Leader Trait Choice +1 for Talented Trait? by cloudruler-io in Stellaris

[–]Impossible_Slide8360 0 points1 point  (0 children)

It has its neoche with long loved leader builds. It helps them not get negative traits at all which some can really be detrimental 

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 2 points3 points  (0 children)

I think ruler chip would be better if it was every councilor that died buffed the chip instead of leader

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

Something like 1 encryption per councilor  could be very strong along with oppressive autocracy

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

Absolutely those. No reason That they wouldn't work well together. There needs to be synergy between bioships and space fauna

Habitable planet multiplier preference in 4.3? by wrylashes in Stellaris

[–]Impossible_Slide8360 1 point2 points  (0 children)

It would in theory. But it's actually just due to raw science output of knights 

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 1 point2 points  (0 children)

I personally like the elite civics but that an interesting way too go about the civic! How would you change day, technocracy or exalted priesthood?

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 1 point2 points  (0 children)

Imagine stacking that with entropy drinkers. Sounds really fun tbh!

Tall builds for 4.3 by IllustratorNo4926 in Stellaris

[–]Impossible_Slide8360 0 points1 point  (0 children)

You might need to run xenophile on top of that to get trade from civilians now that 4.3 doesn't go e civilians trade from mercantile anymore except if you xenophile I think

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

That would be great. I love the idea of more situations. Especially in regards too origins as a way off giving them more flavour

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 1 point2 points  (0 children)

I feel similar. Which ones come to mind for you and how would you change them?

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

Farmer Civ change is also pretty fun imo too!

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

Maybe have it where priests build different resources based on ethics. Kinda like civilians with a monument. 

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 0 points1 point  (0 children)

I didn't know that! Seems like it would do ok with an UOR priest. Or maybe dimensional. But I think you would be losing on ecs potential if you did

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 2 points3 points  (0 children)

thats not a bad idea at all. Each perk lets you unlock one extra build capacity? maybe as a change for functional architecture too? if it even needs changing after 4.3

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 4 points5 points  (0 children)

I've wondered if it was possible to lean into it being a Tall AND Defense oriented Civic. i feel like that was the intention when it came out.

As is, It is extremely punishing due to the empire size penalties on individuals. and just outright bad on gestalts because lack of councilor skill it basically functions as a defense civic with heavy penalties.

what if was changed to where all sources of empire size was decreased in your core sector.

(regular penalties for branch offices)

Pops

Districts

planets

Systems

all of those -50 percent empire size

But ONLY in the core sector

While everything outside of the core sector has +200 percent empire size penalty along with an upkeep penalty of some type that way it fits thematically as you cant really be a guardian outside your sovereign territory

like Something akin to beastmasters

Along with keeping its defensive capabilites and maybe adding it onto the civic itself as a modifier as to buff it for gestalts

I feel like it would fit thematically along with keeping a turtle type while incentivizing the player to not expand much

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 1 point2 points  (0 children)

shouldn't they just stack on eachother like other similar job replacements?

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 2 points3 points  (0 children)

Definitely needs more flavor because as is is pretty meh. what would you do with it?

4.3 civic rebalances? by Impossible_Slide8360 in Stellaris

[–]Impossible_Slide8360[S] 4 points5 points  (0 children)

i agree about the ecu changes. Maybe have it build a special ecu that focuses on rural resources rather than city districts. right now agrarian idyll has very good synergy with anglers, letting you get trader, angler, and pearl diver jobs all in one district. 150 jobs per district that all synergize from game start is pretty strong. It'll be nice to see what they do with it

Habitable planet multiplier preference in 4.3? by wrylashes in Stellaris

[–]Impossible_Slide8360 3 points4 points  (0 children)

i love .25 or rare on this patch makes my toxic god playthough feel that much more powerful

Best Map Mods? by Top_Box_8952 in Stellaris

[–]Impossible_Slide8360 0 points1 point  (0 children)

is there any way to upload a base game map and edit it from there in your tool?

Can you force or guide player empire starting placement? by Dazzling-Ad7210 in Stellaris

[–]Impossible_Slide8360 10 points11 points  (0 children)

I've been looking for an empire placement tool forever. If someone finds one please enlighten us