As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[Stellaris] Utopia and the new social order of my fanatical purifiers!

14041434546100

Posts

  • Options
    MagicPrimeMagicPrime FiresideWizard Registered User regular
    So after a point, does it make sense to keep making the small classes of ships? or is it better to keep with the Tarkin Doctrine and just slam as many heavy cruisers as a I can into the face of any opposition?

    BNet • magicprime#1430 | PSN/Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)
  • Options
    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    MagicPrime wrote: »
    So after a point, does it make sense to keep making the small classes of ships? or is it better to keep with the Tarkin Doctrine and just slam as many heavy cruisers as a I can into the face of any opposition?

    I still use torpedo vettes in my super stacks, I have no idea how to guage if this is a useful thing to do. They don't always die, they still hit hard, but are they actually screening the 160 battleships behind them in any real way? I doubt it; maybe if my BBs weren't self healing?

    It's easier to spam them as a constant stream of reinforcements. And being able to grab a few to run down colony ships and harrass troops is nice. (They also work as bait sometimes, when the ai sends a few k stack to try to help, pinning them down long enough for one of my world eater stacks to pounce.)

    You can do all of that with any class though. Arguably better with a BB, since it can take out mining outposts in a timely fashion and weak spaceports by itself.

  • Options
    a5ehrena5ehren AtlantaRegistered User regular
    Torpedo boats can provide a useful alpha-strike if your enemy doesn't have any PD/Flak, but beyond that they kinda just die too fast for any real engagements.

    Maybe have a handful around for tracking down un-escorted transports, but your main battle fleet should probably be all capital ships.

  • Options
    JusticeforPlutoJusticeforPluto Registered User regular
    Are we counting destroyers as capitals? Or just Crusiers and Battleships? What's a good ratio?

  • Options
    SynthesisSynthesis Honda Today! Registered User regular
    MagicPrime wrote: »
    So after a point, does it make sense to keep making the small classes of ships? or is it better to keep with the Tarkin Doctrine and just slam as many heavy cruisers as a I can into the face of any opposition?
    The famous takeaway from the Tarkin Doctrine was fear of force, not the use of force itself. You could do that with both big and small ships, you just have to be really scary with them!

    Actually, looking it up on Wookieepedia, it also calls for a mass mobilization of the public to enable military expansion--so really, churning out as many corvettes as you can would also be viable.

  • Options
    finnithfinnith ... TorontoRegistered User regular
    Are we counting destroyers as capitals? Or just Crusiers and Battleships? What's a good ratio?

    Last post I read said that fleets should be composed of everything but Battleships, with a specific focus on Cruisers. See here: https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/

    Bnet: CavilatRest#1874
    Steam: CavilatRest
  • Options
    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    finnith wrote: »
    Are we counting destroyers as capitals? Or just Crusiers and Battleships? What's a good ratio?

    Last post I read said that fleets should be composed of everything but Battleships, with a specific focus on Cruisers. See here: https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/

    The "don't give the Spinal mounts anything to target" is an intersting ploy; but it seems particularly exploitive of the AI.

    Granted, that's the general goal of all SP fleets, but this feels like a precarious balance point.

  • Options
    TakelTakel Registered User regular
    edited April 2017
    It's not that there's nothing for the spinals to target. They will target corvettes at range. The thing about spinals is that:
    They have non-existent tracking which means against corvettes, they basically cannot hit them. Against destroyers they have a small chance etc...
    They require the ship to be facing the target. Now, since pretty much the only ship that stands still and delivers are BBs, and obviously things that have no engines; the spinal weapons cannot target anything other than a BB once the encounters devolve into a furball melee mess.

    Hence, using a BB means you're giving the XL weapons something to do. Not having any BBs would effectively mean that opposition XL weapons are wasted slots. Caveat: Assuming you close the distance. If you get caught at range against a fleet with a lot of XL weapons, you could expect your cruisers to get evaporated.

