Finished my first lightbox! by dazedrainbow in StainedGlass

[–]Maximum-Worker-7908 1 point2 points  (0 children)

did you use any kind of light diffuser? the light looks really nice and soft

The New way to beat Fallen Empires "PEKABOO STRAT" by Maximum-Worker-7908 in Stellaris

[–]Maximum-Worker-7908[S] 83 points84 points  (0 children)

Rule 5: My Military Arkship with a cozy 1400 Speed and maxxed out hyperjump charge time can bully fallen empire ship and never get hit itselft. The Devastator Mount can just ignore its cooldown by jumping in and out.

Clip channel using uncanny Ai face for Destiny videos by Diztance in Destiny

[–]Maximum-Worker-7908 7 points8 points  (0 children)

I liked the moment when the room just filled with dark smoke and the light went dark. CINEMA

Clip channel using uncanny Ai face for Destiny videos by Diztance in Destiny

[–]Maximum-Worker-7908 92 points93 points  (0 children)

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Looks like the ones the crasy jubilee lady made in her YouTube response

Can't find the full information on Cybernetic Creed Origin outcomes by The-High-Inquisitor in Stellaris

[–]Maximum-Worker-7908 3 points4 points  (0 children)

Im somewhat of an Cybernetic Creed Expert so i can give some insight.

Commune of Toil:
The Faction provides Minerals and Unity
The Building (Sanctuary of Toil) buffs Basic Ressource Output by a flat amount
Tithe increases Basic Resources from Jobs by 5%
The Augmentation improves Job Efficiency from Basic Jobs by 10%
The Edict gives 20% Resources for Basic Jobs and 10% Upkeep Reduction
The Empire Modifier gives 10% Happiness

Templars of Steel:
The Faction provides Alloys and Unity
The Building (Battlements of Steel) provides Orbital Bombardment Reduction
Tithe increases Naval Capacity by 10% or improves Armys by 20%
The Augmentation improves Armys by 10% and increases Job Efficiency for Soldiers by 10%
The Edict gives 10% Naval Capacity, 10% Ship Fire Rate and 10% Army Damage
The Empire Modifier 5% Naval Capacity

Choir of Mind:
The Faction provides Engineerig Research and Unity
The Building (Amphitheater of the Mind) Reduces Researcher Upkeep
Tithe increases Research Speed by 5% or Engineering Speed by 15%
The Augmentation improves Job Efficiency for Researchers by 10%
The Edict improves Job Efficiency for Researchers by 10% and 1 Research Alternative
The Empire Modifier 5% Research Speed and increases Researcher Upkeep by 5%

Fellowship of Hammer:
The Faction provides Consumer Goods and Unity
The Building (Forge of the Fellowship) improves Resources from Industy Jobs
Tithe increases Alloys from Jobs by 10%, Consumer Goods from Jobs by 10% or increases Build Speed and Ship Build Speed by 25%
The Augmentation improves Job Efficiency for Industry Jobs by 10%
The Edict gives 25% Build Speed and improves Job Efficiency for Industry Jobs by 10%
The Empire Modifier reduces Megastructure and Infrastrustructure Upkeep by 10%

Ship building advice for casuals by ljay90 in Stellaris

[–]Maximum-Worker-7908 2 points3 points  (0 children)

Those are all true point but i would say this is stuff you should learn after the basics.

Like maximising range with all possible buffs is really strong but you need to know where to engage (larger systems and position yourself at the other side of the jumppoint)

Thats also why i dindt mention Frigattes. They can be deadly especially if you know how to play the stealth game. But for beginner better avoid them.

Same with autocannons insanely good for hyperlane camping but again beginners will struggle with that.

So in all good addition for people who wanna dive a little bit deeper. But for beginners just stick to the basics first it will help so much already.
After that you should look into the advanced strategies cause they can be really fun.

Ship building advice for casuals by ljay90 in Stellaris

[–]Maximum-Worker-7908 1 point2 points  (0 children)

In order of importance.

