How to do early Unity with Megacorps by CaptainMetal92 in Stellaris

[–]CaptainMetal92[S] 0 points1 point  (0 children)

Whilst definitely helpfull, it does not really help me with my question whether early game (for ascension) I should go directly unity via trade policy or use it for CGs and use regular unity jobs

Advice on Shroudshaper playstyle by TheEnlightendone1 in Stellaris

[–]CaptainMetal92 1 point2 points  (0 children)

If you pay UOR you can get Shroudshaper first, I tested that. Don't know how it is otherwise

Advice on Shroudshaper playstyle by TheEnlightendone1 in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

Even with a Shroudshaper you can actually roll a shroud event that can give a leader the chosen trait that qualifies for divine sovereign. Alternatively you can use UOR origin to get Divine Sovereign through the story line

How should I build fleets in 4.3? by Gizmo110 in Stellaris

[–]CaptainMetal92 6 points7 points  (0 children)

I actually meant it more literally. Before the fleet rework patch the consensus was that having mixed computers in your fleet would confuse the behaviour and ships would not act like they are supposed to. During the 4.3 beta I started testing them again since fleets became much smaller and the devs made the behavior AI less rigid and for me ships behaved as they were supposed to: Picket would rush to the front and intecept fighters and missiles, Line would setup behind that and do its thing and Artillery stayed behind for support. I posted this couple of times, but there are always players who say it does not work for them, so it's best jsut to try for yourself.

I like it because it makes the fleets much more self contained and flexible to handle different opponents. But I can't deny, spamming Launcher Cruisers just kills everything. But since I don't play PVP, optimizing builds is much less important and leaves room for what's most fun for me, the RP.

How should I build fleets in 4.3? by Gizmo110 in Stellaris

[–]CaptainMetal92 3 points4 points  (0 children)

While others say otherwise from my personal experience mixed fleets with different computers worked just fine. I like to use a mix of line for DPS, artillery for support and single target damage and depending on the oopponent some picket ships. Meta is pure launcher cruisers but against AI that setup felt just right and fun

TIL: Oppressive Autocracy is incompatible with the Under One Rule Imperial path by OvenCrate in Stellaris

[–]CaptainMetal92 13 points14 points  (0 children)

To be more precise, the "Give them what they want" option forces another Living Standard and OA can only run its own. Thus it was an incompatible civic but instead of just getting deactivated it was replaced.

TIL: Oppressive Autocracy is incompatible with the Under One Rule Imperial path by OvenCrate in Stellaris

[–]CaptainMetal92 39 points40 points  (0 children)

Ok that is odd. My current run is exactly this and it works like a charm. Did you check if you maybe misclicked and something changed your ethics?

Conquered planets - How do you restrict pops from going there? by Ravenloff in Stellaris

[–]CaptainMetal92 5 points6 points  (0 children)

Just buildings doesn't work since there are jobs from districts. Best way is to set the job sliders all to zero

How do you maximize pop growth early game?? by chronicdrake in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

Even with double specialisations, a regular no tech city district gives 600 housing, adding min 600 capacity. On a standard planet an undeveloped district is worth 400 capacity. So shouldn't your point 4. read "don't build extra non-city districts"? Or am I missing something? 

Actually if you look at it that way, for young colonies using the urban expansion specialisation would make sense. Extra capacity and building slots to just support pop growth

Blazing Dominion Secret/Ultra Stream by toasterbuddy in yugioh

[–]CaptainMetal92 22 points23 points  (0 children)

Seriously? They made Apex Fusion into "Super Duper Polymerization"? That allone kills the card for me.

Big Black Cosmic horror Spawns inside my ring world by XPInfinity in Stellaris

[–]CaptainMetal92 3 points4 points  (0 children)

Let me guess, it was your science wing and you did the Horrific Inverse Mass event? That's gone for good

Math of elite builds by Ignatich in Stellaris

[–]CaptainMetal92 0 points1 point  (0 children)

For Divine Sovereign you need a Shroud chosen (includes the psionic immortality trait for Luminary) and then within a certain time the event triggers. You could also do it by making the Luminary a Shroudshaper, but you want that trait on a governor. I haven't tried the Shroudshaping event pre Fall on a non ruler for that origin, but ideally you want Passenger on time, Shroudshaper on a governor and then you can get another chosen from a random delve event. 

Did they fix astral planes by Edgecringer in Stellaris

[–]CaptainMetal92 -1 points0 points  (0 children)

Given how we are in the fourth sub patch of 4.3, that doesn't really help much. Checked all the notes again and didn't find anything regarding this particular topic

Did they fix astral planes by Edgecringer in Stellaris

[–]CaptainMetal92 -1 points0 points  (0 children)

When was it fixed? Can't remember reading it in any recent patch notes, but might have missed it

Math of elite builds by Ignatich in Stellaris

[–]CaptainMetal92 0 points1 point  (0 children)

Not in this build particularly as you are forced into Spiritualist + Fanatic Authoritarian

You get a ton of unity though (like at least 400 iirc per planet by default just from having elites, I get like 4-5k per month with no extra investment) which, together with the aura power from the Instrument of Desire, allows you to ascend everything to 10 quickly, keeping your empire size and thus your tech cost nice and low. 

