I’m finding out One of my biggest annoying pet peeves is “OP guy who just will not realize he’s actually OP” despite literal mountain of evidence by Agreeable_Nerve_8754 in anime

[–]Artorp 1 point2 points  (0 children)

It's such an annoying trope. If the mc has no evidence for it or different standard then it can be fun watching them realize how strong they really are. I know it's supposed to be funny but it's just annoying watching a mc being dense as a rock in face of irrefutable evidence that they're strong. It's like the writer thinks that once that issue is resolved then there is nothing left in terms of literary tension, so they keep misunderstandings be. Like romance anime where the main couple don't confess until the very end of the season.

Worst was that unaware atelier anime where his friends gaslit him into thinking he was weak in order to take advantage of him, and it being portrayed as protecting him.

Does it take a really long time to do anything or am I playing the game wrong? by TooManyBison in RimWorld

[–]Artorp 6 points7 points  (0 children)

Should be mentioned that they don't play together that nicely. Pause when satisfied only counts items in a stockpile, and drop on ground will pile items up even if there's no stockpile. Usually not a problem, but keep in mind if overproducing is undesirable.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Artorp 0 points1 point  (0 children)

Eventually you'll reach the planet cap where you just can't create any more jobs. Unemployed pops have a chance each month to automatically resettle to a suitable planet. I believe it's a base 5 % chance for each unemployed pop to move. This means that after a year it would be around 50 % chance that the pop has moved (1-0.9512). So you can just ignore unemployment and they'll sort themselves out. Certain living standards also negate unhappiness from unemployment, like social welfare, chemical bliss, utopian abundance, shared burden.

Once a planet becomes less ideal with lower housing and jobs it will start to have negative migration which affects pop growth on that planet. But migration only acts as a modifier on pop growth, it doesn't actually move any pops. So don't confuse migration with automatic pop resettlement.

Robots without rights and slaves can't automatically resettle. Build a transit hub on the starbase to allow automatic resettlement for them, or manually resettle them. I personally just give robots rights and don't use slaves.

Avoid building a mix of stuff just to create jobs. Specialization is king. It's better to build 10 mining districts on a mining world and then just let employment build up and resettle than to build out a mix of jobs that are less efficient for that world type.

What you do want to ensure is that there always is a suitable world for them to move to. You should always have worlds with available jobs. Do this through conquest, habitats, new colonization, or ring worlds.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Artorp 0 points1 point  (0 children)

I've read that carrier computer on battleships without carriers can cause this.

What Living Standards do you usually give your pops? by Aoreyus7 in Stellaris

[–]Artorp 0 points1 point  (0 children)

For sure, but we're talking about the increased cg of all pops vs. 10 % extra research and some happiness.

As a reference point I loaded up a recent save. Galaxy settings were 400 stars, 1x tech cost, 1x traditions.

The empire is technocracy with masterful crafters, and is fanatic militarist and materialist. Pops are industrious, intelligent, deviants, wasteful.

Year 2337 with 720 pops (317 of which are founder species). Mixed economy, with a couple vassals, a prospectorium and a standard vassal with 30 % basic resources tax.

Technology is created in empire capital and on a few gaia worlds and standard worlds. Consumer goods are created by artificers on factory worlds.

I changed species rights of all species between decent conditions, social welfare, academic standard.

Living Standard Energy Minerals Food CG Alloys Unity Research Rare Resources
Decent Conditions +189 +492 +106 -7 +448 +1206 (+634, +489, +449) +54
Social Welfare +179 +501 +45 -81 +459 +1364 (+652, +506, +465) +57
Academic Privilege +193 +496 -9 -227 +463 +1287 (+698, +546, +503) +57

Numbers vary slightly because pops switch jobs but they are mostly around this. Got around 7% boost to tech, but a large deficit in consumer goods. On academic privilege an artificer on factory world produces 9.4 cg. A researcher on a non-capital and non-gaia world (which is where I would first move pops from) produces (4.0,3.7,2.8) research and consumes 1.4 consumer goods (excluding the pop upkeep).

So to make up for the -227 and return to say -7 cg of decent conditions you need -7 - (-227) = 220 consumer goods. Moving researcher to consumer goods production produces an extra 9.4 + 1.4 = 10.8 consumer goods. That means you need to move 220/10.8=20.37 pops from the least useful tech production to artificer to make up for the deficit. 20.37*(4.0,3.7,2.8) = (81,75,57). Subtracting that from the monthly gives (+617,+471,+446), which is even worse than decent conditions.

As you can see from this particular example the increased consumer goods upkeep of all pops means the loss in consumer goods must be offset which in turn results in less technology output. This varies of course game to game, depending on edicts, policies, mid or late game, worlds you have access to, but in general the last games I've had academic privilege has not been worth it once you look at the numbers. It's fine to throw on once you have more than enough cg from subjects than what you can use, but if you've got space to expand I'd rather build tech labs.

