war score. But they decided this wasn't shitty enough so they also did war exhaustion even though it makes no sense.
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>>1072365
that makes the awful all-or-nothing peace deals even less excusable
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>>1072378
War has been broken a long time and they don't even acknowledge it. War Exhaustion hasn't even functioned properly since at least 1.9, and I don't think they've ever acknowledged this either.
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>>1072362
I can't, its terrible. Worse than hoi4 even. Eu4 still has the best peace system and Stellaris's used to be ok, not great but holy fuck is the current one terrible.
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>>1072352
He didn't say he doesn't like them, just that he has little experience.
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>>1072263
The space battles look nice.
Stellaris is by far the widest space game in terms of content, and basically anything you'd want from any sci fi universe can be found here.
There is a lot of options for making your empire, half the fun is making any space nation you can imagine.
>>
>playing a diplomat run
>form a federation
>do everything in my power to subvert it and become a dictator
>screw over other federation members by denying propositions
>pull favors to make moves that only benefit me
Didn't realize it would be this much fun. I'm laffing all the way to the bank here. If I was one of my neighbours I'd be fucking seething right now, but instead they're more like "lol +400 I love you bro". I just can't believe how well this works.
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>>1073175
>If I was one of my neighbours I'd be fucking seething right now, but instead they're more like "lol +400 I love you bro".
>I just can't believe how well this works.

Does your species look like pic.related by any chance?
>>
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>>1073328
Well not like that exactly, but, you know.
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How 2 into planetary management? Tutorial doesn’t teach me shit beyond the very basics
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>>1073455
I've never looked at the tutorial, so I have no idea what it tells you.

Simply put, specialize your planets, unless it is your capitol.
As in if you find a world with 5 energy districts and 9 mining districts, that's gonna be a mining world, unless it's a world for more advanced jobs.
Not a mix of energy and mining.
The reason for that is specialized buildings and planetary designations buffing one specific type of job, you want your pops to be efficient, over each individual planet to be efficient.

Out of mining districts on your mining world? Let the pops migrate to other worlds.
>>
>>1073455
Early on just build whatever you need the most and keep your amenities reasonably high. Generally speaking to always want to have more consumer goods and alloys than you consume. Then specialize your planets as other anon said. Relic world are great for both industry and research.
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>>1072564
Which means he doesn't play strategy games, and last I checked if you liked something you don't avoid playing it.
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>>1073455
Don't let the game determine the planet type automatically, set it manually instead.
Don't forget about planetary decisions.
Keep your housing and amenities positive.
Stack different buffs for your specialized planets, like Civilian Industries and Alloy Forge for Forge-Worlds (their advanced versions buff all Industrial Districts too).
Get your amenities from anything that produces Priest, Merchant etc jobs rather than Halo-Theatres, as long as it's convenient.
Keep crime as low as possible (FUCK MEGACORPS).
You don't always have to fill all your city slots, or your districts slots. Having them up empty just creates extra upkeep for nothing.
Make sure you don't have too many City Districts (I always end up with just 4 on each planet, although in the early game building more than that temporarily is often the correct play).
Don't panic if you see unemployed people, just let them move around themselves.
REMEMBER TO REPLACE YOUR GOVERNOR when the old ones dies, or gets voted to be the faction leader.
If you're producing Unity by the boatload, consider planetary ascensions.
Remember to put Assist Research science ships on all your worlds that produce any noticeable amount of research.
Terraforming can be really useful when you get the tech for it.
Remember that you can set a General for each planet, to help against invasions.
>>
>Effectively going straight from destoyers to battleships
>Don't think I've ever actually used a blue laser
I detest how insanely quick tech progresses in this game, especially when the tech tree isn't even particularly long

About to start on 5x tech cost, 25x crisis single player game with endgame starting at 2700. Anyone tried something similar before?
>>
how does one have fun with this game
>>
>>1073648
Ignore the obvious balance issues and roleplay.
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>>1073579
I've tried a simmilar setup before and I suggest you set the crisis to 5x
With 5x Tech costs you'll barely be able to do any repeatables, even with such a long timeframe.
I also suggest a smaller galaxy to prevent performance issues in the late game.
Another thing to note is that the 5x Tech cost makes salvage extremely useful, as you can potentially save dozens of months of research.
Annoyingly, this setting also severely limits your expansion. For example, good luck getting the naval cap techs, or the starbase cap techs quickly.
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>>1073579
>2700
How do you not fall asleep, the game slows down to a crawl by 2400 and there's jack shit to do at that point as you're already superior to everyone.
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>>1073648
Close it and start writing a fictional history textbook about the rise of your super cool space empire instead.
>>
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>>1059015
ALL MUST BE TRUE
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>>1074184
What was, will be. What will be, was. Praise the worm.
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>>1074184
ALL MUST BE TRUE
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>>1074279
> xenophile
How are you going to purge all the untruth, anon?
>>
did they remove the subterranean civilisation event chain when they added the origin?
What's a good cave dwelling build anyway
>>
>>1074297
All Must Be True.
The Xenos are part of All.
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>>1074302
>did they remove the subterranean civilisation event chain when they added the origin?
Nope, they appeared in a recent game for me.

Lithoid seems popular since cave dweller gets -20% organic pop growth, which doesn't apply to Lithoid anyway.
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>>1074302
Nope, still there
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>>1074310
lithoids don't benefit much from the minimum 50% habitability either though do they
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>>1074313
Yeah that one is irrelevant for them.
Not sure how useful that one is anyway though.
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>>1074322
it's +50% habitability on tomb worlds and +30% on non-type worlds which is pretty good I would think
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>>1074329
More interesting for xenophobes I guess, or if you get a lot of tomb worlds.
Otherwise I feel like 50% hab is still a bit low.

I think when i finally do my subterranean game I'll probably go organic anyway, just because I really like getting Robust on my main species, and Lithoids can't have that trait.
>>
remember when every planet and habitat had to be food self sufficient?
>>
>>1074336
yarp
>>
>>1074336
No, I forgot that was a thing. How the fuck is stellaris 6 years old already.
>>
>>1073860
I'm already well enough into this game that I'm I don't want to start over, but I'll keep that in mind for the next one. Though this one might be ending pretty soon since the holy guardians currently are eye raping my machine intelligence and are clearly lusting to dismantle some hydraulic ass. There's absolutely no way I could fend them off unless they decide to jerk off for a century and they've already punked me out of colonizing 3 great planets.

>>1073967
I didn't see see how I wouldn't nothing personnel'd by the crisis fleets otherwise. I have a ton of empires in a small galaxy, plenty of aggressive starts, and aggressive diplomacy to spice things up.
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>>1074442
>*I didn't see how I wouldn't get nuthin personnel'd by the crisis fleets otherwise.
>>
>>1066839
By not expanding and building a federation.
If you want to play as the good guys play as the good guys.
>>
>>1074475
I figured it out eventually. My issue was exactly that. I was trying to figure out how to peacefully genocide everyone instead of actually bothering with diplomacy and vassals.
>>
Hows the lag on the latest version ?
>>
>>1074494
Seconding this and - any guide on getting this pos to actually run decently? I'm fine even with c64 graphics but the slowdown is killing me.
>>
>>1074442
You could submit to them, and then wait for the time to get free.
There is a little known mechanic called decadence, which makes it so fallen empires have an increasing chance of getting severe debuffs after like 20 years and onwards from their awakening. We're talking stuff like worse diplonacy, -25% weapons damage and -66% resources from jobs.
>>
>>1074336
>no supply lines between planets that can be raided, forcing you to choose between a versatile empire with self-sufficient planets or a hyperspecialized one with maximized production but prone to falling apart if cut off from it's agri-worlds whether by raider fleets or proper occupation
And once again I realize my ideal version of Stellaris is just a game that isn't Stellaris in the first place
>>
>>1074600
The trade system could work as a template for a supply system.
Just have the output of food be either a gain or drain depending on production of the planet and apply effects depending on if the supply system is interconected or not.
The problem with it however is that you would have to do it for every resource and it might cause problems in terms of performance.

Maybe for the sequel they'll figure it out.
>>
Are crisis supposed to spawn next door of your starting system? interdimensional dickhead spawned literally in the middle of my whole civ.
>>
>>1072362
better than hoi4s
>>
>>1073414
how do you get 3 civics? I see the AI can get them but I never learned how.
>>
>>1074686
mid game tech
>>
>>1072391
Hows Vic 3's peace system ?
>>
>>1074537
> We're talking stuff like worse diplonacy, -25% weapons damage and -66% resources from jobs
I don't think they give a shit with all the cheats they get. I once reduced an awakened empire to 1 shithole planet, fully wiped out their fleet and then left for a while. They just built a new 300k stack and attacked me again.
>>
>>1074600
I mean if you blockade/occupy all of an empire's agriworlds they are fucked the problem is the internal/galactic market makes it irrelevant
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>>1075585
Still no mod to remove the market sadly, afaik.
>>
>trade route, market, resource idea
>All resources use the trade network towards the capitol before you get them just like trade value
>meaning on fringe worlds unless you have secure supply lines you don't get all of the resources
>market has finite resources, starting with 0
>resources that are lost through the trade routes, get added to the galactic market
>maybe the potential resources gotten through max stability also gets added to the market, like if you have 100% stability on your homeworld, none of it gets added, but if you have 50% stability on your homeworld, then an amount equaling 30% of the planets resource output gets added to the market
>>
>>1072263
An excellent question, Mr. Anon! Starfield is the all new Strategy-RPG from the legendary developer that brought you The Elder Scrolls V: Skyrim™, and The Elder Scrolls V: Skyrim™ Special Edition. You'll be able to explore entire solar systems, expierence an epic story, and play through unlimited community created content via the Creation Club™!
>>
>>1075585
Does AI get a cheat discount at the market as well ?
>>
Just make the galactic market into an actual market so that whoever purchases from it is giving resources to another faction at a net loss.

Could even go balls to the wall and essentially make the market and the manipulation of it into its own little minigame. Of course, you'll provide this at the generously low price of $19.99.
>>
>>1074686
You need to progress down the tech line that lets you upgrade your planetary headquarters buildings. The first major tech for it is the early game one that increases monthly influence. Eventually you get one that lets you "reform government" which lets you pick a new civic.
>>
>>1075585
AI just cheats so it doesn't care about resources. You can have every world occupied and it will still shit out fleets on par with yours.
>>
I play on Ensign for a chill experience.
>>
>determined exterminators can still do diplomacy with other machines
>fanatic purifiers can still do diplomacy with their own species empires
I think there should be a civic like that, but for a rabid anti-ai crusader spiritualist empire
>spiritualist only
>reduced opinion with materialist empires
>can't do diplomacy with machines, and has a total war wargoal on them
>can't research robots or sapient combat computers
>gains unity from dismantling robots, great for unity in general
They'd need more buffs, but I think that could be a nice Civic to spice up the game.
>>
>>1076856
+10% pop growth
+10% society research speed
>>
>>1075822
the AI doesn't care about resources but even a player can sustain their entire economy using just internal market shenanigans
>>
>>1075777
make it so realising stability potential still gives resources to galactic market
>>
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Is it just me or is the ruler title in the empire editor bugged?

When you change the empires government or sex of the ruler in the editor, the ruler title used to change accordingly as well, but that doesn't happen anymore since the last patch
>>
>>1076856
You mean >crusade DLC
>>
>>1076856
butlerian jihad
>>
>>1076995
Now that could be quite fun, if it included a naval and ground combat rework and expansion.
I wish all ship types were viable, not just neutron launcher battleships.
>>
>>1077004
Mentat Academy building giving mentat jobs
leaders taken from pops with mentat jobs have superior mentat leader traits
>>
>>1077054
>not just neutron launcher battleships.
hey
arc emitter battleships with empty L slots with massive amounts of repeatable techs are also good..
>>
>>1077057
But I want my missile cruisers to be good :(
>>
>>1076971
I guess that's also fine
>>
>>1077058
iktf, I wish any cruiser was good
when I realized they added +flat evasion to subterfuge traditions I had to check Evasion Cruisers again, but naeh, it's still too low, even with a chosen one bulwark admiral and all that other junk.

would've made me happy to have fleets of evasion destroyers, but then 1 fleet of evasion cruisers with my chosen one admiral
>>
The problem with researching cruisers/battleships first is exactly that, the other civc haven't reached that tech yet so you're forced to use small sized fitting with high tracking medium sized guns, until the AI catches up, anything bigger or sluggish only serves well vs starbases or structures.
>>
Which mod is best if you just want real stars?

