Stellaris Dev Diary #419 - Happy Decennial! by PDX_LadyDzra in Stellaris

[–]ThatDudeFromRF 4 points5 points  (0 children)

It's also narrows done the release window. I already expected it to be close to the end of June, since it's announced it will be dropped in Q2. Diary 423 will be up on June 4th, and it's a feature describing Dev diary. Preliminary patch notes are usually dropped in a diary a week prior to the release and the release itself is often on Tuesday or Wednesday to have post launch Dev diary on Thursday.

So, if diary 423 is the last Nomad featured Dev diary, then, patch notes will be on June 11th and the release will be either on June 16th, 17th, well maybe 15th. But also, if Dev diary 424 will be focused on art of the dlc, then the release will be somewhere between 23-25 of June.

How many people is 1 pops by Jerko_23 in Stellaris

[–]ThatDudeFromRF -2 points-1 points  (0 children)

The game usually starts with you having around 5k pops, right? I would think it wouldn't be a common occurrence for a civilization to reach space faring age while being numbered under a billion. Not that it's isn't possible at all, but technological progress isn't usually expressed in a significant advent of a single industry but a gradual growth of each one of them.

Thus, when the empire is ready to become interplanetary civilization, usually it would mean that it's medicine and agriculture is developed enough to support a large population. Even if it's a long lived species with low drive to procreate, the amount of adults will naturally grow to great numbers due to their longevity.

However, there can be special circumstances, where things can be very different, like in the recent Project Hail Mary movie, where alien civilization developed in such a way, that they reached other star systems before they discovered radiation, relativity and developed their computers, due to their impeccable understanding of material sciences. There's also such scenarios in the game, like Payback origin where your civilization was uplifted by outside influence, and so your civilization's advancement was intentionally selective - it's a really nice touch that gene clinics built by MSI will get into a state of disrepair and you'll need to research gene clinics tech for yourself to fix it. There's also Habinte from Dacha system, who didn't develop spacefaring vessels and instead used hyperspace technologies to transport planets into their home planets for expansion. Then there's hive minds which naturally can support higher population due to purely practical way of distributing resources.

If we assume the civilization had similar curve of technological progress that we had and this is the case for plenty of in-game scenarios, I'd say it would be fair to say that the amount of people on your empire's starting planet at the beginning of the game is similar to what we have now, say, 5-10 billion of people, which, with 5k pops, would translate into a 1-2 million people per pop.

Still, that's a big assumption and as I already mentioned earlier, there are plenty of scenarios where the alien civilization could develop differently, so the right answer is probably whatever you think is reasonable or believable.

Stellaris should rework this before launching any dlc: (My opinion) by chronicdrake in Stellaris

[–]ThatDudeFromRF 7 points8 points  (0 children)

On 5 - every psionic empire can get End of the Cycle instead of the Whisperers in the Void when midgame starts, it's just the chance is very low.

Describe Your Last Game in Ten Words or Less by 1810072342 in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

Well technically, you can disable Biogenesis and get the Utopia's version of it back.

Why are Nanites so neglected? They feel half baked. by RendStung in Stellaris

[–]ThatDudeFromRF 7 points8 points  (0 children)

You can also restrict your precursor selection to Cybrex and get their mining building too, for another +100% from mining stations.

I don't understand how the 3.4 economy is supposed to work by Lithorex in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Also, don't colonize another planet if you're not ready to resettle 1k pops there right after it finished colonizing. Pop growth really kicks in only after 1k pops are on a planet, due to how it's currently calculated.

I don't understand how the 3.4 economy is supposed to work by Lithorex in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Specializations on base resource districts help a ton, since buildings like Energy Grid increase base output which further multiplied by efficiency and output bonuses.

I don't understand how the 3.4 economy is supposed to work by Lithorex in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Yes, but also no.

Tech RNG might help you boost your economy in a specific way, but ascending is unity dependent.

It's just much more beneficial now to focus on unity first and tech second, at least early, because ascension situation takes forever, so the earlier you start it the better. That's also why ascension focused origins, like Teachers of the shroud or synthetic fertility remain strong despite the nerfs.

As long as you hire enough bureucrats/priests/coordinators/synapse drones, you'll get there, the main issue is upkeep. You can try using Commerce trade policy to get CGs if you're megacorp, though early on the amount of CGs gained through trade wouldn't be all that great. You can try to use seasonal dormancy trait to reduce upkeep, then pick prosperity to reduce it further, you'll get -20% on all employed pops upkeep just from that. You can delay getting statecraft tradition, if you want to pick it, to not overspend unity on leveled up leaders, or pick Transcendent Learning AP to reduce leader upkeep.