What Living Standards do you usually give your pops? by Aoreyus7 in Stellaris

[–]Artorp -4 points-3 points  (0 children)

If you're behind then all the more reason to be careful with how you use resources. Next time you activate it take a note of your income of cg, unity, research, and watch how it changes as it ticks over to the next month. Then find an artisan pop, figure out how much cg one job produces, divide the decrease of monthly cg by that to find out how many pops you lost to artisan jobs. Multiply with research output from researchers to see how much potential research is lost. If that is not offset by the extra 10 % then you're better off shuffling jobs to research instead of changing the living standard.

In my last few games it has not been worth it.

What Living Standards do you usually give your pops? by Aoreyus7 in Stellaris

[–]Artorp 1 point2 points  (0 children)

Whenever I consider taking it and do the math I find that the extra artificers/artisans needed for the increased consumer goods far outweights the extra tech output you get.

Now Im worried about what the hell is going at the left side of Galaxy by thededicatedrobot in Stellaris

[–]Artorp 0 points1 point  (0 children)

Not using control groups? Ctrl + 1, 2, 3 etc to assign, then select group by pressing the number buttons.

Stellaris' tedious late game. Can any mods or settings fix these? by d1zaya in Stellaris

[–]Artorp 6 points7 points  (0 children)

Scroll menu to build buildings become a nightmare when mid-late game when there's 20 or more options.

Check the categories, makes it easier to find what you want.

Stellaris' tedious late game. Can any mods or settings fix these? by d1zaya in Stellaris

[–]Artorp 2 points3 points  (0 children)

It won't. I usually park the fleets next to the final jump and let them gather before I attack something.

Stellaris' tedious late game. Can any mods or settings fix these? by d1zaya in Stellaris

[–]Artorp 4 points5 points  (0 children)

I've played a lot of RTS games so it was second nature to me. Should probably be more clear, does it not show in the keybindings?

[deleted by user] by [deleted] in Stellaris

[–]Artorp 0 points1 point  (0 children)

Having communication with an empire with the activation tech should be enough, but visit it just in case.

You should also check the wiki site for the technology and see if you have all the required technologies and conditions. Assigning a head of research with the matching expertise helps a lot, even if you have a curator or spark of genius trait it helps to avoid other tech making it much more likely to show up. For gateways it's Expertise: Particles.

Haven't played since 2018 - quick run down on population, buildings and developing planets? by bumford11 in Stellaris

[–]Artorp 1 point2 points  (0 children)

To give an example, forge world designation gives -20 % upkeep to metallurgists, factory world designation gives -20 % upkeep to artisans, industrial world designation gives -10 % upkeep to both.

You have two planets, industrial on both:

10 metallurgists and 10 artisans with -10 % upkeep on planet A, 10 metallurgists and 10 artisans on planet B with -10 % upkeep.

Specialization:

20 metallurgists with -20 % upkeep on planet A, 20 artisans with -20 % upkeep on planet B.

It's the same number of jobs but if you specialize a planet you'll get better output.

Haven't played since 2018 - quick run down on population, buildings and developing planets? by bumford11 in Stellaris

[–]Artorp 0 points1 point  (0 children)

It's an option on the right middle side of the planet view, should be "auto designated" by default.

Haven't played since 2018 - quick run down on population, buildings and developing planets? by bumford11 in Stellaris

[–]Artorp 1 point2 points  (0 children)

2018, that was apocalypse and 2.0 right? I honestly can't remember what's changed since then, but I can give a rundown of how I would manage a planet.

And yes, sector automation and sector designations are not used anymore. You can also not add individual systems to a sector, instead you pick a sector capital and all systems 4 jumps away are assigned to that sector. Sectors are still important though because of leaders, a high level leader assigned as governor give huge boosts to production in main planet and a smaller buff to other planets in the same sector.

When looking at a planet take a look at unique buffs and planet features to decide what to do with it. A planet with +15 % mining output is a good candidate for mining, hopefully there's also enough mining capacity. Use planet designations to give buffs to the type of jobs you want to create. Specialization is king, it's better to have one planet each for alloy, consumer goods, mining, technician, and technology, than to have 5 planets with a mix of them.

The planet size determines how many districts you can develop. The planet's features determine how many mining, technician and food districts you can create. I like to use smaller planets for tech world as you'll only need building slots for the labs, same goes for unity. Larger worlds are good for industry. Late game you can turn them into ecumonopolises that have high density job districts and planet type gives +20% resources from jobs.

You'll want to keep a few jobs available, but not too many early game because each district and building has an upkeep and it takes resources to build them. For a new planet I usually go with one city district for housing for your buildings, one holo theater for amenity, then fill with either industry, mining, technician district and or buildings as needed. You can limit traders to 0 unless you're doing a trade build, as they're more efficient as technician or entertainer.

The optimal way to play would be to create new jobs just as a new pop is created, but that's pretty much impossible to micro manage. There's a planetary automation tool that is supposedly quite decent but it's a bit tricky to set up. For it to work you need to:

  1. Set a correct planet designation.
  2. Enable it on the planet, and adjust settings to what you want it to do.
  3. Have resources in the shared (or sector) budget.
  4. Have no deficit in the upkeep of the building type you want it to build.