A lot of mods are extremely lacking in precise information, or starts adding more classes of stars which really isn't necessary.
>>
>>1077236
Real stars? Lol, stars aren't real.
>>
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About to save the galaxy from fission reactor and hyper drive emissions. Also everyone will eat the arthropods and own nothing.
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>Build Stronghold
>Never invaded

>Ignore Strongholds
>Invaded at some point.
>>
>>1077670
Well, they produce naval cap, and can produce unity if you go unyielding.
>>
>>1077427
Jesus Christ, this is one garbage species
>Docile - Absolutely useless
>Conformists - Absolutely Useless
>Conformist - Somewhat goodish but not recomended
>Fleeting - Can be somewhat offset by tech but still a bad choice
>Slow Breeders - In a game where the number of pops is in most cases the most important factor deciding the strenght of your economy
This is trully accurate to our future.
>>
>>1077760
Nigga, do you even roleplay?
>>
>>1077760
Show us a trait tier list then
>>
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>>1077670
>>1077752
>>
>>1077760
>Docile
makes a fuckton of sense in midgame
>conformists
useless garbage, and would be useless still even if gave 100% (whole mechanic is useless)
>conservationist
10% seems like not big deal, yet when using the best one (utopian abdunance) consoomer goods are gonna skyrocket. You can either mass produce CG, or mutate yourself with conformists
>Fleeting
Good one, one of most easy to offset with tech, and harmony tradition
>slow breeders
makes sense ONLY if chosen with extremely adaptative, so you could damp it using multiple planets.
>>
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WEF mission to save the galaxy is not going well because the galaxy is full of racist bigot alien races. They won't listen to our crisis talks about the galaxy ending by 2280 if we don't reduce our emissions. In order to save the galaxy from this crisis there is only one option left and that is to become galactic stakeholders and shape the future for these small minded beings that fail to grasp our vision for the future!
>>
>>1078468
Wouldn't subversively proclaiming the Imperium from within the community be more in-character?
>>
>>1078468
very epic
>>
>>1078473
Listen, space climate change WILL kill the galaxy by 2280 even if I have to do it myself.
>>
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Year 2277. The 2280 crisis has been averted thanks to swift police action by WEF who now control nearly half the galaxy. Subject worlds have Satellite campuses teaching critical race theory, Aid agencies distributing vaccines for ever mutating new diseases and Garrisons to conduct joint military exercises. But the 2280 crisis has only been delayed. WEF's work will not be complete until the rest of the galaxy changes their destructive ways!
>>
>>1078887
kek
>>
>>1078887
I hope you are going for genetic ascension
Because I think that nerve stapling racist pops seems like an approperiate punishment
>>
>>1078887
Ze future...
>>
>>1078996
Don't forget to get xeno compatability, because love is love
>>
>>1075777
Also make trade routes extend into neighboring empires as long as they have open borders. Maybe create a new policy that "allow free trade" for this to work. Empires without free trade can only do monthly trade agreements. However I would change this so that if their empire is not contiguous with your own, as in, it has no clear hyperlane path to your empire, you can't trade with them.
>>
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>>1059015
Has anyone been able to fix the unusable fucking slave market UI? where you need to press million menus to sell one (1) pop and then the menu fucking closes and you need to do everything all over
>>
>>1079115
Trading between empires is tricky. You can't simply remove the empire borders because of the way it works. All trade flows in one direction toward the main hub, which is where it's converted into resources. Anything connected to the route adds its trade value to the calculated resources at the central hub. So if you add a second hub to this network, where does the value go? Are the resources split between the two hubs? Or do both hubs get all the value, basically duplicating resources?

One way to easily side step this is to keep trade routes scoped to internal empire systems, and treat foreign connections as a single trade value node connected to the network. As far as your trade route is concerned, the foreign empire is a black box that it has no understanding of, it simply knows there's a trade connection available which provides a certain amount of value. And likewise, that empire will see your network the same way, as a single node.

There's a lot more you could do with this concept but it would require overhauling trade and introducing logistics.
>>
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I researched this interstellar economics thing but I dont see any option to build The Commerce Megaplex on a planet or Giga Mall on any starbases. I do see the option for the hyperlane register though. Ive only been playing for a week so I must be missing something. Anyone know?
>>
>>1079366
commercial megaplex is an upgrade to commercial zones and gigamall is for orbital rings
>>
>>1079398
Fuck why did I even research that. I havnt been building any commercial zones. Is the megaplex worth it?
>>
>>1079403
only if you are doing a merchant build/rping otherwise they're pretty useless
>>
This game really needs a spy expansion. Why are operations so ungodly expensive and weak? You unironically spend more trying to defend against operations that you stand to lose from them. Why can't they have a variety of costs instead of straight influence? Why can't I spark riots or robot uprisings?

Why aren't there a ton of operation exclusive events? Assassinating leaders, giving them bad traits, or putting them out of commission temporarily.
Why can't I get a fleet lost in a hyperlane by sending bad navigation data?
Why can't I cause bureaucratic errors and cause the wrong buildings to be built or cause something to 'accidentally' be dismantled?
Why can't I negotiate with factions that hate you to fuck your shit up from the inside or sponsor crime bosses? Whoops, your xenophile scientist accidentally helped an enemy fleet jump past your fortress world system.
Why can't I sneak pops onto worlds?
Plant slaves to piss off the galactic community?
Sabotage your gene labs to have some of your pops come out as abominations?
Make fake excavation sites and anomalies to waste your time?
Why can't I force mandatory special projects to fuck up their research or make specific techs much less likely to showup?
Et cetera.

Even intel has a lot of room to be a thing. I should be able to find out your fleets comps, what you're building, what you're researching, you current resource supplies, where your fleets are going, which secretary you're fucking, how much filthy xeno porn you have on your personal terminal.

Espionage could and should be a real, persistent threat that you have to be wary of.
>>
>>1076990
Chairman is generally a unisex title, test it out with a King or Emperor default title
>>
>>1079486
Wait for the dlc (ignore that it was a dlc that introduced espionage in the first place)
>>
>>1073414
Masterful crafters is cheese.
>>
>>1079491
no it's broken at the moment, you're forced to have a unisex ruler title in the empire creation screen at the moment
>>
>>1077057
>arc emitter battleships with empty L slots
Why not put Cloud Lighting into them?
>>
Is it true that they've gotten rid of human race portraits and replaced them with mutts?
>>
>>1079968
Yeah, but they re-added them later in a patch.
Your 40k larps are still possible.
>>
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>check workshop for mods
>it's 50% NI HAO KONICHIWA NO ENGRISH
touhou animu chink shit 49% SUPER DUPER SPESS crap that's 2 GB and doesn't work with anything else and I'm too demoralized to check the rest.
Anybody got a decent modlist/collection?
>>
>>1079968
It's pretty optimistic of them to expect there to be enough chinks left after the Second Chinese Civil war to make the entire human race look chinkenese.
>>
>>1079975
>40k larps
?
>>
>>1079980
>It's pretty optimistic of them to expect there to be enough chinks left after the Second Chinese Civil war to make the entire human race look chinkenese.
I thought it's the wh*tes that are literally going extinct.
>>
>>1079989
The future is Mexican
>>
>>1080710
The latest and greatest galactic superpower: the Siesta Stars
>>
>>1079486
because spy systems are gay and imagine trying to infiltrate an entire different species that hate you i think they can tell who the spy is
>>
>>1080854
You say that like covert infiltration through gene tailoring isn't already a thing in the game. And you don't need hostile relationships without someone to run ops on them.
>>
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>>1059015
I wish there were mechanics for joining federations. I find it kind of annoying that when I for once don't play space assholes, that after I make my Peace and Love Alliance with my like minded buddies, I will invariably meet the Alliance of Love and Peace full of other like minded civs and everyone in either federation like each other, but because we can't team up, we have to kill each other or somebody has to declare themselves space emperor.
>>
>>1079980
I was watching a conspiracy theory that china just straight lies about their population so that it's higher than India, and it's so believable I was surprised it surprised me.
>>
>>1080924
That's barely a conspiracy theory. When I was in China they were consistently sure that India had a higher population.
>>
>>1080913
Should be an option for two friendly and likeminded federations to merge (so you can subsequently get to subverting from the inside)
>>
>>1072386
Half the time in battles ill lose 20-40 ships only for the war exhaustion to not move at all
>>
>>1080860
>You say that like covert infiltration through gene tailoring isn't already a thing in the game
It's something you use against 20th century level primitives and even they can discover it eventually. Trying to pull it on a necessary scale against a sci-fi civilization that can probably test your DNA as routinely as we can test the body temperature is not gonna work.
>>
>>1074686
I find this surprising because it's quite hard to miss. Once you get the required tech, the game pesters you relentlessly to reform your government until you proceed to do so.
>>
>>1081317
I don't believe that at all. There's a ton of events where your researchers and soldiers get outmaneuvered, tricked, and caught off-guard even when they are actively looking for threats.Why in the world would they be actively scanning their entire populace for DNA abnormalities? I'd imagine it'd go something more like:

>"Hey, have you guys noticed that Gohdi-Fah'keen Heyta'Zenas has been producing strange and confusing olfactory signal emissions lately?"
>"Do you think he might be a lizardman super soldier that's attempting to destabilize our society? Should we contact the high inquisitor?"
>"No, I think he might be having trouble at home. Stop drinking at work, you dumbass niwah."
>>
>>1081524
>Why in the world would they be actively scanning their entire populace for DNA abnormalities?
Because they know the technology exists? Again, the "actively scanning" part can be as trivial as the face recognition CCTV cams of our world or all the heat scans that got introduced with the coof. Not to mention you'd only really have to thoroughly scan the 5% of your population that would have access to any info of value. Your glowies and military personnel would probably have regular health checkups anyway. Again, if that tech is not good enough to fool Earth-like civilizations consistently, it's not gonna fool civilizations with hundreds of years of development on them.
>>
>>1081531
>Again, if that tech is not good enough to fool Earth-like civilizations consistently, it's not gonna fool civilizations with hundreds of years of development on them.
The gigantic difference there is that the covert infiltration mission is you trying to take over the primitive's entire government and annex them as a part of your empire, as opposed to an op which would be infinitely smaller in scope, goal, and risk. You're comparing X-com with Invasion of the Body Snatchers here.
>>
>>1077427
are the pops happy?
>>
>>1081531
>the heat scans that got introduced with the coof
dont those shit out false positives like crazy?
>>
>>1081699
when it comes to counter espionage false positives are a good thing, makes it convenient for the spymaster to take out his internal enemies
>>
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>>1081531
You can have all the measures in the world to make it more difficult but not impossible for someone to infiltrate you. They will find a way to fool it eventually...
>>
>built habitat
>colonize
>buy slave pop
>resettle pops
>sell off slave pop
>abandon colony w/o influence cost
>repeat for 2 (3 if expansion) pops every year
balanced game, gaining 30 pops every 1-2 years w 10 habitats
>>
>>1079486
Because whenever a spying operation manages to accomplish anything whatsoever against a player in a strategy game everyone cries and demands it be removed.
>>
Ive been subjugated, how the fuck do I get out from under these alien scum.
>>
>>1081934
if you are in galaxy where there are pops on the market you could you know.... just keep buying more pops.... instead of doing that stupid colony ship dance.

Although it is the only reason for the colonization speed techs.

>>1081943
had a game with another chap where we both had half a tiny galaxy by 2300. We were supposedly going to defeat the crisis, but I didnt trust him. We both had colossus made, and the tensions were high. The I infiltrated his home star setting off a stellar devourer egg, destroying his homeworld in the process lol. He didnt know what happened, and chose to gg :P
>>
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After a series of events with a self proclaimed Khan, and outcast from the galactic community, The WEF had no option but to selflessly continue research on how to save the galaxy. By the year 2401 the galactic climate crisis reached its peak with the invasion of the unbidden from warp tears. WEF had only one option left... Only if the xenos had listened to WEFs galactic climate talks sooner, lived in the arcology pods and ate the arthropods, perhaps this could all have been avoided.
>>
>>1079486
>This game really needs a spy expansion.
Stellaris: Resistance
>Why can't I spark riots or robot uprisings?
Robotic twilight DLC needed
>Assassinating leaders, giving them bad traits, or putting them out of commission temporarily.
Stellaris: planetary warfare DLC needed
>Why can't I get a fleet lost in a hyperlane by sending bad navigation data?
Stellaris: Boldly go DLC needed
>Why can't I cause bureaucratic errors and cause the wrong buildings to be built or cause something to 'accidentally' be dismantled?
This one will be added in free update in 4.8.2 actually
>Why can't I negotiate with factions that hate you to fuck your shit up from the inside or sponsor crime bosses?
Stellaris: Syndicate DLC needed
>Why can't I sneak pops onto worlds?
Why would you?
>Sabotage your gene labs to have some of your pops come out as abominations?
This one is part of planetary warfare DLC actually
>Make fake excavation sites and anomalies to waste your time?
I think even base game wastes enough time.
>Why can't I force mandatory special projects to fuck up their research or make specific techs much less likely to showup?
Impossible to code. Use mods.
>>
>>1081957
he's essentially transmuting presumably cheaply purchased slaves into pops of his preference for the price of a colony ship
>>
>>1081947
Nobody can answer this, it’s impossible isn’t it? I can’t find the answer anywhere.
>>
>>1082423
Just don't give them absorption rights, build up a fleet and economy, and fight your way out.
>>
>>1082423
if your overlord is in a federation with subjects allowed you literally cannot escape because of an oversight by the devs
>>
>>1082096
Damn. If only everyone had done what you said.
>>
>>1079122
This, there should be more sorting type drop downs, too
>>
>be xenophile orc w/ slaver guilds civic
>force spawn custom human empires (who also run slavery)
>even spawn in an orc barbarian despoilers empire with elf (vulcan) slaves
>buy only human/elf races to make mixed-breeds with
>game slows to a halt and my laptop (playing one-handed on the bed) bursts in flames
Now to try the Asari mod...
>>
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>Always rush for synthetic evolution before first leader dies of old age
>124 years old
>Researched all the precursors for droids 50 fucking years ago
>It never comes up
>Leaders dies at 124 years old
Pic fucking related
Did these cock sucking devs change the prerequisites for droids with this new gay update?
>>
>>1076990
Its bugged

>>1073461
This strat never fucking works for me unless I have a world entirely dedicated to consumer goods to support tech and unification worlds and then one dedicated to mining and then one dedicated to alloys and then another dedicated to mining and then another dedicated to energy and then food is easy you just put hydroponic bays in all your starbases

Also How the fuck do I get ahead in tech every time I spy on an AI it says they have superior tech and economy but even when I use 1-2 research facilities and max out the discovery tradition I never can seem to have anyone have inferior tech

Now for my second question what do you guys like to do personally in this game.