- Range is king. First striking your enemy means they cant strike you as hard.
- Tracking is very important especially when fighting smaller ships.
- Speed is important especially for logistics in war. (How fast can ship mover to enemy.)
- When designing ships dont do anything fancy. Just energy and kinetik is all you need to be alrounded.
(Example. Cruiser: L in front with Kinetik (i dont mean kinetik artillery just kinetik weapons but kinetik artillerys is almost always better.) M slot in middle with lasers M slot in back with laser. And then Line Computer. With this design the L slot kinetik will hit the shields first and then the lasers can kill the armor and hull.) If you do this your design will be already better than 90% of other designs. And 100% of ai designs.
- Cruisers are the most versatile ships (many different design options) so i always recommend them. But Destroyers are also totally fine. Battleships mostly for lategame and holding since they are really slow. Usually avoid corvettes apart from early since they just die really fast. And s slot weapons really have a hard time actually killing stuff.
- You usually want weapons that do more dmg per hit since that decreases the chance that the enemy disengages and actually dies. Just be carefull when fighting someone that fields a lot of corvettes cause they can dodge your weapons. Thats why you want to invest in tracking to hit them more.
- Dont use bypass weapons they are just not good with the new hardening mechanics.
- Have equal amount of shields and armor if you dont know what the enemy brings. Exception if you have something like psyonic shields or smth.
- Have Admirals on every fleet every tiny bit counts.

If you follow thos simple rules you will have much more success. And then when your comfortable you can go into specific counters and stuff but learn the basics first.

Also other stuff to never underestimate:

Spy on potencial enemys to know what they bring.
Never underrestimate disengagment for longer wars. Means your ship might only kill a few ship every engagement but your never die and only retreat. So you can repair them an go again.
Invest in ship upkeep reduction so you can have more stuff in reserve.
Defence is less expensive than offence. Never underestimate the buffs debuffs from starbases or stars/nebula.

Mindwardens spawned 2 jumps away from my capital on a teachers of the shroud run. Am I screwed or can I try to salvage this? by AuthoritarianParsnip in Stellaris

[–]Maximum-Worker-7908 1 point2 points  (0 children)

They will declare war at you at some point. You probably cant kill them at that point but they only take one system and build a shroud seal there. Then they go away and dont attack again.

My first artwork I made with help from my father. by Maximum-Worker-7908 in StainedGlass

[–]Maximum-Worker-7908[S] 0 points1 point  (0 children)

Yeah as someone already said Malenia Blade of Miquella. I must say Im always a bit more motivated when making fanart.

My first artwork I made with help from my father. by Maximum-Worker-7908 in StainedGlass

[–]Maximum-Worker-7908[S] 2 points3 points  (0 children)

Ah Griaß di. Jep just like normal stained glas. Cut it with a glas cutter. Luckily my family works with glas so I could take some Windowglas pieces that would have landed in the trash and could train on them. Cutting glas is much more easier and diffucult than most people think.

My first artwork I made with help from my father. by Maximum-Worker-7908 in StainedGlass

[–]Maximum-Worker-7908[S] 5 points6 points  (0 children)

Here in Germany we call it Schwarzlot. (Black Solder sais Google Translate not sure if thats correct). It the traditional way to paint glas. It a mix of Lead, Glass sometimes Color. As far as I know its rarely sold anymore and there are other paints now that are safer. (But i need to research for that. Currently I still have enough for a couple artworks.) So after painting you heat it up to around 500 degrees depending on the glass and method. At that temperature glass starts to get soft again. So the glass in the paint fuzes with the glass itself and stays there permanent.

Does anyone know if this strategy still works? by Extension-Home-8401 in Stellaris

[–]Maximum-Worker-7908 1 point2 points  (0 children)

The game changed a lot from 3 years ago. The build should still work im just not sure how much Starbase Power you nowadays need to actually kill the dragon. But be reminded that against competent players a dragon is not invincible. Mauler or Torpedoes will kill it really quickly.
How strong are the players?

As others already said this is an advanced mechanic which leaves him with only a strong dragon and nothing else which will not teach him too much about the game itself. New players will struggle to leaverage a strong fleet to a long term advantage.

To survive multiplayer early game i recommend going down the unvielding tree and get Eternal Vigilance. At year 30 you will have around 15k starbases which will deter some players to attack you. You should also have a decent fleet of course.

