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Paradox Can Into Space With [Stellaris]

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    CycloneRangerCycloneRanger Registered User regular
    Since Asimov, I no longer get any new candidates during elections. My starting leader is the only one running and is always reelected. These are brand new games started after the patch, and I'm playing with a default faction (United Nations of Earth) and no mods. Previously, for an indirect democracy (which is what Earth gets), any leader was eligible--and I've certainly got plenty of leaders of all sorts.

    No idea what's going on.

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    ElvenshaeElvenshae Registered User regular
    Since Asimov, I no longer get any new candidates during elections. My starting leader is the only one running and is always reelected. These are brand new games started after the patch, and I'm playing with a default faction (United Nations of Earth) and no mods. Previously, for an indirect democracy (which is what Earth gets), any leader was eligible--and I've certainly got plenty of leaders of all sorts.

    No idea what's going on.

    How many factions do you have?

    I suspect that, like me, you've only got one faction, the Loyalists, and they're supporting the current leader. So, they get to run unopposed.

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    CampyCampy Registered User regular
    Takel wrote: »
    So, one more thing to do as an asshole Militaristic empire: Declare war on pacifists. You don't even need to fight to tank their production...

    Fortunately for anyone playing pacifist the main "at war" negative modifier is only for offensive wars. I'm not sure about any bombing you then do in an offensive war to win it quickly. If I remember right I think you can win a defensive war by simply waiting out the enemy?

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    HappylilElfHappylilElf Registered User regular
    Campy wrote: »
    Takel wrote: »
    So, one more thing to do as an asshole Militaristic empire: Declare war on pacifists. You don't even need to fight to tank their production...

    Fortunately for anyone playing pacifist the main "at war" negative modifier is only for offensive wars. I'm not sure about any bombing you then do in an offensive war to win it quickly. If I remember right I think you can win a defensive war by simply waiting out the enemy?

    I kinda wish pacifist came with a "You fucking did what?" edict/policy where upon being attacked you had a "hell hath no fury" option that while you still take a happiness hit of some kind it opened up total war on the aggressors.

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    FoefallerFoefaller Registered User regular
    Elvenshae wrote: »
    Since Asimov, I no longer get any new candidates during elections. My starting leader is the only one running and is always reelected. These are brand new games started after the patch, and I'm playing with a default faction (United Nations of Earth) and no mods. Previously, for an indirect democracy (which is what Earth gets), any leader was eligible--and I've certainly got plenty of leaders of all sorts.

    No idea what's going on.

    How many factions do you have?

    I suspect that, like me, you've only got one faction, the Loyalists, and they're supporting the current leader. So, they get to run unopposed.

    The game is suppose to generate a bunch of fake factions when there are not enough factions so it isn't just the same leader elected again and again.

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    AbbalahAbbalah Registered User regular
    Is there any way to tell in advance whether settling a system will trigger an isolationist FE to demand that you abandon it? And if it does, will they demand that you abandon just that system, or can they end up demanding additional systems?

    There's a system I'd like to grab, and it's slightly further away from them than a system I've already settled, so I should be fine, but I dunno if the demand is triggered by overall border tension or what and I don't want to risk having to abandon both settlements

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    CampyCampy Registered User regular
    Abbalah wrote: »
    Is there any way to tell in advance whether settling a system will trigger an isolationist FE to demand that you abandon it? And if it does, will they demand that you abandon just that system, or can they end up demanding additional systems?

    There's a system I'd like to grab, and it's slightly further away from them than a system I've already settled, so I should be fine, but I dunno if the demand is triggered by overall border tension or what and I don't want to risk having to abandon both settlements

    From my small amount of experience with Isolationist FEs the attack event will be triggered by overall border tension. Each planet that is close to them will give you negative opinion modifier, the closer the larger. Once it reaches a certain level (-75 I think?) they will attack you.

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    DonnictonDonnicton Registered User regular
    edited June 2016
    Abbalah wrote: »
    Is there any way to tell in advance whether settling a system will trigger an isolationist FE to demand that you abandon it? And if it does, will they demand that you abandon just that system, or can they end up demanding additional systems?

