the one thing I don't like about lowering the number of planets is fallen empire strength is static, so if you only have a handful of planets you are at their whims. you need probably 30 of them to really take one on
the one thing I don't like about lowering the number of planets is fallen empire strength is static, so if you only have a handful of planets you are at their whims. you need probably 30 of them to really take one on
Yeah, I haven't come into conflict with one since the patch. I'm skeptical that my entire galaxy could defeat an awakened FE right now. On the other hand, I don't want to undermine them too much even pre-awakening, since they're also the only chance my underpopulated galaxy has against an endgame crisis.
I just had a FE come alive in my current game. They dropped 2 - 75k+ fleets on my defensive pact ally. But because of closed borders and my being hyper lanes I can't help, not that I really could against 2 of those doom stacks anyway, but more importantly I can't get down there with a science ship to research debris and at least get something out of my ally acting as a defensive buffer.
Weirdly though the FE showed up on his Homeworld and then disappeared, the war score has sat at zero for awhile...
Last night, started a new game as militarist collectivist xenophiles after hearing they have their own unique very Tau first contact greeting "You will embrace the greater good, eventually"
these were my closest neighbors:
Aren't they just the most adorable little mass murderers?
Decided to random for the first time instead of thinking I was going to try to war early for the first time. Got militaristic xenophile materialist empire tree race with strong and charismatic. Seemed nice.
Explore a bit. Closest empire is an advanced AI start with 3 planets (and who immediately built a frontier outpost towards me.). Fanatical purifiers. Does NOT like me.
Fair enough, the other Empire next to me might be a valuable ally. Nope, fanatical purifier cute seastar things.
Most interesting game start in a long time. Unfortunately the AI sucks and keeps throwing themselves against starports but it was still a close war.
starports are pretty beefy now. I had a game where a system had 5(!) habitable planets it in and the AI decided to attack that and had to face my fleet, plus 4 2.8k strength starports. they did not win. I still never research military stations though.
Military stations are actually really great, especially because you can park one with a warp snare trap next to one of your beefy stations and hit them with your fleet at the same time and it's just beautiful. (You can actually hit them with 6 stations in addition to your beefy station and your fleet. Traps are the best when you can get the enemy to walk into them)
The more I play this game, the more I want to mod it. The first two I'd want is adding annexation options for piddly little neighbors on your borders, and then diplomatic incidents to spice up dealing with your governors and perhaps even other races. Though who knows the kind of time investment something like those two would take.
Yep, it should definitely matter if you hold an election and a guy from a weird minor faction manages to win it.
"Woops the northern states just declared independence and I granted it, high five my bros"
Okay, so I decided to start a new game and stick with it and see what may happen. Spawn location is near the core of a 4 arm spiral galaxy. My civ is fanatical materialist and individualist (I think? Space cows who like research and minerals). Anyway, after exploring my local cluster, I find I'm hemmed in on the left by a federation builder on my left (equivalent strength) and another fed builder with advanced start on my right. Wormhole distance is not long enough to venture outside this spiral arm so I'm basically stuck for now.
Fast forward a couple hundred years, and I am on very friendly terms with both my neighbors. My neighbors to the left are not pretty inferior in tech and strength but they are in a giant tangle of defense pacts so I can't really steamroll them yet. My neighbors to my right are equivalent and pretty good mushroom bros so I plan to eventually build a federation with them, but we aren't quite there yet.
Right now, I've surveyed most everything just outside my borders and I've lightly explored and built wormhole generators around the inner ring of the galaxy. I've identified a really nice cluster of two or three 80% habitability planets along with a 60% planet in the same system as one of the 80s. The problem though, is that it is far enough away that the influence to send a colony is really steep, probably 400 influence. Unfortunately my influence growth is pretty poor (+1.8 per month) so it is going to be a long time before I can naturally grow my influence. Right now, I have one frontier station that's been active since the first couple of years of the game (to snag some territory before it got grabbed. I think border growth has expanded enough that I'd maybe only lose one system with nothing of note (an atomic age planet is it, no science/resource). Should I disband this outpost to increase my influence banking? Once I manage to send out the colony ship in 5-10 years when I can finally get enough influence, will subsequent colonies be cheaper to form since they're close to the border of the first colony?
