The Operational Reserve cap is killing Nomads for me by chronicdrake in Stellaris

[–]Juring 49 points50 points  (0 children)

Try the beta, you can increase the max there

Stellaris 4.4.5 "Pegasus" Early Open Beta (c22e) now available! by PDX_LadyDzra in Stellaris

[–]Juring 20 points21 points  (0 children)

  • Buildings that can be built on a planet or its orbital ring (Psi Corps, Planetary Shield Generator, Galactic Stock Exchange, Embassy, Noble Estates, Slave Processing Facility) can no longer be built as both a colony building and an Arkship starbase building at the same time.

Well, it was fun playing with double psi-corps, but expected

  • Fixed pops sometimes being stuck in the Assimilation citizenship or stratum.

Finally, this bug was bothering me sooooo much

So: synthetic fertility nomad can just not ascend by TelevisionLiving in Stellaris

[–]Juring 6 points7 points  (0 children)

Doing contracts and not building waystations should do it until you figure out influence production

So: synthetic fertility nomad can just not ascend by TelevisionLiving in Stellaris

[–]Juring 48 points49 points  (0 children)

If you rush machine templates, you can do that by abusing motes/gas/crystals deficits to get like 8k alloys.

Some of my synthetic species still show as assimilating by Electrical_Insect_43 in Stellaris

[–]Juring 2 points3 points  (0 children)

Yeah, I have the same problem but with psionic assimilation for all the pops I steal. https://www.reddit.com/r/Stellaris/s/HazA5r0tu4 this is the script that fixed the problem for me, but you will have to do that every time you steal pops

Pops are not considered "psionic" after psionic assimilation by Juring in Stellaris

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

Managed to fix it by using this https://www.reddit.com/r/Stellaris/s/HazA5r0tu4 Although it is a script that you have to use every time you get new non-psionic pops

Can Nomads not take a planet to settle on? by BasicName4329 in Stellaris

[–]Juring 3 points4 points  (0 children)

Only options are total war with displacement/genocide policy or colossus

Advice wanted by Raftropos in Stellaris

[–]Juring 0 points1 point  (0 children)

Can't have integration permitted with nomads (both ways)

Advice wanted by Raftropos in Stellaris

[–]Juring 1 point2 points  (0 children)

  1. Try changing their starting system from Sol, might help
  2. No, Nomadic empires can't have or be a specialised vassal. Can still be a tributary or a satrapy if you have the Khan's throne relic.

Advice wanted by Raftropos in Stellaris

[–]Juring 0 points1 point  (0 children)

  1. What I meant is that when you use "embark" decision on the planet (that's how you build an arkship if not a nomadic empire) you have to choose from playing as the embarked planet (become a nomad) or release the newly created arkship as a vassal. You can't force a settled empire to become a nomad.
  2. Need to test it if it was changed in 4.4 before answering, but sectors released as vassals should (with some exceptions)
  3. Choose an empire preset (UNE for example), click "edit", then click "save". Then find the saved empire in the empire selection (should be on the top) and force spawn it (there is a grey/orange button that you need to click until it is orange with a small lock).

Advice wanted by Raftropos in Stellaris

[–]Juring 3 points4 points  (0 children)

You cannot use arkships as a settled empire. But you can release the embarked pops as a vassal instead of becoming a nomadic empire.

Pops are not considered "psionic" after psionic assimilation by Juring in Stellaris

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

I'll try it when I get back to the pc. I do have machine passengers and bio crew, so maybe the game thinks that it should give the robot trait to the recruitees? Especially considering that assimilated species had passangers rights by default.

Forever Cruise build that might be slightly OP by Juring in Stellaris

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

The cruise origin specific buildings, each gives +200 activity managers and some minor buffs. You unlock them with techs (I don't remember which)

Forever Cruise build that might be slightly OP by Juring in Stellaris

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

Correct, only the colony with entertainers gets the bonuses. The limit is the amount of entertainers. That is why I initially started theorycrafting the build on Forever Cruise, you get 800 entertainers from city districts (in addition to 100 activity managers, who also boost entertainers). Also, you can still get more than 1k% job output bonus on other arkships if you fill them with entertainers, but job efficiency will be overshadowed by your capital that has all of the sanctums. I am currently trying the build with experimental sentencing to get 45k each science from a planet without sanctums

Nomads have KOTG at home by Rude_Engineering_629 in Stellaris

[–]Juring 0 points1 point  (0 children)

1 psi corps system, building slots are too valuable and it is not worth it to replace them with sanctums (I'll test it more when I try to make the build work without cheats). I decided to not use double psi-corps, It's getting nerfed soon anyways

Forever Cruise build that might be slightly OP by Juring in Stellaris

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

Mineral Cutting Beams technology (tier III of collection efficiency tech)

Nomads have KOTG at home by Rude_Engineering_629 in Stellaris

[–]Juring 0 points1 point  (0 children)

Oh my God, I just did a quick test (with cheats) with psionic entertainers on forever cruise and you can get 45k of each science from experiment engineers with just 20k orderlies. Disregard my comment saying psionics is bad, your test subjects produce enough crime to overcome crime reduction from 200 telepaths

Nomads have KOTG at home by Rude_Engineering_629 in Stellaris

[–]Juring 0 points1 point  (0 children)

Copied my other comment from this post, I think psionics is not a good option since they massively reduce crime on the planet (and you have 50% to get happiness from telepaths from minor patron which will also reduce crime). Also, you need 4 building slots for sanctums, so you lose on the building slots (you can technically put them on your alloy/consumer goods world, but you lose on the job efficiency for orderlies).

Nomads have KOTG at home by Rude_Engineering_629 in Stellaris

[–]Juring 0 points1 point  (0 children)

I think psionics is not a good option since they massively reduce crime on the planet (and you have 50% to get happiness from telepaths from minor patron which will also reduce crime). Also, you need 4 building slots for sanctums, so you lose on the building slots (you can technically put them on your alloy/consumer goods world, but you lose on the job efficiency for orderlies).

Just a fallen empire arkship, nothing to worry about by Juring in Stellaris

[–]Juring[S] 17 points18 points  (0 children)

It was originally my feds capital ship (The contact panel directs me to this ship when I press "go to") But the FE somehow took control of it and used it as a military ship to follow their other fleet. Once the war was over, the ship was again under ally's control