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Paradox Can Into Space With [Stellaris]

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Posts

  • General_ArmchairGeneral_Armchair Registered User regular
    edited June 2016
    The best defense is to defend your greatest shipyard facilities with a defensive doomstack and then use offensive fleets to conquer their worlds at a greater rate than they can claim territory.

    Chasing after their fleets is a waste of time because of how trivial it is to emergency jump away.


    I think the FTL trap affect needs to be made much larger on starbases. In other words it should occupy a large radius of space and not just the system. I setup multiple bases on my rim words in preparation for my next war but the enemy just jumps right behind them and sets up shop in my systems without defense stations in them.

    My approach was to build a sensor grid consisting of budget defense platforms that were simply my best sensors, the FTL trap, and my worst of everything else. I built them in the dead center of every system within my territory. With each jump into my territory, they'd be forced to crawl back out of the gravity well before they could jump again. That bought my fleets time to consolidate to defend my most important territory if necessary, and I'd have eyes on the encroaching fleets at all times.

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    DarkPrimusElvenshaeAistanValiantheartRuldarBobbleDarkMecha
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Minefields can be fun too.

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  • KafkaAUKafkaAU Western AustraliaRegistered User regular
    Mortious wrote: »
    Yeah, I think I'll do a small 2 spiral arm system game with Hyperlanes only for my next one.

    Maybe 7 AIs with 1 advanced to not make it too crowded.

    Is there a list of what ethics give you what choices/policies? I can't seem to get the Drone Optimization policy anymore.

    @Mortious the wiki has a good list. Drone Optimisation requires xenophile or pacifist.

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  • CaedwyrCaedwyr Registered User regular
    Coinage wrote: »
    Clearly Paradox's players won't be satisfied until they release a Crimes Against the Galaxy DLC.

    It's not a crime if it isn't a gigadeathcrime.

    ElvenshaeHappylilElfBobble
  • AbbalahAbbalah Registered User regular
    I really wish the UI had some list of which policies will anger which pops, and/or an explanation of why a pop has a particular negative modifier.

    I keep running into situations where, for example, I unlocked Capacity Boosters as a policy to make my leaders better, and adopt it because it's better than selected lineage, and selected lineage didn't make anybody mad - and then whoops, all my spiritualist pops IE literally all of them are eating a -5% happiness penalty because they don't like that policy, and I can't change it for ten years.

    And I only even know that it's because they're spiritualist because I looked it up on the wiki - the UI just tells me they don't like the policy without any explanation as to why.

    Same deal when I discovered that granting AI rights makes everyone's who's not materialist angry - the penalty makes sense, but it'd be nice if the game told me it was going to happen before I did it, rather than letting me discover it on my own after I'm locked in for a decade.

    Cantide
  • SynthesisSynthesis Honda Today! Registered User regular
    hippofant wrote: »
    Synthesis wrote: »
    Abbalah wrote: »
    A strategy PSA that I didn't figure out until this morning: Building a bunch of farms doesn't do nearly as much as you'd think to increase the rate of your population growth.

    I'm mildly annoyed that you can't use the horrific, even genocidal option of induced starvation to gradually depopulate a planet (for example, one that you take in a conflict) if your fanatical empire doesn't want to deal with a new minority species, but doesn't want to actually purge them for whatever reason.

    To be fair, modding in the ability to demand a species evacuate a planet before it relinquishes it is less horrifying from a moral standpoint (or rather, making it so that anyone can demand it, and that xenophobic empires are simply more likely to do it in their AI routines). Arguably it's a concession of sorts to the other party, since they get a potentially large pool of workers returned to their own planets--unless they were suffering some sort of drastic overpopulation empire-wide, that's a good thing.

    It kinda makes sense though? It's not like you can depopulate a country by starving them either. Many people may starve, but the remainder will resort to growing their own food or scavenging or hunting. You may be able to reduce a population, but it seems unlikely you could enforce mass starvation to extinction on an entire planet, barring exceptional efforts that would probably exceed just regular ol' kill-'em-all genocide.

    True--on the other hand, it's very unsensible that you can't even partially depopulate a planet through said member. I'm not really a fan of the Civilization-style food management model, but if you literally dismantled every farm square on an extremely populated planet, that should somehow be reflected in demographics. Eventually. Even if it took decades. The game puts a lot of weight on potential demographic crises after all.
    Depriving them of food is essentially another way of purging them

    [edit]

    I hope one of the expansions brings us a Space UN, maybe Alpha-Centauri-style

    Indeed. If other empires are fussing over your legal code (much less orbital bombing policy), it would be a pretty obvious strike against you. On the other hand, a complete planetary purge tanks...what? A few months? Versus starving a planet, which would take decades, would be a slow grind atrocity.
    Synthesis wrote: »
    Abbalah wrote: »
    A strategy PSA that I didn't figure out until this morning: Building a bunch of farms doesn't do nearly as much as you'd think to increase the rate of your population growth.