    There's a system I'd like to grab, and it's slightly further away from them than a system I've already settled, so I should be fine, but I dunno if the demand is triggered by overall border tension or what and I don't want to risk having to abandon both settlements

    It depends on their attitude score, at least pre-patch. That's why embassies used to be good for keeping them in their good graces a little better so you could creep just a bit closer without triggering them. Their attitude score is reduced by the border friction itself, not so much the planet proximity.

    This is up to a point, however. If your military power is relatively close to them, they may hesitate to attack you until you're otherwise preoccupied. I've had one game where I intentionally pushed them to -500 or something stupidly low like that to try to bait them into a war, but they just sat there stamping their feet because they knew my federation would stomp them back.

    Donnicton on
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited June 2016
    Abbalah wrote: »
    Is there any way to tell in advance whether settling a system will trigger an isolationist FE to demand that you abandon it? And if it does, will they demand that you abandon just that system, or can they end up demanding additional systems?

    There's a system I'd like to grab, and it's slightly further away from them than a system I've already settled, so I should be fine, but I dunno if the demand is triggered by overall border tension or what and I don't want to risk having to abandon both settlements

    They can absolutely demand other systems

    Isolationist FE is really the only one where when I find one nearby I feel like the game just RNG fucked me

    Maddoc on
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    DarkPrimusDarkPrimus Registered User regular
    I have an Isolationist FE near-ish to me and they got really mad when I laid a third colony too close to them (I was going to have it further away, but another civ took my first system choice).

    They declared war simply to humiliate me, so I surrendered almost immediately once I realized that was all they were after. But like, the icing on the cake is that they assassinated my leader right after he signed the peace accords.

    This has happened twice now. Small price to pay to keep my colonies, I think.

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    AbbalahAbbalah Registered User regular
    A fun loophole with the pacifist warfare issue: Pacifists take a happiness penalty for Unrestricted War, but not for Liberation Wars, which still allow you to declare war but not to use the 'cede planet' war goal

    Theoretically this stops you from taking territory with wars, but it turns out pacifists also have no problem with Purges as long as they're also collectivist, because I guess genocide doesn't count as violence.

    And having Purges turned on gives you access to the 'Abandon Planet' war goal, which is not blocked by the liberation wars policy.

    So you can't take over occupied planets without a bunch of extra happiness penalties, because that would be terribly violent, but you can exterminate the populations of entire regions of space and move your own people in immediately afterward.

    Pacifism!

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    CampyCampy Registered User regular
    Abbalah wrote: »
    A fun loophole with the pacifist warfare issue: Pacifists take a happiness penalty for Unrestricted War, but not for Liberation Wars, which still allow you to declare war but not to use the 'cede planet' war goal

    Theoretically this stops you from taking territory with wars, but it turns out pacifists also have no problem with Purges as long as they're also collectivist, because I guess genocide doesn't count as violence.

    And having Purges turned on gives you access to the 'Abandon Planet' war goal, which is not blocked by the liberation wars policy.

    So you can't take over occupied planets without a bunch of extra happiness penalties, because that would be terribly violent, but you can exterminate the populations of entire regions of space and move your own people in immediately afterward.

    Pacifism!

    This... seems like a bug.

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    durandal4532durandal4532 Registered User regular
    edited June 2016
    I'm liking this 1.2 update, lots of convenient changes.

    Edit: Oh though yeah the stations are nonsense now.

    Basically I feel like the investment necessary to make a 2K station should be less than the investment necessary to make a 1K fleet. Because that's it forever, the station is there and it can't move.

    durandal4532 on
    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
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    JarsJars Registered User regular
    actually had an empire want to declare a joint war on someone I was going to attack anyway so we went in and divvied them up. but then they were super pissed at all the collectevist stuff and I had a slave faction that even though they had no demands kept raising in support and honestly how is slavery possibly worth it. like yeah I could have purged the conquered guys, but they were on the opposite side of the habitability spectrum so I couldn't really bring in my own people and I can't see much point in being a slavery empire. the benefits are pretty minor and the drawbacks can be big.

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    GlyphGryphGlyphGryph Registered User regular
    Campy wrote: »
    This... seems like a bug.

