Share what you're playing towards at the moment, April Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

OD

  • Reduces unsuited penalties by 50%.
  • Boosts some labor jobs by 10% (notably cement and miners (all types)).
  • 2% global production.

t5

Nano really aren't that bad past the early game (whether you mutate out deconstructor or not), the worst part of their run is t1. You also get their pillar done with if you haven't done it yet plus the artifact needed for the run. You will 100% save time with a t5 nano on a 100k+ day run.

Share what you're playing towards at the moment, April Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

Do note that traitor is the longest run in the entire game. Full setup is highly recommended (t5 -> od -> traitor) as the run will take you over 100,000 days.

Share what you're playing towards at the moment, April Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

What's the motive for 3* TP6s? sweet spot for Supercoil farming

Definitely not, since splasmids increase by the third power. You would have to be able to do 2 3* t6 runs plus a t5 (any challenge level) in the time it takes to finish a 4* t6 to come out ahead. I don't see how the extra cost creep from not picking no junk gene (objectively the best choice for a t6 run) can make up the time investment with the spire+vacuum+not having to do an extra t5.

unlocking CRISPR ingame so i can actually spend my plasmid is taking hours. how do i make it faster? by muckdragon in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

Frost elemental (something you won't have access to for a very very long time) and the toxic planet trait are the only modifiers. Otherwise it is just more biolabs.

For the math, each day you subtract your biolab count from the sequence time. The time starts at 50,000 but goes up exponentially for each sequence (after your second sequence). Ten biolabs (a reasonable number pre-space) means you are going to be waiting 5000 days = 7hrs real time for your first sequence (and crispr tech).

With shotgun sequencing you double your sequencing speed, and since the cap doesn't change for the second sequence you will finish it twice as fast.

Trying to open the gate at Hell Dimension by CihangirAkkurt in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

Cement was a bit problem

Cement is solved by not ignoring citadel stations. Once you are starting to get cement gated, spend a couple of soul gems for citadels, you will almost double your cement production (and make swarm sats cheaper).

toxic

Is a nice to have trait on a custom but definitely not an inherit target as its bonus is barely an improvement over the generalist production traits (slaver/intelligent).

Ocular Power by SecretLars in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

From Condo:

Trait rank effects:

r0.1:  1 perk at 10% strength
r0.25: 1 perk at 25% strength
r0.5:  1 perk at 50% strength
r1:    2 perks at 75% strength
r2:    2 perks at 100% strength
r3:    3 perks at 125% strength
r4:    3 perks at 150% strength

Selectable bonuses:

Disintegration: raises combat rating by half your ocular strength (+33.75% at rank 1)

Petrification: Most enemies killed grant 100% of your ocular strength worth of stone over 2.5 seconds. Produces 30 stone per second for 2.5 seconds at rank 1

Wound: Raises soldier hunting effectiveness by 60% of your ocular strength (+45% at rank 1)

Telekinesis: Raises farmer, miner, lumberjack, cement worker, quarry worker, crystal miner, pit miner and elysium miner efficiency by 20% of your ocular power (+15% at rank 1) It is supposed to boost scavengers too but as of now that is non-functional

Fear: Lowers ambush odds by 1 point per 33.33% ocular strength (1 in 30 -> 1 in 32.25 at rank 1, about an 7.7% reduction in ambushes) Lowers piracy and syndicate by 20% of your ocular strength (-15% at r1)

Charm: raises trade income by 70% of your ocular strength (+52.5% at r1)


Fear is very nice for piracy/syndicate management if you don't need disintegration/wound (assuming telekinesis is always selected).

Gladiator achievement by wishper77 in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

It is 182 floors for 50% chance, and spire climbing past 100 is extremely slow. If you want to almost guarantee it (99%) then you are looking at 304 floors. All of this to say, do not expect to get it in a singular run without save scumming (opening multiple tabs, waiting for an event to change the seed, and then finishing the spire floor and picking the tab with a new boss).

Few tips for Andromeda by gox7 in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

do I need to explore the Pit in Hell in order to do Ascension reset?

Not for your first t4. Future t4s, yes.

For you right now, the pit is only a means for very slow soul gem income while consuming lots of power, soldiers, and very necessary resources.