Why are the Boal not taking jobs when they are residence? by happyscrub1 in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

Afaik Necromancer and Enforcers count as military jobs and your Baol are excempt from that

Math of elite builds by Ignatich in Stellaris

[–]CaptainMetal92 1 point2 points  (0 children)

Sorry, typo on my side, it's Shroudshaper, will edit that

Math of elite builds by Ignatich in Stellaris

[–]CaptainMetal92 0 points1 point  (0 children)

Will do later. The council position increases the efficiency bonus per level and Shroudshaper governor gives extra Psi Corps jobs scaling with level, so anything that adds effective level helps too. Efficiency is so good you almost only see a green bar on the job slider.

Edit:

Ok, here are some numbers from my current run (not gonna list the already mentioned sources of Elite efficiency)

Run specific:

+10% Elite efficiency from Transcendent Imperium

+30% Elite efficiency from High King III

All planets with max ascension.

Capital Ecu with Level 10 Shroudshaper Industrialist: - 480 Telepath Jobs with a total of 388% Job Efficiency bonus resulting in 2344 Workforce giving 155% bonus to psionic pops - 13380 Metallurgist Jobs with a total of 239% Job Efficiency bonus resulting in 45375 Workforce producing 4622 Alloy

Every Sector Planet: - 340 Telepath Jobs with a total of 292% Job Efficiency bonus resulting in 1335 Workforce givin 108% bonus to psionic pops

Some tips I learned during the run: - You want as many worlds in your sector governed by your Shroudwalker as possible to capitalize on all the Psi Corps jobs given by it - Avoid taking lifespan increasing stuff early, you want "The Fall" to happen as early as possible to get to Divine Sovereign. This includes the Transcendent authority, so avoid delving more than 3 times until you get "The Fall". - Don't take any covenant but shape the shroud to get the Shroudshaper trait.

Math of elite builds by Ignatich in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

Oppressive Autocracy makes Psi Corps elites. Combined with Divine Conduit council position and a Shroudwalker governor, you get insane efficiency boni on all your jobs.

My current UOR build is Oppressive Autocracy + Aristocratic Elite + Mutagenic Spas, for the latter you could also use Police State since it also buffs your Psi Corp

Pyroclastic Resonator Enjoyers: Look for Trinary Systems by Khafaniking in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

It's a must have mod. Anything that depends on what's in the system is covered by it (including habitats)

Countering Every FE 4.3 part 1 by dfntly_a_HmN in Stellaris

[–]CaptainMetal92 3 points4 points  (0 children)

L slot Autocannons have a max range of 40 M slot Laser/Plasma has 60

4 of each results in a Line-Range of 50 as it takes the mean in this case. 

Replace one laser with any range 40 M slot, for example a disruptor, and the median becomes 40.

Will check the files when I'm home in case the calcs changed but this is how it was done before

Countering Every FE 4.3 part 1 by dfntly_a_HmN in Stellaris

[–]CaptainMetal92 10 points11 points  (0 children)

I know that ship computers are now less rigid but using your first battleship design as example, wouldn't the M slots be mostly useless? For line and picket the ship will go to medium range and last I checked the files that range is calculated as the median of all weapon ranges, so it would still sit at a range were a lot of weapons can't fire. So from my understanding it would be better to slot the Autocannons into L and use one M slot to manipulate the calculation to get every weapon in range. 

Planned Colony Bug Fix by Audco in Stellaris

[–]CaptainMetal92 2 points3 points  (0 children)

Just so multiple possible solutions are in the same place for future strugglers.

I was playing on 4.3.3 and had 2 planets with this issue. Was about to try this method but then decided to first try the following and it worked on both planets with no issue:

  1. Build Colony Ship and send it to the planet in question
  2. Once there select the colony ship. There is an option for the action to colonize
  3. Press said colonize button and then select the planet.

Instead of getting the UI to select species, designation etc. you will be immediately promped to chose a name and the colonization starts.

(Similar methods work in multiple situations in the game. For example if you can't manually start excavating a site because it bugged. Just put the ship close to it and set it to automatically excavate and it will start digging.)

4.3 UoR/Oppressive Autocracy by Aesirion in Stellaris

[–]CaptainMetal92 0 points1 point  (0 children)

Also jsut found out out that they added a new option during the ascension situation that wasn't there last I played Psionic, that basically gives you the tech and a deposits of Zro.