    Not going to say that the reddit post isn't anything but really informative, but the fleet power comparison against the AE fleet is a bit... off...
    The AE brought 728 ship size to the fight. 66 battlecruisers which is 528 ship sizes plus 90 escorts which are destroyer equivalents or 180 ship size. Plus the titan which isn't that big of a deal on the grand scheme of things.
    Contrast with the reddit OP's fleet which is:
    724 ship size in cruisers
    560 in destroyers
    348 in corvettes

    They brought an equivalent number of guns on just the cruisers and they expected anything but a total wipe out especially given that the vast majority of the opposing fleet's power, the battlecruiser's twin spinal weapons were negated? Fleet power calculations are heavily dependant on HP counts. You cannot seriously consider that a fortress has more combat prowess than an equivalent fleet strength of ships given that a fortress has 8 L weapon slots. You could probably get ~2 battleships for the same fleet strength and you'll have 8 L weapons plus two XLs so you have more guns. Let along abusing the lack of computers, bonus accuracy/tracking etc and just swarm the thing with corvettes/destroyers.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • Options
    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Once you have matter disintegrators, is there any reason not to use them in conjunction with kinetic weapons of various stripes?
    finnith wrote: »
    Are we counting destroyers as capitals? Or just Crusiers and Battleships? What's a good ratio?

    Last post I read said that fleets should be composed of everything but Battleships, with a specific focus on Cruisers. See here: https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/

    This is sad because I like big ships with gigantic spinal mounted cannons.

    What's sadder though, is that I thought I was doing well with ~ +350 in each research category at 2450. This guy has more than double that forty years earlier. He's also rocking fleet size of 1216/147 somehow? Maybe he's using the console, I dunno.

    I am still ways off from a lot of the tech he's sporting in his optimal ship builds.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • Options
    General_ArmchairGeneral_Armchair Registered User regular
    You can put out some serious science potential once your empire grows enough that you can groom a few size 25 worlds to essentially become giant research facilities.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • Options
    TakelTakel Registered User regular
    edited April 2017
    The UI has a text wrapping issue with the fleet size. It can't quite deal with 8+ digits.

    Focusing on minerals at the start for a strong economy, getting a good snowball going and specialising planets go a very very long way. A habitat is capable of pushing out 33 in all sciences before you get into optimising with gene modding those pops and if you happen to get a nice planet with a boost in a particular science, go all out and pull over 100+ of that science from that one planet.

    Set up your first big planet as a full on mining planet with good pops/robots, the mineral processing hub and a mining bay on the station and you can be raking in the dough that'll go on to fuel your expansion for a very long time.

    After a certain point, you can't spend minerals fast enough because there's nothing to use them on. I mean if you're getting 8-900 minerals per month, you're probably at the point where no one else can contest your fleets and when you can annihilate anything else with minimal losses, you're not building replacements hence all you can do is pump out more research. And energy because woof, when you get slapped 200 energy a month simply to undock your fleet, that's a nasty bill shock.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • Options
    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I've been leaving a lot of planet management to my various sectors. But I guess I should really just build up a planet first before handing it over. I think I have a "research" sector but it's not putting out numbers like that.

    His other numbers are pretty crazy too: +5000 food, +500 minerals, etc.

    This is what I get for not investing in the advanced science labs!

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • Options
    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    Does anyone know of a mod that allows you to create vassals without controlling an alien homeworld? I'm trying to go for a Domination/Vassal heavy strategy (for lore reasons, let's be honest, it's not perfectly ideal strategy wise) but I keep getting planets in cede war goals from my allies' wars, and I want to make them vassals but in vanilla you need to own an alien homeworld for that which is... kind of dumb, and annoying.

    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
  • Options
    General_ArmchairGeneral_Armchair Registered User regular
    Huh.... I never noticed that...

    Probably because capitols are one of the first things that I always target.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • Options
    ElvenshaeElvenshae Registered User regular
    Once you have matter disintegrators, is there any reason not to use them in conjunction with kinetic weapons of various stripes?