Tell me your favorite/preferred
Species appearance (Ex mammalian reptilian)
Ship appearance
City appearance
Election type
Governing Ethics
Governing Civics
Species Traits
Preferred strategy

Personally I pick
Pic related
Anthropoid ships
Anthropoid cities
Imperial
Militarist, Xenophobic, Authoritarian,
Mining Guilds, Slaver Guilds and then for 3rd civic I pick either police state or corvee system

For traits I go
Rapid Breeders
Industrious
Resilient (more thematic than anything else since the whole thing is my species is hard to kill off and I just couldn't fit adaptable and it wasn't that useful any way since I terraform everything and just get the habitability researches)
Decadent
Repugnant

I basically made a society that revolves around supporting the upper class and I go all in on kinetic and missile weapons and exclusively energy shields and use the stupid amount of minerals I get to get basically infinite energy by selling it for whatever and to support big industrial worlds so I can spam out more ships
>>
>>1082993
>1-2 research facilities
With a habitat start, 3 blocks in tech and 2 built labs I'm staying at the same level of most empires with only the strongest overtaking me.
That's also with discovery tradition, techno ascend perk, a governor that boosts research and research + engineering racial bonus.
I'm only playing on captain as well.
>>
>>1082448
I have no option to declare war, I can’t end agreement it’s been at -50 forever and doesn’t move
>>
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>>1082993
Human
Humanoid
Humanoid
Imperial
Habitat Origin
Militant, Fanatic Xenophobe
Fanatic Purifiers, Masterful Crafters
Intelligent, Natural Engineers, Enduring, Sedentary, Solitary
I also make a custom empire forced spawn for every game featuring hive mind insects that want to send asteroids to every races Buenos Aires
>>
I never realized how powerful playing a tall megacorp is nowadays. I love that 1k + energy per month.
>>
>>1083045
I have no racial traits that give bonuses to research but I always take discovery+technological ascendancy and yet I can still never seem to get ahead. The 1-2 research centers is per planet by the way. I even said fuck it and made an entire tech world yet it always says equivalent or superior and somehow I always seem to be doing better than them regardless so I'm starting to think it might just be a bug.

(and I have no DLC btw)

>>1083195
>Trying to larp as the federation
>Not a democracy and doesn't have citizen service
>>
>>1082903
Bro just watch porn.
>>
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>>1082993
>species appearance
Pic related
>ship appearance
Planetoid and Reptilian
>city appearance
Fungoid
>election Type
Megacorp
>governing ethics
All of them are cool except for pacifists.
>governing civics
Catalytic processing, masterful crafters, pleasure seekers
>species traits
Thrifty
Natural engineers
Intelligent
Rapid breeders
Unruly
>preferred strategy
Build a strong hegemony with lots of vassals
Play moderately tall, generally no more than 20 planets
Spam carrier battleships and cruisers, and torpedo cruisers
Actively engage in the galactic community to fuck my enemies over and prop myself up
>>
>>1082903
If you want a full vanilla stellaris horny experience, try this:
>Enslave them
>Make them into domestic servants
>Get the pleasure seekers civic
>Gene mod them to be rapid breeders and be charismatic
>spam entertainer jobs on your planets
>>
>>1082993
You need to spread around production and consumption in the early game before you get enough worlds to properly specialize them. Then you get enough minerals together so that you can reshuffle entire worlds' buildings and districts to fit.
>>
>>1083229
Keep in mind that "equivalent" can mean I have 8,000 Fleet power and they have 14,000, it's not a very accurate. Also looks at their worlds when you conquer them; one of the bigger players in my game had 9 labs on a single planet.
Being equivalent in tech can also mean they've researched all the minor cheap random shit instead of economy driving techs.
>I have no DLC
Just unlock it. Works on steam, full achievements and everything with the current update.
I hate swapping leaders, democracy is a hard no go.
>>
Tried out devouring swarm. Pretty crazy. I've eaten two neighbours entirely already before 50 years are up
>>
>>1083693
1. So its all bullshit essentially?

2. Wait how do I unlock the DLC? Will I get banned for this?

3. And yea Democracies are annoying but picking citizen service and warrior culture is fucking amazing since you never need to build fortresses or anchorages since the entertainers give you all the capacity and defense armies you need since citizen service gives a +15% naval capacity multiplier and you will win every land battle if your species also has the strong trait combined with the army damage bonus from warrior culture.
>>
>>1083840
https://youtu.be/ApTvJFNVzgY
I've been using DLC unlockers on HoI and Stellaris for years without backlash
>>
>>1083863
steam/paradox/my ISP won't yell at me or catch on if I use it? sweet.
>>
I've just picked uo the game and Im a bit confused by building districts, specifically what to build. All the guides I've found are old because they don't mention the civilian industry districts. Most of what I've seen suggests to focus a planet on a specific resource but what do i do when the wold has five of each, but like sixteen urban and industrial districts.
>>
>>1083927
Generator/Mining/Agriculture districts are limited by planetary features in addition to the planets size that's why you can always build like 16 urban/industrial districts because they have no cap other than the total districts that can be built on the planet.

Just build whatever you find lacking (IE you need building slots trade value or amenities build an urban district or if you need alloys/consumer goods build an industrial) and make sure you don't build things unless you have the population to work them otherwise you'll just be wasting energy on the upkeep.
>>
>>1083927
Everyone plays different, your build order is going to be different to mine which changes every game depending on what resources I have near and how dangerous my neighbours are.
Just learn as you play.
>>
>Synthetic evolution
>Leaders portrait stays the same
>Scientists portrait stays the same unless you reassign all of them
>Envoys stay as cyborgs and die of old age
This hasn't been fixed since envoys were introduced in to the game
They should stop their shekel rushing DLC to do a bit of polishing every now and then
>>
>>1084360
Sorry, too busy working on Stellaris - Shekel Rush, the next DLC set to coincide with the 4.0 economy rework. Before you ask, don't worry, this WILL introduce even more bugs for you to enjoy.
>>
I don't understand the technology tree. I don't feel like I'm actually progressing in the game at all and am always stuck in the bottom half of the scoreboards. How do I win this game? I've been trying to learn it using the default human race, the UNE, but shit feels rough. What is the easiest way to get a win? I just need one, then I can just play the game regularly.
>>
>>1084407
>I don't understand the technology tree.
It's pretty simple. You have a few branches of technologies available, and the game rolls a few for you to choose from, depending on how many research options you have. You should learn the most important prerequisites, and you should be good.

>How do I win this game?
Stellaris is much more about the journey than the destination, really.
Your goal should be to maximise your science, alloy production and then unity production. Then go on to create your federation, get some vassals, and you should be good.

>the UNE
Is your favorite food white bread?
Make your own empire. So long as you don't pick anything weird like death cult or fanatic purifiers, you should be good.

>What is the easiest way to get a win?
The easiest way is also pretty time consuming. Generally, try to be the strongest empire, with a strong federation and lots of vassals. Beat as many crisis ships as possible when they spawn and you should be able to win.
>>
>>1084481
>fanatic purifiers
That's the easiest thing to play, you just paint the map and don't bother with AI bullshit.
>>
>>1073469
by that logic nobody could ever start playing strategy games
>>
>>1083421
>xenophile
>authoritarian
Still no undesirables option to rape xenos to death

Ravishment:
>Monthly decline: 25
>Produces +6 amenities
> -50% happiness
>Opinion loss
>Refugees chance: 25%
>Requirements: Pleasure seekers/barbaric despoilers or fanatic authoritarian, xenophile
>*Lesser species are of little use for us, albeit under proper circumstances they could be used to entertain those who seek interscpecies pleasure*
>>
>>1084624
Why don't you make a mod about it?
>>
>>1076310
every difficulty is a chill experience
>>
>>1076990
yeah, i had a male crown princess recently, only noticed when he became the chosen one
>>
>>1084360
Have you made an actual bug report for it?
>>
>>1084624
Get the Necroids DLC. You can pretend their Chambers of Ascension are gang-rape villas.
>>
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>>1082993
>>
Shpuld I be colonizing every habitable world availbe at te start, or just do one and build it up? What are the best planet types?
>>
>>1084813
>Pops = more of every resource
>More planets = more pops growing
Best planet type depends on your starting traits and what's habitable not to mention OP story based planets with arcane replicators
>>
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>>1082993
>Species appearance
pic related
>Ship appearance
arthropod with avian being a close second
>City appearance
reptilian
>Election type
dictatorial or megacorp
>Governing Ethics
authoritarian, militarist, spiritualist
>Governing Civics
police state, warrior culture, catalytic processing
>Species Traits
ingenious, quick learners
>Preferred strategy
I play with no guaranteed habitable planets and 2x tech/tradition cost. I focus on my economy and use trade deals and the market to find comparative advantages. I avoid cheese like selling consumer goods to hivemind empires though. That usually means a heavy dependence on imports and exports to keep everything running, so wars and market fluctuations are a big deal. I like to focus on one or two weapon types and either shields or armor depending on what techs I roll at the beginning.
>>
Is there any point of choosing industrial focus for any of your worlds?
>-10% upkeep for workers
Fan-fucking-tastic
I'm bordering 1000 mineral gain a month by mid game, but thank god you're wiping off 10 percent of that upkeep.
Even if that value counts towards rare resources too it still barely makes a difference.
>>
>>1084813
> Shpuld I be colonizing every habitable world availbe at te start, or just do one and build it up?

If you are playing as biological nazis, no. Paying for low habitability planets can bankrupt you in the early game. Hippies yes, just invite some of your butt buddies over with good habitually. Sensible racists; depends on whether you can enslave anyone with good habitability.
>>
>Scientist gained trait
>Roamer
>Scientist gained trait
>Roamer
>Scientist gained trait
>Roamer
>Scientist gained trait
>Roamer
What the fuck
More than half my scientists now have the completely useless roamer trait
>>
>>1085510
It's an early game choice for before you can properly specialize into industrial or factory.
>>
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I can't stop making empires.
Help me.
Help me.
>>
>>1086328
I'm gotta copy this one next time I play the game. Very nice bro.
>>
>>1085513
What you do is drop a colony on every barely habitable shithole you can and then move all but one Pop somewhere else. While the planet is in "Colony" designation, it mostly takes care of itself and needs no amenities, so you can use it as a Pop production center and just move every new pop born there somewhere else they can be useful.
>>
>>1086328
The real fun of Stellaris is making so many custom empires with personalized lore that you can start a game with no random ones at all. And then quit 50 years in because you're still playing Stellaris.
>>
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>2022
>Hey robo homos, wanna have immortal leaders for your ascension focus?
>Here you go!
>Hey space satanists, wanna have an immortal leader for your ascension focus?
>Here you go!
>Hey biological scum fuckers, wanna have a biologically immortal species?
>Go fuck yourself!
>Here's a few extra gene points so you can live on a desert you fucking dead ends.
>>
>>1086416
t-thanks. I just keep making empires and my list keeps growing longer and longer.
>>1086594
That is literally what I do!
>>
Is there a way to toggle pause for certain pop ups?
>>
>>1086532
Isn't a big pain in the ass to move pops now?
>>
>>1086809
Not even a little.
Sure, it does cost unity now instead of influence, but the basic cost is about a hundred, or even a fifty.
You can even automate the process, by *not* building anything on newly colonised planet (so not adding any jobs besides two colonist ones that give stability and amenities) and the excessive population will migrate on their own to a different planet that matches their stratum avaible jobs.
To put it in the words simpletons would understand;
>colonise a planet
>do not build a single thing, not even click on it once
>make sure better planets have avaible jobs

