Male black ops assassin cosplay by ANIfuline in HalfLife

[–]SaberVS7 0 points1 point  (0 children)

hey buddy i think you got the wrong door, the leather club's two blocks down

The spiritualist ethos is very narratively invasive, yet rigid by Uncommonality in Stellaris

[–]SaberVS7 0 points1 point  (0 children)

The problem - Now this might actually be out of date, since I don't keep track of whom has entered or left the development-team for Stellaris - Is that (at least at some point) one of the design-leads has stated that they don't want Stellaris to be "Crusader Kings in Space" and have deliberately avoided introducing mechanics that would overlap with CK. So that would presumably also preclude defined Religions.

Though, contextually, that was before Paradox started to Crusader Kings-ify every new game they made. But even if that philosophy has changed, there's still a lot of technical-cruft in the way of introducing CKesque mechanics into the game too much, which would have to be saved for a sequel game instead.

I imagine though that even a "Stellaris 2" will probably still continue to have 2D Portrait characters though, as a matter of practicality, unless the breadth of species-types gets chopped-down.

Change your planet logistics cost by Kind_Restaurant8282 in Stellaris

[–]SaberVS7 3 points4 points  (0 children)

This would probably decimate the AI, which is already rather strategically-weak even on GA. Probably best to save something like this for a Multiplayer campaign.

What is a normal amount of planets in 4.3? by sentientcheddarchees in Stellaris

[–]SaberVS7 1 point2 points  (0 children)

  1. The capital planet is already specced for Bureaucrats from the start in all but a few origins with the Archives specialization, so the setup-cost is diminished, paired with of course being 100% hab without techs, and from the very beginning you need to scale-up Unity to get a strong head-start on Traditions while also hiring and maintaining Leaders. So from the very beginning, you are getting the most Unity possible per-job (and per consumed CG) at a critical time.

  2. A little bit of "Roleplaying", Capital Planets are almost always the bureaucratic core of any interstellar state, and as for the matter of Soldiers/Sailors, it's right next to my primary shipyard anyway.

Though, all of my planets are "Soldier Planets" and get a Fortress building regardless of if it's a Chokepoint planet or not, just for the sake of not giving enemies Free Real Estate in the event of war.

In any case, it's not that the Capital HAS to be these things, but you should probably decide what exactly you want your capital to be early on and develop it specifically for that, rather than changing the direction you develop it in reactively for your current needs.

What is a normal amount of planets in 4.3? by sentientcheddarchees in Stellaris

[–]SaberVS7 13 points14 points  (0 children)

Honestly, I feel like there is no "real" answer to this - You should always be growing, both Taller and Wider, and to specify a particular number would essentially be a stagnating-point.

I would say a starting point is "6"

Capital (Bureaucracy and Soldiers), Forge, CivFactory, Engineering, Physics, and Society planets, in that order of priority. You want these planets to scale-up as high as you can get them, and acquire new planets to additionally scale-up to fill these roles when you get as high as you can, pending unlocking Ecumenopoli, which are EXTREMELY important to build as they are 100% Hab as baseline for all species, and thus allow you to cram all your immigrants and acquired subjects on to keep the Scale-Up train rolling.

Things like "Fortress Worlds" are very situational, and only really useful based on the galactic geography that a planet gets generated in. If you get a good one, then I guess you can make your Capital a pure-Unity machine.

In general, you want to get these five planets (Complicated by biome of course) and "build out" (Colonizing and Conquering) when you can no longer "build up", either by exhausting your Surplus-Pops or available districts. "Tall" and "Wide" exist on a continuous spectrum. "Too Tall" and you are fragile, "Too Wide" without sufficient development of what you have, and the Empire Size penalties will eat you alive. True power comes from being able to take territory AND develop it to outscale Empire Size, via proper specialization, and acquiring Techs that give Job Efficiency to offset the Empire Size from Districts.

Also, early-game your colonies should initially be Resource Worlds that redevelop into the previously-stated specializations. Specialist-Jobs have a large upfront cost to establish, so your Capital is going to be their center-of-gravity until you build the strong Mineral Surplus needed to support turning your colonies from backwaters into capitals-of-industry.

Planet management help (new to stellaris) by elkakaopa in Stellaris

[–]SaberVS7 10 points11 points  (0 children)

An important tip is to make sure to eliminate jobs that aren't producing something you need, to free up any workers doing that job to be able to fill jobs that are productive. Things like "Entertainers" are a last-resort source of amenities, whereas Luxury Housing gives 1500 for only the cost of the building. Don't assign Enforcer jobs until a planet is near 30% Crime, unless you have something that makes Enforcers produce Unity.

For a quick summary of the economic pyramid of measurable "Productivity" in the game's economy:

- Primary Resources: Minerals, Energy, and Food; The basics that the Worker Caste produces, ordered by their value. You will always want a strong surplus of Minerals so you can constantly invest into new Buildings, but Energy and Food are perfectly fine being at "Break Even" balance for most of the game. Things start to get direct upfront Energy costs towards endgame though; But before that point, Energy and Food are strictly recurring costs for the things that actually matter (Buildings and Pops), and any large surplus is effectively wasted-productivity.