    I think there's still a role for a couple of the ... plasma? ... weapons, that do +200% shield damage?

    The matter disintegrators will only partially ignore the ship's shields, so helping to drop them even faster seems like it would be a good idea.

  • Options
    TakelTakel Registered User regular
    I actually target liberations then immediately vassalise the newly plopped empire because I get good opinions with them as their 'liberator' and I skip the messy incompatible ethics because hey, they match via liberation! It does mean though that I end up with a messy hodge podge of small empires but oh well, integrate, sectorise or gift

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • Options
    MagicPrimeMagicPrime FiresideWizard Registered User regular
    Is there any kind of research I have to do for planets to share food across my systems now? or does it work just like a normal push/pull resource? I have a few planets that I would like to essentially just make 'farm worlds' so I can make other planets into more focused generators as well. But If I have to micromanage a bunch of 'trade routes' or something for that to happen I might just skip the effort for now.

    BNet • magicprime#1430 | PSN/Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)
  • Options
    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    MagicPrime wrote: »
    Is there any kind of research I have to do for planets to share food across my systems now? or does it work just like a normal push/pull resource? I have a few planets that I would like to essentially just make 'farm worlds' so I can make other planets into more focused generators as well. But If I have to micromanage a bunch of 'trade routes' or something for that to happen I might just skip the effort for now.

    It is automagically dispensed throughout your empire.

  • Options
    Romantic UndeadRomantic Undead Registered User regular
    Well, I just won my first game as a race of Federation building egalitarian bird people. I guess diplomacy is my forte in this game because by the end, everyone loved me, including both fallen empires. Once one of them awoke, they (after a long delay) started attacking one of my allies. Once we pushed them back, they sued for peace then gave me a bunch of advanced ships (which I didn't really need) by way of apology.

    I was going for a Federation victory but ended up winning by Dominion first because every time a new small empire would pop up, they almost immediately asked me to vassalize them. Since I had a lot of Influence points, as most of my factions loved me, I kept integrating these small empires. Next thing I knew I occupied the entire northern hemisphere of our galaxy. In the end there was only one other empire of any importance who didn't like me, but they would never have started a fight with me because they knew my allies and I would erase them immediately.

    Anyways, once I integrated a 3 planet empire into my own, I get the popup, without even expecting it! I are the bestest at being a good guy!

    3DS FC: 1547-5210-6531
  • Options
    finnithfinnith ... TorontoRegistered User regular
    Takel wrote: »
    I actually target liberations then immediately vassalise the newly plopped empire because I get good opinions with them as their 'liberator' and I skip the messy incompatible ethics because hey, they match via liberation! It does mean though that I end up with a messy hodge podge of small empires but oh well, integrate, sectorise or gift

    This is what I've been doing in my tall empire game. Taking a piece out of my rival and immediately creating a vassal is nice, but I wish I had got that domination ascension perk that adds vassal naval capacity to your own a bit earlier. Also I'm not really sure what the Hard AI is doing with research, as there's an empire that's got more than double the planets/pops and roughly double my science income that's been able to consistently pull away from me in tech progress. It really still seems like there isn't a situation where expanding isn't better than staying small and focusing on building up your planets.

    Bnet: CavilatRest#1874
    Steam: CavilatRest
  • Options
    MagicPrimeMagicPrime FiresideWizard Registered User regular
    I made a Terran Star Empire. First neighbor I found were Bird People who gave me lip, so I bombarded their planet and invaded them immediately. They became my new slave race and the majority of my existing factions were ecstatic.

