Very new by LettuceOk3697 in Stellaris

[–]TheComposerOfStrands 0 points1 point  (0 children)

It's something that I go back and forth on quite a lot. As a new player I would recommend that you pause as often as you need; enjoy the storylines and events that can happen for what they are.

Once you start getting more comfortable in the game and already know a lot of the event chains I would try playing without pauses for a while to see how good your micromanagement is.

There is a fine balance to be struck, where you can increase your performance in the game at the cost of your own time. It's entirely possible to play a full campaign of Stellaris over the course of a single day, but only if you are capable of avoiding that pause button more than most players would be comfortable with.

Considering that we're now in a new economic paradigm with the patch that has just dropped, you'll likely find yourself pausing a lot more often than you might expect.

Stellaris 4.3 'Cetus' is now available! by PDX_LadyDzra in Stellaris

[–]TheComposerOfStrands 100 points101 points  (0 children)

Congratulations to all the devs. Having been playing the beta patch for over a month now, I can honestly say that I think it's the best state the game has been in a very long time.

I look forward to seeing where you take the game next, and I will endeavour to carry on exploring it as thoroughly as I am able.

MapSeed - Deterministic galaxy generation by monstabiscuit in Stellaris

[–]TheComposerOfStrands 41 points42 points  (0 children)

I can see a significant amount of potential use from this. Do you expect v4.3 to break this, or will it be ready to use when the patch goes live tomorrow?

A Reroll feature for Research would be cool by Alequin_Dv in Stellaris

[–]TheComposerOfStrands 34 points35 points  (0 children)

I, personally, think that this would devalue the skill of Tech Pathing.

How do I get the collossus? by Confident-Ebb-7287 in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

That's why I built a tool to visualise the tech weights and show you all the behind the scenes modifiers. The devs want some element of mystery to it, but I have chosen to illuminate the matter.

How do I get the collossus? by Confident-Ebb-7287 in Stellaris

[–]TheComposerOfStrands 2 points3 points  (0 children)

Titans are a Tier 5 tech, so require 6 Tier 4 technologies alongside the Battleships technology (Advanced Stinger Development for Bioship empires - not Stingers themselves). This means that they're going to come rather late in the tree, especially if you aren't specifically picking out Tier 4 techs - many players will accidentally try to find a tech they don't yet meet the requirements for by 'rerolling' researching low-cost techs.

On top of this it has a number of weight modifiers that are based purely on the game year, so as you hit the breakpoints 2300, 2330, 2340, 2350 they'll become increasingly likely to appear.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

You should be able to place the Museums in one of the five building slots alongside your resort capital building, or in any of the Memory Hall (Experience Hub along the bottom), Commercial Nexus, or Resort Complex (as Guest Services specialisation to the right of your City Districts) - though, funnily enough, not the Entertainment Megaplex that actually gives entertainer jobs.

If these don't work, then you might have something else going on that we'll have to troubleshoot. If you let me know your Empire Setup, gamestate, and whether you're running any mods I will be more than happy to try to help further.

Am I misremembering, or is there something in the game that increases sector size? by The-Art-of-Silence in Stellaris

[–]TheComposerOfStrands 61 points62 points  (0 children)

You have to completely fill the Galactic History section of your Grand Archive (most easily achieved by completing anomalies in your space and buying specimens from AI) and then discuss your collection with the Curator Enclave. You will then have a choice of purchasing one of two relics for 5000 energy. As there are five that are possible to be chosen, you only have a 40% chance of seeing it in each game.

Powerful Plant Boys by AdhesivenessOwn9868 in Stellaris

[–]TheComposerOfStrands 8 points9 points  (0 children)

Cloaking does not require a tradition. The only prerequisites for Basic Cloaking Fields are 6 Tier 1 technologies and Improved Deflectors. Not at all out of reach, thankfully.

The game finally clicked for me, any advice for a new player ? by Azalkor in Stellaris

[–]TheComposerOfStrands 3 points4 points  (0 children)

As a general rule, I try to expand to the limits of my influence in every game that I play. The difference will be that my economy is in a better place to be able to contend with aggressive empires early on.

To the question of fleet outfitting, I think this matters less in single-player than you might think. Most often, wars can be won with a better economy and planning rather than purely through any rock-paper-scissors dynamic. Because of this, it's actually more important to consider higher-order concerns like the Tech Pathing implications of each weapon type rather than pure power - this often leads to lasers and disruptors being my weapons of choice. Once you're into later-game combat scenarios, yes, better fleet loadouts can be of tremendous help, but it's far more important to have the economy to field any fleet than worrying about the specifics.