    I'm mildly annoyed that you can't use the horrific, even genocidal option of induced starvation to gradually depopulate a planet (for example, one that you take in a conflict) if your fanatical empire doesn't want to deal with a new minority species, but doesn't want to actually purge them for whatever reason.

    To be fair, modding in the ability to demand a species evacuate a planet before it relinquishes it is less horrifying from a moral standpoint (or rather, making it so that anyone can demand it, and that xenophobic empires are simply more likely to do it in their AI routines). Arguably it's a concession of sorts to the other party, since they get a potentially large pool of workers returned to their own planets--unless they were suffering some sort of drastic overpopulation empire-wide, that's a good thing.

    I'm using a mod that let's you use the fallen empire war goals. Most are useless but the "Abandon Planet" one is great if you want to take a planet don't want their pops and can't/won't purge.

    Yeah, same here (I mentioned it in my original post)--from what I remember, "abandon planet" is also an option for xenophobic empires? Given that the game (believably) defaults towards "most species hate seeing other species, except for a few exceptions" really abandoning a planet probably makes sense as a default option available to anybody (maybe with an attached high policy choice), and definitely anyone who actually has the ability to purge a planet (AI included). Strictly speaking, it can be less infuriating to an enemy empire than simply losing a planet along with the entire associated population--not every empire can be counting on their annexed population being that much an aggravation to the enemy that they'd be willing to complete lose all that labor (especially if they were already at a population disadvantage). Then consider certain empires that might flat-out forbid their species live under any other government (which is already reflected in immigration policies, etc.). Plus potentially a more advanced empire that lost might be worried about their more technologically-literate nationals being exploited by the victor.

    That'd be tricky to render in the game, but honestly it sounds like it might be right up Paradox's alley to make abandon planet more palatable than cede planet in certain circumstances.

  • DarkPrimusDarkPrimus Registered User regular
    Wow, the upgraded versions of forms of government are cool... wish I'd known about unlocking them a lot earlier on.

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  • General_ArmchairGeneral_Armchair Registered User regular
    edited June 2016
    Decades my ass. Destroy the farms, stockpiled food, and sever the supply lines and you'll see massive death tolls from starvation in major population centers in a matter of days.

    Take New York City for example. It is entirely incapable of sustaining itself. Destroy its ports, bridges, warehouses, railways, and its roads (all static soft targets that are impossible to defend from modern precision munitions, much less a fleet bombarding you from orbit at their leisure) and you'll have a massive catastrophe on your hands with a staggering death toll. That's before you take into account people freaking out and going full Mad Max anarchy to murder each other over the last can of beans.

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  • FoefallerFoefaller Registered User regular
    Martin Anward (aka Wiz) has a few new tweets about the next update:

    Other additions include:
    - Votes to kick alliance/federation members.
    - Trust mechanics and opinion boost from gifts replacing embassies.
    - Open borders by default (can be closed via diplomatic option)
    - Less stalkery allied AI in wars.




    It also doesn't require them to agree.

    There is also going to be a dev diary for the next patch next week, and the plan is to release it before the end of June.

    Some hints beyond that:

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    Ruldar
  • SynthesisSynthesis Honda Today! Registered User regular
    Decades my ass. Destroy the farms, stockpiled food, and sever the supply lines and you'll see massive death tolls from starvation in major population centers in a matter of days.

    Take New York City for example. It is entirely incapable of sustaining itself. Destroy its ports, bridges, warehouses, railways, and its roads (all static soft targets that are impossible to defend from modern precision munitions, much less a fleet bombarding you from orbit at their leisure) and you'll have a massive catastrophe on your hands with a staggering death toll. That's before you take into account people freaking out and going full Mad Max anarchy to murder each other over the last can of beans.

    Yeah, except for a whole planet in Stellaris, it would take decades.

  • General_ArmchairGeneral_Armchair Registered User regular
    edited June 2016
    You're vastly underestimating how quickly shit hits the fan in a siege.

    The bulk of the world's population is condensed in city centers. Destroy the supply lines into the cities and you deliver a massive blow to the world's population in short order.

