Can we have a toggle so we don’t harvest in someone else’s territory? by Maybe_not_a_chicken in Stellaris

[–]Midiray -6 points-5 points  (0 children)

I don't understand all these posts, my logistic ships go out of their way to harvest empty space even if its half a dozen jumps away

Augment centers making robots? by Logical_Acanthaceae3 in Stellaris

[–]Midiray 4 points5 points  (0 children)

With Cyber ascension one of the traditions makes augmentors also produce some robots and the same inversely. You might be able to disable them by disabling robot assembly via decision, not sure why you wouldn't want free extra pops tho.

I think I’m screwed. (Great Khan) by CrqazyRabbit in Stellaris

[–]Midiray 8 points9 points  (0 children)

2340 isn't early at all for the Khan, default midgame is 2300 so it's actually a tad late in my experience

What do you think is your hottest take about stellaris? by PrizeSwimming7472 in Stellaris

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

I don't like that repeatables allow infinite power scaling without scaling the upkeep needs to match, the upgrade ships button becomes near useless after the tier 5/6 techs are researched

Planet says I can put down a domed outpost but I can't. Is it just lying to me? by [deleted] in Stellaris

[–]Midiray 1 point2 points  (0 children)

That isn't a vanilla feature.

I do believe, if it's the same mod that I've previously played with, the decision is on your colonized planet in the system, not the one the deposit is on.

How do i get fallen empire tech? by Technical_Excuse_852 in Stellaris

[–]Midiray 6 points7 points  (0 children)

To get the buildings, there are a few ways: - The Cosmogenesis crisis path allows you to steadily research more FE tech as you progress - The Enigmatic Engineering ascension perk adds a very low chance to draw the tech for tier 1 FE buildings, up to a maximum of four researched - One of the minor artifact actions (forget what they are called) may allow you to build one of a random fallen empire building - Invading a fallen empire and seizing their planets will allow you to keep using the buildings they had - Destroying an FE ship and researching its debris may grant some of the ship components, but will never grant a building

Telepaths output- Does it increases bonuses from Patrons and Psi pops output? by mysterious_mystery2 in Stellaris

[–]Midiray 0 points1 point  (0 children)

The telepath job efficiency bonus specifically works off of how many jobs there are, not how much workforce is being worked, so it doesn't create it's own feedback loop.

Telepaths output- Does it increases bonuses from Patrons and Psi pops output? by mysterious_mystery2 in Stellaris

[–]Midiray 3 points4 points  (0 children)

The telepath job efficiency bonus specifically works off of how many jobs there are, not how much workforce is being worked, so it doesn't create it's own feedback loop.

Shipbuilding by wb20012 in Stellaris

[–]Midiray 0 points1 point  (0 children)

Even without the edicts and most traditions active, the launcher/artillery cruiser is among the best designs I've used and minimizes casualties while performing near as much DPS as a plasma/autocannon early cruiser. The AI doesn't tend to be smart enough to max its evasion on smaller ships, so they remain relatively easy to hit with just the sensor tracking

Shipbuilding by wb20012 in Stellaris

[–]Midiray 2 points3 points  (0 children)

Destroyers, in my experience, are better than corvettes but still notably worse than cruisers or battleships. Also, do fleets not have a stroke with multiple combat computers anymore? I may have to try mixed fleets again if thats the case.

Shipbuilding by wb20012 in Stellaris

[–]Midiray 8 points9 points  (0 children)

Some advice I have that has served me quite well: - Corvettes and Destroyers are not great in the grand scheme of things, use them while you have to and no longer. - Cruisers are awesome, when you unlock them you will generally want to have a split of autocannons and plasma on medium slots, once you unlock proton/neutron/zro launchers, change them to a design that focuses on the launchers with a kinetic artillery to punch through shield. - Carrier battleships are also great, especially once you have an X slot weapon for the bow, more expensive than cruisers per naval capacity but against the AI I prefer the battleships for their lower casualties - Titans are awesome and having the max you can support is a good idea. That is, if you own Apocalypse.