When you manage to get terraformation tech, just move last population unit, and terraform a planet (terraformation with no population is obtained way faster in the game than the second one)

you could also do so by spaming habitats and not building anything but a single leisure district, but thats a worse option since habitats cost alloys to build, and cannot be terraformed.
>>
>>1086817
>just move last population unit
It costs 200 influence per planet. This shit makes conquering planets a complete chore since the AI can't build for shit and their planets produce net negative resources, but you can't even abandon them, so your only option is to demolish most of the buildings and rebuild it properly. Have fun if you just conquered/integrated an empire with dozens of planets!
>>
>>1086827
I play on no prim civs/0.25x habitable worlds/no guaranteed worlds. Not My Problem
>>
What are some good alternative world generation rules? I pretty much always play close to default which obviously gives me a pretty similar game progression. Probably going to try a less species dense galaxy next time because I really like the exploration phase of the game.
>>
>>1087190
If you wanna try something wacky:
Large galaxy
No AI empires
0.25x habitable worlds, 5x primitive civilizations
3x-5x crisis strength
Your goal is to raise up as many primitives as you can, and establish a grand force to face the crisis' together.
>>
Can starbases adequately defend wormhole openings? Every time i start a war these assholes from the other side of the galaxy pop up and i have to divert my resources.
>>
>>1087246
Not in vanilla, no. If you mean an end game crisis or something. Defense platforms are garbage. Make the starbase as strong as you can, but keep a fleet on it or nearby. The platforms will just keep dying and cost you alloys.
>>
>>1087198
Do primitive civs take up habitable world slots or do they spawn in with their own world? I noticed a lot of people playing with no prim civs but I'm not sure why.
>>
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-257-summer-is-coming.1530184/
>>
>>1087272
Dunno. I thought they were always separate.
>>
>>1087275
>Hello! The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things.
Overlord premiered a month ago
First week: lmao we are very sorry it's my fault
Second week: here's a *hot*fix that make game bearable
Third week: lmao have some Q&A from last month
Fourth week: lmao have some concept art
Fifth week: lmao have some future plans and reworks that you asked three years of so ago
Look up Reddit comments
Almost everyone praise the new direction that Devs took
>Paradrones deserve every single cucking
>>
>>1059827
kike
>>
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>>1073414
>shadow council
>diplomatic corps
>masterful crafters
all its missing is merchants
>>
>>1077427
redpilled on the jews
>>
>>1086328
Why would you stop? What else are you playing Stellaris for if not for roleplaying? The polish and deep, engaging gameplay?
>>
Anyone else get weird shit happening in battles?
I've had one fleet not engage while the enemy ship literally swarms around it destroying my fleet and another fight a station but slowly move to the edge of the system getting attacked by missiles while out of our weapon range while the station recovers health, shields and armour.
>>
>>1087548
i have never, not even once, not for a pictosecond watched a fight happen
I send ships and I go back to my planets
>>
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>>1087597
That's a very nice and relevant reply to my post.
>>
>>1087614
Thanks, I'm always here to help.
>>
+1 guided on the cruiser stern.
Cruisers fixed.
>>
>>1087440
Because it makes me depressed every time I do it. The game is too limited for me to enjoy even with mods anymore, the first 30 years are the exact same thing over and over again and I want to go back to when I was having a blast playing it.
>>
What do I do when a world has no available districts left but I still have pops? The world in question has about 10 unemployed pops, and it has 10 clerk jobs open, but I don't want any clerks and they won't move planets.
>>
>>1087750
>I don't want any clerks
>they won't move planets.
Guess you're gonna have clerks unless you go through the pain of making and upgrading an orbital ring (if it's actually a planet) to give more districts
>>
>>1087750
Can't you turn them into servants? Or I would tear down entertainment and bring up a criminal empire.
>>
What map size do you guys play on
Love playing on Huge (no homo) but Large is kinder to my toaster
>>
>>1087548
Yeah. Relog if it happens, it'll unfuck itself.
>>
>>1087927
Medium. Endgame is already a slog as it is.
>>
>>1087750
...disable the clerk jobs so that they're encouraged to move.
>>
>>1086817
It's a lot that I don't play the game, wasn't 50 or 100 influence like a lot? I remeber I felt influence was the worst kind of mana I had to deal with while playing.
>>
>>1088182
Depends.
If you're playing a genocidal empire, you'll be capped on influence for half the game.
If you want to wage war as a normal one, you'll have nowhere near enough.
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>>1088191
>If you're playing a genocidal empire
People play other things?
>>
>>1088224
>he doesn't know the joys of being a mega jewlord with tens of thousands of trade value, in Control of the galactic council, with dozens of vassal states
>he doesn't know the joys of playing megadegenerates who enslave, fuck and eat other aliens while living in perfect luxury
>he doesn't know the joys of collecting aliens like pokemon when playing rogue servitors
You're missing out, anon. Open your mind to other ways of asserting your dominance.
>>
>>1088229
Less pops means less strain on my PC
Everyone needs to die so my computer can live.
>>
>>1088229
Nta but I'm kinda sad about the state of the game. It's 4 years I don't play and of course I didn't but the dlcs, but while there is so much stuff I would like to try, all the bugs the game has make me postpone. So I'm just stuck waiting for devs to fix shit, but I already know it's not gonna happen.
>>
>>1088241
This is actually a good point. Nuking the galaxy as a crisis is the ultimate performance improvement, a century takes mere minutes after that.
>>
>Sure, it does cost unity now instead of influence
>>1086827
>>1088182
Are you actually retarded?
>>
>>1088316
No, you.
>>
>>1087272
Primitives never take up habitable slots unless origin states otherwise ie necroids
>>1087927
tiny map for my potato
>>1088229
>driven assimilator
the most broken civic atm
>>1088304
Cant wait for galactic union to pass the *mandatory neutering resolution* that would slow the population assembly even more
>>
>>1088324
Rogue servitor is better
If you manage to stack a 100 bio-trophy pops on your forge world, you can have planets that produce 5000+ alloys
They can build ecumenopoli, which are better than machine worlds
And they have amazing unity production
>>
I have a confession to make.

I only play 2.3.1 because I don't understand how to play without the tiles and I refuse to learn.
>>
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>>1088442
Never got the chance to play with tiles, were they as good as one here claim or was popodox right in reworking the system?
>>
One question.

What was it like before the hyperlane change? I started playing late into 2020 and hyperlanes just felt natural for me, knowing my experience playing Eve online, SoaSE and ES2, among other games, the game feels much more balanced this way, sure its a step back from Galciv open space, but tactics, strategy and planning hold more weight adhering to this stardard.
>>
>>1073481
whats wrong with holo theaters?
>>
So whats the incentive to not terraform then colonize every nook and cranny once you can?
because other than out-of-game reasons like lag and exponentially more micromanagement, i cant find any, but i'm hoping i just accidentally disabled it by settings or mods
>>
>>1088460
Hyperlanes allegedly were the meta pick already, I never played MP so can't really confirm though. Sentry Array was the most important megastructure because the enemy fleets could show up from anywhere especially since Jump Drives were active passively and did not give you debuffs. Fortifying anything but shit like your capital or your main shipyard systems was pointless unless you made everyone use Hyperlane drives in the settings. Galaxy shapes influenced FTL picks (e.g. Warp drive let you go from one galactic arm to the other in spiral galaxies). Overall it was pretty hectic, but as someone with RTS background where bunkering down is considered shitter-tier I feel like it actually gave you more depth, not less. Sentry Array, for example, became pointless even before it got nerfed with the intel rework because you didn't need to know where the enemy fleets are anymore since it's not like they could sneak past you border systems anyway. Intel and mobility matter a lot less now compared to back then.
>>
>>1088452
They weren't good, they were just simple.
>>
>>1088460
From what I remember most people already played with hyperlanes and I remember hyperlanes being recommended all the time in threads. They definitely make the game easier on defense though. Even if your border isn't ideal you're going to be able to fall back to a position where you'll see the enemy coming 6 months before they get there and can amass your fleets. Personally I prefer playing with hyperlanes, but I don't really understand why they took them away completely. I don't follow the development though.
>>
>>1088398
I've seen 5600 on reddit somewhen
holy fuck 5k from singe eco, with how much, like 200 pop total? 300?
It probably would consume about 6-8K minerals to produce such alloy quantity, so basically one need to get matter decompressor, or like few dozen rural worlds
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>>1088832
Nah, the beauty of the bio trophy buffs is that you get output bonuses without upkeep debuffs.
Here, the buff is +200% complex drone output.
3500 minerals is not that much, especially if you drain your vassals off it.
>>
>>1088695
simplicity is king. But they had adjacency bonuses, which made optimization very complicated, so complicated in fact paradox clowns just gave up and nerfed the bonuses instead. I loved rolling inward perfection agriculture empire where I would only build the basic mines and use the farm bonus from finishing adaptation plus adjacency bonuses for all my mineral needs. pop grew fast as hell, endless unity, and you didnt need to waste minerals upgrading buildings because basic mine was 30 minerals and .5 energy upkeep.
>>
What year do you use for the end date?
>>
>>1089173
End date?
It ends when they all die.
>>
Is there a way to force other pops to turn in to your pops?
I know machines can make cyborgs but can they make them fully machine or can a biological convert another biological?
>>
>>1089176
Only for Necrophages who can purge/job convert, unless you count "nutriment processing".
>>
multiplayer is a fuckfest now
it literally boils down to "get more subjects faster than anyone else"
then you just...win
>>
>>1089176
Synthetic Ascension empire can convert existing pops into their own machine pop.
>>
So I put myself in an unwinnable scenario, and the game won't end. I can't quit either. I can't achieve my war goals, I can't surrender, and they won't accept a Settle Status Quo. I have no idea what to do. I have no starbases, I can't build any ships. Like, how do I just give up at this point without just starting a new game? I want to feel the defeat.
>>
>>1088513
>>1088794
Instead of gutting it, it should have been a different game mode. Seemed fun.
>>
>>1088490
I just think that the circumstances where Halo-Theatre is a better choice than your other amenity-producing building are very rare. That doesn't mean it's a bad building, but most of the time your other options just are better overall.
Or maybe it's a playstyle thing, I don't know.
Maybe you're a Materialist (or as I like to call them, cuck) and just hate Temples too much.
>>
>>1088841
So what's the deal with bio trophies, do they produce amenities or what? And why is planet like 100% criminal?
>>
>>1089397
Bio trophies produce unity and complex drone output
No amenities, duh. They don't do any actual work, they are just there for the machines to feel good about themselves.
The planet is 100% deviant because all pops produce a bit of crime. 100% happiness pops don't produce crime, but machines don't have happiness. It is simply the result of there being so many pops on the planet.
And there are no extra anti crime jobs, because that would take the spot of biotrophy jobs.
>>
Anons, I'm about to install the latest version of this game. I want to ask: Can you play as a true ayy lmao/Grey and abduct people? Also, does this game have good WH40K and SW mods? And what about lewd mods?
Thanks.
>>
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>>1089486
>Can you play as a true ayy lmao/Grey and abduct people?
Pic related
Yes, there are some primitive civilisations and you can do lots of different things to them. Observe, infiltrate, convert, enlighten, etc.
You can also play barbaric despoilers or just pick the nihilistic acquisition perk to be able to kidnap pops off enemy planets if you are at war with them
>Also, does this game have good WH40K and SW mods?
There are some Basic 40k mods, including better 40k empire creation, ship sets, portraits.
There are 2 massive Star wars total conversion mods, and I've heard that the old republic one is quite good.
>And what about lewd mods?
There are some on loverslab, ranging from portraits to new civics and ways to play the game
>>
>>1073175
>>do everything in my power to subvert it and become a dictator
Too bad you can't even swap the federation into a hegemony in this shitty ass game, and there aren't even any mods for it either.
>>
>>1089566
You can
Literally just click on the federation type logo in your federation screen
Then you can propose a change in federation type
Simple as
>>
>>1089524
Appreciate your help anon.
>>
how to clone army origin?
get robots?
>>
>>1089568
Please tell me you're just fucking with me
>>
>>1089573
Simple
>Pick Clone army
>Pick fanatic purifier
>Pick distinguished admiralty at start and death cult when you unlock the 3rd slot
>Pick the clone soldiers ascendant path during the quest
>Get Robots
>Go for Psionic ascention
>>
>>1089601
Forgot that distinguished admiralty and death cult are mutually exclusive when you play as fanatic purifier.
If you are spiritualist pick death cult to benefit from the fast pop growth speed for clones and when militarist pick distinguished admiralty to make uour fleets even better
>>
>>1089949
On the bright side, your Roman Empire RP is off to a good start!
>>
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Reading this thread i'm grabbing this game off gog-games What is a good starting race/government thing for getting the general hang of things and dive in with?
>>
What your ideal galaxy size and empire number anons? Looking for a setting that provides space to grow, but also not have a dead galaxy and still not melt my pc (though my pc is good).
>>
>>1089993
Make your own empire. Just play around until you find something you like.
But if you *really* want a good starting set, here it is:
>race
Any portrait you like
>traits
Pick unruly and any combination of these traits: intelligent, industrious, adaptive, rapid breeders, ingenious
>government
Imperial is the simplest and good for starting
>ethics
Anything you like. However, I don't recommend you take pacifists, xenophobes or authoritarians for your first run.
>civics
Any of these
Masterful crafters, functional architecture, meritocracy, police state, technocracy.
Don't touch fanatic purifiers until you know how to play.
>origin
Prosperous unification. Simple as.
>>
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>>1090077
>don't recommend you take xenophobes or authoritarian

but all that free purple mana and cheaper starbases means you blow up at the start and that advantage only gets bigger as the game progresses

