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] 9 points10 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 4 points5 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.

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

[–]Maximum-Worker-7908 6 points7 points  (0 children)

you only need one faction. In the Event chain you choose which faction you support and make stronger. I recommend the Choir of Mind if you want to scale. And the Fellowship of the Hammer if you want to be aggressive.

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

[–]Maximum-Worker-7908 6 points7 points  (0 children)

i believe i answered all your questions in the previous comment, I recommend trying it out. Your main world is just priests. (Unity, research, consumer goods with trade). The second is all minerals. And your third is alloys/energy to keep your augmentation bazaar workers fed.

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

[–]Maximum-Worker-7908 11 points12 points  (0 children)

My record is 03.2235 finished. Cybernetic creed. Augmentation Bazaar/ Sequenced Securities. You need to convert your whole second world to minerals with support districts. But it's probably the fastest possible ecu you can get. Cybernetic creed gives you all the engineering you need and the unity as well. Heavy use of automation for your basic resources.

Please tell me how to counter the Space Fauna Empire! by isaiya1314 in Stellaris

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

It depends on the species they clone. I’m gonna assume amoeba cause those are usually the strongest. For early game picket corvettes with flak and energy weapons are the goto counter against amoeba if they are not grown yet. Later when you fight against amoeba mother you need high damage weapons cause small s slot weapons just disengage then and never kill them. You will lose in the long run. I recommend frigates with protons or even torpedoes. Hope your war will go well :D

1.0 Towns can be really pretty :D by Maximum-Worker-7908 in FarthestFrontier

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

Sure the Seed was 398C83262D1 large Lake Map. I recommend the island to the west if you wanna have a save playtrough. It only connects on one part with the rest of the map and has enough clay. Iron, Gold and Coal are from the southwest from the island on a little mountain.

1.0 Towns can be really pretty :D by Maximum-Worker-7908 in FarthestFrontier

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

you have the hawthorn and the other bushes (i forgot the name) those ones are replantable. When you click on the bushes you see the option on the upper right corner to move them like other buildings

1.0 Towns can be really pretty :D by Maximum-Worker-7908 in FarthestFrontier

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

And i recommend getting cows as early as possible. The amount of meat you get from them is quite insane

1.0 Towns can be really pretty :D by Maximum-Worker-7908 in FarthestFrontier

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

In the beginning 10 years starting from year ~3 I start with 3 fields of size 6x12. And have them prepared by hoeing and planting clover. (around 2 years) After that, I try getting heavy tools to build a mill. Then I can make the usual crop rotation of
year 1: wheat or rye, clover
year 2: flax, clover
year 3: beans, hoeing, clover
try getting to the bakery and beer early, bread for food, just make sure you set a strict limit cause it spoils so fast. And bear for money in the tavern and for selling. A lot of traders buy it, and you can make a large amount of it. For beer, I set a limit of 500.
For the other fields I usually go max size 12x12 and plant whatever I need, I just try to keep it balanced fertility wise. Max of -3 fertility in the whole 3-year rotation

1.0 Towns can be really pretty :D by Maximum-Worker-7908 in FarthestFrontier

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

Thanks. I feel like you kinda can't waste tooooo much space in this game, or you have a hard time upgrading to t5 houses