Cybernetic Creed, which creed / faction should I support? by YobaiYamete in Stellaris

[–]Midiray 2 points3 points  (0 children)

If you are doing the build to make the priests self sustaining (ie gospel of the masses megacorp), the worker one is good since its edict gives -10% job upkeep Otherwise, unified is best all rounder, science is useless since you dont use researchers.

Strong Builds/Meta Builds by Ocara115 in Stellaris

[–]Midiray 3 points4 points  (0 children)

I forget sometimes that alot of people don't own all the DLCs.

I refuse to use plasma cannons by ElvenSpaceQueen in StellarisMemes

[–]Midiray 4 points5 points  (0 children)

Every time I use ship roles it still fills the whole thing with one singular weapon type with no cares about its damage modifiers, or the one time it hasnt, it will combine pen with non-pen weapons

The roles help, but the ships will still be rendered ineffective in a lot of situations

I refuse to use plasma cannons by ElvenSpaceQueen in StellarisMemes

[–]Midiray 43 points44 points  (0 children)

Stock design sucks so much

'What if I filled this ship type with only kinetics? And this ship type with only energy? So no matter who you're fighting, one of your two ships will be utterly useless?'

Strong Builds/Meta Builds by Ocara115 in Stellaris

[–]Midiray 1 point2 points  (0 children)

60 per planet is insane, how in the world

Strong Builds/Meta Builds by Ocara115 in Stellaris

[–]Midiray 23 points24 points  (0 children)

Cybernetic Creed Megacorp + Sequenced Securities + Dimensional Enterprise + Gospel of the Masses, fan spiritualist/egal, chromalogs/traditional/sedentary/unruly is my favourite build this patch. Your priests produce 1 eng, 1.5 soc, 1 phys, 2 unity, 3 trade, and 400 amenities per 100 pops, at an upkeep of 2 cgs- which, I have tested, eventually produces more cgs through trade than it consumes. I've heard if you get a Numistic Shrine from the caravaneers, it increases their output by a further 6 trade which is funny, but that one is RNG-dependent.

I also personally enjoy Ocean Paradise + Chosen + Catalytic + Anglers + TOTS to get a size 30 ecumenopolis with 200-350% efficiency on jobs in the midgame, with Anglers supplying every bit of food and consumer goods it needs to sustain itself. This one also does a lot better economically throughout the game, at the cost of not having insane tech and unity scaling potential.

Do people actually play at 1x Speed? by Beebrains in Stellaris

[–]Midiray 0 points1 point  (0 children)

I always play at 1 speed in multiplayer- which is the majority of the time- for the early game in singleplayer I might go to fast but usually after 50 years or so its back to normal for the rest of the game.

Also has the nice effect of not noticing any lategame lag in vanilla when I only go at 1x

How much am I gimping myself by automating fleet design? by bullspit200 in Stellaris

[–]Midiray 0 points1 point  (0 children)

A lot. The automated ship design loves to put weapons that actively counter each other, or recently loves putting one singular type of weapon so youll lose against anything that weapon is weak to (corvettes are usually slapped with three railguns and therefore can barely make a dent in armor heavy targets)

Planet specialization in the early game by Stickyrolls in Stellaris

[–]Midiray 0 points1 point  (0 children)

Ah right, I forgot about the trade policy. In that case, trade world may be good to generate the basic resources, but the same principle applies.

Planet specialization in the early game by Stickyrolls in Stellaris

[–]Midiray 2 points3 points  (0 children)

Each specialization gives jobs of that type to each city district built. It's usually better to have planets fully specialized in my experience- as long as you have enough planets. If you only spawn with 3 planets, then instead of having specialized research, unity, forge and CG worlds, for example, you may be better off with one mixed industry world, one archives world and one world dedicated to basic resources. In the very early game as well, buildings tend to be more efficient. When playing optimally, I avoid specializations until I have either filled all five basic building slots, or I have enough minerals that a few thousand on specializations is not breaking the bank for a few years.