    More rural communities won't be as heavily impacted by a siege because they are more self sufficient. But their excess of food and supplies won't help the city folk who didn't want to live in flyover country because there won't be a way to get the food to the cities.

    You'll never be able to completely starve a world to extinction, but there will be an extremely rapid loss of life as the local populations die off to levels that are sustainable without the aid of external suppliers.


    There is a reason why every single disaster survival guide warns you to get out of the cities while the going is good. They're disasters waiting to happen.


    Once the siege has reduced the population to a shell of its former self, THEN you send in the ground troops to mop up the stragglers.

    Edit:
    Edit. Game play mechanics wise, it would take a while on stellaris's awkward timescale where warships take several days to reload their guns.

    But in realistic terms, a siege of even a week or two would be catastrophic.

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  • ValiantheartValiantheart Registered User regular
    edited June 2016
    Is there a way to find/list all your star ports? For instance id like to build a new fleet. Id like to find all my level 6 star ports to start the battleship building process instead of queuing them up at 1-3 ports.

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  • CampyCampy Registered User regular
    Is there a way to find/list all your star ports? For instance id like to build a new fleet. Id like to find all my level 6 star ports to start the battleship building process instead of queuing them up at 1-3 ports.

    Alas not yet. Quickest way ive found is to use the planet listing (f2). If you click on a sector you'll expand out its planets. Then you can see the space stations there.

  • SynthesisSynthesis Honda Today! Registered User regular
    edited June 2016
    You're vastly underestimating how quickly shit hits the fan in a siege.

    The bulk of the world's population is condensed in city centers. Destroy the supply lines into the cities and you deliver a massive blow to the world's population in short order.

    More rural communities won't be as heavily impacted by a siege because they are more self sufficient. But their excess of food and supplies won't help the city folk who didn't want to live in flyover country because there won't be a way to get the food to the cities.

    You'll never be able to completely starve a world to extinction, but there will be an extremely rapid loss of life as the local populations die off to levels that are sustainable without the aid of external suppliers.


    There is a reason why every single disaster survival guide warns you to get out of the cities while the going is good. They're disasters waiting to happen.


    Once the siege has reduced the population to a shell of its former self, THEN you send in the ground troops to mop up the stragglers.

    Edit:
    Edit. Game play mechanics wise, it would take a while on stellaris's awkward timescale where warships take several days to reload their guns.

    But in realistic terms, a siege of even a week or two would be catastrophic.
    Synthesis wrote: »
    Yeah, except for a whole planet in Stellaris, it would take decades.

    I don't know how to make it any clearer: I'm only talking about this in game, I have no idea how it would work in real life.

    Argue with the other people who claim it wouldn't be executable. I'm the one who brought up the example in the first place, good grief.
    Minefields can be fun too.

    I actually got all the way to the endgame--the swarm's basically been contained to half of a minor empire, while a larger power repulsed the invasion on their territory and I personally sterilized ~4 worlds and gradually whittled down multiple fleets--without every using minefields because defense platforms only became researchable weirdly late in the game. Kind of wish I'd had them earlier but by then I was committed to a more mobile, tedious defense.

    Not sure why the Injured Queen event wasn't triggered. It happened once in a different save, but it's never happened since. The swarm'll be destroyed either way, but it lends a more theatrical tone to it, like a bad Michael Bay scifi film, hah.

    Synthesis on
  • HappylilElfHappylilElf Registered User regular
    The last game I played the scourge showed up in only my systems and I can only assume the entire event glitched out.

    I killed a couple of their hives and one fleet and then when the month ticked over they all vanished like the whole thing had never happened.

  • KafkaAUKafkaAU Western AustraliaRegistered User regular
    So I didn't realise the fallen empire next to me was the one that didn't like AI, I thought they were the ones that didn't like slavery. I researched sentient AI (not synthetics yet though) and they said "No! - No AIs please" and told me to set my policy to outlawed and dismantle my droids. I politely decline and they politely declared war attacking me with 100k of fleet, spread out over about 4 or 5 smaller fleets. One fleet was 9k and was supported by a 17k fleet. The 9k fleet engaged my 15k fleet and I destroyed it. Then the 17k fleet engaged and it was all over.