    We're just requesting the other guy prune back the branches of his empire a little bit. It's not like we're launching an actual war of conquest here, this isn't greed or anything untoward like that, or even really violence at all.

    It's just housekeeping, you know?

    Also, since you're forcing them to abandon the planet I'm pretty sure any violence that happens is their fault and just a result of a poor implementation of however they handled the abandonment.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited June 2016
    Foefaller wrote: »
    Elvenshae wrote: »
    Since Asimov, I no longer get any new candidates during elections. My starting leader is the only one running and is always reelected. These are brand new games started after the patch, and I'm playing with a default faction (United Nations of Earth) and no mods. Previously, for an indirect democracy (which is what Earth gets), any leader was eligible--and I've certainly got plenty of leaders of all sorts.

    No idea what's going on.

    How many factions do you have?

    I suspect that, like me, you've only got one faction, the Loyalists, and they're supporting the current leader. So, they get to run unopposed.

    The game is suppose to generate a bunch of fake factions when there are not enough factions so it isn't just the same leader elected again and again.

    Does your government have fascist tendencies? They might just be good at silencing opposition :p

    More seriously, was your leader ever assassinated? Something similar happened in my original game. My leader was assassinated by a fallen empire, space Hitler came to power, and 100% of my population voted for space Hitler forever (there was one opposition candidate. I presume she voted for herself).

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    So, the last one sort of petered out, but would anyone here be interested in starting up a PA MP game? I've played a few on another forum to the end game and it's really fun. I love this game but I find it's way more fun for me while playing with other people.

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    Moridin889Moridin889 Registered User regular
    So, the last one sort of petered out, but would anyone here be interested in starting up a PA MP game? I've played a few on another forum to the end game and it's really fun. I love this game but I find it's way more fun for me while playing with other people.

    I'm really bad at regular schedules, or else I'd jump on it

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    FoefallerFoefaller Registered User regular
    edited June 2016
    So apparently the new diplomacy changes make the AI super leery of commitment.

    As is, "agree on inviting a third member to an alliance, and then immediately voting to have the new member kicked, leaving themselves if they fail" leery of commitment. AI apparently drops Defensive agreements the moment the mutual rival is gone/vassalized, and not even all-AI alliances seem to be able to get membership past 2.

    Paradox has already said a hotfix is on the way, so I'm thinking of waiting until that comes out before continuing my 1.2 game. The empire I'm playing is more "spread the holy word by enslaving the galaxy" than about make friends, but it'll be no fun if none of the other empires can unite to form a massive federation to combat my Fanatical Spiritualist Collectivist slave empire by the time the end crisis shows up.

    Foefaller on
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    CampyCampy Registered User regular
    Yeah, they need to loosen up the join/leave thresholds a little. I had one game where an empire was constantly breaking various levels of alliances with me and then allowing me to request them back.

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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    I had a situation where I joined a war on an AI empire's request (I get to liberate a planet, yay), but it wont end the war even though the war score is 100, and has been for a while and most planets are occupied etc etc.

    Really annoying as there's no way for me to get out of it, and I'm wating the war happiness penalty the entire time.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    JarsJars Registered User regular
    seems like ai won't automatically surrender, go into the negotiate tab and hit all your goals then force surrender

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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    Can't since I'm not the main war person.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    Jars wrote: »
    actually had an empire want to declare a joint war on someone I was going to attack anyway so we went in and divvied them up. but then they were super pissed at all the collectevist stuff and I had a slave faction that even though they had no demands kept raising in support and honestly how is slavery possibly worth it. like yeah I could have purged the conquered guys, but they were on the opposite side of the habitability spectrum so I couldn't really bring in my own people and I can't see much point in being a slavery empire. the benefits are pretty minor and the drawbacks can be big.

    They still seem to be working out the kinks with slavery

    Prior to this patch slavery had virtually no downsides, if you had a pop working mineral or food, enslave them for the bonus output because they won't do anything

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    KafkaAUKafkaAU Western AustraliaRegistered User regular
    Yea, now its the opposite.

    I had a malcontent spread amongst my slaves reducing their output by 20%... i.e. negating the bonus. Why would I slave at all?

