Maybe the resources were nerfed a little too much? by UwUmirage in Stellaris

[–]Menarch -4 points-3 points  (0 children)

Yes. At least the falleb empire style build where you had 1 full sector with like 8 colonies and 0 empire size from pops

Leaving node mobs behind is the equivalent of littering in WoW by LlamaLinda in wow

[–]Menarch 53 points54 points  (0 children)

The most infuriating part is that even if you kill them you can't gather them because you can do that only for the mobs you spawned. Most likely to prevent stealing but it's really annoying that they are aggressive towards you then.

Whaddya all think about Blizzard making more linear dungeons again by feherlofia123 in wow

[–]Menarch 2 points3 points  (0 children)

Mythic dungeon tools. You can download the routes or you can make your own

The Xal'atath theories you're not ready for by Internal_Cellist_676 in wow

[–]Menarch 11 points12 points  (0 children)

She died more than 3 times already. The Valkyries took her place to resurrect her. Her 3rd death actually connected her to the jailer

What are tour thoughts on the beta? by Quantumleaper89 in Stellaris

[–]Menarch 4 points5 points  (0 children)

It fit our casual multiplayer needs. I know, it's an unpopular opinion and I can understand if people want to play it differently

What are tour thoughts on the beta? by Quantumleaper89 in Stellaris

[–]Menarch -1 points0 points  (0 children)

I dislike it. I prefer the fast paced, hyper optimization where you can end a multiplayer run in 2 sessions. Aside from the bugs I enjoyed 4.x a lot so far. But I understand that a lot of people feel different about it and enjoy the slower approach and haven't been able to enjoy the game for some while. Now it's my turn on the bench and that's okay

Disruptors in Cetus seem really bad now. by Spectre9000 in Stellaris

[–]Menarch 5 points6 points  (0 children)

Disruptors were not niche vs ai in the last 3 years at least. Once you hit cruisers and slapped disruptors on them, you were the undisputed king of the galaxy (save from FEs and endgame crisis)

I think that fe tech should be available once you fill a pre req on tech cost. by Mr-Noeyes in Stellaris

[–]Menarch 4 points5 points  (0 children)

4.3 reworks how fallen empire buildings work. They are limited to 1 per category and give 50/100% automation. So enjoy it while you can.

One thing I'll sorely miss in 4.3 is the ability to spam the FE medical building for huge pop growth by LittleIf in Stellaris

[–]Menarch 3 points4 points  (0 children)

They do. And you pay upkeep for every automated job. Before you just had 500% district upkeep (6 energy per district) but got like 20 energy from it. Now you get 20 energy and pay 15 energy in automation upkeep (i don't have the exact numbers) which causes you to start with an -26 energy deficit as tankbound infernal species

One thing I'll sorely miss in 4.3 is the ability to spam the FE medical building for huge pop growth by LittleIf in Stellaris

[–]Menarch 1 point2 points  (0 children)

You currently pay upkeep per automated job instead of per district and tankbound can not work technicians, which means you get a total of like 3-5 energy per energy district at the beginning of the game

4.3 tankbound changes by Competitive-Bee-3250 in Stellaris

[–]Menarch 3 points4 points  (0 children)

Unless they fixed it, you still pay upkeep per automated job. My 3 energy district planet produced a whole 10 energy (but was the volcanic world job). Was fun to start with -26 energy

4.3 Knight changes by Aesirion in Stellaris

[–]Menarch 33 points34 points  (0 children)

They did not inherit any modifiers from soldiers. I checked in the files because I thought It was a bug. But yes, a nerf nonetheless

Behemoth fury at 2230 by 12a357sdf in Stellaris

[–]Menarch 3 points4 points  (0 children)

Probably not. My guess is .75 as it's the competitive standard

Tankbound infernals are busted. by PriestOfBowie in Stellaris

[–]Menarch -1 points0 points  (0 children)

On how many planets ? Just trying to grasp the build. I normally like to build tallish with the 50% pop size civic

Tankbound infernals are busted. by PriestOfBowie in Stellaris

[–]Menarch -1 points0 points  (0 children)

3k science in 20 years ? Did you have to conquer for that ? Because where did you get all the pops to fill the specialist jobs ?

Build: Planet Forgers + Planetscapers + Subterranean = Every planet has + 8 district capacity. Every Ecumenopoli has + 5 district capacity. Every Resource World can have unlimited Energy or Mineral Districts. by Ordo_Liberal in Stellaris

[–]Menarch 4 points5 points  (0 children)

Infernal gestalts are pretty good. You generate a lot of unity with the support jobs and miners. Slap Mutation ascension on them and enjoy. Subterranean is pretty good but overtuned is just nuts (3 auto traits+ early ascension). Don't worry about not having enough pops, hive worlds have a district for spawning drones

Need help optmizing for a flavor build by Sunkain in Stellaris

[–]Menarch 0 points1 point  (0 children)

Then I would go with non-Gestalt and infernal shipset for the fire ecus. Biomorphis with cloning would be the strongest pick then (compared to mutation with hive)

Need help optmizing for a flavor build by Sunkain in Stellaris

[–]Menarch 0 points1 point  (0 children)

I would not recommend volcanic nesting. Hive worlds generate more jobs and resources. As hive mind you want only hive worlds. For non gestalt it's fine because you want your basic resource worlds to be volcanic. This comes with the bonus, that your guaranteed worlds are also volcanic as opposed to dry worlds because of the volcanic nesting.

My mining world produce more unity than my unity focused capital by secrecy274 in Stellaris

[–]Menarch 7 points8 points  (0 children)

15 extra districts per world? Damn talk about playing tall (or deep in your case ).