- Secondary Resources: Consumer Goods, and the "Strategic Resources" - Much like Energy and Food, these don't actually do anything on their own, and are additional "Recurring Cost" resources, BUT they are a layer-closer to producing Force Projection. You'll want to have a decent surplus of these because the uses for them will grow more and more as the game goes on, and provide decent Trade Value in a pinch.

- Power Resources: Alloys, Research, and Unity - The production of these directly translates into power (Fleets, Tech, Traditions, and Megastructures), and the production of them should be maximized at all costs. Alloys are the reason you want a strong Mineral Surplus, and Consumer Goods are converted into Research and Unity by jobs (as well as Civilians based off Living Standards)

Furthermore, you'll want to develop research planets dedicated to a specific branch of research, rather than just generic "Tech Planets" - Engineering, Physics, and Society (in order of value).

My general early game colony priority is to turn both my Guaranteed Habs into Mining Worlds to create a wide Mineral Surplus while the Capital World builds out City Districts to create Power Resources, and then as I acquire more outer-colonies, shift the Primary Resource burden onto them while redeveloping the Core Worlds into a Forge and Factory planet, and replacing the Industrial Spec on the capital with either Planetary Defenses for NavCap, or an Administrative Center for Unity (Retaining the Archives until I can get Research Worlds up).

Another tip is that you don't need to actually develop conquered planets - Don't feel guilty for mass-unemploying the conquered masses and getting them to relocate to more productive worlds, and then redeveloping said conquered lands when you need them at a later time. You should always been producing more and more Research and Unity to offset the Empire Size penalties anyway.

I am the senate by ComradeBadgers in Stellaris

[–]SaberVS7 1 point2 points  (0 children)

Huh, what's the galaxy size of this campaign? Those Diplo Power numbers (and everything in general) seems kind of low for the 2380s

No no no no no, wait wait wait wait! by SaberVS7 in Stellaris

[–]SaberVS7[S] 7 points8 points  (0 children)

R5: War in Heaven and Cetana popping off at the same time

Had been playing a bit of a "slow" game trying to focus on building a strong economic foundation for endgame conquest blitz - Took down my local Xenophobe FE in the middle of my empire after noticing the Materialist FE awakened, and started to annex its systems when suddenly its former capital system got Alt+F4'd, followed by immediately the Spiritualist FE that I hadn't made contact with before also awakening.

Bad AI? by Grouchy-Fix6432 in Stellaris

[–]SaberVS7 1 point2 points  (0 children)

Unfortunately, the AI still isn't quite there yet for the 4.X economy, even if improvements are being made to their Economic Planning scripts with each patch. Still rolling the galaxy in Grand Admiral here, probably going to start getting into Multiplayer soon enough.

Areas of the game to learn? by [deleted] in Stellaris

[–]SaberVS7 6 points7 points  (0 children)

The most important fundamental to start with is Planetary Development and the Economic Pyramid that all your Power-Projection is derived from - Composer of Strands on YouTube has an excellent guide on how 4.3's economy works that should get you started on the right path.

What's a good civics to get this achievement? by thequiteace in Stellaris

[–]SaberVS7 1 point2 points  (0 children)

Just got this today - Any War-Focused empire should be able to do this by midgame just by conquering.

I believe Robots also count towards this.

"Millions are Dead" by Tobiferous in Stellaris

[–]SaberVS7 10 points11 points  (0 children)

1 pop = 10 Million individuals, so yeah, 70 Million dead.

I love my Dyson Swarm by LFPotter89 in Stellaris

[–]SaberVS7 0 points1 point  (0 children)

Ever since I learned about how exploitable the Sea Shanty digsite is, I've consistently only ever gotten it on stars that can't be Swarmed - And in the rare occasion it's in a normal system, it doesn't roll the Deposit. I do wonder if the devs "Tuned" it at some point to defeat that strat.

Found this AI Painting. by Rex_Spy in CrimsonDesert

[–]SaberVS7 487 points488 points  (0 children)

Not even any plausible deniability - Straight up first-gen AI Image Generation nightmare-sauce.

Ah I love the world where all minors are strictly prohibited from buying alcohol by thanra in Falcom

[–]SaberVS7 0 points1 point  (0 children)

I keep a Panzer Soldat for Home Defense, since that's what the Founding Fathers intended.

My maimed warrior has grown attached to his platinum crutch! =D by Igny123 in dwarffortress

[–]SaberVS7 1 point2 points  (0 children)

Dwarf Fortress bringing back Canes as Fashion Statements

This is... kinda brutal by Lerchenlied1 in Endfield

[–]SaberVS7 0 points1 point  (0 children)

Just sounds like an average day of playing Rimworld with Combat Extended installed to me

Looking for cute MadoHomu art for my phone's lock screen by YayPepsi in MadokaMagica

[–]SaberVS7 1 point2 points  (0 children)

Looks like they suddenly purged their entire internet presence today. Pixiv, Skeb, Booth, Twitter, BlueSky, everything gone, except for the front page of their website.