    BNet • magicprime#1430 | PSN/Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)
  • Options
    JarsJars Registered User regular
    I tend to mass destroyers and cruisers. destroyers have the best accuracy and cruisers park out front so they are good with energy torpedoes and flak cannons

  • Options
    FoefallerFoefaller Registered User regular
    Jars wrote: »
    I tend to mass destroyers and cruisers. destroyers have the best accuracy and cruisers park out front so they are good with energy torpedoes and flak cannons

    Destroyers are in a weird place that makes the surprisingly vulnerable without much advantage to it. The way evasion works means most M weapons are just as accurate against them as larger ships (with most L weapons having a 50/50 shot off hitting), and while tracking is good, since there is no value going over the target's evasion you're really only see a significant improvement if you a load 2x Medium weapons on all your destroyers... which means no PDs, since they don't show up on the same segments.

    steam_sig.png
  • Options
    General_ArmchairGeneral_Armchair Registered User regular
    PD is pretty much the driving reason behind why I continue fielding destroyers since PD mounts are otherwise generally restricted to the garbage hangar modules on the bigger ships.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • Options
    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    Foefaller wrote: »
    Jars wrote: »
    I tend to mass destroyers and cruisers. destroyers have the best accuracy and cruisers park out front so they are good with energy torpedoes and flak cannons

    Destroyers are in a weird place that makes the surprisingly vulnerable without much advantage to it. The way evasion works means most M weapons are just as accurate against them as larger ships (with most L weapons having a 50/50 shot off hitting), and while tracking is good, since there is no value going over the target's evasion you're really only see a significant improvement if you a load 2x Medium weapons on all your destroyers... which means no PDs, since they don't show up on the same segments.

    Why not load Flak on your DDs? They fit in M slots, much greater range than PD.

  • Options
    General_ArmchairGeneral_Armchair Registered User regular
    edited April 2017
    Because RNG is a bitch and has placed flak beyond my reach for a few games now.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • Options
    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I find it weird that cruisers are the ones that lead the charge. I would kind of expect corvettes to be racing out in front launching torpedoes and drawing enemy fire or something, while destoryers escort cruisers to take out smaller ships and missiles.

    But I don't really know anything about naval strategy.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • Options
    PhillisherePhillishere Registered User regular
    I find it weird that cruisers are the ones that lead the charge. I would kind of expect corvettes to be racing out in front launching torpedoes and drawing enemy fire or something, while destoryers escort cruisers to take out smaller ships and missiles.

    But I don't really know anything about naval strategy.

    They do if you only add afterburners to corvettes. That actually helped my ships survival a lot.

  • Options
    kedinikkedinik Captain of Industry Registered User regular
    edited April 2017
    finnith wrote: »
    Are we counting destroyers as capitals? Or just Crusiers and Battleships? What's a good ratio?

    Last post I read said that fleets should be composed of everything but Battleships, with a specific focus on Cruisers. See here: https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/

    I don't think the message is to emphasize cruisers?

    The author says that in some situations your cruisers deal the most damage for you, but that evasion-tanking corvettes are a "paramount" part of a good fleet throughout the game, and that generally destroyers are your main source of damage

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • Options
    JarsJars Registered User regular
    edited April 2017
    flak is pretty rare. wish it showed up more commonly, space torpedoes are also rare but they suck so those are no loss.

    Jars on
  • Options
    NEO|PhyteNEO|Phyte They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    I probably ought to just abort this run, start was decent, then my neighbor decided to recruit his other neighbor and chunk half of my empire (including my homeworld, because that is clearly going to be a nest of poor oppressed minority factions that need liberated) off into a splinter empire. And of course there's fuckall for habitable worlds in my area.

    It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
    Warframe/Steam: NFyt
  • Options
    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Jars wrote: »
    flak is pretty rare. wish it showed up more commonly, space torpedoes are also rare but they suck so those are no loss.

    But energy torpedoes are ok right? Because they're not actual torpedoes?

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • Options
    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    edited April 2017
    Jars wrote: »
    flak is pretty rare. wish it showed up more commonly, space torpedoes are also rare but they suck so those are no loss.

    Rare as in you get ripper cannons and it never shows up, or is the whole autocannon branch elusive? The wiki suggests they should be just as common as Gauss Cannons / Kinetic Artillery

    https://bipedalshark.gitlab.io/stellaris-tech-tree/vanilla/

    In other news: TIL that the expertise of the scientist in each field influences what tech pops up. I was wondering if there was a reason to choose those over the general +5%/+10% guys.

