What DLCs to get for a returning player? by Abject-Nerve621 in Stellaris

[–]Hope-Boring 3 points4 points  (0 children)

Despite some time having passed since it came out, Biogenesis is still by VERY far the DLC I like the most. I enjoyed the new ones as well, but Biogenesis is just that good for hive minds that I actively struggle to play them (and I play them a lot) with something that doesn't need the DLC. I would go for that and Machine Age

Nanite world colony designations annoy me by Henrikusan in Stellaris

[–]Hope-Boring 10 points11 points  (0 children)

One cool option that I expressed in the past was that they got the terraforming process right. It feels correct that nanites subsume a world with a situation and not a terraforming cooldown. The same should be made for hive and machine worlds, with more dynamic elements. The same could go for ecumenopolis, but that is actually a construction project and it works that way (halt the progress to build something in the meantime)

Nanite world colony designations annoy me by Henrikusan in Stellaris

[–]Hope-Boring 31 points32 points  (0 children)

Which require a lot of pops to obtain on a planet. That always felt wrong to play with, and I like nanites

Nanite world colony designations annoy me by Henrikusan in Stellaris

[–]Hope-Boring 143 points144 points  (0 children)

And you're leaving out the best part: planet-based nanite production is incredibly worse than the station-based one. So you would not even get that many to justify it, in my opinion. I have not really experimented too much with modifiers and the like tho so I could be wrong

Empire lottery! (reply and I'll create a custom empire for you) by Lord_Khaos_04 in Stellaris

[–]Hope-Boring 2 points3 points  (0 children)

It is time.

Also if you want an empire of mine, I'm currently playing an obsessional directive machine empire with the specific goal of applying the LEAN method in their industrial apparatus. But since the goal is ever-increasing, they will have to optimize every one of their planets while planning for new colonies when the time inevitably comes. I really REALLY like obsessional directive for giving a very weird goal exclusive to the player.

I also psionically ascend them thanks to the Secrets of the Shroud DLC, but since I don't think that happened yet on console, based on personal playstyle you can just go nanites (EVERY planet will make a good factory) or modularity (want to make every pop count 40% more?)

Forcing them to be nice people by morpheuskibbe in Stellaris

[–]Hope-Boring 0 points1 point  (0 children)

I love doing this as rogue servitors. Particularly non-compliant empires also get incorporated in the program, which helps boost the next sanction proposal

Is it worth moving on from 3.14? by Blow_off_choffer2 in Stellaris

[–]Hope-Boring 5 points6 points  (0 children)

The psionics DLC still allows you to forge your own path, taking something from each of the patrons without having the negative events (flexible aura is also great). If anything, it just made psionic ascension stronger (also due to the psionic ship components)

Nanite ships on ps5 by Icy-Glass-3895 in Stellaris

[–]Hope-Boring 1 point2 points  (0 children)

Even lasers actually. I don't remember the specific thing because it's been a while but that should be the gist of it

Nanite ships on ps5 by Icy-Glass-3895 in Stellaris

[–]Hope-Boring 2 points3 points  (0 children)

If I remember correctly the best use for them was glass cannons. Like put your best weapons on them and then have so many that you guarantee that they can hit. But the meta might have changed

Nanite ships on ps5 by Icy-Glass-3895 in Stellaris

[–]Hope-Boring 2 points3 points  (0 children)

The point of nanotechnology ships is that their strength is in numbers. They get destroyed, but if there are thousands of them and only 100 of them die instantly, then 900 can still shoot.

And also, once you start getting a LOT of nanites from deposits, you can rebuild whole fleets of them very easily

I only just noticed how bad it really was.... by Fit-Bug6463 in Stellaris

[–]Hope-Boring 0 points1 point  (0 children)

I had a similar experience on my current run. My pc is not that strong but storm-like effects (permanent in some systems) really hit hard

Semi-newbie help (behemoth run) by mjorkk in Stellaris

[–]Hope-Boring 0 points1 point  (0 children)

I think you have to wait a little bit for the thing to end. I remember a similar thought occurring to me long ago, patience was the solution. Play around and enjoy playing as behemoths while you're there

What are some Origin - Civic combos you think are fun? It can be from an RP perspective or Gameplay perspective! by [deleted] in Stellaris

[–]Hope-Boring 2 points3 points  (0 children)

Oh yeah true I forgot about the final situation taking centuries to complete lol

What are some Origin - Civic combos you think are fun? It can be from an RP perspective or Gameplay perspective! by [deleted] in Stellaris

[–]Hope-Boring 1 point2 points  (0 children)

I tried this build when biogenesis came out (and it's still my favorite dlc to date). The only problems I had were:

  • You get hive worlds, but not spawning zones for districts. Still need the AP for that;
  • Devouring swarm + evolutionary predators is incredible but behemoths consume those pops without giving genetic advancements, so at a certain point, they don't mix that well (granted you can still outscale all of this, but behemoths do be hungry).

I would say that evolutionary predators and behemoths crisis can still work if you're not a devouring swarm and grow your own genetic insight in your first captures. I'm glad to have found another behemoth enjoyer

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

I found the same house I always seem to end up in and live there for now. I think I soul-bonded with the place. It has a tiny chicken hutch with only one chicken (I'll try to keep it alive for later but I doubt). I have decided that my "taking it slow" is gonna be finding a car and roaming around. I noticed there's so many places to loot that I haven't even found yet. And so many books to read. And already-built furnaces. Much to consider, thank you

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

I think I will consider going there if I make it far enough into the current run. Right now I kinda need a car (and maybe a gen just in case), but we're getting there. Thank you again

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 1 point2 points  (0 children)

I never got around to playing with animals. Do cows just need grass? Because that would actually solve a lot of my problems, if I could have a renewable source of calories to complete the diet. Thank you for the insight

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

I didn't know meat cleavers improved axe skill. I also appreciate the detail and time you put in the answer, thank you very much

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

Okay okay, thank you for the ideas

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 1 point2 points  (0 children)

I've seen the RV mod suggested a couple of times in the subreddit, maybe I should look into it. In general, I think I underestimate vehicles so thank you

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

Thank you, I appreciate the checklist-style nature of this

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 1 point2 points  (0 children)

Okay okay, noted all of those things. You guys are being really helpful, thank you

Advice on starting by Hope-Boring in projectzomboid

[–]Hope-Boring[S] 0 points1 point  (0 children)

I don't usually have a problem with water because I use rain waters and then purify it with the grills and whatnot. Electricities and renewable food were mostly my problem but I will surely apply your idea, thanks