    Their demands were as before, disable the AIs but also to abandon 2 of my planets. I agreed, and they went back to their empire. I went through each of my worlds and disabled the purging of the droids, which didn't seem to annoy them (although in hindsight I'm not sure if this is having a negative impact on my happiness (i.e. its outlawed but they are existing)). I resettled the two worlds they told me to abandon, which also didn't seem to annoy them (however I can't replace the droids that were lost, as I can't build new ones). I research the salvage that is in the system, and find all the juicy tech that they were using (tachyon lances, zero point reactors and the strongest armor).

    10 years go by and I test the waters by setting my AI policy back to servitude. It's instantly met by them telling me to turn it off again and purge all my droids. I go around and stop all the purging of droids.

    Now we play the waiting game whilst that tech is researched and outfitted on all my ships, until I can destroy them and go back to creating AI!

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  • General_ArmchairGeneral_Armchair Registered User regular
    Even on the wacky Stellaris timeframe, decades is too long for the most efficient means of mass death to have an impact on a world's population. More realistically we'd be talking months of stellaris time to start seeing some population die off of a world under siege.

    You don't know how it would play out in real life? You can read up on it. History is full of examples of where cities are besieged or have their supply lines disrupted by disasters both natural and manmade. Even on a small scale, you can watch store shelves empty in a matter of hours as people scramble to stock up on bread before major winter storms arrive.

    How many days of food and water do you have in your home for your family? Imagine it now. The stores have been empty since the first few hours of the disaster and the tap no longer works. With no power to keep them cool, perishable items in your refrigerator spoil as they reach room temperature. Do you have what you need to purify water from unclean sources? Is their enough edible flora and fauna in the region to support you and your neighbors if you need to hunt and forage? Most people don't realize how critically their lives depend on the logistics machine to keep running smoothly, and are caught tragically by surprise when a natural or man made disaster causes the bountiful flow of supplies to come crashing to a hault.

    The civilian populations in Stellaris are extremely unrealistically insulated from the horrors of war. We should be seeing decimation of the civilian population even when the aggressor is assailing the world with kid gloves to minimize collateral damage, and yet it is common to see civilian population and infrastructure escape entirely unscathed even from assailants who operate with full bombardment policies.

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  • Cobalt60Cobalt60 regular Registered User regular
    It's a game, mate. Lighten up.

    EvmaAlsar
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    Is there a way to remove negative modifiers from a planet? i.e. bleak, storms etc.

    Move to New Zealand
    It’s not a very important country most of the time
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  • FoefallerFoefaller Registered User regular
    edited June 2016
    Mortious wrote: »
    Is there a way to remove negative modifiers from a planet? i.e. bleak, storms etc.

    Some can have events that trigger special projects to remove/reduce/improve them, but there is not some general tech that lets you do so, no.

    I think they mentioned that the after Asimov (Henslin?) patch is going to be filled with more mid-game events and crisises, including colony events.

    Foefaller on
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    Elvenshae
  • BobbleBobble Registered User regular
    Shadowhope wrote: »
    Synthesis wrote: »
    Abbalah wrote: »
    A strategy PSA that I didn't figure out until this morning: Building a bunch of farms doesn't do nearly as much as you'd think to increase the rate of your population growth.

    I'm mildly annoyed that you can't use the horrific, even genocidal option of induced starvation to gradually depopulate a planet (for example, one that you take in a conflict) if your fanatical empire doesn't want to deal with a new minority species, but doesn't want to actually purge them for whatever reason.

    To be fair, modding in the ability to demand a species evacuate a planet before it relinquishes it is less horrifying from a moral standpoint (or rather, making it so that anyone can demand it, and that xenophobic empires are simply more likely to do it in their AI routines). Arguably it's a concession of sorts to the other party, since they get a potentially large pool of workers returned to their own planets--unless they were suffering some sort of drastic overpopulation empire-wide, that's a good thing.

    I'd love a terminator genes tech, to be able to modify a species so that they stop reproducing and die off slowly.

    I come into the thread looking for tips and advice on this sweet new game and I find someone calling for a Genophage.

    I like it here.

    Ran into a bug where I collect 7 specimens and the log says I've collected 6 (but there are 7 sub-quests underneath it that say "completed"). Any known workaround?

  • DarkPrimusDarkPrimus Registered User regular
    Those mission chains where you have to do X of X seem to be really buggy these days.

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    Elvenshae
  • ElvenshaeElvenshae Registered User regular
    Bobble wrote: »
    Shadowhope wrote: »
    Synthesis wrote: »
    Abbalah wrote: »
    A strategy PSA that I didn't figure out until this morning: Building a bunch of farms doesn't do nearly as much as you'd think to increase the rate of your population growth.

