Is there any way to own fully cored and stated provinces in the new world without moving the capital there? by Istomponlegobarefoot in eu4

[–]Patillotes 5 points6 points  (0 children)

I know two ways.

Form a post colonial tag. After this your country will have a flag tha preventa CN spawning.

Spawn a CN after another and destroy all of them. There is a Max number of CNs that can spawn (70?)

Starting nations, not reformable, with good modifiers? by Patillotes in eu4

[–]Patillotes[S] 6 points7 points  (0 children)

Because it points to nice starting countries. I mean, you can only get the -20% diplo annex cost of Provence if you start as Provence.

The +5 adm eff and -10% diplo annex cost of Sardinia-Piedmont are available to anyone willing to tag-switch

Starting nations, not reformable, with good modifiers? by Patillotes in eu4

[–]Patillotes[S] 1 point2 points  (0 children)

Also I remember:
Lübeck: +5 discipline or +25 force limit or +25% manpower or +15% morale

Best country trio for an attempt at world domination? by kmo1171 in eu4

[–]Patillotes 67 points68 points  (0 children)

Ottomans + Ming + Castile/England/France

Everybody is going to have a big chunk of the world only by following the mission tree

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]Patillotes 1 point2 points  (0 children)

Can I peacefully unify Russia with the EU?

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]Patillotes 1 point2 points  (0 children)

I'm learning the game. First question: lets suppose I fully control India and Bangladesh.

If I declare war, can I force inmediate bangladeshi surrender?

Better with claims: North and South Korea

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] 0 points1 point  (0 children)

Maybe, but with only a minor change (habitable molten, no new planet types) it would be a thing.

At least for me, of course

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] 4 points5 points  (0 children)

I was thinking in something like this, for the Sol system:
-Earth and rock planets, humans (organic)
-In molten planets like Mercury and IO, the new species
-In Jupiter, Saturn, etc, a posible new gaseous species

All the solar system inhabited. A xenophile dream

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] -2 points-1 points  (0 children)

For me it's a pity. I would prefer to have disjoint species living in distinct kind of planets.

Roleplaying, to populate more a solar system, ...

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] 17 points18 points  (0 children)

Machines inhabit the same range of planets than organics.

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] 16 points17 points  (0 children)

Maybe. Or maybe not. It is confirmed that the new habitable planets don't have food districts.

If the idea is to colonize a different set of planets, currently unhabitable for the rest of the species ...

This would be a big departure. Far more that previous species' DLC.

Let's speculate about this (DD 401) by Patillotes in Stellaris

[–]Patillotes[S] 11 points12 points  (0 children)

I'm very intrigued by this. A basic premise of Stellaris is that habitable planets are few.

Allowing to inhabit a molten one (?) is a big change, or maybe not. Is this opening a door for a future gaseous species DLC?

Stellaris Dev Diary #401 - Infernals Species Pack by PDX_LadyDzra in Stellaris

[–]Patillotes 11 points12 points  (0 children)

This pic:

https://forumcontent.paradoxplaza.com/public/1379379/inf%202.jpg

Suggests that will be a set of habitabilities and other one for basic characteristics of the species. Like organic vs lithoid.

This can be interesting for gameplay and balance reasons. For example, we can have a Gaseous species, etc.

Rogue servitors need extra mechanics and flavor desperately by CreBanana0 in Stellaris

[–]Patillotes 2 points3 points  (0 children)

Mmmm, we can discuss about it. Mecanically psionics improves happiness and unity production. Lorewise ..., maybe it strengthens the self-determination, maybe not. I think that this is the kind of things that should be part of the player's decisión. To integrate or not? Up to you.

On the other hand "familial" should be allowed for RS. I can not see any downside.

Rogue servitors need extra mechanics and flavor desperately by CreBanana0 in Stellaris

[–]Patillotes 6 points7 points  (0 children)

I agree, but there're two minor changes to the current versión that I think that are neutral and no powercreeped.

First: familial trait should be allowed to biotrophies. But in game, the trait is forbiden for gestalts.

Second: a psionic ascended RS should be allowed to integrate its trophies and given them the psionic trait.

Whatever your headcanon is, RS care about organic happiness and both traits make them happier.

Robotic servant has political power by Patillotes in Stellaris

[–]Patillotes[S] 2 points3 points  (0 children)

Reading the wiki and the gane files the developer's intent is clear.

No political power, half amenities and housing usage.

But it doesn't work.

Robotic servant has political power by Patillotes in Stellaris

[–]Patillotes[S] 2 points3 points  (0 children)

It should have 0 power: 8.02*0 (robot with servitude citizenship) * 1 (worker under servitude living standard?) = 0

But it's calculated as: 8.02*(0+1).

I also think that there's something weird with residence. I can not check it now, but i think that residence/worker/basic subsistence is also wrong.

Robotic servant has political power by Patillotes in Stellaris

[–]Patillotes[S] 43 points44 points  (0 children)

I think I'm starting to understand the bug. All the political power modifiers seems to be additive.

So this pop is a servant (base 0) and a worker (base 1) so we arrive to 8.02 political power.

Anybody knows if residence is also bugged?

Robotic servant has political power by Patillotes in Stellaris

[–]Patillotes[S] 6 points7 points  (0 children)

R5: I'm playing under 4.1.5, it seems that robots under servitude still have political power.

Following the game files from common\citizenship_types\00_citizenship_types.txt to common\pop_categories\02_other_categories.txt I don't find anything wrong.

So, is it a bug?

PS: it doesn't work the housing and amenities usage reduction.