also, if you are not purging the galaxy of xeno filth as your first run, you are doing it wrong. no need for pesky war point mechanics, just build a colossi, go to total war, delete their fleets, blow up their planets and survive the fps death as the galaxy pops plummet
>>
>>1059015
the borders in this game look awful, didn't they used to look better?
>>
>>1090336
>purging the galaxy of xeno filth as your first run
I think this is what I will be doing
>>
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Shit. Can't get the damn game to work. Black screen then not responding. Even tried the 'disable fullscreen optimization'. At least I didn't buy it.
>>
>>1090411
well i'll be. Uninstalled everything. rebooted, reinstalled and it's working. Time to dive in
>>
>>1066839
Iirc fanatic pacifists are still allowed to DoW on organic or machine hives
>>
Guys, I'm looking to recreate some Warhammer races without mods. Any 40K lorefag here to explain: Eldar and Dark Eldar live in craftworlds and not planets, right? So shouldn't you have them as Void Dwellers living in artificial habitats instead of a planet?
>>
>>1090068
Both at max and I'm playing on a laptop. Hasn't melted yet.
>>
>>1090735
Thanks anon. Btw, what would you say about a Remnant origin for Dark Eldar? Does it stand?
>>
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>>1090374
its the intended way
https://www.youtube.com/watch?v=O1CQ7Vwz8Eo
>>
>>1090715
eldar exodites live on planets but they would be considered primitives in stellaris
>>
How do I win? I don't understand how to boost my score. What counts as Economic Strength? I don't see a guide for it with the game.
>>
>>1090977
Gain territory, have lots of vasals (big score per each), big military, diplo influence.
>>
>>1090977
Nuke everyone else. The score's all retaded and a 10 system AI empire with no fleet can have a score equal to your empire that covers half the galaxy and can shit out a brand new 1M fleet in a year.
>>
>>1091091
Hell, an FE that I reduced to 1 backwater system with 0 fleets still had 40-something-k score.
Sure, they were completely helpless and could be conquered by some recently enlightened primitives, but at least they had dem repeatables.
>>
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>>1090977
try to keep your ass intact and not get the *gaped* trait.
>>
>>1091458
Try fighting the dimensional horror and the enigmatic fortress. These two are much stronger than other leviathans.
>>
How to play as a ringworld origin?
Seems like it's nerfed to hell now, I mean... Just played it recently and was not able to have decent mineral upkeep to even produce much needed CG. What the hell? I had to reform government into a megacorp and bust trade districts with trade policy that gave me some CG back.
Seriously how do I do it?
>>
How do people play empires that are neither genocidal nor can assimilate others into their own species.
Even having multiple kinds of robots that I can't disassemble triggers my autism. It's all so impure. My empire should be perfect.
>>
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New player here, is it possible to do and potentially win with a pacifistic playthrough? Or do I need to build an army regardless?
>>
>>1091934
you will always need military force to at least defend yourself there is no true pacifism
>>
>>1091934
Peace through superior firepower is the only option. You can get into a federation and leave yourself at the mercy of artificial idiots if you don't want to have a fleet yourself, but someone will have to protect you either way.
>>
>>1091458
40k.
>>
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I just colonized my 1st planet and eyeballing a 2nd. So far I have a total of 2 planets. The tutorial advisor popped up with something about sectors that I'm kind of reading about on a wiki, but when I should I be creating a sector? 2 planets doesn't seem large enough for it at this time.
If it matters I figured out how to get fanatical purifiers and am playing as that to rid the world of xeno scum as per anon's suggestion.
>>
>>1092334
Also forgot to ask and this is prob a dumb question: Should I be plopping down outposts in every solar system? Or can I skip a few and the unclaimed space in between will fill in?
>>
>>1092338
>Or can I skip a few and the unclaimed space in between will fill in?
Sadly, no.
>>
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>>1092338
>>1092361
>Or can I skip a few and the unclaimed space in between will fill in
They took this from us.
>>
>>1059015
is there a mod that prevents empires from defaulting?
I feel catastrophic deficits are more fun to play around with than regular defaulting... mostly by "gifting" an empire some high upkeep systems and watching their economy collapse under the weight of 30 starbases
>>
>>1092373
I went back and played the launch version of stellaris and it felt so fucking weird having outposts be a sometimes food and being able to colonize planets in unclaimed territory to expand your borders without having to pay out a lump sum of purple mana
>>
>>1092440
>pay out a lump sum of purple mana
I really hate the purple mana. I understand why it's there, but it just drags out me filling in my borders. Especially once you start having to split it between making claims, making starbases, and diplomatic pacts.
Also unrelated but are there any good mods to add more exploration events? I just started a few games after not playing for years and feel like I already explored them all.
>>
>>1092385
Dont know of any mod but you can try this
https://www.youtube.com/watch?v=d-n9D_41SKg
>>
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Can I get some advice on how to run a city? I'm not really good at the micro level of this game. For example in this world I was just going to keep building generator districts to give those workers jobs. But what do I do in a world where I have workers but I have no districts or buildings available to make? Do I just replace the districts with more city ones?
>>
>>1092620
I don't feel like becoming a willing vassal is a great idea.
if I knew how to mod and use the situations feature I'd make it so the final step of shortages never "completes" and thus never gets liquidated. keeping that comedic drop in power level.
if it isn't clear, I want to do this to bully fallen empires
>>
>>1092629
>naming a planet "loyalty"
Your empire doesn't have good optics
>>
>>1092629
Make resettle them on planets with more jobs or colonize more planets. As you said you could also try replacing with more city districts to get both clerk jobs and jobs from whatever building you make. If a city is overpopulated then you can either send the excess to other planets without enough pops, take the decisions to discourage pop growth, or both.
>>
>>1092639
I didn't realize you can move them to other planets. Can you tell me where that option is?
>>
>>1092602
Thx. This is really good to know. I just figured out how to take enemy planets and laughed when I clicked the population and the xeno's status is "Purifying" but I don't necessarily want those planets and they seem to be changing my monthly incomes to negative.
>>
>>1092640
Upper right corner of the planet window. Under the decisions window. You can see it in the screenshot you posted.
>>
alright having more thoughts on how I can try fucking up a fallen empire's economy
>step 1, be spiritualist Scion
>step 2, hope I can get some strategic resources from sugar xeno
>step 3, start shiting them into factories so I can get my hands on some consumer goods
>step 4, quietly make claims while their crystal defecit ticks up
>step 5, the instant it hits "catastrophic" bumrush with point defence destroyers and snag some pops off a undefended worlds to be employed in my factories
any faults here?
>>
>>1092653
I'm a fool.
>>
Just tell me something, do they allow you to assimilate robots into your main species after cybernetic ascension yet?
>>
>>1092591
More Events Mod. Turn off the mid-game crises in the settings.
>>
>>1092649
Use the armageddon bombardment to nuke planets. It's the only viable way to purify the galaxy in a reasonable timeframe without having to take every single enemy shithole.
>>
>>1092660
No. Enjoy your 10 species of robots that are absolutely identical.
>>
>>1092918
These were enough to completely wipe out a medium galaxy by 2400 in my recent purifiers playthrough.
I wiped out all enemy fleets and realized that the colossus was nowhere near enough somewhen around 2350 and only started mass bombing then.
>>
>>1092940
Also like half of those were only built by the end because I wanted to speed up the process and prepare for the crisis.
I could afford to double these fleets, but there was no point.
>>
>>1093008
Well, do you want to wipe out the entire galaxy by 2300 or something?
>>
>>1093017
Well, you can either place you fleets and just wait or enjoy clicking through hundreds of planets that are draining your resources and can't be abandoned.
>>
>>1093041
>>1093017
>>1093133
Just turn off land appropriation in your policies...
>>
>>1093133
> per empire
I was talking about wiping out the entire galaxy.
>>
what mods should I download?
>>
There is a 2hu and mushroom kingdom mod.
>>
>>1092334
a planetary governor can only "maintain" colonies 3(or 4 can't remember which) hyperlanes away,from the sector capital, so if you colonize a planet that is further away than that you need to make it a sector in order to install a new governor
your first two planets, if you haven't turned off guaranteed spawn, are hardcoded to be within range of your starting planet so you won't need to sector them.
>>
>>1079865
cost and utility. you want the range and alpha strike, you can build two empty L BBs for price of one with all slots filled.
>>
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Can anyone tell me why the stability on this planet is so low? I don't understand. It's one I took from another. I don't understand why I have 20 jobs available, I didn't build that much stuff. Mostly I just built stuff to try and raise amenities in hopes that would calm them down..
>>
>>1094113
>28% pop apporval rating -21
It's right there dumb-dumb, select a pop and hover over their happiness % to find out why they're pissed off and consider fixing it.
>>
>Get to mid game
>Everything slows down to a crawl
How the fuck do I prevent this? I already have 0.25x habitable planets and less AI overall
It eventually becomes 1 day/second and I don't get it. Its so fucking slow.
>>
I'm playing NSC2, and when my starbased get too strong it just says their fleet power is "1". Like it wraps around.
Does this affect anything MECHANICALLY? Or is it just a visual bug?
Please advise.
>>
Do any of the AI mods fix every AI willingly becoming a vassal for no reason?
Every time the game gets close to being good there's a fly in the ointment like this.
>>
>>1094138
Thanks, didn't know that was a thing I can do.
>>
>>1094238
>Hu Zhu

Guess China got a better deal at the end
>>
I constantly make myself as a leader as self insert as human and try to keep myself alive for as long as possible. I do this so much i can't play any other race or play style other than humans with me self inserted as an immortal dictator/emperor.
I do the same in ck too. Is there any way to break my chains and play something else other than humans with me in charge ?
>>
>>1094634
Because i want to play as something else but as soon as i try it/as soon as my leader(me) dies i lose interest
>>
>>1093133
I'm a void dweller habitat crackwhore so yes, there are
>>
What's the point of habitats? How do I use them effectively when they only have like, four slots for districts?
>>
>>1095230
They used to be more useful, but right now they're only useful for your average empire as mineral sources.
>>
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>>1095230
Each habitat is another colony that grows pop.
More pops = more better.

With traditions, ascension and/or civic you can get extra build slots, making them very efficient for things that don't rely on districts as much.
Like Strategic Resources, Trade(Merchants), Research.

Food and Minerals aren't even bad on them.
With Orbital Rings they're a bit worse in comparison to regular planets, since you don't get the +2(minerals) or +1(alloys) to resources from jobs.
With just like 4 districts you can get to like 350 minerals income I think from a mining habitat.
You can increase the district limit to 8, but I usually just build more habitats.
Looking at these planets in comparison, only like half of them have more than 8 mining districts, and those don't even have that many more.
Though with orbital ring and the +2 module in the latest dlc they'll be much more appealing than habitats.

I think they're mainly interesting if you have the void dweller origin just so you can build them early and spam them.
The +15% bonus to resources is pretty big too from the void dweller trait.
What they really excel at is the trade habitats though, which can cover your energy+unity+consumer goods needs.

As a non void dweller I think the strategic resources is more interesting.
While they're good for research, a non void dweller will probably move on to ring worlds soon after anyway.
>>
>>1095230
They make nice trade hubs with the mercantile tradition that generates 1 merchant job per commercial district. I also build them in wormhole systems and turn them into FTL inhibiting fortress stations, but that's so OP against the AI that it's more for roleplay purposes, really.
>>
How do I wipe and empire out? Do I just claim all their worlds and invade them with armies?
>>
>>1095230
Mostly what other anon said about pop growth but also you can generate resource deposits out of nowhere if you're void dwellers thanks to planetary prospecting.
Yeah Habitats just can't compete with real planets/ring worlds in terms of individual output but it's entirely viable to efficiently spam them fucking everywhere, much simpler to optimise too.
>>
This game is terrible when it comes to modding, I almost never any mod lists/guides for it anywhere. And even if you do mod it yourself, it's like it can barely run with them.
>>
>>1095475
>, I almost never any mod lists/guides for it anywhere.
Just use a steamworkshop collection
>And even if you do mod it yourself, it's like it can barely run with them.
And try not having a shitbox pc
>>
Version 3.3 sped up the game, but only in early years. A hundred or even fifty years into the game and it's slow as Stellaris v2.0.
How is this even possible?
>>
>>1095775
That's why I don't even bother with the logistic growth system and turn it off altogether.
>>
>>1095412
Make them vassal then absorb them into your empire?
>>
>>1096141
I think >>1095412 meant how to destroy an empire in a single war.
To do so:
> Make at least single claim
> Wage war with conquer CB
> Conquer and occupy (this means landing troops on planets) every single system
> The moment they no longer possess any single planet and system the war will instantly be over
> You get ownership of every claimed system, any unclaimed system will be unowned by anyone and possible to take control of just like in beging of the game.

Also waging war CB as vassalisation to integrate them 10 years in is also suitable.