    I'm mildly annoyed that you can't use the horrific, even genocidal option of induced starvation to gradually depopulate a planet (for example, one that you take in a conflict) if your fanatical empire doesn't want to deal with a new minority species, but doesn't want to actually purge them for whatever reason.

    To be fair, modding in the ability to demand a species evacuate a planet before it relinquishes it is less horrifying from a moral standpoint (or rather, making it so that anyone can demand it, and that xenophobic empires are simply more likely to do it in their AI routines). Arguably it's a concession of sorts to the other party, since they get a potentially large pool of workers returned to their own planets--unless they were suffering some sort of drastic overpopulation empire-wide, that's a good thing.

    I'd love a terminator genes tech, to be able to modify a species so that they stop reproducing and die off slowly.

    I come into the thread looking for tips and advice on this sweet new game and I find someone calling for a Genophage.

    I like it here.

    Ran into a bug where I collect 7 specimens and the log says I've collected 6 (but there are 7 sub-quests underneath it that say "completed"). Any known workaround?

    Do any of them still appear on the map? If so, run your ship over to it and see if you can't use the Situation Log to re-research it.

  • BobbleBobble Registered User regular
    Elvenshae wrote: »
    Bobble wrote: »
    Shadowhope wrote: »
    Synthesis wrote: »
    Abbalah wrote: »
    A strategy PSA that I didn't figure out until this morning: Building a bunch of farms doesn't do nearly as much as you'd think to increase the rate of your population growth.

    I'm mildly annoyed that you can't use the horrific, even genocidal option of induced starvation to gradually depopulate a planet (for example, one that you take in a conflict) if your fanatical empire doesn't want to deal with a new minority species, but doesn't want to actually purge them for whatever reason.

    To be fair, modding in the ability to demand a species evacuate a planet before it relinquishes it is less horrifying from a moral standpoint (or rather, making it so that anyone can demand it, and that xenophobic empires are simply more likely to do it in their AI routines). Arguably it's a concession of sorts to the other party, since they get a potentially large pool of workers returned to their own planets--unless they were suffering some sort of drastic overpopulation empire-wide, that's a good thing.

    I'd love a terminator genes tech, to be able to modify a species so that they stop reproducing and die off slowly.

    I come into the thread looking for tips and advice on this sweet new game and I find someone calling for a Genophage.

    I like it here.

    Ran into a bug where I collect 7 specimens and the log says I've collected 6 (but there are 7 sub-quests underneath it that say "completed"). Any known workaround?

    Do any of them still appear on the map? If so, run your ship over to it and see if you can't use the Situation Log to re-research it.

    Each individual situation log entry says 'completed' but I'll see if I can find one on the map next time I'm in.

  • DarkPrimusDarkPrimus Registered User regular
    In a game I've got going I stopped the Prethoryn Swarm right after their Vanguard fleet showed up, but it's still in my Situation Log. I guess I like, stopped it too quickly or something? Or just par for the buggy course.

    Also guess I did it too quickly to be able to capture a Queen.

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  • ValiantheartValiantheart Registered User regular
    Did they push a change out to the game the last day or two? For some reason the game now scroll when switching between planets or fleets. Its easily 3x as slow as it used to be and very annoying.

    PSN: Valiant_heart PC: Valiantheart99
  • DocshiftyDocshifty Registered User regular
    Did they push a change out to the game the last day or two? For some reason the game now scroll when switching between planets or fleets. Its easily 3x as slow as it used to be and very annoying.

    If you are in system view that will happen. Do it on the galaxy map

  • kaliyamakaliyama Left to find less-moderated fora Registered User regular
    Elvenshae wrote: »
    Kruite wrote: »
    Why not make defense stations house fighters and bombers akin to planets hosting defense armies?

    You can put a hangar on them.

    why should i trust some eldar corsair's advice on fighters/

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    Elvenshae
  • Fondor_YardsFondor_Yards Elite Four Member: Hydra Registered User regular
    DarkPrimus wrote: »
    In a game I've got going I stopped the Prethoryn Swarm right after their Vanguard fleet showed up, but it's still in my Situation Log. I guess I like, stopped it too quickly or something? Or just par for the buggy course.

    Also guess I did it too quickly to be able to capture a Queen.

    The only time it happened in a game with me I was on the other side of the galaxy so I'm not sure, but I think they send more then 1. But my unbiddin one stayed forever so I'm guessing they stay.

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  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    kaliyama wrote: »
    Elvenshae wrote: »
    Kruite wrote: »
    Why not make defense stations house fighters and bombers akin to planets hosting defense armies?

