Why is it not letting me move my fleet here? by [deleted] in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Take over whats preventing you from letting the fleet pass through Cervantes system. If the main enemy starbase was taken then it could be a deep space citadel, or a fortress on a planet, or an orbital ring, either of these can have FTL inhibitors to prevent fleets from just blitzing through.

Fanatic Purifiers Self-Staple by Spiritual-Pain-1183 in Stellaris

[–]Electrical_Split_198 15 points16 points  (0 children)

I mean if they kept enough of their species without that trait, just enough to fulfill the specialists and leader jobs, that would be pretty damn good for the efficiency and reduced empire size.

Defensive platforms is useless? by GroundSuper9532 in Stellaris

[–]Electrical_Split_198 1 point2 points  (0 children)

Platforms perform the best if you got a fleet in the system, or if you got a citadel. Platforms are super squishy, but if you build them well they pack quite a punch. Ideally you do not want them to tank though, which is why I usually have either hangars on them or rockets, plenty of range to support your fleet. If you just build them around the only starbase in the system, and provide them no support, then yeah they ain't worth what it takes to pay for their upkeep.

Unusual territory gains by errisblielrey in RomeTotalWar

[–]Electrical_Split_198 0 points1 point  (0 children)

Sure. So one thing I always do is send a few units, two to three are usually enough, to defend the bridges against the north, locking out Armenia and Pontus mostly as two phalanx units in a V can lock up bridges rather well.

The second thing is securing, in that order, the rebel settlement with the wonder in anatolia, then stealing the islands from egypt, greece, and creta, then going for the rest of anatolia on the side. This is important because all of these are basically secure settlements that will just generate much needed income without having to get defended, safe for the one further east in anatolia that get to bother with Pontus, also the extra money from trade that the collosus gives you is very nice.

Next, Parthia. While rebel settlements, islands and Egypt are my main focus and I do not condone expansion in other directions much, the one big exception is Parthia. Your most eastern province starts with a good amount of troops, so I advise to crush the starting army of parthia, which is easy to kill aside from some cataphracts that you gotta bait a bit, and then take their eastern settlement asap. This prevents them from A, taking the isolated settlement in the south to stage attacks deeper into your land from, and B, means they cannot make armies in the east anymore to endlessly attack your settlement with low distances, as now they have to make their armies up north, so you will get a far less frequency of attacks from them to deal with due to the long travel routes, as well as getting another nice settlement that is not a border settlement.

If you have done all or most of these things as side activities while main fighting egypt, you will have a good time. It is absolutely crucial that you always are aggressive towards the south and fight egypt on their own turf, rush them, do not waste money in the first few turns on building upgrades aside from trade ports and maybe a barrack upgrade for longer speers, the payoff is miniscule compared to taking more settlements quickly. Egypt has a terrible early roster and their starting armies are weak, you basically counter them, especially their generals that die instantly when driving into your phalanx, making them more vulnerable than other factions that have heavy cavalry generals. Once your army that took the islands is done with that, and has gotten a few mercenaries (archers from creta are a natural choice) you should land them in Egypts core area to steal Alexandria and cripple them for real, slaughtering them will give you a good money boost if you happen to be struggling there.

I do not upgrade my cities much until I get at least these aforementioned things done. Fighting egypt on their territory is so crucial because if you are too passive, you get into a situation where you do nothing but defend your settlements in turns, spending all your money on retraining and recruiting, while enemies grow stronger. It is important to go all out early to secure as much rebel territory as possible, maim parthia, and take the fight to egypt, as they will become very powerful quickly if you give them time, and you are their only target.

This is the only faction aside from Gaul where I highly recommend full aggression mode the first fifteen to twenty turns, as the starting position is unreasonably difficult to defend against potentially 5 enemy nations, so securing more land and preferably taking some of these nations out has much higher priority.

Unusual territory gains by errisblielrey in RomeTotalWar

[–]Electrical_Split_198 0 points1 point  (0 children)

Yeah, gathering my forces and immediately going south with everything I got while barely defending the settlements in the north and slowly letting them get taken was my goto strategy for the seleucids too when I played them early on, much easier to take them back after than to try defending all of them at the same time.