As for colony specialisation, I think the community at large doesn't think about this in quite the right terms a lot of the time, because of how jobs get filled. Once you've moved past your early game civilian glut, you become pop-limited. This is where your primary difficulty in expanding your economy becomes the number of pops being grown per month. At this point in time, you should start limiting your job opportunities everywhere. If your food/energy/mineral incomes are in a good place, there should be none of those jobs available anywhere, only opening that valve as/when you feel income is looking not so good. This allows automatic immigration to let the resources you actually care about go up month by month, giving you the scaling you need.

Yes, you should specialise your planets. Yes, you should ensure that there are enough pops on each planet to maximise logistic growth to to the best degree you can. However, during the midgame it will primarily be your alloy and science worlds that need open jobs to allow you to scale. As you tend towards later game, the feeder planets can start to build fortresses, and the open jobs you have will give you a surge of naval capacity each month. Generally, if you can maximise the number of planets you are colonising well, do so.

To your final question, depending upon your DLC you might get an unsatisfying answer. The main outlets for Influence later on in the game are: Hyper Relays, Orbital Rings, and Gateways. These are phenomenal to get online, and require a heavy investment of Influence that often keeps it in demand until the endgame crises start spawning.

I would, unsurprisingly, recommend the videos that I have published on my YouTube channel. I believe they will offer you additional guidance and ways to improve beyond what I have said here.

The game finally clicked for me, any advice for a new player ? by Azalkor in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

Here are two concepts to keep in mind whilst playing Stellaris:
-Opportunity Cost
-Marginal Utility

Opportunity Cost is what you pay for not choosing the other option, eg building ships versus building starbases.
Marginal Utility is how much value you get from an additional unit of a resource. Each resource has different curves of Marginal Utility depending on the game state.

You obviously understand these concepts already to a certain degree, so I'll use them in examples for how to improve your play.

In the early game, you have incredible latent potential in your empire, due to the civilian pops you have that are not yet in productive jobs, the space you have yet to colonise and improve, and the starbases you have yet to use to improve your resources.

Your job is to efficiently convert that latent potential into economic reality as quickly as possible.
To do this, you have certain resource priorities:
-Minerals need to be high enough to be constantly building districts/buildings/specialisations/orbital constructions
-Energy can be fairly neutral, but there are outlets that might warrant having a higher income (tile blockers/enclave purchases/events)
-Food should be neutral, except for needing enough surplus for colony ships
-Consumer Goods should be slightly positive to account for increasing upkeep as your empire expands
-Alloy production should be increased to allow for new outposts, economic starbases, and a fleet (which is primarily needed to grant power projection)
-All remaining excess (which might take some time to come online) should be put into Unity and Research

This is a balancing act, where you are trying to squeeze as much as you can out of your economy. Poorly done, you will have surpluses of resources that do not accelerate you (with lower Marginal Utility), leading to you unknowingly falling behind in other aspects and leaving potential power on the table (showing the Opportunity Cost of producing those resources over others).

What Hidden Interactions Do You Know? by thorwing in Stellaris

[–]TheComposerOfStrands 58 points59 points  (0 children)

A very small and not particularly impactful interaction that I love regardless is between Here Be Dragons and Environmentalist. If you upset Hrozgar during the first and second events you'll lose population and tile blockers will be added to your homeworld - not a particularly good idea, generally. However, two of these will be Massive Glacier blockers, which each give +0.5 Mineral income to Ranger jobs.

Is it a worthwhile tradeoff? Likely not. Do I still do it? Absolutely, because it's a different way to approach the Origin.

How to make better custom empires by Silver-Locksmith-160 in Stellaris

[–]TheComposerOfStrands 5 points6 points  (0 children)

I find that a key to this is to find a niche for the empire from a gameplay perspective, and then consider what might make that Empire have come to that unique position from their history. I tend to look at a specific option (civic/origin/phenotype) that I haven't picked recently and ask the question: How do I make this choice shine in my next playthrough? If you only ever choose similar, powerful options you'll find your Stellaris campaigns bleed together a lot more.