    You can put a hangar on them.

    why should i trust some eldar corsair's advice on fighters/

    Kill the alien before it can speak its lies

  • AbbalahAbbalah Registered User regular
    Speaking of hangars on defense stations, I haven't had the opportunity to give it a real test but I think that might be the way to make effective use of defense stations - strike craft have an extremely long range after 1.1, so you can get defense stations to assist each other in combat even with the proximity restrictions by having a central station with the ftl trap and your preferred weapons, surrounded by a ring of stations decked out with hangars and overlapping minefields. You can fit six defense stations around a fortress, and the ring stations definitely launch bombers and shoot at things that get caught in the central station's FTL trap, but I'm not certain how much that actually improves a station's ability to kill opposing fleets because I haven't been able to convince the AI to drop a real fleet into a system with that setup yet.

    Elvenshae
  • DonnictonDonnicton Registered User regular
    Abbalah wrote: »
    Speaking of hangars on defense stations, I haven't had the opportunity to give it a real test but I think that might be the way to make effective use of defense stations - strike craft have an extremely long range after 1.1, so you can get defense stations to assist each other in combat even with the proximity restrictions by having a central station with the ftl trap and your preferred weapons, surrounded by a ring of stations decked out with hangars and overlapping minefields. You can fit six defense stations around a fortress, and the ring stations definitely launch bombers and shoot at things that get caught in the central station's FTL trap, but I'm not certain how much that actually improves a station's ability to kill opposing fleets because I haven't been able to convince the AI to drop a real fleet into a system with that setup yet.

    I've posted about that before, I call it the Spirograph defense.
    954089FCDB0758B74D4E0E508949697054C6C0FA

    Mainly set up in preparation for a fallen empire as they like to bee-line to your home world. I ended up not needing it however so I never got to actually test it.

    However, after this month's patch I most likely will be making a hyperspace-only game and setting these up in bottlenecks to see how well it works.

    ElvenshaeSynthesis
  • ElvenshaeElvenshae Registered User regular
    edited June 2016
    Still awesome.

    I wish there was a way to upgrade stations. Uninstalling and manually rebuilding the new version is so finicky.

    Elvenshae on
  • ValiantheartValiantheart Registered User regular
    I dont know how you accomplish this. In half my worlds i cant even put a defense station in the center near the star. Some dont even have stardocks and i still have a big red block taking up 2/3 of the system so i have to put the defensive station on the outskirts.

    PSN: Valiant_heart PC: Valiantheart99
  • AbbalahAbbalah Registered User regular
    I dont know how you accomplish this. In half my worlds i cant even put a defense station in the center near the star. Some dont even have stardocks and i still have a big red block taking up 2/3 of the system so i have to put the defensive station on the outskirts.

    I get the big red block sometimes too but it lets me place stations inside it anyway; presumably it's a bug one way or another

  • JarsJars Registered User regular
    I don't even see much point in defense stations anyway. like maybe one in a chokepoint in hyperspace only galaxies, but they're not going to stop any kind of fleet

  • DarkPrimusDarkPrimus Registered User regular
    Jars wrote: »
    I don't even see much point in defense stations anyway. like maybe one in a chokepoint in hyperspace only galaxies, but they're not going to stop any kind of fleet

    Have them set up in systems where your planets are. If you know they're going to attack a planet you can move your death stack there and hit them while the station has them trapped (and if you have more than 1 station, debuffed).

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    Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
  • FoomyFoomy Registered User regular
    I don't get why the limits of distance between defense stations is there. We should be able to just build a bunch of them stacked up in a system and then the downside is that you're paying a ton of upkeep on military power that can't move.

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  • ValiantheartValiantheart Registered User regular
    Jars wrote: »
    I don't even see much point in defense stations anyway. like maybe one in a chokepoint in hyperspace only galaxies, but they're not going to stop any kind of fleet

    They are great at slowing enemy fleets down. Put cheap ones in the center of all your systems with the FTL snare. It will die but the fleets still have to crawl all the way to the edges of the system to jump out.

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  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Jars wrote: »
    I don't even see much point in defense stations anyway. like maybe one in a chokepoint in hyperspace only galaxies, but they're not going to stop any kind of fleet

    They are great at slowing enemy fleets down. Put cheap ones in the center of all your systems with the FTL snare. It will die but the fleets still have to crawl all the way to the edges of the system to jump out.

    Hyperspace fleets just kill it then zap out. No need to crawl to the edge.

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    Campy
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