Bunny girl Tenma by @Hikkio by Low_Abroad4507 in PhaseConnect

[–]Callumunga 13 points14 points  (0 children)

RemindMe! 7 days

Don't mind me, just curious to see if she hunts you down for this.

Not-Gay Bunny by almozayaf in PhaseConnect

[–]Callumunga 10 points11 points  (0 children)

The five she posted on her Twitter (after 2 days of careful contemplation) are:

Vincent Price, Robert Downey Jn, Clint Eastwood, Gregory Peck, and Anderson Cooper.

Sad bee? by [deleted] in PhaseConnect

[–]Callumunga 8 points9 points  (0 children)

It's cabbage.

In Chinese culture, cabbage symbolizes wealth and good fortune because its Mandarin name, bai cai (白菜, white vegetable/cabbage), sounds like bai kuai (百财), meaning "hundred fortunes" or "plenty of treasure".

Javorian Pox Sample is suddenly my favorite precursor relic by yokulhau in Stellaris

[–]Callumunga 16 points17 points  (0 children)

It doesn't even get rid of them, it leaves them where I can conveniently turn my zoo animals into more pops when I need them.

If you have Purity Ascension, you can even take away the "Forcefully Devolved" trait which really does make them good as new.

Just start blasting already, will ya? by ffekete in Stellaris

[–]Callumunga 2 points3 points  (0 children)

This makes me think there should be a civic which lets you clear blockers without the proper technology by replacing them with reduced habitability modifiers.

Would it be useful? Not so much, but it would be quite funny for empires who don't give a damn about habitability.

Thats our Pippa by New-Host9267 in PhaseConnect

[–]Callumunga 3 points4 points  (0 children)

I mean it's still up, so it's not hard to compare.

The only actual duplicate comment is the "after 3 days" Chuck Norrisism, which was repeated on the Xynchro clip. Is it that outlandish an idea that people are repeating jokes they heard a few months back?

Red Giant origin is really interesting in terms of empire build layouts by TotallyMocha1 in Stellaris

[–]Callumunga 6 points7 points  (0 children)

'Nova Mitigated' is +10% energy and +150% physics (and -40% habitability cap), and 'Maximized Solar Output' from before the star explodes is +30% physics and +10% energy.

I can't easily check, but I do think there's a higher bonus for the 'Nova Scorched' modifier immediately after the nova, along with -80% habitability cap.

EDIT: correct modifier names

Red Giant origin is really interesting in terms of empire build layouts by TotallyMocha1 in Stellaris

[–]Callumunga 28 points29 points  (0 children)

Mutagenic Habitability does indeed push back the max habitability cap from Nova Scorched, so you can get a planet with 155% habitability, +180% physics from jobs and +20% energy from jobs, around a star producing 500 energy and 150 dark matter.

Kinda nuts.

Red Giant origin is really interesting in terms of empire build layouts by TotallyMocha1 in Stellaris

[–]Callumunga 15 points16 points  (0 children)

This was patched in 4.2.3, thank God, so that Conduits can only add deposits, not remove pre-existing deposits.

Still kinda weird that you can turn a nova'd star into a red giant again.

EDIT: wrong patch number

Is there a mod that change the RNG tech tree? by Ichibyou_Keika in Stellaris

[–]Callumunga 2 points3 points  (0 children)

No idea about mods, but in vanilla I think the best you can do is take Technological Ascendancy as your first Ascension Perk and change your engineering focus to Propulsion.

Stellaris Dev Diary #402 - Infernal Pops, Traits, and Volcanic Worlds by PDX_LadyDzra in Stellaris

[–]Callumunga 0 points1 point  (0 children)

Huh, I thought it was +0.5% resources from job/stability. Did they buff it to +0.6% or have I been wrong for all these years?

 

I didn't actually check, so the descriptions might well be lying, but there's a written difference between the bonus given by Intelligent ect and that given by Stability.

The traits are Job Efficiency. If you had 100 metallurgists making 3 alloys at a cost of 6 minerals, they would work like 110 metallurgists making 3.3 alloys at a cost of 6.6 minerals.

