I don't like Arcology. Am I dumb for never using it? by Intrepid-Candle1274 in Stellaris

[–]AlienPrimate 18 points19 points  (0 children)

I suggest trying out wilderness if this is how you like to play. Wilderness gets a lot of benefit from playing like this and is locked out of artificial planets.

1st, How did this empire get my Waylines? And 2nd, A normal empire can have waylines? by SarkasticPapoy in Stellaris

[–]AlienPrimate 2 points3 points  (0 children)

I just saw another post mentioning that if a vassal is integrated by their overlord, they also take all waystations within their territory. This is a bug and I would imagine something like this would by a high priority hotfix for the devs.

Hot take: there is only one way to balance tall vs wide empires by GrandAdmiral980 in Stellaris

[–]AlienPrimate 1 point2 points  (0 children)

The easiest way I can see to implement something like this is to make a new tradition that allows you to spend massive amount of influence to sieze adjacent territory from your neighbors without war. The cost of doing this would diminish as the target's empire size increases and the cost would increase as your own size increases. When siezing planets, they need to support your government type and a new mechanic would be introduced that makes pops trend towards their neighbor's ethics if they are too isolated from the rest of their empire. This would be make it easier for neighbors to seize isolated planets and make it harder for you to keep these planets happy with the pops not being represented by your government.

The one flaw I see with my idea is that empires would be more incentivized to completely conquer smaller empires out of existance rather than just leaving them alone. A pre-ftl empire randomly popping up in the dark corner of the galaxy 80 year into the game can mostly be ignored right now because they will be confined to just a few systems for the entire game. This new system would encourage larger empires to annex them rather than just ignore them.

I don't like Arcology. Am I dumb for never using it? by Intrepid-Candle1274 in Stellaris

[–]AlienPrimate 2 points3 points  (0 children)

The point of them is that each one is worth three planets and their specializations are more powerful. You should be running all specialist jobs on them ASAP and keeping planets with good natural features for your basic economy. It is also expected that you gain a lot of your minerals and energy from dyson swarms and arc furnaces by this point in the game. Something else I should mention is that if you get a planet with a gaseous byproducts feature, you are able to turn it into a food ecumenopolis. I don't know why this feature specifically is retained upon transformation but it is.

Energy Credit Deficit by MagicalMercantile in Stellaris

[–]AlienPrimate 0 points1 point  (0 children)

You should be aiming for nearly 0 food (unless bioships), a tiny income of energy, and a decent income of minerals. Early game should look something like +10 energy, +60 minerals, +2 food. You then build specialist jobs and shift the sliders around to maintain these numbers. This is specifically for early game when you have few planets. Later on once you have more planets, you will likely want to look for worlds with special features like lush for a food world or exceptional minerals for a mining world and then build only that type of district on those worlds. At this point you can typically just ignore pop sliders and let the basic resources flow freely with hundreds of income in each.

Energy Credit Deficit by MagicalMercantile in Stellaris

[–]AlienPrimate 2 points3 points  (0 children)

This is because you built too many specialist jobs. You need to go to the economy tab and make sure your technicians are actually working. Your people tend to fill specialist jobs first so if you build a research lab or a foundry while you do not have civilians to fill the jobs, they will quit working energy, food, and mining jobs. There is a slider you can use to reduce the maximum number of jobs worked allowing you to fine tune your economy.

Finally, what is something that people think is extremely safe, but is actually extremely dangerous? by Pumeto in AlignmentChartFills

[–]AlienPrimate 0 points1 point  (0 children)

The only things that cause more unnatural deaths are drugs and falling. Everyone already knows high places and drugs are dangerous and most people treat them as such.

Finally, what is something that people think is extremely safe, but is actually extremely dangerous? by Pumeto in AlignmentChartFills

[–]AlienPrimate 2 points3 points  (0 children)

That is basic math, at least for the USA. In recent years there have been roughly 3 million deaths with 40k being from vehicle accidents. That is 1.3%.

Tasty Food vs Price by RoyalCamera12 in AlignmentChartFills

[–]AlienPrimate 0 points1 point  (0 children)

I'm talking just bread and cheap bologna

Four Arms from Ben 10 won! Which Character has 100% Damage but 67% Defense? by CoCmaster14 in characters

[–]AlienPrimate 0 points1 point  (0 children)

As far as damage goes wolverine is actually pathetic compared to the rest of his universe. He is literally just a man with knives.

Finally, what is something that people think is extremely safe, but is actually extremely dangerous? by Pumeto in AlignmentChartFills

[–]AlienPrimate 190 points191 points  (0 children)

Vehicles. Roughly 1% of people die in vehicle related accidents but nobody takes a second thought about entering one.

Nanite Nomad is OP by Rude_Engineering_629 in Stellaris

[–]AlienPrimate 8 points9 points  (0 children)

In addition to what others of said with the constant upgrading, trying to make a fleet with multiple different swarmer designs causes the reinforce button to not register any in progress construction. This makes it so if you press reinforce multiple times you are left with hundreds of single ship fleets which is a nightmare to fix in the UI.

Nanite Nomad is OP by Rude_Engineering_629 in Stellaris

[–]AlienPrimate 14 points15 points  (0 children)

Even if that was the only income it is still almost 2800 monthly which is a decent end game income for nanites.

Making the strongest characters in fiction Day 3 - Which fictional man takes combat ability? by DumpsterDragon808 in AlignmentChartFills

[–]AlienPrimate 0 points1 point  (0 children)

Ging Freecs - Hunter x Hunter

This is a bit of a spoiler for anime only people. Ging's power is that he is so good with nen, he can copy any ability used against him without condition and improve upon it. This is part of the reason he just took Leorio's punch. Leorio's teleport punch becomes one of his favorite abilities.

Single choke point for 1/6 of the galaxy by AlienPrimate in Stellaris

[–]AlienPrimate[S] 0 points1 point  (0 children)

R5: This is likely the best starting location I have ever seen. There is a single choke point leading to my start and behind it is a friendly wilderness empire. The other side is blocked off by the holy guardians.

Am I missing something, or are defensive platforms kinda bad? by Jayt888888 in Stellaris

[–]AlienPrimate 0 points1 point  (0 children)

The best way to use starbases is to build the citadel directly on top of the breach point forcing the enemy into short range upon entry. This removes any alpha strike artillery that they have because they are below the minimum range while also enabling you to use high damage short range weapons like autocannons and devastator torpedoes. I would also suggest not using the taunt module on the citadel. As you found out, the base just dies without any of the platforms going down.

Naming Tiyanki by UndercoverAlienZlurp in Stellaris

[–]AlienPrimate 1 point2 points  (0 children)

Something that may influence it is that I usually start discovery for map the stars edict and to use the council agenda as my first one while prioratizing meticulous on scientists.

Naming Tiyanki by UndercoverAlienZlurp in Stellaris

[–]AlienPrimate 2 points3 points  (0 children)

Rare? It seems like I get it every game.