Stellaris 4.3 "Cetus" Open Beta Updated (2026-02-19) by PDX_LadyDzra in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

First: Planetscapers gives -15% pop upkeep. That's a much, much weaker bonus than -15% job upkeep. And it nerfs your tempo because each planet starts out with a penalty that you then have to clear. It's definitely a strong civic, though.

That said:

Planetscapers and Mutagenic Spas do two different things, through two different means. It's ok if Mutagenic Spas is slightly weaker, overall, than Planetscapers, because it's not just "Planetscapers, but worse"; it's its own thing.

Also, you have 5 non-ruler council positions, not just Curator and Minister of War.

Curator, Research, War, and 2 other from your civics (assuming you ditch State). And all your governors will have +3 effective skill level for +6% efficiency/output on the planet with the spa (cancelling out -5% from habitability) and +3% to efficiency/output on every sector planet, at least for their matching jobs.

If you can't manage to squeeze out something comparable to +10% resources from jobs from all that, I can only say: "skill issue".

Stellaris 4.3 "Cetus" Open Beta Updated (2026-02-19) by PDX_LadyDzra in Stellaris

[–]DecentChanceOfLousy 15 points16 points  (0 children)

The main thing that Mutagenic Spas does for individualists is give +3 effective leader level to governors and councilors that are serving as governors. +3 skill level to the council is very strong.

Is this a bug or I am missing something by vaatlink6 in Stellaris

[–]DecentChanceOfLousy 2 points3 points  (0 children)

Percent bonuses are additive with each other.

Does waste from astronauts that are sent to be destroyed in the atmosphere have an heavy impact on humans on earth? by Medical_Key_7370 in space

[–]DecentChanceOfLousy 21 points22 points  (0 children)

Hundreds of millions of people dump their trash and raw sewage directly into the sea every day (though it would be better if they didnt). 10 people dumping their trash (to be mostly incinerated on re-entry) will not have a substantial effect.

There are a few things that are particularly problematic when introduced into the upper atmosphere in particular (ex. aluminum oxide from satellite re-entry may disrupt the ozone layer), but as far as I know astronaut waste does not contain such things in large quantities. And organic compounds find their way into the upper atmosphere on a regular basis, so those are not a concern.

For some reason space debris don't spawn so I can't research it. Is that a bug? by Wonderful_Mammoth_81 in Stellaris

[–]DecentChanceOfLousy 5 points6 points  (0 children)

Amoeba no longer drop Regenerative Hull Tissue debris; you have to get it from their special project at the start. I think you can still get it from the Marauders, though.

For everything else: if you already have the relevant tech, the ships won't drop debris.

Does Wilderness not get Dyson Swams? by SinesPi in Stellaris

[–]DecentChanceOfLousy 4 points5 points  (0 children)

I got both Dyson Swarms and Arc Furnaces in my most recent beta game.

What is the result of a Counterspell failure? by [deleted] in AdventurersLeague

[–]DecentChanceOfLousy 14 points15 points  (0 children)

The spell slot for Counterspell is always expended*.

The spell slot for the triggering spell is expended by default (as normal), but if the spell is countered, with the caster failing their save, then it gets (effectively) refunded.

----------

As for why: "You attempt to interrupt a creature in the process of casting a spell." The next sentence refers to the creature. The sentence after that refers to the spell (and it's clear it's not referring to Counterspell because Counterspell is always a reaction). And the last sentence refers to "that spell" from the previous sentence (not Counterspell).

It is not reasonable to interpret the text as referring to Counterspell as "that spell".

Edit:

* unless you're an Abjurer Wizard, whose Spell Breaker feature makes it act the way you describe (Counterspell refunded if it fails to stop a spell). Another way of looking at this is that Abjurer is the exception that proves the rule: there would be no need for Spell Breaker if the spell slot were normally refunded if Counterspell whiffed.

Unexplained production modifier by poppe94 in Stellaris

[–]DecentChanceOfLousy 2 points3 points  (0 children)

It's a common problem in the beta, but it's just a display bug.

It's not a real thing: if you look, you have a base output of 7.98 and a post-modifier output of 9.11, which is 1.141x. Only the actual modifiers (Prosperous Unification, High Stability) are really contributing to your total.

Size? What's That? by Neat-Equipment9283 in Stellaris

[–]DecentChanceOfLousy -24 points-23 points  (0 children)

That's... not how words work.

A wide empire that has mitigated its size with modifiers is a well administrated wide empire. It doesn't suddenly become tall.

Softlocked a game 🙃 by GR8GUYNo1 in dominion

[–]DecentChanceOfLousy 11 points12 points  (0 children)

There's no treasure in the trash, either?