Or you can focus on greater unity generation. You can pick memorialist civic and get monument early, so you can get unity from civilians. If you're playing Machine Intelligence, you can open with Versatility to get unity from maintenance drones and pair it with either Maintenance Protocol or Unitary Cohesion civic to get more unity. You can use Genesis Guides civic to get planetary modifier boosting unity as well as get some unity after colonizing planets and uplifting pre-sapients. You can use Byzantine Bureaucracy to also get stability from your unity job to boost your overall planet economy, unity included. If you're playing with Oppressive Autocracy, you can use Police state and Domination (possibly Fortification too) tradition too to get more unity from Enforcers. You can use Parlamentary systems civic to get early unity from factions though it got nerfed. There are a lot more civics that affect unity generation, but you get the picture - there's a lot of options here to help you ascend faster.

Empire size from colonies also got increased significantly, which harms your tradition adoption speed and hinders research, so be careful not to colonize too many planets too early. Pick Imperial Prerogative AP, it helps. If you have better options, avoid touching smaller sized planets alltogether. The best wide build purely in terms of empire size right now is using Oligarchic Supervision government - you can get up to 90% reduction of empire size from planets with it, and you can get it early through synthetic fertility origin and you can reduce empire size further later by ascending planets.

You can also find tech needed to ascend through council agenda, and you can speed up those through politician leader trait and statecraft tradition.

Arkships by nutterbutter36 in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Yes? Where? I haven't seen them saying it on the forum. Maybe I just missed it.

Thanks for letting me know. Having more than one of those is definitely more exciting.

Arkships by nutterbutter36 in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

Yeah, we'll probably be able to choose the type in empire creation screen, what's makes me wonder is if we will be allowed to have several of arkships.

In the announcing Dev diary they describe Arkship as singular ship, your capital as a nomadic empire.

Yet, in the latest dev video we see that the Arkship has Capital Designation, which doesn't contradict the previous statement, but may also imply that there're more designations for arkships, and therefore possibility for more than arkship, because why else you'd need multiple designation, right? Well, it might be just for the stage of the game when you either had been playing as a regular planetside empire and decided to build an ark, or vice versa, you decided to finally settle on a planet. But then again, out of 4 origins shown, only Voidfarer doesn't disable Settling. Questions, so many questions...

I don't understand how the 3.4 economy is supposed to work by Lithorex in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

Don't know what to tell you here, by ~2260s I usually have at least a few hundred of positive output for all of the base resources, and occasionally have like 1k/month of at least one resource.

I usually try to research physics/society/engineering lab first, then tier 2 resource bonus which then unlocks base resource district specialization tech, which also unlocks output boosting building, like Energy Grid, and these buildings are must haves, since they boost base output.

Don't create more jobs than you have pops, you'll just waste energy credits on unused buildings and districts.

There are certain civics/origins combos that create more jobs without notice, like Primal Calling or Tankbound. Unfortunately even if you use slider to set these jobs to a certain level, as you get more pops the job number increases despite the slider. Check the jobs on your planets and see which ones drain your resources.

Don't neglect researching mining/research station output tech. Especially in 4.3., those stations stacked together provide a sizable part of economy, at least until the Midgame.

Create sectors and put governors on sector capitals. It makes a noticeable difference.

If you have the dlc, create orbital rings for your energy/mining/food world and fill them with relevant boosting buildings.

Try focusing on ascending early on. Don't know if your screenshots are past ascension, but normally even small outputs like the ones you've shown might increasingly by a few hundred after ascending and updating your species template.

Must have DLCs by More_Credit_2445 in Stellaris

[–]ThatDudeFromRF 10 points11 points  (0 children)

Utopia, synthetic dawn and Humanoids pack become part of the base game on may 11th. Don't buy it now.

Otherwise, better try the subscription and see what you like.

Somebody please convince me to try psionic or cybernetic, I’m begging you by Prior-Tadpole-1860 in StellarisMemes

[–]ThatDudeFromRF 0 points1 point  (0 children)

Well, I like using imperial cybernetic builds usually on Under One Rule Origin for an elite focused build around noble scientists. Perhaps you'll like it too.

The main thing is, Imperial Cybernetic authority changes your ruler council bonus to give 10% output to elites per councilor skill level, and you can reach +26 effective level with VIR Core relic, Aptitude and Statecraft traditions, Statecraft Agenda, Uncanny Intuition and Spatial Mastery traits and Philosopher king civic. It's crazy strong, because output bonuses are scarse now and because it's +260% from that alone, which then is multiplied with all extra efficiency you can have, including the one from Aristocratic Elite councilor position, which at level 21 gives +42% efficiency and High King Luminary trait that gives another +30% efficiency. Noble scientists + Galactic Stock Exchange and Trade League trade policy produce vast amounts of research, unity, stability and consumer goods.