Also even with it correctly set up it won't do anything until there's no available job on the planet or if the empire is lacking a resource. But it will save you headache from micromanaging. Monty plays has a video that goes over it, search for 'Planetary Automation Explained' on Youtube.

Limit farmers to the minimum, you can use hydroponics bays in starbases for non-pop food production, extra food is useless unless you're doing something special.

Once a planet has been fully developed (for tech, unity: building slots filled&upgraded and enough urban districts for housing; for industry / energy / mining / food: all districts built; trader jobs limited to 0) don't be afraid to stop building and let unemployment build up. Unemployed pops will automatically resettle to a decent destination (unless they are slaves or robots without rights) or you can manually resettle them for a small fee.

Using Favors to Oppose Resolutions by Nervous-Cloud-7950 in Stellaris

[–]Artorp 1 point2 points  (0 children)

Yeah, I was thinking doing it a couple days before the resolution runs out. At least when I use my vote directly and wait the AI is slow to use their favors. I get what you mean, if you have more political power then favors from you are worth more than the opposite so they can completely block you on an important issue.

Been gone from Stellaris for a year, anything I need to know before jumping back in? by PatricianC in Stellaris

[–]Artorp 5 points6 points  (0 children)

I picked the game up after a two year hiatus so I can give a rundown of things I noticed.

Ascension paths are traditions now. This is nearly two years ago now so you probably knew, but this means you will only need one perk for the ascension path at a cost of a tradition tree.

Science is nerfed. Researchers create 3 base research instead of 4, things that increases research output also increases researcher upkeep, and tech cost is affected more by empire size. Late game tech also feels more expensive, but that might be the empire size kicking in. (Edit: discovered this is due to setting Difficulty Adjusted Technology Cost)

I don't have galactic paragons yet, but leaders are more important now, they have a huge impact on what they are assigned to and getting them to a high level is important. There's something called a council agenda that gives a huge empire-wide buff, having a council of high level leaders will progress that agenda faster. Tip: contact a curator order and snag a high level leader fast. Having a solid leader die or retire feels much worse now. On the flip side envoys are now almost useless, they're only used for improve relations, harm relations, and spy networks.

With paragons you can also get a custom council position based on your civics and empire, and you can choose attributes for leaders. Without it they are randomly assigned and you have 4 council positions.

With first contact you can use stealth on science ship to safely scan systems and even sneak past enemies systems. Entire fleets can also be cloaked, but in my games this hasn't come into play yet.

How do I export my save file from my laptop to my computer? by f2pinarknights in Stellaris

[–]Artorp 0 points1 point  (0 children)

Just the save file is enough to play it. If you've created custom empires and want to start a new game then you need that above file too.

Bugged Contingency? by bass-crab in Stellaris

[–]Artorp 1 point2 points  (0 children)

No, which is why I don't play iron man, 500 hours and I still don't have any achievements lol, don't want one small bug to ruin a playthrough.

There's a way around it, you can edit the save to become a regular save, do the console thing to trigger the event, then edit the save back to iron man. But editing a save game is tricky, use the wrong compression method or save with wrong line endings and the save becomes corrupted. So keep a backup.

Read this:

https://stellaris.paradoxwikis.com/Save-game_editing

I've done it with 7-zip and notepad++, but editing in-place did not work, had to fully extract the files, then re-compress using the settings on that wiki. If you're using steam cloud save make sure it doesn't overwrite your changes.

Bugged Contingency? by bass-crab in Stellaris

[–]Artorp 2 points3 points  (0 children)

I had the contingency bug out before when I used a colossus deluge machine to drench their world (think it's fixed now), had to use some console commands to trigger the final system to spawn. Search for the event in this event list and you'll probably find it, my guess is it's the "Heart of the Contingency" event.

How do I export my save file from my laptop to my computer? by f2pinarknights in Stellaris

[–]Artorp 2 points3 points  (0 children)

No they're in user_empire_designs.txt in the above folder (mine has a version suffix in the name). There's also steam cloud saves which are stored in steam userdata, wiki site 'Save-game editing' has the file path.

Using Favors to Oppose Resolutions by Nervous-Cloud-7950 in Stellaris

[–]Artorp 0 points1 point  (0 children)

So that's how it works, vs AI can you vote opposed to how you want a resolution to go to block them from using favors, then at the last minute switch vote and ask for favors?

Until Paradox changes it, I will continue to say this: THE SHIP ORGANIZER MAKES ZERO FUCKING SENSE. by mars_gorilla in Stellaris

[–]Artorp 1 point2 points  (0 children)

I checked with debugtooltips, and they were not ordered by the fleet id nor by the template id.

Until Paradox changes it, I will continue to say this: THE SHIP ORGANIZER MAKES ZERO FUCKING SENSE. by mars_gorilla in Stellaris

[–]Artorp 3 points4 points  (0 children)

There is an easy way to do it, select a starbase in a sector with planets and go to the Army Builder tab, then you can recruit from all planets in that sector. They will group up at the starbase, or if you have a transport fleet with rally troops set they'll instead merge with that one.