    ArbitraryDescriptor on
  • Options
    kedinikkedinik Captain of Industry Registered User regular
    edited April 2017
    dTOA7to.jpg

    Greetings, my fellow citizens!

    g6SbdeF.jpg

    The state of the Lox'Ungrak-Va Stellar Polity is strong

    s2O1hVu.jpg

    We hold vast and resource-rich territories within the southeast quadrant of the galaxy

    8ZB446z.jpg

    And talented citizens of all races, creeds, and robotic constructions call the Polity home!

    mdcsH0E.jpg

    It is true, though, that a grave new menace confronts us

    Who could have guessed that the Tebbran Compact, our brothers in democracy and longtime military allies, would join with the United Jhoolian Assembly in a violent military axis with designs on our border colonies?

    But we will not sit idly by as the Tebbran-Jhoolian warmachine manufactures new fleets — absolutely not!

    iOchmhS.jpg

    Behold! We have surrounded them with a web of loyal allies and vassals!

    GTrMaeQ.jpg

    We can depend completely on the Alari, the co-founders of our Star Pact federation, and our brothers and sisters in battle for nearly as long as our people have flown between the stars

    1js2Yiw.jpg

    The Sovereignty of Hissitar, our old trade partners to the northeast, have joined the Star Pact in order to secure the galaxy against the hated Jhoolians

    ZkREOib.jpg

    And it is my privilege to announce that the Jogollwa State, zealous crusaders for democracy, have realized that they can best defend their values as the fourth member of our Star Pact

    We are strong, we are secure, and we will spread our secular democratic ideals through whatever means necessary

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    kedinik wrote: »
    rockrnger wrote: »
    Gokerz wrote: »
    I tried psionic Ascension, but never got any endgame stuff with it. Even after ~300 years, over 160 after the psionic ascension perk and over a hundred years after becoming the most powerful empire in the galaxy nothing ever happened. Are there any specific prerequisites that need to happen first? Had a covenant, but that never made anything big happen, other than some annoying mutations I had to gene-edit away.

    Played Fanatic Pacifist Spiritualist Empire (ended the game with 21 core systems, no sectors ever, and with a total of 74 Habitats), and never got into a single war other than to swat the Unbidden back to their home dimension.

    Also, after getting to the endgame crisis four or five time and getting the Unbidden
    every.
    single.
    time.
    I'm so ready for the next patch to make them less likely. I even stayed away from the warp drive tech, but sooner or later some other stupid empire always summons them.
    You only get one endgame crisis per game.

    I believe the psionic crisis
    is something you can trigger at will after you meet the prerequisites, in addition to whichever traditional crisis occurs
    at will here meaning a 2% chance once every few years...

  • Options
    AistanAistan Tiny Bat Registered User regular
    It's pretty funny how things shift and change over the course of a game. Early on I was prepping to settle on just a gorgeous desert planet, the system it was in being linked to the inner arm of the galaxy via hyperlane making it super well positioned strategically. Then, about a month before I get my colony ship to head up there, I see it being claimed by the people who live just Galactic North of me. I was pissed, but this was early on and they were an advanced start empire and so i'd stand no chance, plus they are xenophilic pacifists who give 95% trade deals and i've been benefiting a lot buying minerals off them for peanuts. So I shrug and plop down a frontier outpost nearby so at least they won't come any further south and also I keep my linkway to the outer arm accessible since that's my only path to my outer rim colonies.

    Fast forward a few decades, we meet more people and some are nice and some are jerks, previously mentioned Democratic Crusaders among the bunch. One of these new empires is pissed at me because my science vessel was surveying in a system that, mid-survey, went into their territory via border expansion. This is then exacerbated by the Democratic Crusaders rivaling me, lowering their opinion even more because they are on friendly terms with each other. So i'm looking at a potential two front war with empires that I wouldn't be able to take even if it was one-on-one.

    Except.