Also, another question about sectors: since I'm sitting at 4/5 planets, when should I consider forming a sector, and how many of my core systems/planets should I include in the sector? I'm assuming I should assume direct control of the new colony cluster mentioned above until its infrastructure is built up.
Okay, so I decided to start a new game and stick with it and see what may happen. Spawn location is near the core of a 4 arm spiral galaxy. My civ is fanatical materialist and individualist (I think? Space cows who like research and minerals). Anyway, after exploring my local cluster, I find I'm hemmed in on the left by a federation builder on my left (equivalent strength) and another fed builder with advanced start on my right. Wormhole distance is not long enough to venture outside this spiral arm so I'm basically stuck for now.
Fast forward a couple hundred years, and I am on very friendly terms with both my neighbors. My neighbors to the left are not pretty inferior in tech and strength but they are in a giant tangle of defense pacts so I can't really steamroll them yet. My neighbors to my right are equivalent and pretty good mushroom bros so I plan to eventually build a federation with them, but we aren't quite there yet.
Right now, I've surveyed most everything just outside my borders and I've lightly explored and built wormhole generators around the inner ring of the galaxy. I've identified a really nice cluster of two or three 80% habitability planets along with a 60% planet in the same system as one of the 80s. The problem though, is that it is far enough away that the influence to send a colony is really steep, probably 400 influence. Unfortunately my influence growth is pretty poor (+1.8 per month) so it is going to be a long time before I can naturally grow my influence. Right now, I have one frontier station that's been active since the first couple of years of the game (to snag some territory before it got grabbed. I think border growth has expanded enough that I'd maybe only lose one system with nothing of note (an atomic age planet is it, no science/resource). Should I disband this outpost to increase my influence banking? Once I manage to send out the colony ship in 5-10 years when I can finally get enough influence, will subsequent colonies be cheaper to form since they're close to the border of the first colony?
Also, another question about sectors: since I'm sitting at 4/5 planets, when should I consider forming a sector, and how many of my core systems/planets should I include in the sector? I'm assuming I should assume direct control of the new colony cluster mentioned above until its infrastructure is built up.
Colonizing is cheaper the closer to your space it is. That means anything that expands it, like frontier outposts, make them cheaper.
Personally for sectors, you always get full research from them, so I do out of the way planets with not a lot of mining stations to spin off on their own. The smallest planets too, as they are basically done and need nothing else. You can still operate the space station while the planet is in a sector, so just make sure you've got everything developed on the planet you want and turn off their ability to make things. It makes them dumb and you either end up with huge stockpiles of materials or just a whole planet of farms.
I stopped playing my previous game, because I considered it won.
I managed to break off three of the imperialist aggressor's planets as an independent empire, vassalized, then integrated.
The FE kept declaring humiliation wars so I just kept using them as tech boosts. The Unbidden were slowly pushing across the galaxy. Right as the FE declared war again, the observers woke up to defend against the Unbidden.
And accepted my federation invitation.
And helped me break off three of the FE planets as an independent empire.
Why is vassalizing so expensive now? I've got single-planet empires that cost 120-150 warscore to vassalize. What gives?
This bothers me too. I had a 2 planet empire cost 79 to vassalize so I had to occupy their worlds and all of their defensive allies worlds (4) in order to eke it out
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I'm not seeing whatever it is that guy is seeing.
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
+8
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Rotate the pic 45 degrees counter-clockwise, and just focus on the black parts... err the dark area.
Yeah I mean I saw what people are suggesting it looks like, and I can see what they're talking about, but yeah it's reaching pretty hard.
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
I wonder if the strength of the Leviathan creatures is randomized, so that it may be stronger or weaker in one playthrough than in another.