Pro tip: moment after integration you can do such shenanigans:
> Make new sector from newly integrated empire (or sectors, if they were bigger than 16 systems)
> Release sector as vassal
Said vassal have the exact same ethics, tech level and government type. Species depends on species type in integrated empire.
> Modify vassal Contract to gain absurd amount of resources, to further the effect release them as scholarium/prospectorium/bulwark
Due to similar ethics and so on this vassal will stay loyal and will pay you a hefty resources monthly with zero empire sprawl penalty.
>>
Less chore
>>
Did they ever fix pops raping performance?
>>
>>1096688
Yeah, by making it so pop growth slows to a halt as the game progresses
>>
>>1096679
>upgrading mechanic allow for easy incredibly powerfull exploits
>does not fix it
>delete mechanic instead so it would not be exploited further
yeah its big brain time
>>
Do you have any tips on how to handle when you integrate another empire and then suddenly have 30+ planets? I don't have much experience so I found myself getting quickly overwhelmed, especially when the next month I was -900 energy credits a month.
>>
>>1098231
fix the planets one by one

The fuck else do you think you're going to have to do
>>
>>1098231
At the very least you have to nuke most of the buildings and districts on them.
Here's my impression of an average AI planet:
> +5% minerals planet modifier, 4 generator districts, 7 mining, 3 agri
> has built 5 city districts, 2 industrial, 1 generator and 2 agri
> 1 of every building type it had unlocked
> has 11 pops with 60% habitability
> all the useless buildings and districts are consuming energy and doing nothing
> designated a bureaucrat world
> total production: 20 unity, -9000 everything else
They somehow made it worse than it was in the tile days and it's also slow as fuck now.
>>
>>1098493
Don't forget the random strategic resource buildings
>>
>>1059015
Any other 4X space games that /st/ recommends?
>>
>be fucking around with mods
>decide to make THE WALL
>19 years into game and already have a defence platform with 38k fleet power
>it has 196 fucking strike craft
>can fit 2 of them per tier 2 starbase
>am going to set up similar walls on the remaining 2 entrances to my space and flip off the xenophobe FE
how long do you bet I'll last
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>>1096424
if you only have a single claim and it's not their only system with a planet when you full occupy them they just auto surrender and you get the one system you claimed whilst they keep on existing, if you want them destroyed you have to claim every system with a colonised planet and then win the war by getting them to agree to a surrender or full occupying them so they auto surrender, then any unclaimed systems will get unowned like you said.
>>
>>1099342
Honestly, how do you fight that many strike craft?
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>>1099362
either a giant block of point defence or equally many strike craft
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>>1098231
Not including >>1098458 which is probably how paradox intended it to play out you have several options;
>First
way would be to make it a sector, then release said sector as vassal. But that probably does not make sense, since you've choosen integration in the first place
>Second
way would be to relocate ENTIRE FUCKING POPULATION from those planets into the planets already developed/specialised by you. If you are to be, say, minmaxingfag, you are probably not gonna be satisfied with this resolution, cause it might not utilise properly the possible racial traits.
>Third
option would be a variation of second one - just select a single planet (prefferably biggest one, or their homeworld) and cram as much population of recently integrated empire as you possibly can. Less planets = less fucking with pop management.
>Fourth
option is a better way of doing the third one - relocate them all on ringworld. This bad boy can sustain sooo much pops, I recon I even had a game where my entire empire lived on 3 ringworlds (home system, sanctuary, and repaired), was about 1600 pops and no problems with migration whatsoever. Same thing goes with ecumenopoli/hive/machineworlds.
Since migration cost unity now You should have no problem paying unity for relocating entire planet populations.
>so
it basically boils down to two choices: manually or automatically fix the planets yourself, or just create a single very big one, and use it as a sink, to dump all pops onto.
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>>1099386
>way would be to relocate ENTIRE FUCKING POPULATION
Theres also a way to make it with less clicking, just delete city districts and expell population by a single click.
I just realised its beyond retarded, since expell only moves 10 pops at a time, so more developed planets, like 40 plus pops that already have upgraded administration cannot be expelled at once.
So...
Maybe just cram them into as few planets as possible, then specialise them?
>>
>>1098231
you have arcology project?
if so, pick their biggest world and begin the project while using your unity to dump as many pops there as humanly possible. prioritise dropping worlds with less room for mining or food production. the remaining worlds will now go to sustaining your new alloy Ecu
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>>1099386
I've done the math, and ringwolds seems to be the most reasonable way to dense excessive amounnts of population.
RIngworld (a single segment) can provide somewhere between 100 and a 250 housing, depending how much city you use, not counting civics. Thats a lot of pops.
And all those pops can be assigned to work researchers jobs, since ringworld have best bonuses for that. You could also go with alloy ringworld and so on.
Just keep in mind that you will need some rural worlds/habitats to provide said ringworld with excessive amounts of strategic resources,
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>>1099441
play as a megacorp and use trade ringworld for most insane gains dwarved only by dyson spheres.
Seriously, those things make everything so easier to manage, and can in fact be stronger than strongest megastructures, whose on the other hand does not requires a shitload of population, and just print resources out of thin air.
>>
What buildings do you rush when you first get started? I usually only replace the commercial zones for a holo-theatre. Give me those pro gamer strats.
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>>1079486
aw shit. Is espionage useless? I just used like my last 4 unity buys on the espionage tree.
Fug
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I'm fucking 30 years in and I'm being destroyed. My territory has been taken. Like I just started the game, what the fuck is going on? Why did this empire have fucking 50 corvettes to destroy me. Literally just made contact with them.
>>
>>1099708
Fanatic Purifiers/Determined Exterminators be like that. You're only hope then is to have a good chokepoint, hit them first or hope they go after someone else first.
>>
>>1099708
Genocidal empire on your border is game over if you don't rush to wreck their shit in the early war.
Their fleets are just straight up better and they focus on builiding more.
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>>1099412
expelling the pops sends them to other empires, the whole point of integraton/conquest was for the pops right?
>>
>>1059015
Why should I pick up Stellaris?
What does it have that others don't?
I've been eyeing Distant Worlds for a while vut noe I'm thinking about getting Stellaris
>>
>>1099932
>What does it have that others don't?
You can make your own empires
A modding community
Active development
>thinking about getting Stellaris
Pirate it first with all the DLC.
>>
>>1099894
I did not knew that.
>>
so is it pops, or number of empty jobs that causes lag?
or empty jobs times pops?
>>
>>1100031
Pops per working jobs and empty jobs simultaneously.

Depending on galaxy size all pops combined will be about few hundreds in year 2200, up to dozens of thousands in late game. As the game progresses a literal thousands of percentage modifiers are added to the job formula, making it harder and harder to count in proper time.
I'm talking racial traits, edicts, job upgrades, planet modifiers, traditions, specialisation, policies, slavery and do on. All of that sweet %boosts need to be multiplied by amount of empire presents. At the endgame or late game, as you name it, game have to count a full fledged Excell sheet every single month.

Lag can be reduced significantly by deleting big amount of pops, or by simplyfying job formula if possible.
First could be done by oofing other empires, or cracking world's by a colossus (most reliable option), you could also go eugenic and reduce (assimilation for gestalts and extermination by others) number of types of pops to reduce racial traits factoring to the pop formula.
Megastructures or Fallen Empires special buildings also produce astonishing amounts of resources with little to none % modifiers since they does not use pops, just print resources out of nothingness.
>>
>>1099688
It's an RP choice right now, because it's an influence sink in an update where ten other influence sinks got added.
>>
>7 defence fortresses per citadel
>192 strike craft per fortress
>3 entrances to my entire empire
>the only thing that stands a chance of breaking through the BEES is a fucking attack moon
now all I need is my flagship and then the whole god damn galaxy is fucked
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>>1099708
Lol, same.
This is my first game where I think i have a handle on the basics.
Made like a merchant spiritualist aquatic race to be peaceful and play with the trade mechanics i'm figuring out. Expansion was going good then all of a sudden Othari Dynamics, my pacifist spiritualist neighbour, declared me their rival and like 4 other rivalries get declared on me. From then on Othari made it it's personal mission to making things as difficult as possible for me, hiring mercs and poisoning relationships.
Then the cocksucker created a federation with all of my neighbours to pretty much hate me. I tried creating my own federation but was having trouble with empires joining because the only ones available were across the galaxy.
I'm the light blue snaking across the north with all the red [!] in it. I was going to go and fill it in but never ended up getting the opportunity.

The first attack they pushed in but somehow we both had war exhaustion and a white peace was declared so nothing got changed. This second push though was just overwhelming with all their federation members pushing into the heart of my empire with the goal of subjugation.

I read that you might want to leave like a neutral star system between your neighbours maybe? I'm not sure what happened. Maybe I expanded too much? I'm going to try another game with this same race and maybe put more priority into upping my fleet size earlier.
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>>1101665
These are my underwater Barcalids. I think it was materialist and fanatic spiritualists. No real reason for it except I thought spiritualist sounded cool and would make sense for my underwater peaceful race. Found a vid of someone who made something similar and used his suggestions for the traits.
>>
>>1101674
And lastly the "Partnership Alliance" who was composed of all my neighbours and whose sole purpose was to fuck me.
Well done Othari Dynamics. I thought these guys would be my top allies being pacifist traders but they were cut-throat.
>>
>>1101677
forgot pic
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>>1101665
>I read that you might want to leave like a neutral star system between your neighbours maybe?
Nah that's a shit idea.

I mean in theory it's a good idea if you want to be a peaceful isolationist, since it avoids border friction penalties, but it's a shit idea because the AI will colonize every available star you don't colonize first. Having your borders touch is inevitable and unless you're deliberately setting your border at a convenient chokepoint (which certainly isn't a bad idea) you might as well just grab what you can grab ASAP. Just set your diplomatic policy to cooperative if you want to avoid border friction.
>>
>>1101681
Good to know. I thought maybe that's what precipitated the avalanche of rivalries on me. I might as well grab them then instead of letting the AI scoop them.
>>
>>1068659
>Four main branches away from cap
>first ends in marauders after like two nodes
>That's fine, lets me focus on the other three paths
>second path goes on a little further, gets cucked by robot assimilators
>ok, well there are two more to the south
>abruptly run into two fallen empires
>boxed in before my second guaranteed planet was done developing
It was actually a pretty fun playthrough after the initial bad luck. I gave the bots 800 or so consumer goods and got them to like me enough to accept vassalization even though I was militarist spiritualist authoritarian. Too bad I had to scrap thirty robopops and abandon their cap because it was a machine world, though. After that I incredibly lucky with my techs and rolled battleships and psi jump drives while everybody else was at most at destroyers. I even lucked out into getting a titan from an archeological site. Then I got to stomp and absolutely massive fanatic purifier with a containment cassus belli. I guess it saved up all my luck for later.
>>
>>1071408
>Your days of tyranny are at an end overlord, I declare a war of independence!
>denied
lol
>>
>>1089573
>>1089601
Or you could get nihilistic acquisitions and/or migration treaties, or combine that with robots.
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>>1092630
It's actually really strong now, you basically get a sugar daddy to give you free shit and protect you if you get them to like you and you renegotiate your contract every five years.
>>
>>1081947
Send an envoy to build relations, get every kind of diplomatic treaty besides ones that won't let you fight them, wait five years til you can renegotiate your contract, give them 100 trade acceptance worth of stuff (consumer goods and strategic resources give the best value imho) for the biggest relations boost, wait for the improved relations to take effect, change your contract in your favor, repeat until you are stronger than your sugardaddy and declare independence.
>>
>>1086689
Nope, just what paradox thought should pause the game or no pausing at all.
>A planet just finished terraforming? Don't bother him, he's busy looking at the starbase menu waiting for enough alloys to add another ship to the que
>Our scientists just found a three society research deposit on niggertron prime?! Defcon five alert the presses!
>>
>>1087750
Are they actually not moving? Is the briefcase on the outliner red or yellow. If it is red they are actually not moving, they are either slaves which don't automatically relocate or their species rights are set migration controls enabled. If it is yellow they are moving, automatic relocation is incredibly slow. Every month there is a ten percent chance that a single unemployed pop will move to a planet with open jobs. It would take 8.33 years for those ten pops to migrate, and that's ignoring new pops being born there. If there is no briefcase they aren't unemployed and you dipshit.
Either way, just manually relocate them. You're losing out on a lot more than 100 energy letting them sit around with a finger in their ass for eight years straight, not to mention that the their unhappiness from being unemployed probably translates to a 5-15 point drop in stability, which in turn translates to a 3-9% (5-15% if it's below 50) penalty to literally everything produced on that planet.
>>
>>1102295
Having a transit hub in a system starbase change said system migration chance to a 100% a month.
Having a mass of habitats in a single system with preferably clone vats and gene clinics and limited housing effectively make said system a pop printer, if you use transit hubs.
Once
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>>1102383
No, it increase migration chance by 100%, bringing it to 20% chance per month for a pop to automatically relocate. It's garbage.
>>
>>1102390
At first I was like
>Holy fuck, its garbage.
But then I realised, its 20% PER POP, so doing something similar to forcibly relocating an entire planet (what some dude asked before about integrating an empire) will most probably move a few pops per month.
So it would not be more that 8 years for like 10 pops, as you claimed, but rather faster.
>Source
To calculate the chance of non-resettlement after N months , subtract the percentage chance (X) from 1, and lift it to the Nth power.
For instance in vanilla 3.0.1/3.0.2 with a Transit Hub, the chance is 20% per month per POP.
Thus, to find the chance of a particilar unEmployed POP not triggering to re-settle in 6 months, we take 1-0.2=0.8, and then we lift 0.8 to the 6th power, 0.86=0.26, 26%.
After 18 months it’s 0.818=0.018 or under 2%.
In the 3.0.3 beta without a Transit Hub, the chance per POP per month is 5%, so 0.956=73.5% after 6 months, or 39.7% after 18 months.
That is per POP. If you have multiple unEmployed POPs it’s very likely that you’ll see some trigger pretty quickly.
>This was counted for 3.0.3.
I recall some dev diary where they said that they would change the formula in 3.3.3. But that seems to be the split of migrating pops unto red and yellow ones.
>>
Any early game tips lads? Just always seems to be a planet grab for me. Is that the way I should be playing?
>>
>>1102412
Rush military and vassalise neighbours early, try to get high value systems in terms of mins/energy.
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>>1102412
I always start by building five or more science ships, putting all my scientists on them and sending them to explore. The accumulated research you get from anomalies more than makes up for the malus you get for not having a scientist lead the research.
>>
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Update is out. Time for new progressive playthrough. Time to spread the science to hateful bigot alienx throughout the galaxy.
>>
What do i do about strategic resourses, I have to spam refineries in order to be able to upgrade buildings but the refineries take up building slots while employing very lttle people, which means i have a lot of new unemployed pops on planets on which i cant expand anymore.
>>
>>1103461
Get the permanent employment civic when you get to reform your government for the perfect neoliberal experience.
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>>1103522
Move the extra pops to other planets with jobs or build more refineries.
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>>1099708
>Has 48 naval capacity
>Hasn't maxed it out
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>>1103522
Conquer more territory
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>>1103522
>Build habitats for strategic resources
They have very little housing capacity, yet can have a few buildings. Honestly, those are *designed* do be a strategic resources backbone. If you can not afford alloys, means either you are waging wars, or just have bad economy.
>Make designed planet
A planet designed to make strategic resources - you see - agri/mining/energy districts provide exactly the same amount of housing as jobs.
As for strategic resources you need to focus on building city districts (which provides building slots), then spam as many strategic resource buildings as you can, the excess housing will take care of immigration, and pull in specialists. After all jobs are filled, most probably you will still have some housing left - this will provide said planet with additional amenities.
Put a planet designation on this planet, which will make +X% strategic resources, or so.
>conquer more territory
Or just terraform a planet.
What a suprising amount of players seem to not notice is that terraforming an empty planet is researchable waaaay earlier than the tech needed for terraforming an already colonised planet.
What you can do is astonishing 200IQ move: move all pops from one of colonies to other planets (capital preferably, since its coded to never revolt, so you can cram as much excess population as you want to) and abandon the colony comepletely, then terraform it.
>>
>>1099688
>Is espionage useless?
Pretty much. It takes too long and the opportunity cost way is too high. It couldn't be clearer that they don't want anyone to actually be able to use it to any real effect.
>>
>take over a system that was defended by a starbase with hangars
>strike craft continue to damage your ships even though you've taken the starbase
>what's more your ships' PD just stop targeting the strike craft for some reason
That's some bullshit
>>
>>1103562
I was going for a peaceful game. I was tired of starting endless war and death. However, the next game I played the second I encountered another alien race I destroyed them. I wanted peace, but stellaris has taught me my fucking lesson.
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>>1104817
kek
That's not a stellaris lesson, that's a life lesson. It doesn't matter what you want, people will still come to fuck you and you better be ready.
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>>1104817
"if you want peace, prepare for war"
But once you have a warmachine, its a waste to just have it lying around.
Especially when theres that squidface fuck that keeps repealing your proposals in the council starts.
Or the starfish nigger that took that juicy system before you got o it.
Or that warmongering pacifist thats building up a federation that could rival your peace output.
No to mention those mushroom things who are just ugly as sin.
And those awakened assholes are hoarding tech that could benefit everyone, so liberating those is our civic duty.
Hey, why is everyone at war with me? See, THIS is why i have an army, you just can't be pacifist when everyone is a bloodthirsty faggot.
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>>1105040
Let'be xenophobic, it's really in this year...
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>>1105040
I want to raid and pillage ayyylmaos so bad
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> force spawn my clone army origin empire
> their home planet gets conquered
> they don't build any clone vats on the other planets and just go extinct
nice AI
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>>1105040
This needs an image set
>>
Are there any other ways of assimilating pops into 1 species besides necrophaging and synth ascension?
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Ok, so i got meself this ringworld with the goal of moving everyone on it, but i still need the planets for the stategic resource buildings and the planetary nexuses for the 1k fleet capacities. I guess i could forgo teh planets with dyson speheres pirnign money and buying the resources, but i doubt my corner of the galaxy has enough stars for that, and as for the fleets, i am looking forward to having 5 titans with an aura each in a single fleet, because moving them in pairs or triples would be "hard", and my 25 colossi clutters the fleet screen enough already.
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>>1105268
Nah. Hiveminds can assimilate pops with the right tech, but they'll just be hivemind versions of whatever they were before instead of becoming the main hivemind species.
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>>1105466
Just have a few satellite systems stacked with refinery Habitats manned by robutts or something, mix in some fortress stations and it can be your resource extraction frontier defence zone or something
>>
> am the emperor
> declared an empire a crisis
> taking their systems gives them to my vassal from the other side of the galaxy
what in the goddamn
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>>1105573
It goes to whoever happens to have a claim on the system. I agree it's annoying as fuck though.
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>>1105573
> now one of the vassals just spontaneously ceased to exist
What the fuck is going on. Did the crisis empire manage to crack all of their planets in a couple years, all while being raped by everyone?
>>1105595
I checked, only one empire had a claim CB and it wasn't them. It went to whoever the game thought was the closest or some shit.
>>
I hate the crisis sliders. I always set them up to the earliest to have a chance of experiencing them before I get bored, and they always take their sweet fucking time. Currently it's been 90 (ninety) years since we passed midgame crisis year and just now the Khan decides to show up. I have 5 times his fleet power wow what a thrilling crisis
One time though I had the Unbidden happen merely 25 years after the start of the endgame date. With a variance so high, what the fuck is even the point of having a slider in the first place?
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Whelp, finally found a method to dredge up the will to keep playing. Time to take role-playing to the next level.
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>>1105748
Try a tentacle world start next. It's OP as hell, but in a fun way.
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>>1105928
Will do.
>>
why does bio ascensions conidered bad and why does syntetic considered good?
alway pick bio because of fear of the AI rebellion and crisis.
>>
> vassal somehow took control of my terminal egress system and demolished my 150k citadel
for fuck's sake
>>
>>1107589
> the run is basically done anyway
> integrated them as a final fuck you
> went from +12k energy to -1k energy
Don't you just love taking AI planets?
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>>1107582
>why does bio ascensions conidered bad
Bio is by far the most tedious ascension. While the perks are good, you have to get many techs to unlock it. The worst part about it, is that you have to gene mod every single one of your species individually, or you'll be missing out. Not to mention all these months of wasted society research to implement these modifications. Really, it's only good if you're planning to genocide all aliens.
Also, by picking bio, you're missing out on stuff like the best ship components, chosen one, and covenants that psi ascension can get you, and you're missing out on the best pops possible that syths would get you.
>and why does syntetic considered good?
Your synth pops have perfect habitability everywhere. You can assemble your pops more quickly than biological pops. They are immortal. And finally, they get a massive +25% resources from jobs.
>alway pick bio because of fear of the AI rebellion and crisis.
You are retarded. It is impossible to get the AI rebellion if you go for the robot ascension. And contingency debuffs to not affect synth pops, only robot pops.