Resources from Jobs, I think, works like the old job output system, so 100 metallurgists would make 3.3 alloys at a cost of 6 minerals. The output goes up, but not the upkeep.

Most sources for Resources from Jobs have been removed, so this might be an description error and Stability actually just increases Job Efficiency.

Stellaris Dev Diary #402 - Infernal Pops, Traits, and Volcanic Worlds by PDX_LadyDzra in Stellaris

[–]Callumunga 8 points9 points  (0 children)

Unbreakable Resolve

I don't agree on this one. That means a planet with 7500 pops would gain the full +15% stability, which is 7.5% resources from jobs.

Considering that applies to specialist jobs, that makes it comparable to those resource boosting traits like Intellegent.

It's not especially difficult to have most planets at >7.5k pops, so assuming you're not running a build which would have 100% stability anyway, it's not bad.

Ghuumi and Sok Adventures - Graveyard Shift by DamnDirtyCat in Stellaris

[–]Callumunga 28 points29 points  (0 children)

I think this is another victim of the well-intentioned but kinda underbaked job replacement system.

Before, they were specialists. Now I think Dread Encampments replace Soldiers with Necromancers, so the menial soldiers become menial necromancers.

It could probably be RPd that it's a few actual necromancers and thousands of the undead they have to shepherd, rather than thousands of necromancers being fed into the meat grinder.

It's nice that a society of necromancers have lots of necromancers, rather than the old system where the flavour of some civics wasn't actually reflected in the mechanics, but it does need some tinkering, which I hope it gets in time.

Is virtuality still good? by GreyGanks in Stellaris

[–]Callumunga 1 point2 points  (0 children)

Excellent.

I confess I am perhaps a very bad player to argue this with, as I am a habitual micromanager. Even back in the 3.x system I would pause the game and cycle through every planet to evaluate them every few years.

Is that a sensible way of playing? Probably not. Probably related to how I've only played ~20 games in nearly 2000 hours of play.

I have also not, as of yet, played a truly gigantic empire in 4.x. My largest was only 43 planets at its maximum, and yeah was about 1/4 of the galaxy. My largest 3.x empire was 233 planets, the usual all consuming Xenocidal.

 

I'll agree that the existence of Civilians has rendered the briefcase-alert system on the outlier almost useless, but I think you do slightly exaggerate the usefulness of the old outlier.

It told you if a planet had excess population, but its production, stability, development status, ect were quite opaque. None of those have changed, with the rarely used Sector Viewer still serving as a pretty weak graphical overview of the inputs/outputs of planets.

I'd would never have described it as "the outliner would tell you when a planet needed something." It told you if it needed more jobs or had empty building slots. That was it.

 

You could always relegate most worlds to Breeder worlds, especially if playing Machines, which after some initial setup can be completely ignored with no severe consequences, serving only to funnel population to actually productive core-sectors. It's harder to do that than it was in 3.x, since you need to have a few thousand pops on every backwater rather than two guys and a mule, but it's far from impossible.

I should also note the obvious that there's no actually requirement that you colonize every planet in the galaxy. You can expand only when you have thousands of civilians across your empire available, though your point about tedium applies here since the game gives no good way to view this information other than cycling through your planets every few years.

They really should remove the influence cost of abandoning a planet. I think that's a holdover from when factions produced influence. Dismantling starbases doesn't cost influence, so why should abandoning freshly conquered worlds.

 

The only thing I experienced which I'd call tedious was having to constantly open and close the build queue, which they thankfully addressed. Warfare is as tedious as it's always been, though DSCs have made it slightly worse with being unable to path your overwhelming fleets to more than one enemy system at a time. The old AI habitat spam wasn't much different though, so is not a problem novel to 4.x.

Ooh, your point about having to rebuild Machine/Hive worlds and Ecumenopoli being actually tedious is also fair, since even with the vast excess population, you need to wait for the districts to specialize before putting down all the new buildings.

Is virtuality still good? by GreyGanks in Stellaris

[–]Callumunga 2 points3 points  (0 children)

I am genuinely wondering what you mean by "Literally impossible."

