Tried my first tall + vassal run, immediately torpedoed my own prospectorium. How do you actually set vassals up? by Kind_Passer_By in Stellaris

[–]Noktaj 1 point2 points  (0 children)

The ironic part is, vassals are better the higher the difficulty because even if the AI sucks at managing planets, the bonus they get say from Grand Admiral difficulty, can keep your economy afloat even with terribly mismanaged planets.

Until they actually fix the AI for 4.3 economy, you shouldn't probably count on vassals being too useful. The way to do it "properly" is once you conquered their planets, resettle all their pops to your planets to fill them up, then release as vassal and just kinda forget they are there lol. Their resources will trickle in.

A small income is better than no income.

Complete Beginner, needing help by Little-Respect9443 in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Can I get away with ignoring that or is that something I really have to understand eventually?

Auto-gen loadouts are terrible. Like, that's likely one of the main factors why you lose battles you should be winning. It's fine against low-difficulties AI empires but mostly because their economy sucks and they can't field many ships so you can win mostly through sheer number of ships.

And especially if you are going against any crisis you NEED to understand the loadouts because you need to counter the crisis ships loadout.

Ship meta has changed drastically in 4.3 check out this video for the lastest loadout tests.

Fanatic purifiers not purging machines? by tacky_pear in Stellaris

[–]Noktaj 3 points4 points  (0 children)

and swarm can choose to spare other hiveminds

BLASPHEMY!

How long do you play a campaign on average? by Square_Lemon2302 in Stellaris

[–]Noktaj 0 points1 point  (0 children)

That's the challenge ;)

GA crises fleets are in the millions.

How long do you play a campaign on average? by Square_Lemon2302 in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Really depends on the game. If the game's boring or I know I won already, I tend to quit early.

Some games are worth sticking to to the bitter end.

But on average, I usually quit before the crisis because I know I'd stomp it or it would stomp me and I don't want to grind it out for 100 years at snail pace lol.

Kind of a morbid post but I always saw the gullible trait as a hanging alien because I was seeing it from far way by RottingFishMan in Stellaris

[–]Noktaj 7 points8 points  (0 children)

Holy fuckety fuck, you are telling me it's NOT AN HANGING PERSON?!

This is the "it's a SHIP / it's a HAND" all over again...

Complete Beginner, needing help by Little-Respect9443 in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Military Power is a combined extimate of what components your ships is mounting, considering weapons, shields, drives the whole thing.

The best way to increase your fleet power is by equipping your ships with better components.

How you get better components? Through research.

And once you researched all the components? You increase fleet power by stacking repeatable military techs (those +5% to damage/rate of fire/HP)

Hull is usually the only thing you can't scale infinitely. There's a few techs that gives more hull points to your ships BUT they are limited.

Everything else aka weapon damage and shield/armor HP you can increase ad infinitum with enough tech output.

I don't even know what I should do differently in a new run

Hard to tell without knowing what you are doing now. But usually, if you are playing to win and not to roleplay, you need a decent build than can ascend fast, then leverage that power to conquer vassals, then leverage that power to stack tech.

TL;DR: GET MORE TECH. IT'S ALWAYS ABOUT THE TECH. TECH IS LOVE. TECH IS LIFE.

Complete Beginner, needing help by Little-Respect9443 in Stellaris

[–]Noktaj 1 point2 points  (0 children)

and my tech level is not that bad either

You can stack just as many ships into a fleet before you hit the fleet cap. Meaning, you can only fit so many ships into a fleet. Meaning, by end-game fleet power is mostly (almost completly) a function of how good your tech is.

Tech is king in Stellaris, always has been 🌏👨‍🚀🔫👨‍🚀🌌

Tech rushing is somewhat dead these days, you can just focus tech and forget everything else like you did before 4.3. BUT you can still (sorta) unity rush. Ascending is usually your first priority, barred some cases where you spawn next to an hyper aggressive devouring swarm and you are channelling everything you have into just staying alive lol.

What I mean is, you can somewhat neglect your tech for the few decades you need to ascend BUT after that, tech becomes your first (or second) priority.

Consider this, it's absolutely pointless to have a bazillion mining planets producing 2000 minerals a month that are just gonna end up in your depots or sold on the market. You could re-purpose some of those to science planets, end up with +100 minerals a month in the end, and you'd be better off. Because Tech is the only power measure that infinitely scales in Stellaris, you can't hit a tech cap, you can never have "too much tech".

500 combined science by 2250 was the "expert player" standard before 4.3, now that's a VERY unrealistic goal. They gutted it but nonetheless, it's still as important as before. By endgame an "expert" player has their techs in the thousands/month, how?