While synths are the most powerful, psi ascension is by far the most fun and interesting one. Bio ascension is just bad.
>>
>>1107627
bio isn't bad, it's just tedious and drags like you said, it's still got the fastest pop creation rate because unlike synthetic you get pop growth AND pop assembly through cloning, and whilst I know you can keep biological species around as a synth ascended empire you have to jump through hoops to not assimilate them all at once and have to find another breeding stock for your robo-stud farm
>>
>>1107582
Biological ascension is slower than Psionic ascension and weaker in the long run than Synthetic ascension. It's not necessarily bad in and of itself, it's just that most strategies prefer Psi or Synth specifically. Biological ascension kind of falls in the middle where you get some good general bonuses but without the more specific advantages of the other paths. Psi also isn't very strong but you can get it started really early with a bit of luck (especially if you have the Shroud Teachers origin) and it does a lot more than just improve your pops. Plus it's the only ascension path that actually has some interesting mechanics.

You can certainly make Bio work though. If you really want to go for Biological ascension I'd play something like a Plantoid (or Fungoid) Hive Mind with the Budding trait, since Budding stacks with clone tech to get above-average pop assembly. Biological pop assembly is better than robot pop assembly in many ways in the early/midgame. Hive Minds have Bio ascension as their only option anyway so you might as well optimize for it.
>>
>>1107684
Annoying thing with bio ascension, is that you not only need to engineer each species, but you need to do it more than once when you get more of that pop that are unmodified, either through conquest or migration.

While Synth+Psionic have assimilation.

I think a good step in the right direction, would be to completely remove the base cost for genetic modification, and only have a cost based on #pops.
And, possibly an assimilation living standard for species with bioascension, so new ones automatically get genetically converted to your preferred template.
>>
I haven't played in a while, and I was considering a Void Dwellers run since that used to be my favorite.

Is it still good? I've seen some conflicting opinions. I'm pretty rusty at this point (been several expansions) so I'm not sure if that's a good way to dip my toes back in.
>>
>>1108148
You get fucked in the beginning because of the planet capacity mechanic which means you take a hit to pop growth but once you start spamming the habitats and upgrading them you snowball just as hard.
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>>1107582
It's not bad
>psi is quick and powerful in the ahort term, but it's benefits aren't as powerful in the end game. It is a rush pick
>Synthetic is the most powerful in the long term but is extremely slow to come online. It requires several tier four research projects with low base probability. It has the slowest late game pop growth due to it being a single flat rate that can not be increased
>Bio is your inbetween pick with the highest popgrowth
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>>1108148
Not as strong as it used to be, but is still strong.
>>
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Hey, kid. For the low price of 100 influence and tying up an envoy for several months, you can destroy a single random module on an enemy starbase, excluding shipyards and assuming that the operation succeeds to begin with. Gotta keep this balanced, you see.
>>
>>1107589
Do you want me to elaborate why ever using defence platforms is retarded, or will you just believe me that they do negative damage?
>>
>>1071859
Is Koalageddon any good? This shit seems fishy whats his business model
>>
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>>1087323
>playing as CoM
>colonize/enslave about 1/3 of the galaxy
>UNE federates the other 2/3
>demands subjugation to their galahomo empire or else war
>their leader isn't even human amymore, it's the teddy bear with the parasitic symbiote
It's just like real life
>>
>>1108519
Not that guy but I am curious, why are they so shit?
>>
>>1108595
Not that guy, but they used to be completely useless. I'd argue that they can be good. The issue was that their health and range were pretty bad. X slot battleships would just take half of them out before they could even start attacking. And they can't even move away from their home station.
However, now they can be quite good, but you have to invest quite a lot to make them dominate.
First, the unyielding tradition tree. Second, equip them with neutron launchers. Third, put them around a lvl 3 planetary cock ring, and around your starbase. The ring will boost their range, meaning all of your platforms can delete half of the enemy navy before they can fire off their X slot weapons.
>>
>>1108461
Espionage will be buffed next patch pls understand
>>
>>1108605
Use the starbase building that gives them 50% range and all kinetics.
>>
I love the early-midgame of stellaris but the lategame wars and lag are such a fucking slog.
Can I just section off a part of my empire to an AI vassal and have it attack/conquer the galaxy for me?
>>
>>1108790
> section off a part of my empire to an AI vassal
yes
> attack/conquer the galaxy for me
no
Even if you could actually order it around, the AI is incompetent and will fuck everything up unless it has overwhelming advantage and a lot of time.
When the crisis hits, you'll be fucked.
>>
What are the viability of ring worlds and habitat starts? I haven't really played them but from what I understand they really lower your habitability for planets right? IIRC you get habitats pretty early, but what are you supposed to do in the case of ring worlds before you have the alloys or the tech to repair sections?
>>
>>1108790
>Play xenophile authoritarian with feudal society civic
>rush the domination tradition and then the diplo perk that lets you create federations
>butter up any empires you run into envoy to improve relations, every treaty that doesn't prevent you from attacking them, then vassalize them
>you can give them a 100 trade acceptance gift if they aren't having it

>original contract should be something like
>integration forbidden (you won't be able to integrate them til you've owned them for ten years anyway so save it for the second contract renegotiation if you want to integrate them)
>restricted voting so you get their votes
>expansion regulated for extra influence, give them free expansion if the map is already pretty much filled in or they need the pot sweetened to accept subjugation
>overlord conflicts none to make them happy, explained later how to get around this
>subject conflicts all to make them happy, explained later how to get around this
>holdings 1, to build either a loyalty boosting garrison or ministry of truth for extra influence, can set it to zero to get them to accept subjugation
>shared sensors yes, free loyalty and acceptance
>resource contributions I generally don't touch unless they really don't want to be vassalized and I've already given as much ground I can elsewhere. I give them science because I'm always close to going negative on everything else early game.

>find a shitty uncolonized world that isn't touching any owned system (you can delete starbases to achieve this.)
>colonize it and then release it as a vassal (it wil only own that single system if it has no connections) then release it from being your vassal, then form a hegemony federation with it
>You can kick it out of the federation and reabsorb it at your leisure
>Now it will be just you and your vassals in the federation
cont.
>>
>>1109103
>They will have join every war the federation goes on and will need to vote on starting a war. As long as everyone is set to restricted voting, you have full control over what wars you go on
>This massively increases your projected power and you will be able to vassalize 70% diplomatically without ever going to war, with only the fellow overlords and xenophobes left to vassalize through war.
>You also gain the overlords vassals when you vassalize them.
>>
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I'm the >>1108519 guy
As for the cons of using starbases as a defence:
>They do not progress their power indifinietely as fleets can.
Main problem is that starbase strength does not progress through the course of game. Sure you unlock bigger levels that scale up to above 30K power, and can yield big numbers of defence platforms (more about that in a moment) but thats not a viable strategy in game, where fleets can doomstack up to 800K.
We could possibly argue, that 800K fleets are not present in the game as fast as 30K starbase, more real scenario is about 60-80K fleets present at the time when starbase hit max level (citadel I recall). One could also use defence platforms to crank starbase power up to (easily) 60K, or 100K (using unyielding tradition and megastructures), you will see starbases up to 150K in vanilla (Fallen Empires, or player perticulary fixed on making his system inaccesible).
>Defence platforms can and will do negative damage, and are generally speaking a pain in the ass.
The thing is - platforms have separate health bars, and are always fighting on the side of whoever is in possesion of starbase. Now, imagine a situation when you oof starbase before oofing the platforms (i.e. titans will always target starbase even when platforms are present) what will happen? Starbase will be yours, and platforms will join you and immidiately shoot at enemy fleets present in the system.
Other problem is, that you need to CLICK a bilion times to manually replace defence platforms, and they are llimited to be build one at a time.