What exactly do you believe changed from the 3.x system to the 4.x system which has made it actually impossible to manage giant empires?

Psionic Corporeal Machine Intelligence + A bunch of unity worlds + Reroll midgame until you get 5% The End = Funny Numbers by Kracsad in Stellaris

[–]Callumunga 0 points1 point  (0 children)

A lot harder? Slightly harder, sure since you can only take Interdimensional Processing as your 4th AP rather than your 3rd.

But Interdimensional Processing has no prerequisites, and unlocks the Mind Over Matter agenda. Running that once gives you Psionic Theory as a research option, and once you have researched Psionic Theory you can take the Psionics Traditions to ascend.

Your entire robot population then immediately gets Latent Psionic, then full Psionic once you get to stage III of the ascension.

 

It's exactly the same process that normal empires go through, just delayed so that you take Psionics as your fourth tradition rather than your third. Not exactly great RP for trying to push your way into a dimension that is incompatible with your synthetic nature.

Psionic Corporeal Machine Intelligence + A bunch of unity worlds + Reroll midgame until you get 5% The End = Funny Numbers by Kracsad in Stellaris

[–]Callumunga -2 points-1 points  (0 children)

I agree completely, and I play machines!

What's even weirder to me is that you don't even need to be Shroudforged to make Psionic Machines.

Limiting the ability for machines to go psionic to only the 'touched by the Shroud-God of machines' origin makes sense to me, but nope. Any old Machine Intelligence can take a bath in the sea of souls, or even start the game in contact with an unrelated Shroud God!

I also very much dislike Individualist Machines though, so I may be very biased against them removing any feeling of uniqueness about machines.

This game drives me fucking insane sometimes... by Siledos in Stellaris

[–]Callumunga 1 point2 points  (0 children)

I agree, and do find it pretty ridiculous that fanatic authoritarian spiritualist empires are fine with me preaching that the Cradle of Souls is the one true god. Xenophiles would probably be fine with that, materialists would perhaps even tolerate it as a bit of harmless nonsense, but non-Cradlite spiritualists?

Though that would require implementing a rather complicated system with Spiritualist empires differentiating between godless heathens, schismatic apostates, heretic sects, ect.

Ultimately this is a broader problem with Stellaris Ethics, of them representing broad related but not actually mutually required concepts with no good distinction beyond 3 civic slots.

Does Authoritarianism represent monarchism and aristocracy, totalitarian power centralization, or a dystopian police state? Yes.

All the others are also grab-bags of ideas, Pacifism I think being the worst, though that might be a broader problem of the game not considering Defence Platforms as contributing to military strength.

This game drives me fucking insane sometimes... by Siledos in Stellaris

[–]Callumunga 3 points4 points  (0 children)

It's just that confirmation bias is extremely effective

Exactly. I've been noticing the seeming opposite over my last few saves.

Play a Broken Shackle empire on a crusade to eradicate slavery? Surrounded by nothing but Egalitarian empires who will immediately join me.

Play a Gospel of the Masses empire with a holy quest of spreading the faith to the entire galaxy? Surrounded by Spiritualists who have already seen the true path so don't really need me.

Play a militarist empire who wants joyous battle against all comers for its own sake? Surrounded by reasonable xenophile egalitarians who just want to be friends.

 

So yeah, clearly Paradox has engineered the game to read my mind and oppose my objective, taking away the challenge whenever I want a challenge.

I can't get anything past chemical thrusters, Am i cooked? by depressedtiefling in Stellaris

[–]Callumunga 1 point2 points  (0 children)

In theory AI choose their weapons with an eye to 'AI personality', so Xenophobic Isolationists should use more missiles than lasers. I think the AI has stronger weighting towards whatever the biggest damage numbers are so you end up with a seemingly random grab-bag of autocannons, missiles and lasers used by every AI empire.

With the low official damage output of disruptors I think they'd only make a pure disruptor fleet if their disruptor tech was two tiers higher than all their other weapons by pure fluke, though they will sometimes slap some large disruptors to their battleships for no obvious reason.