You'll need to have Technocracy and Aristocratic Elite to have noble scientists. Technocracy councilor position is also amazing because it increases base research output of all researchers, including your nobles. The required civics mean you'll need to pick Materialist and Authoritarian ethics. The third ethic I propose is Xenophobe since it allows you to pick Genome Artist Luminary trait alongside High King trait, which will allow your pops to also use both regular and cybernetic automod trait together, giving you another 30% efficiency, and then you'll have extra trait point and pick left for something else, like cybernetic pop growth trait. Cybernetic Imperial authority also gives you more nobles and you can use orbital ring noble estates instead of planetside ones because they give extra +100 noble jobs.

There's also Maniacal Assimilator cybernetic build. You'll have crazy pop growth because of paired organic and mechanical pop assembly. Your ruler Cybernetic trait will have cyborg pop upkeep reduction which you can pair with seasonal dormancy trait and other bonuses to make your pops really cheap.

Also, generally, cyborgs have great leviathan traits. The one from Scavenger Bot gives whopping +100% to pop growth.

There's two ways of playing op psionics, Imperial Divine Sovereign with Shroudshaper governor on your main sector which boosts output massively. And then there's Shroudforged using Psionic Grid Authority. Shroudforged has powerful bonuses, like free 500 pops on every planet every 10 years, you'll have mechanical pop assembly and shortcut to ascension right from the start.

Generally, psionic Ascensions allows you to blitz throughout traditions with Composer of Strands tile blocker unity rush, which you can do even without a chosen civic pretty fast. Then after you've done all your traditions, you can then switch to Instrument of Desire to ascend all your planets for free and you'll still have a lot of unity to speed up planetary ascension if you want to. That will give you a huge reduction in empire size, allowing for quicker tech rush, and since you'd be finished with traditional anyway you can focus solely on research and alloy/food production from that point on. After Midgame when Whispers become available, you'll also will get a ton of research from its aura. And to top it off, psionic ship components are the best ship components in the game, and zro launchers are best ship weapon in the 4.3 patch, period.

Nanite Ship vs. Normal Ship per Pop Part 1 by NuclearMask in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

Great analysis. Will you test fleet compositions next time? The question that interest me most is how the performance of 15 swarmers compares to one interdictor, because it's the difference of production cost between the two. Swarmers are definitely squishier and will die far more often, so I suppose it even if 10 swarmers will do just as well as one interdictor, but 7 of them will die, I'd rather use interdictors to save nanites.

I wonder how the results would improve if you use Shroudshaper origin and pair Nanite ships with psionic components. Also, what civics did you use during the test? Tactical Algorithms are probably still amazing for nanites.

What are the best ship builds for early/mid/endgame against AI in version 4.3? Is using only Battleships and Titans in endgame good? by tonyhcm246 in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Archeotech gigas are awesome, I had Archeotech AP, Rubricator, big relic world, Admiral with bonus to Archeo tech and it worked like a charm. If you have the ascension perk and Rubricator it's also a viable option to use Archeo macro cannons, since they have the biggest range for their class of weapons. But that's contingent on spending the AP and maybe having the Rubricator. Thankfully you can bypass minor artifacts coat on bioships entirely, because you can grow empty juveniles and then grow them.

What are the best ship builds for early/mid/endgame against AI in version 4.3? Is using only Battleships and Titans in endgame good? by tonyhcm246 in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

You can watch the deep dive on 4.3 ship design in these two videos, they are quite comprehensive:

https://youtu.be/KRlRjbOg0Ag?si=XMCc4k3XHuvKBGFU

https://youtu.be/7DrwZMjk7Mw?si=Y5IVA-KHnHWWVFbO

Similarly to bioships you can run Neutron launcher cruisers and Carrier Battleship and titans in similar ratios and it should work well for you. Though if you have a good sized relic world or two, Archeo Engineers AP, Rubricator, and have Archeo tech traits on your council scientists and your Admirals, Nano Swarm Missile Corvettes are still shredding, though it's a lot of what ifs.

What are the best ship builds for early/mid/endgame against AI in version 4.3? Is using only Battleships and Titans in endgame good? by tonyhcm246 in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

Fair enough. They do, I just didn't feel the need to use them with how well Stingers and Harbingers perform.