Na, you can find their stats in the data files, it's static. Health, armor and shield stats are under the guardians file in ship_sizes folder, their weapon loadouts are in global_ship_designs folder, the target weights (i.e. what is the AI most likely to shoot at with the weapon in question) are in guardian weapons file under component_templates folder, and the actual weapon stats are in the weapon components.csv file also in component_templates, which can be opened and read in notepad.
The Stellar Devourerer (called the Stellarite in the game files) has 10k hp, 100 armor (which is about 75% damage reduction) and 30% evasion, so you want mostly energy weapons, particularly small and medium sized plasma throwers that will have enough tracking to negate the evasion.
On the weapons side, it has one "Stellarite Beam" which is basically a battleship destroyer; 5k-7.5k damage, 90% armor penetration with 85% accuracy, but no tracking. and set to target Battleships and the like looong before anything else, to the point I'm pretty sure it won't shoot at anything else unless there are no battleships to shoot at. Then 4 stellarite missiles, which do 500-750 damage, with 100% shield penetration, 100% accuracy and 50% tracking, prioritizing battleships and cruisers over destroyers and corvettes. While it does have missile stats, the 100% evasion and 100 health means you need multiple flack batteries to shoot down a single missile, if you can do it at all: regular point defense has neither the tracking and especially the damage to have any chance. Next is Stellarite Plasma, 4 batteries of these, 250-325 damage, 90% armor penetration, 85% accuracy, and 75% tracking. These things target Cruisers first, before moving to Destroyers, next Battleships and then finally Corvettes. Last you have 8 Stellarite lasers, which are the things Point Defense. Each one fires off about twice as fast as the normal PDs, and does about 10-12 damage, otherwise fairly normal PD. (compared to the dimentional horror version whose range is basically system-wide.)
So... Best possible fleet would have tons of corvettes and Destroyers armed with plasma cannons back by some Cruisers with high shields w/ capacitors and several flack cannons to tank the missiles and plasma. Battleship-heavy fleets will probably see a sizable chunk of their firepower gone every time the Beam is fired, so bring as few as possible
What it actually did was target all my cruisers first and then killed off BC's. Most of the corvettes survived; I think the missiles go for destroyers first.
What it actually did was target all my cruisers first and then killed off BC's. Most of the corvettes survived; I think the missiles go for destroyers first.
No, they do cruisers and battleships first, then destroyers before offing your corvettes. From their template file:
It was probably the plasma that offed all your cruisers so fast; they prioritize cruisers before anything else, and if they don't have the shields to take the hits, that plasma will wreck them hard.
In any case, based on the target weights corvettes are basically ignored by the Devourer until everything else has been destroyed, probably why that's pretty much all you had left at the end of it. That being said, the Plasma and missiles are accurate enough to pick off corvettes when they have nothing else to shoot at, so I'm not sure a 100% corvette fleet is the way to go.
Oh, and some tips in reading those weapon stat numbers:
Shield damage, shield penetration, armor penetration, accuracy, tracking and evasion are all done as decimals, i.e. armor penetration of 0.90 is 90% armor ignored. Shield damage of 0.75 means it does only 75% of it's full damage to shields.
No clue exactly to the min and max windup, but cooldown is listed in tenths of a day (15.00 is 1.5 days), and there is an extra day added at the end (so 10.00 is a 2 day cooldown, 30.00 is a 4 day cooldown, etc)
My G&T Secret Santa bought me this! I started it up last night, just went with Human Federation or whatever to go through the tutorial.
Feelin' awfully crowded already.
*edit* Oh, GDI, I didn't even notice that the Sirgoggs took that star. I can't get to my outpost without going through their territory now. ARGHAGGHGH.
My G&T Secret Santa bought me this! I started it up last night, just went with Human Federation or whatever to go through the tutorial.
Feelin' awfully crowded already.