Now for the pros
>Starbases are stronger than fleets early game
This is by far the most prominent reason they are even in the game - by building starbase in choke system you can use less alloys than for fleet of same power, and with lesser upkeep. With proper perks, traditions and developement you could make choke points viable up to 2400 no problem.
As for HOW to do so I will just link this >>1108605 as its comepletely valid.
>>
>>1109103
>>1109107
interesting, will try this.
thanks anon.
>>
>>1109090
Voidborn is good, it allows you to build more habitats from the start so the planet penalties don't matter. The ringworld start sucks because you won't be able to build new ones til late game, the penalties are huge, and I believe it's districts cost strategic resources so you won't even be able to expand your original world too far without those early midgames techs that give you access to them.
>>
>>1109109
Another problem is you can't move them, so that when your borders move all those alloys are thrown in the trash.
>>
>>1109107
>>1109103
holy fucking shit thats broken
>>
>>1109111
>>1109121
It's way too easy to vassalize people diplomatically, too. Even on your own you can vassalize empires stronger than you as long as they aren't xenophobes and you get them to like you enough.
Here's the video of the guy I stole the idea from if you want it explained more in depth
https://www.youtube.com/watch?v=j5u8dClTSjM&t
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>>1109120
>Another problem is you can't move them, so that when your borders move all those alloys are thrown in the trash.
Do not forget the upkeep :)
>>
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>>1105928
Is the Pleasure Resort Ring start supposed to be like this or was it not updated for 3.4 or something? You start with deficits on multiple resources and you can't actually upgrade since your districts are hard locked into these sex resort ones that require strategic resources to upgrade and maintain. You can compensate for the food shortage by shuffling around pops, but I'm still hemorrhaging consumer goods like mad even after switching to a civilian economy and banning prostitution for the extra resource gain. I could take consumer benefits but that'd just dig the energy hole deeper.
It feels like an alternative Doomsday start where you're in a rush to get a colony going on literally any half-decent planet you can grab, except instead of having a doomed planet, you have a useless planet that's better off with all its districts deactivated and its pops relocated.

Though in retrospect, maybe the issue is that didn't make a bimbo race that sacrificed everything to be masters at sucking dick.
>>
>>1109149
Do you mean the shattered pleasure ring? Don't ban prostitution, that's your source of energy credits. Set up a monthly trade to buy consumer goods and sell your excess food. It has been a while since it was worked on and the tentacle world start is similar but it's more generous with the strategic goods the planetary feature on your homeworld gives you.
>>
>>1079122
You can select multiples before clicking sell
>>
>>1109149
>>1109173
Is LV working alright for 3.4 ?
>>
>>1109173
Swapped over to a tentacle world. As you said, this feels a lot more reasonable.

>>1109299
I'm fairly new to the mod, but it apparently got a 3.4 update in early June.
>>
>>1109299
Yeah, LV, LV Expansion, Vanilla Framework, LV Additional Things, and Calcifire's stuff all work on the latest version.
>>
>>1109314
Rush terraforming, you'll thank me later.
>>
>>1109318
Hey, which one of those changes portraits of a species when they are enslaved ?
>>
>>1109379
Calcifire's.
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>>1109383
Only humans have the slave protraits ?
>>
>>1109107
>>1109103
If you think this one is broken, check this out:
https://m.youtube.com/watch?v=IOFq-od_EKY
>>
>Custodian declare an empire a crisis
>Said empire is bound by defensive pact with custodian
>Custodian wages war on entire galactic community
>Declared-Crisis Empire is present on both sides of conflict
Bruh
>>
>>1109937
Fucking everyone ends up in a monolithic vassal block/federation by 2300, so any war, if it can be declared at all, is a total war against the galaxy anyway. They really fucked up with the vassal rework.
>>
> year 2260
> spiritualist, maniacal scientist since day 1, technological ascendancy as 1st perk
> still no psionic theory
THIS KEEPS HAPPENING
>>
>>1105466
Mod list bro?
>>
>>1110025
>Shroud Origin DLC
>>
>>1109947
Just solo the galaxy bro
>>
ANyone else feels like some civics should be represented as origins at this point?
>Inward perfection
>Fanatic purifiers
one can always become fanatic purifiers via nemesis perk
>IDyllic bloom
Could in fact be merged with gaia origin
>Criminal heritage
>Devouring swarm
>Determined Assimilator/exterminator/rogue servitor
COuld be a single origin with popup/event choosing the purpose of machine inteligence.
>>
This sucks
https://www.youtube.com/watch?v=5YtX92GmEuU
>>
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>>1110029
nothing fancy, extra content is basically just gigastructures, with rest being guarantees for the vanilla content, adjusted harder to compensate for the benefits, some optimalizations and quality of life stuff.

Through i also edited some stuff in the gamefiles, namely expanding the core sector to 4000 jumps, doing away with AI sectors entirely, and deleting the max caps for titans/colossi (they still come as 1 per 200/400 nav.cap, and 9999 is the max, so the total is 50 and 25)
On is in the defines. txt, the other is in ship types i think?
I also used to make defensive armies cost war exhaustion, since it was absurd that i would roll through an entire empire occupying everything, butchering 10 times the army numbers that i lost, yet only i get war exhaustion/lose victory points out of it, not the enemy, but i dont bother with amries now, just neutron sweep a planet and call it a day.

Thats kind of the point though: anything you dont like, you can change REALLY easily by a few lines. for example, i dont like ai opening the lgates, so i used to just comment out the next event at the end of special project that would open the gates, and when I wanted to open it, i would just undo that, and do the project.
Yea, they could be cheats, but when the AI gets to have a bigger navy on 2 planets each being in the red, than i have with 30 optimized ones, i say its fair.
>>
>>1110652
How well does that AI performance mod work ?
>>
>>1110366
I've met this hombre (red planet) on reddit, one day. Absolute narcisist garbage person.
>>
>>1110652
I'd say single colossus per thousand make more sense, but its your game
>>
>DLC breaks the game
>Im off to 2 month vacation
>>
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>DLC breaks the game
>Im off to 2 month vacation
>>
>>1110675
Haven't played without it, so i have no baseline, but it still slows down. I mainly use it to stop the AI from spamming gateways and habitats everywhere and to curb its genemodding some, though it still has at least 5 variants of each species and i don't know if its events messing or the ai.

>>1110723
yea, in the end i only used 9 of them (as i said, it gets cluttered), but then again, i use them instead of armies, and limiting them would only mean i have to wait more to end a war i already decisively won, as a few colossi just sweeps up the planets, instead of a dozen of them doing it as soon as the planets available. Its not like the AI can fight back anymore once its one and only deathstack is deleted.
>>
>>1110772
I understand. Its QoL at this point.
>>
Writing diaries is for girls.
>>
>>1109103
I did something akin to this where you give them a very good contract the renegotiate once their loyalty goes up except without the federation as xenophobe militarist authoritarian fuedal empire with slaver guilds and vassalized half the galaxy with every one of my vassals joining every war the loyatly wasn't even a problem since I just put garrison holding paid for by their 15% basic or advanced resource tax

Vassals are op
>>
>>1110129
It's not much harder than taking them one by one, since the AI isn't smart enough to stack fleets, harass you or anything, but it's really fucking tedious.
>>
>>1110652
i don't like using startech cuz ai slaver empire don't use slaves and breaks my inmersion
>>
Are there any good civis or mod to turn the Xenos into delicious hamburgers?
>>
>>1111571
Literally just be xenophobe and you can have alien pops as livestock. They produce food, or minerals if they are lithoid.
>>
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rate my civ
the syncretic species is a lithoid named "golyem"
>>
>>1111725
>dune world
Is that a world variety mod?
>>
>>1089584
Lmao. He's not but it resets the federations level.
>>
So right now this game is just an early vassal rush ? After that I dont have anything to do but sit and build shit.
>>
>>1080860
it would be nice if gene tailoring was a prerequisite for infiltrating empires of a different species that you don't have mig. treaties with
and then higher levels of gene tailoring would also make espionage more effective
but really >>1079486 is right that the main thing is more fucking operations since there's only like 5 and all of them suck
>>
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>>1109109
Another issue with starbases and defense platforms in that often gets ignored is that compared to ships a huge portion of their fleet power is tied up in HP, not in weapons. The damage output of a starbase is always way lower than its fleet power would suggest. This means that the fleet power shown for a starbase is unrealistically inflated and a well-designed fleet of equal power will reliably beat it.
>>
>>1112251
Will they ever make criminal syndicates worth a damn? It's way too easy to manage even high levels of crime and just shut down illegal branch offices. Even the AI can do it.

They should tie the criminal syndicate mechanics into the espionage system. IE you need to dedicate time and resources towards infiltrating a criminal syndicate and rooting out their branches, or else you won't even know where they are. Removing them from your planet just by hiring a few extra cops is retarded. Getting more police should just reduce the syndicate's profits, not delete them from your planets.
>>
holy fuck, after getting my nav capacity form other sources, i deleted 80-90% of my starbases and 70% of the lag disappeared, so it was caused mostly be the fucking trade routes.

How badly do you have to fuck up, that something you need to calculate only on a few, user triggered cases manages to tie up most of the per cylce calculation resources?
>>
>>1112451
trade routes suck ass for energy generation too especially once you're past the early game
>>
>>1111571
Bio ascension literally lets you add "delicious" trait that boosts the purge output.

Delicious
> +2 Food from Livestock and Processing
> Is not Lithoid
>This species has the curious evolutionary adaptation of being highly nutritious when eaten
>>
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>Huge Galaxy with 30 empires
>Only realizing in 2270 that I forgot to turn off Xenocompatibility
SEND HELP.
>>
>>1112371
>Will they ever make criminal syndicates worth a damn?
Um, uh... Syndicates DLC in 2023?
>It's way too easy to manage even high levels of crime and just shut down illegal branch offices.
You mean like spam enforcement workers?
>Even the AI can do it.
That's the very definition of easy in this game
>They should tie the criminal syndicate mechanics into the espionage system. IE you need to dedicate time and resources towards infiltrating a criminal syndicate and rooting out their branches, or else you won't even know where they are. Removing them from your planet just by hiring a few extra cops is retarded. Getting more police should just reduce the syndicate's profits, not delete them from your planets.
Agree
>>
>>1112478
Trade is shit unless you fully spec into it (merchant spam, mercantile tradition, etc.), but if you do it's pretty good and can fully replace your need for energy districts.
>>
Any good war mods?
>>
I have a question (last paragraph)
>Intelligent, thrifty, agrarian
>Catalytic recyclers, brand loyality, and later Mastercraft inc.
>Spiritualist, pacifist, egalitarian
>Shroud teachers origin
>Federation by 2240 (trade league ofc)
>First subsidiary by 2250
>Full psionic ascended by 2250 (mostly due to origin)
>By sheer miracle found 8 planet with 70% habitability
>Rush terraforming anyway, 13 planets by 2270
>Develop sectors, release as vassals in 2290 with 50% basic resource
>Strongest in federation by 2300, like doubling in political power
>At 2310 First war waged entirely using federation fleet (whooping 130K at this moment, idk how I've never contributed once) War goal: request subsidiary
>Back to 5 planets, overflowing with resources from lesser states
>Convert everything to either temples, commence megaplexes, or research labs
>Cybrex discovered, research megas
>Construct fuckton of habitats for pop growth, since its back to 300 pops at 2340 (slow breeders btw)
>Megas researched, immidiately use up perk slots to masterbuilders, and galactic wonders
>Repair cybrex immidiately, move capital, absolutely massive research output of 3K, further boost with S.nexus
>Wage war by accident - misclicked on *not this one* machine empire (they all look the same to me, not that I'm a some kind of machinist, no sir. See, we aint got them machines on our worlds, since they are illegal)
>Take last perk for ecumenopoli, convert core sector 5 planets for foundry archologies (It turned out, I've havent had enough population to man them until 2400, and even 2450)
>Almost 2K alloys + cybrex forges
>Yield almost 9*80K armada
>Praethoryn happens, get rekt in 2 months (spawned right in my Megashipyard) durning ending month of armada construction
>After this take Ancient Caretakers, release as scholarium
>Its 2487, all powerfull empires are either my subsidiares or part of my federation
If I'd to close the game and open this savefile with mods, say ZoFE, or ACOT, would it work?
>>
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>>1112451
Why yes, I DO delete any possible trade routes and never collect them while playing Stellaris, why'd you ask?
>>1112609
True. When playing as megacorp, or even normal empire (to a lesser extent) with corp civics and traits - trade can in fact easily fill any need for both energy and CG/Unity (unless you do unity build)
>>
What build/Origin would be the best of Feudal Society?
>>
>>1112662
If you want to go fully into being a foedal superpower I'd go with Fanatic Xenophile + Authoritarian. Origin can be anything you enjoy, you can go Hegemon or maybe Imperial Fiefdom, but good old Prosperous Unification is probably optimal for a good start.

Either way, you'll want to get Diplomacy as your first or second tradition and create a Hegemony-type Federation ASAP which interacts very well with a vassal-based empire. Fanatic Xenophile makes convincing others to join your posse a lot easier so you can just diplomance them until they're willing to suck your dick for free. And since as vassals they'll join your Hegemony, you get basically the benefits of both a vassal and an ally without any downsides,
>>
>>1112683
Too many options to create an empire, i want to go with Teachers of the Shroud to create vassals, thanks for the tips anon.
>>
>>1110366
>there's only 40 hours in the week and so many of these are taken up by meetings
Why? What is wrong with these faggots. In one of these meetings assign a small team to update all the old events with new options and write some new events/archeology/anomalies. Make them do that and only that for a month. You could make this game so much more interesting than it is.



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