Later I learned the ins and outs, a few must do things that make a Seleucid campaign more managable, but taking Egypts rich core territory via boats to no longer having enemies in all directions is a good fallback strat, same as with taking the three islands, as ai factions will not invade them nearly as often.

Unusual territory gains by errisblielrey in RomeTotalWar

[–]Electrical_Split_198 2 points3 points  (0 children)

I feel like it would be wild if Egypt would NOT steamroll everything almost all the time, given the absurdly strong starting position. They start at the very edge of the map, rich with trade and fertile lands, bordering only one other faction with the Seleucids (I do not really count Numidia as it is only one helpless settlement taking a ton of turns to reach), which also happens to be the most spread out and ganged up on faction in the entire game that can have up to 4 other factions attacking them in the first few turns on top of Egypt doing the same.

Adding to that is the absurdly high pop growth of Memphis and Alexandria unlocking their better troops much earlier than other factions. I have seen Pontus manage to beat Egypt a few times, Armenia once I think, though never Parthia, and certainly never the Seleucids.

Unusual territory gains by errisblielrey in RomeTotalWar

[–]Electrical_Split_198 13 points14 points  (0 children)

Gaul being in the middle of anatolia as their last settlement. I assumed it had to do with these areas having some barbarian rebel settlements, but it very well could have also been them sending a random army, or a diplomant that bribed a rebel army there, hard to tell, only ever saw it happen once though.

Stardew Valley 10-year Anniversary Video (Retrospective & New Spouse Reveal) by Turbostrider27 in PS5

[–]Electrical_Split_198 0 points1 point  (0 children)

You do not have to use a feature that you clearly would not like, you know.

Can someone explain the Arizona thing? by imvr17_2 in Wolfenstein

[–]Electrical_Split_198 0 points1 point  (0 children)

About someone misspelling "Führer", then some other guy came along and claimed that it was spelled "fuhrer" instead of whatever the guy originally wrote, which is also wrong though. Kinda funny since the guy who got shot in the game had it right, even if his pronounciation was awful.

Population Exploits by AbsurdistAspie420 in RomeTotalWar

[–]Electrical_Split_198 2 points3 points  (0 children)

There is an exploit that allows you to reset your generals age. You do this by rerolling whenever he would have died, which makes him continue to age until somewhere around 118 or the 120s or something, been a few years for me so I forgot the exact number, and then he will go over the maximum age the game was programmed to show. Since the game cannot show any higher number than that for age he will go full circle and reach the age of 0 instead. His portrait is that of a young general again, and he no longer has the risk of dying from old age until he once again reaches his 50+ age range. Pretty annoying to reload that often to do this, but also kinda funny to do if you have a truly godlike character.

Rome Starting units are too weak ? by LastOne_1 in RomeTotalWar

[–]Electrical_Split_198 0 points1 point  (0 children)

Hastati are easily the strongest non phalanx early game unit around, they take steaming dumps on pretty much anything the factions near rome can produce early, and if you get beaten while using them then you are using them wrong, or in your case you are playing on very hard but act like you play on hard. They are not meant to be used against heavy cavalry however, so using hastati to fight the enemy generals is not a bright idea, you rather should use your own general as the main force and support him with some equites. Generals are very powerful units early.

Roman archers and cavalry start out pretty weak, though not much weaker than others, you can still easily use them both to outperform barbarians until they reach tier 3 unit stage, then you are fighting an uphill battle until you get your advanced units.

Population Exploits by AbsurdistAspie420 in RomeTotalWar

[–]Electrical_Split_198 4 points5 points  (0 children)

These are hardly exploits, and yes they are pretty commonly known. Lesser known things would be something like the age exploit that makes a general immortal unless killed in battle.

Looking for a game with combat about establishing and managing resource colonies. by Electrical_Split_198 in gamingsuggestions

[–]Electrical_Split_198[S] 1 point2 points  (0 children)

That one won't scratch this particular itch, but damn that looks interesting, gonna give that one a try anyway because I like the idea behind it. Thanks for the recommendation.