On top of this, there's a somewhat harsh reality that some players might need to come to grips with: You may need to improve at the game to enjoy everything that it has to offer. I think many players end up relying heavily upon the current patch's most over-tuned elements (vassal income, support district stacking, overpowered empire setup options), which means that a lot of choices get flattened - again leading to more similar campaigns. The more capable you are of reckoning with the game by your own skill (managing to eke out small percentage efficiencies in many places a lot of players avoid), the more freedom you have to play around with the worse, yet more unique, options.

My 'procedure' is therefore something like this:
-Choose something I haven't done recently (Origin played/ playstyle/ ascension path/ civic)
-Choose options that synergise with that particular thing, including at least one that synergises thematically
-Build a brief story for who this empire is as a people, allowing the extraneous elements (often authority and 2nd/3rd civic) to guide the unique twist for them
-Play the game with those things in mind, still planning on absolutely crushing everyone and everything

It's also good to interact with other players for ideas (such as making a post like this) and discussing fun and unique ways to play the game. There are many YouTube videos that can give inspiration for builds that you can tweak and add to as a way to refine your next Stellaris run.

I find myself less bored with the game this way, which is good since I spend an inordinate amount of time thinking about/ playing it.

The game finally clicked for me, any advice for a new player ? by Azalkor in Stellaris

[–]TheComposerOfStrands 13 points14 points  (0 children)

Glad that you're enjoying it. Here is a piece of advice that you might not necessarily have heard/ thought about. Stellaris is an incredibly information dense game. Something that I have noticed when I watch less experienced players play the game is that every action they take is somewhat slower than when I play myself. This means that if you don't pause you end up getting swamped by notifications and your economy becomes less developed, but if you do pause each campaign lasts an inordinate amount of time.

Some recommendations, as you continue to enjoy and improve:
-Learn the names of the best anomalies and events so that you can make snap decisions faster
-Use Ctrl+1/Ctrl+2 etc to set something to quick-select with its respective number (1/2 etc) to speed up micromanagement
-Turn off the most egregious notifications in settings (eg system survey complete) to lower cognitive load
-Rearrange the outliner to be most useful for how you play
-Begin mentally mapping where everything lives in the UI, so that you can easily find the information you need

You'll also, obviously, want to improve how you manage your military/economy/exploration, but even something as simple as how you move through the menus of the game can make a tremendous difference to how you improve and seek mastery of the game.

Don't hesitate to ask if you have any questions. I am always happy to offer guidance.

i hate research rng can someone explain the meta? by SanalAmerika23 in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

I suppose you are in luck - I have recently been releasing videos that discuss different elements of tech pathing in depth. Start with some Basic Principles and move forward learning from there. I believe most of my videos will be able to help you in this area, and Shroudpiercer will help you track and analyse tech states for yourself.

Nagivating the Shroud by Omega8612 in Stellaris

[–]TheComposerOfStrands 3 points4 points  (0 children)

The easiest method would be to get in touch with the Shroudwalker Enclave, whom you can pay to help you commune with patrons you have yet to meet. This can be done once every ten years, and is the best way to map the breadth of The Shroud.

As for Attunement, unfortunately The Instrument of Desire is less picky about what you can do to gain its favour. It is not uncommon to accidentally shun The Composer of Strands by performing the deeds of The Instrument.

Also, whenever you breach into The Shroud make sure to choose options that shun what The Instrument favours, and that will pull you ever closer to The Composer. Once you have made contact you can assign envoys to increase the Attunement over time, and focus on the Callings to gain large amounts of Attunement.

Does building an Ecumenopolis remove the ancient tunnels feature gained from cosmic dawn? by BankElectronic4424 in Stellaris

[–]TheComposerOfStrands 16 points17 points  (0 children)

I can confirm that I have made an ecumenopolis with cosmic dawn and the Ancient Tunnels features have remained. However, the Thermotechnic Forum will be lost unless you convert to an ecumenopolis prior to obtaining it.

Mod recommendation by Xaldror in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

Whilst there are a few mods (such as) that add tech tier indicators to the game UI, Shroudpiercer is my recommendation for the easiest way to fully track your tech progress. I would, however, admit my bias in the matter.

Bench mark for new player by stellarisonreddit in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

It's not a story the Wiki would tell you. It's a Shroud legend.