*edit* Oh, GDI, I didn't even notice that the Sirgoggs took that star. I can't get to my outpost without going through their territory now. ARGHAGGHGH.
Lots of neighbors is usually a good thing with Xenophile/Individualist Empires like the default UNE, you want your worlds to be a cosmopolitan as possible for the happiness bonus you get with being on the same world as other aliens.
Of course, you still need to expand, and currently the only way it via conquest. Once you can get a fleet of about 1.5k strength I'd wardec those Sirgoggs. Normally the best way (meaning fewest headaches and diplomatic repercussions) for taking words is liberating, claim them as a vassal and integrating after 10 years, but this early on your empire isn't big enough to bully new 1-2 world empires into doing that, so you'll just have to cede and try to mitigate the consequences. Of course, if you force their entire empire to vassalize with you, even better.
here's what you do: cede one planet, liberate the other. have the one planet build a colony ship and send it off to colonize something, then gift it back to your new buddy. now you have that race integrated into your empire but without the annoyance of the happiness penalties.
This game might be a throw-away. I can't even pass the tutorial mission of "get minerals +30" because there's just no resources on the map.
Stellaris is a kind of game that can be unforgiving depending on how you start. Like, you can just straight up get a pretty shit position and not have the resources you might need early game to pull ahead in good time. I take it you're building stuff on planet though right? It can take some time to build up your energy and mineral economy and if you want to restart that's a legitimate decision, sometimes the game just kind of fucks you, but you can usually pull out of that kind of situation if you feel like persevering for long enough (though not always) depending on your neighbors.
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
This game might be a throw-away. I can't even pass the tutorial mission of "get minerals +30" because there's just no resources on the map.
Stellaris is a kind of game that can be unforgiving depending on how you start. Like, you can just straight up get a pretty shit position and not have the resources you might need early game to pull ahead in good time. I take it you're building stuff on planet though right? It can take some time to build up your energy and mineral economy and if you want to restart that's a legitimate decision, sometimes the game just kind of fucks you, but you can usually pull out of that kind of situation if you feel like persevering for long enough (though not always) depending on your neighbors.
I'll keep at it for awhile, I can still theoretically expand "southeast", but that depends on if those borders close or not.
*edit* Oh good, those aliens are pacifists and we have a non-aggression pact. I can probably expect to keep moving through that star system to expand in that direction for now.
"So Factions might be changing a bit in @StellarisGame 1.5 'Banks'... (interface is WIP)"
So, based on that pic I'm guessing the plan for factions and ethics in 1.5 is instead of ethics divergence, you have factions that represent specific ethos that pops can join. Supporting their issues will give you benefits (namely influence) but doing so will also tilt your empire('s pops) towards that faction's ethics.
My eternal struggle with Pdox games is whether to play a game now or wait till the next patch+DLC to have fun with the new features they inevitably add.
Posts
Weirdly though the FE showed up on his Homeworld and then disappeared, the war score has sat at zero for awhile...
these were my closest neighbors:
Aren't they just the most adorable little mass murderers?
Explore a bit. Closest empire is an advanced AI start with 3 planets (and who immediately built a frontier outpost towards me.). Fanatical purifiers. Does NOT like me.
Fair enough, the other Empire next to me might be a valuable ally. Nope, fanatical purifier cute seastar things.
Most interesting game start in a long time. Unfortunately the AI sucks and keeps throwing themselves against starports but it was still a close war.
"Woops the northern states just declared independence and I granted it, high five my bros"
Fast forward a couple hundred years, and I am on very friendly terms with both my neighbors. My neighbors to the left are not pretty inferior in tech and strength but they are in a giant tangle of defense pacts so I can't really steamroll them yet. My neighbors to my right are equivalent and pretty good mushroom bros so I plan to eventually build a federation with them, but we aren't quite there yet.