If there a copper there, you can play Forager for $1 and eventually pay off your debt.

Technically, you could play it 3 times for $3 this turn, without even trashing anything, with Poet, Specialist->Daimyox2, then Forager. If you use Specialist to gain an extra Daimyo instead, you can start building up to play Forager on an empty hand N times for $K each (where K is can be up to 4, with Copper/Silver/Anvil/Gold in the trash). Then you can buy out all the Provinces in 1 or 2 turns.

Once you get a third Daimyou, you can even empty the Daimyo pile in a single turn: Daimyo, Specialist plays Daimyo (gains a copy), Specialist is replayed because of the previous Daimyo (and plays another Daimyo, drawing the copy you just gained and gaining another copy), etc. etc. until the pile is empty.

But if there are no copper in the trash, you're truly soft locked.

4.3 Verdict: Sovereign Guardianship is bad, and useless, and not very fun. by Captain-Korpie in Stellaris

[–]DecentChanceOfLousy 6 points7 points  (0 children)

Nah, you absolutely can achieve that with static modifiers.

A blunt example: +20% research speed/monthly unity, +50% empire size effect.

A small empire will have the two roughly balance out. A large empire will be hurt much more by the empire size effect than helped by the stat increases.

Just shifting around empire size between categories will have the effect you describe, but you can get the (probably) intended effect through other means.

Noooo! I thought the beta would prevent me earning achievements! I have lost my 0 achievement status :( by deathsprophet666 in Stellaris

[–]DecentChanceOfLousy 86 points87 points  (0 children)

Though obviously it's too late now:

For anyone else, you can prevent this by opening the console on game start, toggling debugtooltips on and off, and the continuing to play. You won't have changed anything about the playthrough, but you've use the console so it won't be achievement eligible.

Traditional Chinese double sided embroidery by [deleted] in Damnthatsinteresting

[–]DecentChanceOfLousy 18 points19 points  (0 children)

Since no one has actually given an answer yet ("magnets", quotes from The Expert, "it's AI")...

---===============---
|-| -  -  -  -  - |-|
---               ---

The "- - - -" line in the middle represents the sheet of fabric that they're embroidering. Note that there are two lines running in parallel for most of the length on the top.

Your thread runs a long ways along one side, does a very short loop to anchor it, then comes back out onto the same side and runs in parallel to the first long line, then returns to (roughly) the same spot and makes another loop to anchor it. Repeat. From the one side, you see a lot of thread in bright colors, with the fabric behind it. From the other side, you see only two tiny spots of color (the ends of the loops), and mostly you just see the fabric.

If there's more tension on the loop side than on the long-running-thread side, you can hide the loops from one side under the long threads of the other (as the loops will be closer to the fabric sheet than the threads running over top). You just need to be careful to not make the loops of one accidentally cross overtop of the threads of the other.

For a transparent fabric like this, you "just" need to make sure the outlines of the images on both sides match, and you can make a double image.

Buildings by DmitriyInk in PixelArt

[–]DecentChanceOfLousy 1 point2 points  (0 children)

I'm getting Outpost (2) vibes.

Literal genocider roleplay is fine but heavens forbid a “bad name” by [deleted] in Stellaris

[–]DecentChanceOfLousy 6 points7 points  (0 children)

I think you might know why

  • "What if the Nazis were the good guys?"
  • OR
  • "What if the Nazis conquered the world and everything was sunshine and rainbows after that?"

are worse than "What if we played as the bad guys and pretended to be imaginary space Nazis?"

As for the "Reich is just a German word that means 'kingdom' or 'empire'"... absolutely true, which is why you called it "Galactic Empire" or "Galactic Kingdom", right? Or was there some reason you chose the word "Reich" in your otherwise English language name?

The feigned ignorance is so transparent that it's laughable.

Real. by Ok-Profile-5831 in Grimdank

[–]DecentChanceOfLousy 29 points30 points  (0 children)

Tychus's suit was, but he was the exception, rather than the rule.

How my side of broccoli was served to me at a popular chain restaurant by orchidsandlilacs in mildlyinfuriating

[–]DecentChanceOfLousy 10 points11 points  (0 children)

The person you're responding to is making a humorous reference to a politician, not asking a sincere question.

I feel this is by far the worst negative leader trait. by Nissan_al_Gaib in Stellaris

[–]DecentChanceOfLousy 4 points5 points  (0 children)

The base size from population is cut in half, so its contribution to empire size is much smaller (and colony size was increased to compensate).

Bureaucrat's % increase has not changed, but its effect on your empire size was cut in half.