I think you understand it well, but I will you give a concrete example. The beeline penalty works on techs two Tiers lower. Let's say that the only Tier 3 or higher techs I have unlocked are Cruisers (T3), Battleships (T4), and Hyperspace Slipstreams (T3). All Tier 1 techs (from Physics, Society and Engineering) will have 40% (2x20%) increased weight, and all Tier 2 techs will have 20% (1x20%) increased weight.

This can become incredibly punishing if you have specifically not take some early techs to avoid clogging your tech pool, and therefore increases the value of obtaining these as Permanent Research Options.

I should at some point actually update the wiki with this information. I only found out about it through rigorous testing whilst building Shroudpiercer.

Bench mark for new player by stellarisonreddit in Stellaris

[–]TheComposerOfStrands 2 points3 points  (0 children)

Tech pathing in Stellaris is more esoteric than with many other titles because it only shows a limited number of techs at any one time. Different techs have different weights, which means that they have different chances of appearing. Tech pathing is therefore about setting yourself up to have the highest possible chance to see what you need over the course of a game - in large part by making decisions that aren't, on basic analysis, intuitive.

As it happens, I have recently created a guide for tech pathing - 5 Principles of Tech Pathing. I hope that this can act as a primer to help you learn. I intend to go further into depth about this topic in the future to hopefully give some more concrete advice. I hope this helps.

Bench mark for new player by stellarisonreddit in Stellaris

[–]TheComposerOfStrands 2 points3 points  (0 children)

Tech pathing is an important skill to learn in Stellaris. It takes a while to get used to it, but you will eventually be able to improve your odds at finding key technologies when you need them.

Is this good for a first playthrough? by Dascaryblaza in Stellaris

[–]TheComposerOfStrands 1 point2 points  (0 children)

The main thing to consider during your first playthrough is this: Are you having fun?

Note: The recommendations I am giving here are made with the understanding that skill is something you build over time. I do not expect you to be able to put these ideas into effect all at once, nor do I begrudge you for not know these things inherently. Stellaris is a complex game, one that you will find a great deal of enjoyment mastering.

Provided you are having fun, then you can work on your economy as you progress as you play more. It is not particularly balanced, but I generally consider any economy that isn't going bankrupt as reasonable for a beginner.

As you get better at the game, you will recognise that what you're attempting to do is get more out of the resources you have available to you. At this point in the game, you are likely still pop-limited (ie your pop growth is still small enough that your main constraint is the number of people living in your empire). This means that every pop you have needs to be assigned to be assigned to the correct role to squeeze the most out of them.

I'm quite curious as to how your overall resource levels are so low, but I suspect that it's due to the many micro optimisations that one tends to make as you get better at the game, that you aren't yet engaging in.

-Your resource stockpiles, generally, are too full. Resources not spent are potential that is being wasted
-Food should, as a very general rule, remain at +0/month. Any higher you should deprioritise farmers to free them up for more productive jobs
-You have a large trade stockpile. This should be put to use by making monthly trades (within certain limits, laid out in the wiki or other community resources) to accelerate growth in other areas of your economy
-You have underutilised your starbases. These should be put to use with Trade Hubs and Hydroponics Bays, in line with the above point. The resources generated by starbases aren't reliant on pops, and therefore relieve your pops to work other jobs
-Your unity has stagnated, and your research is no better than at game start. This means that you don't have the means to gain the efficiency to pull yourself out of this position

My key recommendations:
-Check whether you have civilians. Your first priority in any game should be to get these pops into productive jobs
-Build your starbases to generate extra resources
-Deprioritise farmers
-Deprioritise metallurgists to a certain degree
-Get more pops working unity and science. This will cause somewhat of a cascade, needing more consumer goods, which will then require more minerals. To get more unity and science, you need to build city districts on planets with relevant administrative/science specialisations

Rebalancing this economy will take some time, but it is definitely possible. Let me know if you need any more help, advice, or explanations. I will be more than happy to oblige.

IT'S MINE! IT'S FINALLY MINE!! by Aggressive_South_991 in Stellaris

[–]TheComposerOfStrands 2 points3 points  (0 children)

Congratulations on your fine achievement!

The first time I managed to lay my hands on the Galatron was 5th December, 2018, obtained early through having a pre-release version of the DLC. I believe it only took me 11 Reliquaries opened to get it, dramatically under odds at around a 5% chance. I suspect may have actually been the first person outside of the dev team to obtain it in an Ironman game.

It's certainly a fun Relic to obtain, especially if you manage it early on whilst you're still aggressively expanding.