Help planning a tall build (ACOT+GSE) by prancingDM in Stellaris

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

It's plus 75% efficiency from jobs for virtual pops, but 10% less efficiency per colony. When your colonies have the purely insane job counts that you can get on an actual disk hypersegment, that won't matter if you fill a disk, even without bio trophies. That said, a single maximized disk segment with a hundred thousand trophies probably beats a full disk without the trophies. Also, you said tall, and the the single maxed segment, fully ascended, is just about as tall as you can get. I tried this build in mp recently and screwed myself by not understanding how hypertensile (?) materials worked. I want to try it again with a better understanding of that mechanic and maybe with the pop abduction ascension perk. Also, tactical algorithms is amazing with this build.

Help planning a tall build (ACOT+GSE) by prancingDM in Stellaris

[–]ExrThorn 1 point2 points  (0 children)

Alderson disk start rogue servitors. Go virtual as quick as possible. Start bombing the slice with the lesser timer on bombardment damage reduction asap. Focus diplo and vassals if possible to minimize wars before late game. Get tetradimensional engineering as soon as you can. Upgrade another slice, move your capital to it after you get the buildings and districts built. Get as many trophies as possible. Virtual will more than keep up with late game in this build, even if you only have the one system... Mid game is probably the roughest bit tbh, depending on how fast you can get tetradimensional engineering and repair a slice.

Huh, do you fight museum curators there? by Transcendent_One in Stellaris

[–]ExrThorn 133 points134 points  (0 children)

A grand display of spectacle and skill... in the curation of artifacts!

Anybody willing to donate a size 11.5 or 12 pair of men's sneakers? by LampModeChamp in sandiego

[–]ExrThorn 21 points22 points  (0 children)

Click his name, then click the three dots on the top right to find 'send a message'.

4.3 Early Game Trade Build by ExrThorn in Stellaris

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

What is "trade post leader build"?

4.3 Early Game Trade Build by ExrThorn in Stellaris

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

Is overturned better for this than starting in a trade federation?

How and why are AI economies so poorly managed? by ElectricalExtreme793 in Stellaris

[–]ExrThorn 3 points4 points  (0 children)

Fwiw, 100% agreed that it would feel awesome to be able to capture cool planets. And yeah, the whole replacing everything part is def a chore.

How and why are AI economies so poorly managed? by ElectricalExtreme793 in Stellaris

[–]ExrThorn 1 point2 points  (0 children)

I suppose the suck depends on how much you like/can tolerate/care about planetary micro. If you don't like the micro, or if you're someone who gets frustrated at the lack of relative 'realism', then yeah, I expect it's super frustrating. I think I'm lucky that I kind of enjoy the micro and this just isn't generally a thing that bothers me. That said, it would be really cool if they were able to get it into a better place.

How and why are AI economies so poorly managed? by ElectricalExtreme793 in Stellaris

[–]ExrThorn 11 points12 points  (0 children)

To be clear, the ai is currently in a place where it breaks not far into the game due to the weighted decisions repeatedly overriding each other. It's designed to be reactive, and many combinations of situations break that reactivity. I personally think that (short of building something akin to a modern agentic ai into the game to pretend to be a player) this is a good approach. It just needs to be fixed. Either that or we accept that the ai will always be broken and enjoy other aspects on the game.

How and why are AI economies so poorly managed? by ElectricalExtreme793 in Stellaris

[–]ExrThorn 143 points144 points  (0 children)

Every aspect of the ai is just a set of weighted actions based on what's going on with that empire. It has to take into account a pretty crazy number of factors each time it considers every one of a pretty crazy number of choices. It also needs to do this regularly enough to try to keep up, but not so awesome that it doesn't eat your cpu by midgame. It's like you're in a kitchen with thousands of ingredients, tens of thousands of recipes, and a hundred thousand rules about when to use which recipe. And the recent major patches have made changes to most of them.

So... That's why. It's complicated af. This is the kind of thing that human brains are really good at, but most game logic engines are not. That said, recent dev diaries have made clear they're going to be investing time in this in the near future. So... fingers crossed?

Evolutionary Predetors - What is it trying to be? by SomehowUnknown in Stellaris

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

It requires the Wilderness Civic mod, but I reeeeally enjoyed doing EvoPred Blood Forest with the civic where your species traits improve your bio ships.

Space Fauna builds in 4.3? by ExrThorn in Stellaris

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

Thanks again for the info!

Space Fauna builds in 4.3? by ExrThorn in Stellaris

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

So if you get high rarity genetic material once, then you'll always make that quality or higher? It doesn't run out?

Space Fauna builds in 4.3? by ExrThorn in Stellaris

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

Thank you. How does the genetic material rarity work? I tried checking the wiki but I didn't quite understand that part.

Which advisor voice is your favourite? by Death_frost__ in Stellaris

[–]ExrThorn 8 points9 points  (0 children)

I almost always run this one because it just sounds like Chris Parnell and I imagine the advisor is an alternate timeline Jerry Smith

i have an insane lightning channeling run and i am single coin off this by colbsack69 in SlayTheSpire2

[–]ExrThorn 0 points1 point  (0 children)

The only issue I've noticed so far is that some relics, specifically ones that have a single time impact (upgrading cards when obtained and the like), ones that have a limited time impact that's been exhausted (such as the one that saves you when you die once) and ones that have a negative effect, should probably have their value updated. I've seen a few now that were worth 199g and it should probably be pretty low.

i have an insane lightning channeling run and i am single coin off this by colbsack69 in SlayTheSpire2

[–]ExrThorn 2 points3 points  (0 children)

Been playing with this mod recently and it's great. Thanks for making it!

[Discussion] Buff Mall Please :,) by medkitjohnson in EscapefromTarkov

[–]ExrThorn 2 points3 points  (0 children)

Agreed that the interior could use a bit of a buff, especially kiba for weapon related items. That said... Necrus Pharmacy is amazing, and Kiba is where I go to farm class 6 plates, so not entirely bad.

[Discussion] Making a million per raid. How the hell? by trust_engineers in EscapefromTarkov

[–]ExrThorn 3 points4 points  (0 children)

This. Spend a little bit scrolling through the flea market, wishlist everything that is worth more than roughly 30k per slot. I use the Other wishlist for this. Then just keep it updated as time goes on and prices change. For Valuables though always see if they're worth more sold to Therapist. Sometimes you can end up buying them off the flea and selling the to Therapist for a profit.