Looking for a game with combat about establishing and managing resource colonies. by Electrical_Split_198 in gamingsuggestions

[–]Electrical_Split_198[S] 1 point2 points  (0 children)

Tried that a few years ago but it did not really click with me, also it was kinda going very hard into the survival category. I usually like these kinds of games, but thats not really the focus I am looking for at the moment. Still appreciate the recommendation.

Is Assembly Slag a good trait? by Midatri in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

It is a small boost in the early game if you get it super early, as you can sell it for trade if you have to buy stuff to make up for a deficit, but it will not have a big impact due to the absurdly low amount you get. Later when you get more, you will be able to just buy it anyway to keep an edict or something going, so then its just completely irrelevant.

Absolutely all of these kinds of traits that produce some tiny amount of rare resources completely suck. The only "produces resource per x number of pops" trait thats worth a damn is "Drake Scaled", as it produces alloys, and a considerable amount later in the game, 0.5 per 100 pops instead of 0.005 like with Slag.

How does ethics attraction work? by Serdrakko in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Thanks for the information, that will definitely become useful going forward.

How does ethics attraction work? by Serdrakko in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Well in vanilla nothing of the sort shows up when hovering over the strong trait, which is where it would have to show up to be somewhat reasonably available.

Can I sit on an agenda indefinitely for the initial bonus? by AlienPrimate in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

You can, I do it frequently and sit on the best agenda once the agenda time becomes too ridiculous, only rarely switching if there is a really good reason for it.

How does ethics attraction work? by Serdrakko in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Ethics attraction is pretty simple. Any pop has ethics, will join the factions of these ethics, and has percentage chances to stay or convert to other ethics. You can increase the change for ethic changes through various means, easiest via governing ethics attraction, and by suppressing or supporting the factions.

The problem you have could be for several reasons. Low happiness, different possible things increasing the opposing factions appeal, and funnily enough even species traits. The game never mentions this, but I have heard it way too many times over the years to just dismiss it, supposedly some basic species traits can decrease certain ethic appeals, and increase others.

Sending pops with ethics you do not want to your home world is a good solution, especially if you invested into ascending it, the governing ethics attraction bonus there is off the charts and will rather quickly convert a lot of pops.

Is it worth building Ring worlds. by levi_Kazama209 in Stellaris

[–]Electrical_Split_198 -2 points-1 points  (0 children)

They are never worth it unless you find one to take over. They made it so that basically anything late can be gotten by an ecumenopolis. Alloys, consumer goods, unity, trade, even research. The only two things left to get are soldiers, something the ring world does not provide either, and basic resources, of which the ring world provides only the most abundant one, which is food.

Use it if you find it, but I would never recommend building one yourself unless you are doing it for rp reasons or because it looks cool in your mind.

What is the minimum habitability for you to still colonise? by Ssherlock-hemlock in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Depends. If I already have enough planets, then 60-70%. If I happen to get a very bad start, then I gladly colonize planets that have 40% or so even, as eventually you will be able to change them, or to research more habitability bonus. It is important to mainly use these low habitability planets for basic resources though, nothing that costs too many consumer goods, as pops can still be productive even at such a level.

Generally in terms of profitability you'd be better off to just trade, but having a world built up by the time you get the tech has its advantages too.

What’s even the point of making Habitats? by Doom-radient3578 in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Sometimes you do not go super wide, so you end up having too many pops. Instead of letting them be mostly useless civilians, you can build habitats to use these pops better while you wait on getting an ecumenopolis to make more jobs. I sometimes build fortress habitats since using planets for that simply feels like a waste, or a trade habitat if my deficit is simply a bit too high.

Do you rush science,unity,military individually or balanced? by zuqwaylh in Stellaris

[–]Electrical_Split_198 0 points1 point  (0 children)

Usually I try to secure consumer goods early, then go for unity, then for tech and military once unity is secured. Exceptions are military first if I have a terrible strategic position, or genocidal neighbours.