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    Origin: KafkaAU B-Net: Kafka#1778
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    I'm confident they'll keep tweaking it

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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    I'm not sure how to approach mid-late game.

    Almost all my core planets are now just producing energy, and I still can't field my fleet for more than a couple of years.

    And it's still smaller than what's needed for the big events.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    FoefallerFoefaller Registered User regular
    KafkaAU wrote: »
    Yea, now its the opposite.

    I had a malcontent spread amongst my slaves reducing their output by 20%... i.e. negating the bonus. Why would I slave at all?

    If you set the slavery policy to "regulated" the Docile slave faction will never gain support, ever (though slaves can still become Malcontent if their happiness becomes too low)

    It reduces the bonus output to only 10%, but you still get the other advantages of slaves (like how they suffer no happiness penalties to output or ethics divergence) as well

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    ValiantheartValiantheart Registered User regular
    The solution to your energy needs lie in those juicy Fallen Empires around you.

    PSN: Valiant_heart PC: Valiantheart99
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    CampyCampy Registered User regular
    Mortious wrote: »
    I'm not sure how to approach mid-late game.

    Almost all my core planets are now just producing energy, and I still can't field my fleet for more than a couple of years.

    And it's still smaller than what's needed for the big events.

    Energy definitely seems tighter in this version. How many planets do you have out in sectors? Have they been built up yet? Are they set to energy gathering mode?

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    KruiteKruite Registered User regular
    ....I'm not sure if the new version is taking effect....

    I thought there were making it so buildings wouldn't cancel tile resources

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    ElvenshaeElvenshae Registered User regular
    Kruite wrote: »
    ....I'm not sure if the new version is taking effect....

    I thought there were making it so buildings wouldn't cancel tile resources

    Strategic tile resources - so, like Alien Pets.

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    JarsJars Registered User regular
    I always have a couple planets devoted entirely to energy production. by late game I usually flip on a few sectors to ignore resource tiles and build nothing but powerplants.

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    CampyCampy Registered User regular
    Specialising planets is definitely a good strategy. You can somewhat plan it out ahead of time too. There's structures that'll give your planet a % boost on energy, minerals or science. Though each one will of course require researching.

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    TofystedethTofystedeth Registered User regular
    Are you using the Capacity Overload edict?
    I completely forget edicts exist most of the time, and then in my most recent game I was really short on energy and I noticed I had a bunch of surplus influence, so I turned that edict on my homeworld and went from -1 per month, to like, +15.

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    AiouaAioua Ora Occidens Ora OptimaRegistered User regular
    also have you researched all the power plants?

    regular power plant goes up to V and betharian goes up to IV

    and of course gotta get that power hub II on every world

    life's a game that you're bound to lose / like using a hammer to pound in screws
    fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
    that's right we're on a fucked up cruise / God is dead but at least we have booze
    bad things happen, no one knows why / the sun burns out and everyone dies
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    ValiantheartValiantheart Registered User regular
    You put them on everyworld? I thought they were only useful if you have 3 or more plants on a planet.

    PSN: Valiant_heart PC: Valiantheart99
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    AiouaAioua Ora Occidens Ora OptimaRegistered User regular
    edited June 2016
    You put them on everyworld? I thought they were only useful if you have 3 or more plants on a planet.

    well I put 3 or more power plants on every world, too

    I fill up every single space with power plants unless I particularly want the science bits or the mineral deposits are particularly rich

    power all day every day

    Aioua on
    life's a game that you're bound to lose / like using a hammer to pound in screws
    fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
    that's right we're on a fucked up cruise / God is dead but at least we have booze
    bad things happen, no one knows why / the sun burns out and everyone dies
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    JarsJars Registered User regular
    I'll have a few mining or science heavy planets that I won't build it on but otherwise it's a good investment

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    FiendishrabbitFiendishrabbit Registered User regular
    You put them on everyworld? I thought they were only useful if you have 3 or more plants on a planet.

    Depends on if you have Betharian energy plants or not. If you have Betharian Powerplants III/IV. Then yes.
    If you don't it should be the second energy building you make.
    Powerhub I though is much worse.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
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