Right now, I've surveyed most everything just outside my borders and I've lightly explored and built wormhole generators around the inner ring of the galaxy. I've identified a really nice cluster of two or three 80% habitability planets along with a 60% planet in the same system as one of the 80s. The problem though, is that it is far enough away that the influence to send a colony is really steep, probably 400 influence. Unfortunately my influence growth is pretty poor (+1.8 per month) so it is going to be a long time before I can naturally grow my influence. Right now, I have one frontier station that's been active since the first couple of years of the game (to snag some territory before it got grabbed. I think border growth has expanded enough that I'd maybe only lose one system with nothing of note (an atomic age planet is it, no science/resource). Should I disband this outpost to increase my influence banking? Once I manage to send out the colony ship in 5-10 years when I can finally get enough influence, will subsequent colonies be cheaper to form since they're close to the border of the first colony?
Also, another question about sectors: since I'm sitting at 4/5 planets, when should I consider forming a sector, and how many of my core systems/planets should I include in the sector? I'm assuming I should assume direct control of the new colony cluster mentioned above until its infrastructure is built up.
Colonizing is cheaper the closer to your space it is. That means anything that expands it, like frontier outposts, make them cheaper.
Personally for sectors, you always get full research from them, so I do out of the way planets with not a lot of mining stations to spin off on their own. The smallest planets too, as they are basically done and need nothing else. You can still operate the space station while the planet is in a sector, so just make sure you've got everything developed on the planet you want and turn off their ability to make things. It makes them dumb and you either end up with huge stockpiles of materials or just a whole planet of farms.
I managed to break off three of the imperialist aggressor's planets as an independent empire, vassalized, then integrated.
The FE kept declaring humiliation wars so I just kept using them as tech boosts. The Unbidden were slowly pushing across the galaxy. Right as the FE declared war again, the observers woke up to defend against the Unbidden.
And accepted my federation invitation.
And helped me break off three of the FE planets as an independent empire.
That ALSO joined my federation. So yeah
Wiz says: "Started prototyping some pretty massive changes to pop ethics today. Goodbye ethics divergence modifier."
Also, some more hints about Collectivism being on the way out in his responses further down.
This bothers me too. I had a 2 planet empire cost 79 to vassalize so I had to occupy their worlds and all of their defensive allies worlds (4) in order to eke it out
oh my god
Rotate the pic 45 degrees counter-clockwise, and just focus on the black parts... err the dark area.
http://steamcommunity.com/id/pablocampy
Yeah I mean I saw what people are suggesting it looks like, and I can see what they're talking about, but yeah it's reaching pretty hard.
I see what you did there.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
You go to an Enclave and get a damage bonus from them against it for a rather large sum. Other than that I'd say at least 30k in fleet strength...
http://steamcommunity.com/id/pablocampy
I got decimated in my game with a 150k fleet against one.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Na, you can find their stats in the data files, it's static. Health, armor and shield stats are under the guardians file in ship_sizes folder, their weapon loadouts are in global_ship_designs folder, the target weights (i.e. what is the AI most likely to shoot at with the weapon in question) are in guardian weapons file under component_templates folder, and the actual weapon stats are in the weapon components.csv file also in component_templates, which can be opened and read in notepad.
The Stellar Devourerer (called the Stellarite in the game files) has 10k hp, 100 armor (which is about 75% damage reduction) and 30% evasion, so you want mostly energy weapons, particularly small and medium sized plasma throwers that will have enough tracking to negate the evasion.
On the weapons side, it has one "Stellarite Beam" which is basically a battleship destroyer; 5k-7.5k damage, 90% armor penetration with 85% accuracy, but no tracking. and set to target Battleships and the like looong before anything else, to the point I'm pretty sure it won't shoot at anything else unless there are no battleships to shoot at. Then 4 stellarite missiles, which do 500-750 damage, with 100% shield penetration, 100% accuracy and 50% tracking, prioritizing battleships and cruisers over destroyers and corvettes. While it does have missile stats, the 100% evasion and 100 health means you need multiple flack batteries to shoot down a single missile, if you can do it at all: regular point defense has neither the tracking and especially the damage to have any chance. Next is Stellarite Plasma, 4 batteries of these, 250-325 damage, 90% armor penetration, 85% accuracy, and 75% tracking. These things target Cruisers first, before moving to Destroyers, next Battleships and then finally Corvettes. Last you have 8 Stellarite lasers, which are the things Point Defense. Each one fires off about twice as fast as the normal PDs, and does about 10-12 damage, otherwise fairly normal PD. (compared to the dimentional horror version whose range is basically system-wide.)