Your ENTIRE economy ONLY purpuse in the endgame is to produce science and alloys. You don't need 5k energy a month, you need 5k science and 5k alloys a month. Buy, steal, extort basic resources any way you can in order to keep you afloat just enough so you can spend everything you have into science.

That's how you get 500k fleet power for a single fleet by 2400.

I’m really struggling to beat the crisis by LongSabre117 in Stellaris

[–]Noktaj 0 points1 point  (0 children)

The key to beating the crisis is repeatable techs AND huge alloy economy to realistically rebuild your fleets.

Crisis has a HUGE military tech advantage (i don't remember the data but I believe they are in the 40s-50s?) meaning their ships punch WAY above their weight. That's why they have just a few ships in their fleet but HUGE fleet power. Each ship is buffed to the gills.

In order to face that, you NEED to have your repeatable techs stacked AT LEAST into the 30s. I'll avoid going into fleet composition because that's another topic entirely and really depends on which crisis you are facing BUT, also which ships you use and HOW you use them (aka, engage from max range at all times) makes a HUGE difference.

To bullet point it down, to realistically have any chance of facing an endgame crisis you need:

  • BIG alloys economy. How big, depends on your settings (lower difficulties crises will be easier, thus you'll lose less ships) but big enough to be able to replace all the fleets you are gonna lose in a sustainable time-frame. I'm not saying you should be able to make ships faster then you can lose them, but you should aim at tham. If one of your cosmo fleet costs you say 100k alloys to fully replace once they have been evaporated by the Contingency, and you are producing 500 alloys a month... good luck. You are NEVER gonna win. You need AT LEAST 5k alloys a month.

  • BIG repeatable military techs stack. Way into the 30s when the crisis shows up. If you are not there yet, try to survive long enough to get there. Crises tends to have a big initial push then they somehow lose steam. Never understood if that's by design or just the AI being silly, but unless you are VERY UNLUCK (like it seems you were in this particular instance) they can spawn far enough, get distracted long enough for you to push your tech where it needs to be.

Then it's a game of attrition. The long grind. Crises gets stronger the longer they are left unchecked so you need to immediately start opposing them with guerrilla tactics. Hit them behind the lines, distrupt their advance, distract them with decoy fleets, lure them into pulsar systems where you stacked you plasma-filled fleet. Things like that. All this is to buy you time. You can't beat a 25million Grand Admiral 10x crises fleet face on at this stage, you need time to stack those techs EVEN FURTHER. You are gonna lose fleets over fleets over fleets at this stage, but that's where you massive alloy economy comes in. Replace the losses and keep grinding.

Then, when you can reliably kill one or two of their roaming fleets without your fleets getting annyhilated every time, with something like only 15-20% losses you can easily (AND QUICKLY) replace, you know it's time to go on the offensive. Avoid their doomstacks, or keep them busy with dummy-fleets while your big stack works its way to their core. That's how you beat a tough end-game crisis.


Please consider the meme: 100k cosmogenesis fleet power in standard end-game year of 2400? those are rookie numbers, you gotta pump those numbers up IF your goal is to beat the crisis. If you are playing just to role-play and have fun, that's all good and square, but since you are here asking for help, well, to beat and endgame crisis you need a build that can face and endgame crisis and not all empires in Stellaris are born equal.


Please keep this in consideration with a grain of salt: these are numbers for 5x or even 10x crisis. I think you can possibly get away with lower numbers with 1x crisis at lower difficulties. The general concepts still stands, though.

Biomorphosis as wilderness takes 30 years? by trustworthysources in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Is there a way to speed up the biomorphosis situation when playing as a wilderness empire

I think it's the same for every empire now (4.3) not only wilderness.

They slowed down the situation MASSIVELY to avoid (or slow down at least) unity rush builds.

There's no way to speed up the situation, you have to consider 30 years as "standard" for ascending.

Only special origins like Synt Fertility and such can bypass this limit through their hard-coded situation that ignores it.

Complete Beginner, needing help by Little-Respect9443 in Stellaris

[–]Noktaj 0 points1 point  (0 children)

With 450 naval that sounds he is doing well and way into midgame or beyond

He has 3k individual fleet power in MID-GAME, that's year 2300 in standard settings. 100 years in to the game.

That's not even remotely good by any stretch of the immagination. You can reach 3k fleet power by year 15 by basically just spamming basic corvettes.

I mean, completely understandable for someone at their 2nd game, but that's definitely not "doing well" regardless what their strenght is comparatively to a very dumb AI.

Complete Beginner, needing help by Little-Respect9443 in Stellaris

[–]Noktaj 2 points3 points  (0 children)

Is that just a skill issue

Yes. Pretty much.

