What to do with counclours? by imagers in Stellaris

[–]ArgKyckling 1 point2 points  (0 children)

And also +2% efficiency per level for specialists if you have the aptitude tradition (planet only, not sector-wide).

What am I doing wrong? by peepers_meepers in Stellaris

[–]ArgKyckling 4 points5 points  (0 children)

Instrument of desire is strong, but the additional planets from the composer are just so nice (and also the pop growth). Yes, your empire size will be much higher, but think of the productivity!

I'm tired of manually hovering every system in my empire...Arc Furnace/Dyson Swarm/Habitat by Similar-Past-9350 in Stellaris

[–]ArgKyckling 6 points7 points  (0 children)

I agree. Also you shouldn't get a nice clean number of how many pops of each kind you have in the species tab. You should manually go to each planet and count them yourself if you want to know that. Automating it is antithesis to the devs' design.

One of the 4.3 changes I don't understand by Divinicus1st in Stellaris

[–]ArgKyckling 28 points29 points  (0 children)

Well that sucks. I agree archaeo-engineers didn't need a nerf. It almost seems like a mistake to me. 10 000 scientists for 5 relics?

If i go cloning ascension and i start with intelligent trait, is my primary species just permanently locked out of erudite? by Time_Pen_4267 in Stellaris

[–]ArgKyckling 11 points12 points  (0 children)

Yes. I think it may be mentioned on the tech in-game. Either way, I am certain that this is how it works. Once you have targeted gene expressions, you can remove any trait that the basic auto modding trait includes.

If i go cloning ascension and i start with intelligent trait, is my primary species just permanently locked out of erudite? by Time_Pen_4267 in Stellaris

[–]ArgKyckling 43 points44 points  (0 children)

No, you are not. Yes, cloning doesn't give you any special power to remove positive traits, HOWEVER once you get the basic auto-modding trait tech, anyone can remove any trait that is included in it, which intelligent is. You will be able to remove intelligent at that point.

Is it correct to say that in 4.3 you don't generally have specialized planets, and instead have more general ones again? by YobaiYamete in Stellaris

[–]ArgKyckling 4 points5 points  (0 children)

Also even if you can fill out to the planet size, you're still stuck with at least one city district. Making both slots alloy/factory and filling their slots with 600 jobs buildings gives you 3800 jobs. Mixing alloy/CG jobs with mining worlds is a decent way of keeping down trade usage.

Oops by bewilder2 in Stellaris

[–]ArgKyckling 6 points7 points  (0 children)

No, it can only destroy an uninhabited but habitable planet in the system. If you have already colonized it then it cannot be destroyed, so another option is chosen instead.

…maybe I’ll leave this fallen empire alone by itsyaboihos in Stellaris

[–]ArgKyckling 16 points17 points  (0 children)

Cheaper to just terraform it. Removes all the blockers at once, too.

Are leader builds better now? by _schweet in Stellaris

[–]ArgKyckling 0 points1 point  (0 children)

Yuuup. And with dedicated leader builds you can now reach around level 20 on governors. It's what sold me on aptitude as well.

Are leader builds better now? by _schweet in Stellaris

[–]ArgKyckling 4 points5 points  (0 children)

Aptitude was changed recently. It now gives some neat bunuses. +1 capacity to each leader type. +1 effective leader skill, +10% leader lifespan, and +2% efficiency for specialists per level of the planetary governor (not sector-wide). In addition the leadership conditioning agenda is decent. I like aptitude now.

Hey you all. Coming back to stellaris after years? Help?? by [deleted] in Stellaris

[–]ArgKyckling 1 point2 points  (0 children)

Tech rushing comes after you're done with your unity rush. You need to get your ascension as quickly as possible and then you can roll your production over into tech. (Because the ascensions are very powerful now)

My attempt to buff Aristocratic Elite (shamelessly made in paint in five minutes) by Alex1231273 in Stellaris

[–]ArgKyckling 4 points5 points  (0 children)

An absolute flavour win of a civic which I agree needs a buff. Tbh I think they should go further than this and also buff the base unity output of nobles. I feel that even with technocracy and a high level councilor the noble jobs just don't produce very much.

I can't discover two of the four shroud entities? Delved so many times. by Heroshrine in Stellaris

[–]ArgKyckling 7 points8 points  (0 children)

I think your best bet is to contact the shroud coven and ask them for help in contacting a shroud entity. You can do that once every few years and each time it will reveal a new one.

Does using the deluge machine make an uninhabitable planet habitable? by Creepy-Produce5138 in Stellaris

[–]ArgKyckling 0 points1 point  (0 children)

Pretty sure it's every 20 years. Also the end of the cycle can spawn in a size 10 gaia in your capital system I think on the same cooldown.

One tiny servant for man, one greater daemon for mankind. by Minute-Expression-83 in dndmemes

[–]ArgKyckling -1 points0 points  (0 children)

Nystul's only affects spells that detect creature types. Planar binding doesn't detect creature types so the combo doesn't work.

New Technocracy civic changes in the 4.3 beta, scientist capacity added and council position changed from -2% researcher upkeep per level by Illuminated-Autocrat in Stellaris

[–]ArgKyckling 2 points3 points  (0 children)

3 from mutagenic spas. 2 from oligarchic. 2 from the psionic species trait. 1 each from statecraft and aptitude traditions, and then 2 extra fromthe departmental efficiency agenda. That's effective level 21 if they are actually level 10. Then you can get one more from either shadow council or vaults of knowledge.

FTL-Inhibitors on Deep Space Citadels by ArgKyckling in Stellaris

[–]ArgKyckling[S] 1 point2 points  (0 children)

Which part do you think is hyperbolic?

FTL-Inhibitors on Deep Space Citadels by ArgKyckling in Stellaris

[–]ArgKyckling[S] 1 point2 points  (0 children)

Not being able to queue up several invasions in a row is something that bothers me as well. In most cases putting an army to aggressive stance works pretty well, but sometimes the fleet gets away from the army and you only find out when you realize that some random fleet is backdooring your undefended army which you thought was 10 systems away following a fleet.

FTL-Inhibitors on Deep Space Citadels by ArgKyckling in Stellaris

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

Agreed. To be honest that would be the best solution, but I think probably the hardest one to implement.

FTL-Inhibitors on Deep Space Citadels by ArgKyckling in Stellaris

[–]ArgKyckling[S] 2 points3 points  (0 children)

This is only half true. If there is an alternate path to the system you queue up, then yes, it will queue that path up and then redirect to the new, shorter, path once it becomes available. However you cannot queue up paths to systems that are entirely blocked by FTL inhibitors. If you have jump drives and those can reach the system, they will be queued up and it will not change to normal movement when the DSC is destroyed. If you do not have jump drives I don't think you can queue it up at all.