    That desert planet that isn't mine, that is on the hyperlane path connecting the inner and middle arms. The only way for the science haters to get to me. Everyone loves the xenophiles but they love me the most, and everyone knows a war with me will quickly bring them in to defend me. That wouldn't matter much if they were locked off further north, but their forward expansion and their system being the potential front line makes them very capable of supporting.

    So it's a cold war, with me and the science haters glaring at each other over the empty void. Which is beneficial for me because every bit of time that passes i'm building up my infrastructure more, adding more to my already crazy unity income, and researching crazier and crazier mind-tech.

    I didn't get a system I wanted and now decades later it's the only reason i'm still alive.

  • Options
    KashaarKashaar Low OrbitRegistered User regular
    Hmm, re: Psionic ascension/endgame crisis:
    Can you make more than one compact? In my psionic ascension game I made one with the whisperers of the void, never got any other offers for a compact. I assume there are probably different kinds of entities in the Shroud that you might ally yourself with, perhaps?

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • Options
    skyknytskyknyt Registered User, ClubPA regular
    Yeah there are a few groups
    of shroud entities that will contact you, each with different benefits and costs.

    Tycho wrote:
    [skyknyt's writing] is like come kind of code that, when comprehended, unfolds into madness in the mind of the reader.
    PSN: skyknyt, Steam: skyknyt, Blizz: skyknyt#1160
  • Options
    JarsJars Registered User regular
    Jars wrote: »
    flak is pretty rare. wish it showed up more commonly, space torpedoes are also rare but they suck so those are no loss.

    But energy torpedoes are ok right? Because they're not actual torpedoes?

    yes, energy torpedoes cannot be destroyed by PDs

  • Options
    SynthesisSynthesis Honda Today! Registered User regular
    So...I beat my Endgame event, the Prethoryn Scourge, for the first time--in a very unexpected way.

    By coincidence, they settled on multiple entry points with a semi-liked rump state adjacent to my final real non-FE rival (right at the end of my second of what I expect will be three wars to finally eliminate them as a competitor). My postwar 25K fleet was the largest active outside of a Fallen Empire, and adequate for fighting their vanguard system-by-system, but obviously no match for their main invasion force (which I think there is only one of?). I had to pull a rare retreat when they decided to drop the main invasion force into the same system, figuring I would regroup.

    So their main force comes. And they start terraforming a planet. And their combat forces diverge, since that rump state was basically surrounded on all sides by either sympathetic new governments I'd created, or my own remaining rival. So I think, "Well, might as well go target that one planet, God knows this'll be my only chance." They've got one small orange dot now.

    I go there, destroy the stations, bombard the planet. The (new) owners are away. Terraforming interrupted. Then a message pops up: Scourge beaten, galaxy breathes big sigh of relief. Nice job everyone, it's Miller (and Unity points) time!

    And that's it. Endgame crisis completed. Apparently the Scourge still having +100K in naval assets throughout the rump state doesn't matter if they lose the only planet they were actually terraforming (which actually makes sense in terms of in-game mechanics? This isn't Total War, where a military can survive, at least as a bandit force, without any territory....?). They just go poof,

    I'm a little disappointed--despite having the latent psionic trait, I never could communicate with them beyond that one WAARBBBARRGAAHHLLL option (I know they have a little backstory you can ask them about). No capture the queen event either.

    I also really wanted an AI Rebellion (it was literally the reason I researched the dangerous AI tech), but while those occasional "Our Synthetics just kidnapped an entire orphanage," or "A Synthetic was caught looking at one of our citizens the wrong way, so 500 were forceably dismantled by the public" were fun, the Utopia glitch (which seems to be confirmed) which kept me from setting any sort of AI rights to anything beyond "Full citizenship with zero modification" got annoying enough to just outlaw all AI and be done with it (with 7 pops out of +200, it wasn't much of a labor loss).

    Talk about anticlimactic. But at least now I have a clear path to the endgame for once.

Sign In or Register to comment.