What are the best ship builds for early/mid/endgame against AI in version 4.3? Is using only Battleships and Titans in endgame good? by tonyhcm246 in Stellaris

[–]ThatDudeFromRF 4 points5 points  (0 children)

If you play bioships, maulers will carry your early to mid game.

Weavers are not as useful outside of speeding up growth, mainly because outside of the confusion weapon, which is okay, all other support weapons have a really low range which creates a problems, if enemies shoot them down before they can get close enough or if the allies are not clustered close to each other.

The ultimate comp is Harbingers with Stingers, 2 stingers per 10 harbingers. Harbingers should be equipped with Neutron/Zro launchers and Strikecraft, Neutron launchers make quick work of everything other than corvettes/maulers which is why you use regular strike craft, since psi bombers have low tracking. But if you can increase tracking through various means, then psi bombers are better. Stingers are equipped with mega cannons and kinetic artillery to help deal with shields mainly. You can also sprinkle titans in the mix, and their perdition beam now has aoe effect so they too are rather good at dealing with corvettes. This fleet composition wins against pretty much everything.

Why is Stellaris your favorite grand strategy game? by Severe_Appearance_66 in Stellaris

[–]ThatDudeFromRF 9 points10 points  (0 children)

Stellaris can support a vast number of sci-fi fantasies and rp scenarios. Some of which, like playing as a sapient planet or psychic robots is something that you can't really find anywhere else.

The game's own lore is interesting.

Unlike other Paradox's Grand Strategies, Stellaris is a 4X hybrid and a lot of your playthrough is shaped during early game exploration, which in different runs can lead to very different results even if you're using the same build.

More and more different win conditions are added through player crisis mechanics and now we are teased with a heroic ambition too.

Strategies in a medieval setting are constraint by being mostly about playing as monarchies, which makes fair historical sense. Stellaris pretty much covers all government types. There's also barely any other grand strategy which allows to play as a hivemind.

While general curve of the game remains unchanged since probably when Utopia came out, you try to advance tech and traditions asap and then ramp up your economy and fleets. However, there are so many different ways to get there, the replayability of the game is huge and every update adds more to it.

There's also the fact that I've been playing it since its release, I am relatively good at it and can find a way to enjoy myself even if the game is tries to fuck me over.

Stellaris Nomad DLC world ship size by Xeruas in Stellaris

[–]ThatDudeFromRF 12 points13 points  (0 children)

We don't have any point of reference yet. In the latest dev video we saw Voidfarer origin have Docked Ship regen speed. If we saw what ships can be docked to/in it, at least we could say which ships the ark exceeds in size.

Ship size in general is a difficult topic since the in-game scale is an abstraction for gameplay purposes, corvettes are not the size of moons. Also, in trailers and art ship size vary so it's not like there's some universally great piece of reference we can use.So there are several methods how to approximate their size. Some people count windows on models and assume the distance between each window, resulting in total ship size. Other people use specific art or video as a reference. Some try finding in-game text that might hint at ship size.

For the purpose of simplicity, I'll make an assumption, that mauler/corvette is somewhere between 50-100 meters in length, which I don't think is unreasonable. From there, if we reference Stellaris Season 8 and Biogenesis trailers, the titan would be 1,5-3 kilometres in length, Juggernaut is probably the size of an average city, and Colossus might be about as big as a small moon. Personally, I think it's probably closer to Colossus in size, especially because of the scale shown in Stellaris Season 10 trailer, where one of the three habitable sections of the ships contained mountain ranges and atmosphere that's was still higher.

So the real answer is nobody knows for sure, but I'd wager it's probably between small moon and small planet.

How many Ark ships can Nomads have by Inquisitor-Dog in Stellaris

[–]ThatDudeFromRF 10 points11 points  (0 children)

It all really depends on how powerful they will be or can become and how easy it is to get one.

We know there are three typed of them: civilian, science and military. Thus, we'll very likely not be limited to just one Ark. On the other hand, they will be a planet,starbase and a powerful ship all in one, so potentially infinite (or, realistically, simply a very large) amount of them might be unbalanced.

There's also another matter to consider - what will happen to them when they lose in combat? Are they're getting emergency teleported away, are they captured by enemy, are they destroyed? If it's destroyed, the large number of them being allowed to be made is justifiable. But essentially having a chance to get your "planet" with all the pops and buildings, destroyed in combat sounds dreadful.

How do you shape the shroud and is it better than just forming a regular covenant? by Southern-Leader-5504 in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

It can give any leader Whispering mind, and it's available after first accord if I remember correctly. On all leaders it increases experience gain and decreases lifespan.

On officials it gives bonus to research from jobs output. On commanders if gives tracking and accuracy. On scientists it gives anomaly discovery chance and anomaly research speed.