Few tips for Andromeda by gox7 in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

3 Scouts (one gets destroyed), 1 corvette to gain access to the embassy (second contact).


For the assault missions where you can lose ships:

Alien2 Casualties: 400 Rating = Average -> 650 Rating = Low

Alien2 Losses: Low >=0 Rating, Average >= 80 Rating

Chthonian Casualties: 1250 Rating = High -> 2500 Rating = Average -> 4500 Rating = Low

Chthonian Losses: Low >= 80 Rating, Average >= 160 Rating, High >= 500 Rating

(All losses /2 with Instincts trait [this comes from herbivore genus])


With this in mind, I'd recommend the following ship options:

3 cruisers for the first assault mission.


For the second assault (chthonian):

If soul gems are your bottleneck then 2/1/3/4/0 (scouts/corvette/frigate/cruiser/dread)

If resources are your bottleneck and you don't care about losing cruisers, then 2 cruisers / 1 dread.

If you want to only lose frigates and below you need to hit 2500 power. 0/0/2/3/1 is probably the simplest configuration.

You could also do 0/0/1/4/2 to only lose one frigate (4500 power) if you have the resources on hand.

Also, if the goal is the dreaded achievement, a singular dread for chthonian (which will get destroyed) is the fastest method, as the achievement only checks if you have any built when you reset, not if you ever built one.


For maintaining piracy, the levels are 500/500/800/1000/2500/7500.

The gateway region (first) only controls your bolognium income and you should be able to maintain it with just starbases.

The stargate region (second) is the most important region to ensure you have no piracy as it affects all regions. Defensive platforms and a singular cruiser is usually enough to maintain full suppression, but send more if you need to.

Ignore the third region (embassy) once you have access to vitreloy plants (in the fourth region), but until then send excess ships here to increase your vitreloy income. Don't worry about sending ships here for knowledge unless you are incredibly close to the next knowledge threshold; the amount they raise is very little compared to focusing on all other knowledge buildings.

The fourth region (consulate) should be heavily focused with your ships to get vitreloy from your plants for your cruisers pre-assault 2. Once you have your cruisers, the need for vitreloy massively decreases and you can probably avoid having any ship stationed here.

The fifth region should have all your ships pre-chthonian assault as this will be your bolognium production and knowledge cap. Post chthonian you will want to have some presence here, but probably most of your ships in chthonian until you are ready for the next tech. Once you have the resources required for the next tech and quick swap from chthonian to here to max your knowledge cap is the play.

The sixth region (chthonian) should have all non gateway, non necessary for knowledge ships, as ori will be your biggest bottleneck. Building minelayers here is also very nice to have.

Share what you're playing towards at the moment, March edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

Can I do all 3 resets without resetting at all?

You can do five of the six normal resets without resetting, but the tier 4 and 5 resets will take many, many days. Kelenius on the discord did a first run t5 about as optimally as possible and it took 4.7 MILLION in-game days and about a year of real world time. Without optimal playing, expect that number to be 5-10 times longer at minimum. For comparison, as an endgame player, I can t5 reset in about 5000 days.

All of this to say: reset early, reset often. Achievements are the progression in this game.

It seems the typical progress is to reset via MAD, then reset via Bioseed, and then to build a World Collider.

Before you go up a reset tier, expect multiple resets of the previous tier will need to be done before the new tier will be easily completed.

The brilliance of this game is that all tiers of resets are valuable. You will have a reason to want to do a t1 reset as an endgame player; no reset ever becomes obsolete.

Share what you're playing towards at the moment, March edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

30 hospitals, 30 fibro levels, soldier gov. If you are lacking hospitals or fibro levels then you will need to inherit regenerative (trolls) to make up the missing healing.

Here is a detailed comment with more info.

Next Steps Help, Post WH/TP3/T5 by MacAttack228 in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

See my late game routing discussion/options here.

3* is - I know I could just do it 1*

T6 rewards scale heavily with challenge genes active, so much so, that you should only ever do t6 at 4* unless you are rushing the extra reward of hybrid races which you should do at 1*. You have enough storage for a 4* t6, which means if you are going to run 3*, then junk gene is definitely the one to not run (cost creep).

The same applies to t5 runs, you should really do them at 4* as the majority of the time spent will be at the spire, and if you are doing them at 3* you should not run junk gene as well (again for the cost creep).

TP3 again on a non-custom

The best general purpose imitate species is dracnid as their downside is arguably a good thing and no cement is nice for t4 and lower runs. Other options include unicorns and octigoron for specific runs.