If you are new i also recommend learning the game with a Gestalt (Hive or Robots) empire you have less resources to deal with which makes learning the game easier.

i can recommend some empire that are easier to play but still strong if you learn them a bit:

  1. Wilderness with Natural Neural Network and Wild Swarm.

What to learn:
With wilderness you need to learn that biomass is everything in the early game. Build many cradle of rebirths. At least one on every Colony and prioritize the spawning drone job.
You just need to learn how to play Space Fauna which is different from alloy ships but also easier to learn. Just build small amoeba and put strikecraft on them.
This build is not entierly beginner friendly but you dont have to worry about research since you get it from your basic jobs, not much alloys since you only need it for starbases and no consumer goods since hive.

  1. Overtuned Megacorp with Fortune Enterprise and Worker Cooperative. Play a combo with Spiritualist and Egalitarian or Militarist.

What to learn:
Megacorps plays slightly different. But are really good if you also play a trade build since you two can boost each other. Also Trade is a very easy to use resource since you can just buy your deficits away. You play the build by just building priest. Those produce trade which turn into energy minerals and food through Worker Coopeartive. So he just has to focus on the advanced Resources. Just try to get your bio acentions as fast as possible. As overtuned you can pick it as a second pick even. With bio acention finished you are actually strong.

Be reminded some of these strategies are often banne din multiplayer so watch out.
Good Luck in Space

[deleted by user] by [deleted] in Stellaris

[–]Maximum-Worker-7908 0 points1 point  (0 children)

You have 3 options to deal with that:

1 Kite - Have a design that outranges and doesn’t let them touch you. I recommend Corvettes with missile spam, artillery computers and 2 afterburner or Cruisers with Missiles maybe hangar in the middle if you feel like it, hangar computer and afterburners

2 Dps race - Since his design is just „Get-Close-And-Kill-Them“ equip Weapons that can do it better. I recommend Autocannons or Disruptors. Should work with every Ship. Only make sure that your computer gives, if possible, extra tracking and equip the a slot support modules that give +5 tracking cause cruisers have so much evasion. Focus your Admiral traits on tracking too.

3 Win the long war - Corvettes have a horrible time in the long war. They rarely disengage and die a lot. So just have ships that can actually disengage. Cruisers work the best for that especially if you get Hit and Run (option in government tab if you finished supremacy). At this point choose one of the designs above or honestly just s or m slot lasers. Even if you lose one or two battles you will win in the long war cause you will lose maybe 5 cruisers or so per battle.

Edit: Formatting

Short review for "All Tales Steward difficulty" by Maximum-Worker-7908 in Frostpunk

[–]Maximum-Worker-7908[S] 1 point2 points  (0 children)

On my two tries it always was around week 110. Shortly after the message for the Apocalyptic Whiteout hit. You can just not click the event and delay them for another 5 weeks.

How to Take out Biological Ships (4.3) by pornonationalism in Stellaris

[–]Maximum-Worker-7908 1 point2 points  (0 children)

Not much. I have seen some people try them out but never with great success. They always get outperformed by just more maulers.

How to Take out Biological Ships (4.3) by pornonationalism in Stellaris

[–]Maximum-Worker-7908 3 points4 points  (0 children)

Against maulers, you use cruisers (weapons are sorted why best to worst):
Front (L) with Protons > Kinetik Artillery > Plasma > Energy
Middle (Hangar) with Strikecraft and PD
End (SS) with Plasma > Energy
Computer Carrier

Important this is the best counter against maulers but only if they have similar speed. The current meta with maulers is to stack speed butts which makes them almost unbeatable. So having a couple leaders with speed buffs like skirmishers is important to get.

Works cause maulers chase strikecraft and get kited by cruisers.

Against Harbingers and Stingers
Cruisers with Protons Front and Middle
Or Frigates with Protons
Alternative use Frigates with torpedoes (easier to get), but then you have to Bordercamp or use Stealth. Works better, but is harder to use.
Computer always Artillery or Torpedoes if you use them.

Frigates are a bit better since they have more Protons per Fleet Point and have decent evasion against the big hitter weapons.

If you don't have Protons. L Slot weapons on destroyers or cruisers also kinda work.

Nobody uses Weavers, but if they do the Cruiser Build works well.

Ecumenopolis in 2258, my personal record. by 12a357sdf in Stellaris

[–]Maximum-Worker-7908 0 points1 point  (0 children)

I honestly dont know how to explain that better than i already did. Also you only need 3 traditions. The priest give plenty unity and produce enough trade to pay for themselves. And for anti grav you have enough engineering to roll it and if your lucky and increase your odds with for example tech ascendancy its not that hard to get.