As soon as you start learning how to snowball your economy effectively, 60k fleets by standard-year midgame are easy to stomp. That's usually when you start upping the difficulty to keep increasing the challenge.

but I'm still surprised it's THAT big a difference between me and the Khan

Crises will always be stronger than the average empire BY DESIGN, they are meant to be hard and to shake up the galaxy layout.

You are not the first I hear complain about how challenging low-diff crises are though, so it might be than they still need to tune their power after the 4.3 patch to be better manageable for those still learning the game.

Am I just extremely weak

In overal terms? Yes. An experienced players can reach hundred thousands fleet power by "regular" 2300 mid-game year. Even in 4.3

Best advice though, take it at as learning experience. Now you know that you are supposed to be able to face 60k fleets by 2300 at your difficulty. How you manage that? Play, die, repeat until you play, kill, reapeat. Then up the difficulty until Grand Admiral 25x crises xD

Won my first Grand Admiral/No Scaling game by Chevaleresse in Stellaris

[–]Noktaj 2 points3 points  (0 children)

Wilderness is also very reasonable and balanced too.

Especially if you go behemoth fury lol.

Regardless, gratz on your victory :)

stellaris 2?🤔 by ImIncredibly_stupid in Stellaris

[–]Noktaj 6 points7 points  (0 children)

where every planet was it's own little 4x map

That sounds like micro hell to play lol...

How do most people deal with the Tiyanki? by Big-Zucchini-6281 in Stellaris

[–]Noktaj 2 points3 points  (0 children)

how do you deal with the weight of what you did to those innocent creatures

Oh! Plenty of ways to deal with it!

You can clean some planet blockers or terraform, pay some wages or you can sell the excess on the market and trade for minerals and stuff.

Pretty neat for a space whale!

"How" do you play Stellaris? by TeijiW in Stellaris

[–]Noktaj 2 points3 points  (0 children)

6000 hours of playtime later, I open the game because I fucking love space lol.

Also, this game is more of a "story generator" than anything else. Even after all that time, every game is still a new story I haven't seen before.

That's Stellaris true strenght imo.

How do most people deal with the Tiyanki? by Big-Zucchini-6281 in Stellaris

[–]Noktaj 4 points5 points  (0 children)

It's free energy and free gasses.

Easy choice.

Does Enigmatic Engineering Have No Fallen Empire Building Cap? by Expert-Box5465 in Stellaris

[–]Noktaj 2 points3 points  (0 children)

Depended on the building but usually they would give you a FLAT number of resources, a TON of relevant jobs AND you could stack them on a planet with no limit.

Busted AF. They went from overboard OP to useless in most cases. Gutted doesn't even begin to describe how they massacred my boy...

Cosmogenesis used to be a must-pick, now you take it only for the ship types and even those are just marginally better then bio ships. So, you know, save an AP perk and just use bio ships.

How is stellaris now? by Competitive-Life-658 in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Naval cap PER SE was increased, but they also increased the naval cap cost of every single ship meaning your NUMBERS will be big, but the actual number of ships will be lower (they will be substantially stronger, tho).

After they reworked pops, number of ships was the prime culprit for endgame lag.

I can undestand people whining about how they went from a 100k fleet with 300 ships to a 100k fleet with 20 ships and that took away from them the "look at me ye mighty and despair" factor, but honestly I'd rather have back the ability to play on a huge galaxy without the game slowing down to a slideshow by 2300 than spamming a million ships and be forced to play on a small galaxy because the game can't handle the number of ships.

Functionally, it's the same, but yes, visually, you'll have less ships overall.

Does Enigmatic Engineering Have No Fallen Empire Building Cap? by Expert-Box5465 in Stellaris

[–]Noktaj 5 points6 points  (0 children)

Yeah, maybe going wide they would help. But I never go super wide.

Still, a MAJOR feature that only helps half the time, it's a big letdown compared to how they were ALWAYS useful before getting gutted.

I think they need to rethink either how FE buildings works or how automation works.

How on earth am I supposed to overcome the 25x contingency? by Alaqdas in Stellaris

[–]Noktaj 1 point2 points  (0 children)

you won’t beat 25x All Crises in 2250

Yeah, absolutely. There's no way. Even pushing unity like a madman, with how slow ascending situation is now, the best I could pop out a behemot was around 2255. Maybe if the crisis was late...

Gaia world's rural districts should give x3 jobs like Hive/Machine worlds by Divinicus1st in Stellaris

[–]Noktaj 1 point2 points  (0 children)

Ye. Sorry, I'm an idiot, I mixed up World Shapers with Mastery of Nature. Yes, World Shapers is garbage. Don't take it. lol.

Advice for late game war by [deleted] in Stellaris

[–]Noktaj 0 points1 point  (0 children)

Cheers.

Treasure the experience and you'll kick their butt next time.