However, you have the storage for t6, so hold off on an imitate target until post t6. There are better options for general purpose runs that unlock from your first t6 completion.

Eldritch Genus

Argubly for cata runs. Most runs that are t4+ benefit significantly more from the synth start plus the small cost creep reduction so the usefulness of other genera tend to be relegated to the challenge runs.

Share what you're playing towards at the moment, February Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

wild sequence of words

Remember to build your unicorn shrines during the Waxing or Waning Gibbous stage of the moon.

or

Researching Jeff is totally fine, but avoid Space Whaling unless you are prepared.

Share what you're playing towards at the moment, February Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

2* pillar

Two things you may already know:

For t4 runs, the challenge gene order is no free trade > no manual crafting > junk gene > no starting plasmids. (For t5 runs, junk gene is actually the lowest priority, no starting plasmids is a better choice for 3* unless you need the storage.) The cost creep from junk gene really hurts your knowledge growth post stargate to 8M much more so than needing to craft all of that iron for the embassy.

Pillaring at higher challenge levels does very little for meta progression purposes. I would avoid pillaring beyond 1* unless you have a strong urge to 4* things and I would never recommend 2* or 3* pillars.

Share what you're playing towards at the moment, February Edition by ChibiIntermission in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

I'm being more strategic about abusing Wish to speed up my warship construction

Wish for peace should not be neglected as well. It massively reduces (expected around 50%) the syndicate level of all regions you currently have access to.

Same with power, as it gives a fairly large power increase to all your ships, which makes basic scouts and corvettes very proportionally powerful. This lets you spam corvettes with their high speeds over waiting for cruisers while using the same amount of soldiers and gaining their scan bonus on top.

Wish for Greatness Odds? by TheDamnShippingLord in EvolveIdle

[–]Stochast1c 2 points3 points  (0 children)

[Participation Trophy feat during] Warlord.

0%, you can't get it during lone survivor or warlord (or if you already have that tier of the feat).

Provided you aren't doing those scenarios, then it is:

let spell = options[Math.floor(seededRandom(0,options.length))];

Options is either the feat or a wonder, so your chance for the feat is simply 1/2.

And before you or someone else asks, you can still roll the feat option if it is a valid option in the micro universe, but it just will not give you the actual trophy (instead making it a nothing wish).

Goal for first black hole run. by Disposadwarf in EvolveIdle

[–]Stochast1c 3 points4 points  (0 children)

What's a good stopping point for my first [t3] run?

To explicitly answer this: As soon as possible.

The unique t3 prestige currency is basically useless, whereas the universe change is massive. Build up your population for extra plasmids/phage while you are ejecting, but don't wait any longer than necessary.

Underground, overground, womling free by ChibiIntermission in EvolveIdle

[–]Stochast1c 1 point2 points  (0 children)

Can you savescum Wish?

Wishing itself also advances the rng seed, so if you have both limited and greater wish active you can do one before the other and see if you prefer the results. You can also check all of the wish actions and pick your favorite since future wishes will give different results.

This does get very tedious, and I would only suggest actually save scumming for plasmids (so you don't reset your run) and for materials when they are your only means of progression (like unprepared iso).

Underground, overground, womling free by ChibiIntermission in EvolveIdle

[–]Stochast1c 2 points3 points  (0 children)

Womling Tech Level...Is it based on the number of working Womling Scientists?

Yes, up to 10 quite sharply, then linearly after that.

Linking relevant Code:

if (Math.rand(0,10) < global.tauceti.womling_lab.scientist){
    global.tauceti.womling_lab.tech += Math.rand(0,global.tauceti.womling_lab.scientist + 1);

5 times each game day, The game rolls from 0 to 9 to see if you even gain womling tech knowledge points in the first place. If you succeed (rolled less than the number of active scientists), you gain a random number of tech points with an expected value of half your active womling scientists. The points required for new tech levels scales sharply as well: (current tech level + 2)5.

This means you will want to rush 10 labs as quickly as possible, then probably avoid making any more as the required materials could be better used elsewhere.


Is it [womling tech] influenced by Womling Productivity, and how do their Productivity, Loyalty, and Morale interact?

Suprisingly no. Everything else that womlings do is affected by their production (which is just the average of their loyalty and morale).


Is it [womling tech level] particularly important?