So... Best possible fleet would have tons of corvettes and Destroyers armed with plasma cannons back by some Cruisers with high shields w/ capacitors and several flack cannons to tank the missiles and plasma. Battleship-heavy fleets will probably see a sizable chunk of their firepower gone every time the Beam is fired, so bring as few as possible
No, they do cruisers and battleships first, then destroyers before offing your corvettes. From their template file:
Bigger number = higher priority.
It was probably the plasma that offed all your cruisers so fast; they prioritize cruisers before anything else, and if they don't have the shields to take the hits, that plasma will wreck them hard.
In any case, based on the target weights corvettes are basically ignored by the Devourer until everything else has been destroyed, probably why that's pretty much all you had left at the end of it. That being said, the Plasma and missiles are accurate enough to pick off corvettes when they have nothing else to shoot at, so I'm not sure a 100% corvette fleet is the way to go.
Shield damage, shield penetration, armor penetration, accuracy, tracking and evasion are all done as decimals, i.e. armor penetration of 0.90 is 90% armor ignored. Shield damage of 0.75 means it does only 75% of it's full damage to shields.
No clue exactly to the min and max windup, but cooldown is listed in tenths of a day (15.00 is 1.5 days), and there is an extra day added at the end (so 10.00 is a 2 day cooldown, 30.00 is a 4 day cooldown, etc)
Otherwise it's 1-1 ratio, 12.50 cost = 12.50 minerals cost, etc.
Feelin' awfully crowded already.
*edit* Oh, GDI, I didn't even notice that the Sirgoggs took that star. I can't get to my outpost without going through their territory now. ARGHAGGHGH.
Lots of neighbors is usually a good thing with Xenophile/Individualist Empires like the default UNE, you want your worlds to be a cosmopolitan as possible for the happiness bonus you get with being on the same world as other aliens.
Of course, you still need to expand, and currently the only way it via conquest. Once you can get a fleet of about 1.5k strength I'd wardec those Sirgoggs. Normally the best way (meaning fewest headaches and diplomatic repercussions) for taking words is liberating, claim them as a vassal and integrating after 10 years, but this early on your empire isn't big enough to bully new 1-2 world empires into doing that, so you'll just have to cede and try to mitigate the consequences. Of course, if you force their entire empire to vassalize with you, even better.
This game might be a throw-away. I can't even pass the tutorial mission of "get minerals +30" because there's just no resources on the map.
Stellaris is a kind of game that can be unforgiving depending on how you start. Like, you can just straight up get a pretty shit position and not have the resources you might need early game to pull ahead in good time. I take it you're building stuff on planet though right? It can take some time to build up your energy and mineral economy and if you want to restart that's a legitimate decision, sometimes the game just kind of fucks you, but you can usually pull out of that kind of situation if you feel like persevering for long enough (though not always) depending on your neighbors.
I'll keep at it for awhile, I can still theoretically expand "southeast", but that depends on if those borders close or not.
*edit* Oh good, those aliens are pacifists and we have a non-aggression pact. I can probably expect to keep moving through that star system to expand in that direction for now.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
"So Factions might be changing a bit in @StellarisGame 1.5 'Banks'... (interface is WIP)"
So, based on that pic I'm guessing the plan for factions and ethics in 1.5 is instead of ethics divergence, you have factions that represent specific ethos that pops can join. Supporting their issues will give you benefits (namely influence) but doing so will also tilt your empire('s pops) towards that faction's ethics.
Steam: CavilatRest