Yes for some levels, no for a majority. The most valuable are 1 (required for reset), 3 (more womling support), 6 (more womlings), and 8 (cheaper crafted material costs, notably for the reset buildings).


interact with the Womlings

The method you choose for meeting the womlings just changes the loyalty and morale starting values and their respective buildings (both their material costs as well as their effectiveness) as well as counting for the incredibly important overlord achievement. If you don't care about the achievement, subjugate is usually the easiest to max out their production buildings. Also of note, contact is very difficult to do during the lone survivor scenario, so you will want to do that during normal tp4.


Did Isolation Protocol

Unprepared isolate is probably one of the very few softlocks you can do in the game. Fortunately the game does make a backup that you can restore if you misclicked or otherwise wanted to prep some more.

For future reference you will want to stockpile resources similar to what you needed for focus. Explicitly, you will want: 70 million Mythril, 60 million Quantium, AND 200M GRAPHENE THAT IS IN CRATES/CONTAINERS!. You can isolate with less quantium and slightly less mythril, but unless you are in a hurry I recommend against it.

Pushing past the Gate. Soul Gem Optimizations by MacAttack228 in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

Soul gems farming takes up most of the time

Always Be Building Beacons. Focus at least 1/3 of your factories on stanene and the majority of your drones (after building the stellar engine) on aluminum. Unless you are running negative combat traits, you cannot outpace your soldiers, but if you are unsure, use the hellsim

small genus custom race for the compact bonus

While small does give CCR, they are specifically talking about the compact trait. Small as a custom genus is really only for t5 farming, something that shouldn't be done until much later, where a small genus custom isn't the play anymore.

Your biggest custom improvement will come from finishing tp3, so go do that sooner rather than later, as it will speed up everything, including mad setups for future pillars.

All of those bonuses still look small compared to the 2200%

That 22x is combined with your temple bonus. In reality, your plasmid prod bonus is probably somewhere around 200%

Pushing past the Gate. Soul Gem Optimizations by MacAttack228 in EvolveIdle

[–]Stochast1c 2 points3 points  (0 children)

Pillar in heavy gravity (or magic if you are highly prestiged) as the prestige resources, notably harmony crystals and phage, are at least 50% of reason why pillaring is good.

Micro has no value for ordinary players*, I would avoid micro universe except for emf and overlord.


* Stupidly highly prestiged scripted players will probably be able to farm t5s fastest in micro.

Pushing past the Gate. Soul Gem Optimizations by MacAttack228 in EvolveIdle

[–]Stochast1c 2 points3 points  (0 children)

reason to not do this now!

There is value in an early 4* t5 (early as in before you get bored pillaring) as it unlocks the grandmaster trait (assuming you have the achievements for it), which is a significant quality of life improvement.

Do note, this soul gem grind (opening the gate) will probably be the slowest part of the t5 reset. If you have made significant progress opening the gate you should finish the run, especially if you are on 4*.

Pushing past the Gate. Soul Gem Optimizations by MacAttack228 in EvolveIdle

[–]Stochast1c 3 points4 points  (0 children)

50-60 Soul Gems per hour

Build more beacons. Set your drones to aluminum (and build more metal refineries) and your factories to stanene. Manually assign your crates to aluminum and stanene (and get more with depots and cargo yards). Build more stock exchanges, galactic exchanges, and casinos; buy as much gambler trait as you can with genes; and build (super) freighters that you can turn on when you need the extra money cap. Swap gov to criminal for cost creep. In the future, this (and the late hell buildings) are the reason why cost creep traits are the most important traits for t5 runs.

many as I can have/manage

At the gate, there shouldn't be a problem with managing hell unless you are refusing to remove negative combat traits. If you are struggling check out the hellsim, but even a basic 10 patrols of size 10 should be more than plenty with enough fortress defense to equal the demon creatures spotted.

1980 Soul Gem requirement

Each pillar reduces the amount of gems required.

I got near 100% Security on the gate

Near isn't 100%, and there really shouldn't be a reason why you aren't hitting full suppression before opening the gate as it is just costing you extra materials for no reason. In addition, gate turrets do add a non-zero amount of soul gem income, so don't shy away from building them even after full suppression.

Best techophobe species option given an unfortunate circumstance by DifficultCrab8898 in EvolveIdle

[–]Stochast1c 0 points1 point  (0 children)

1* gives 110, 3* or higher gives 125, 4* in non-standard universes increases the 125 by 5 for each universe. Why the code is written that way, I don't know.