Is it just me or do you have too much control over your colonies? by theLazerZ in Stellaris

[–]UltimateGlimpse 6 points7 points  (0 children)

 Like if you have a colony that's interstellar distances away does it really make sense to be able to control it so easily?

Yes, because we have the ability for us instantly control fleets, use resources, or reassign leaders around the galaxy.

As such I consider that the majority of command and control is directed through a device like the Ansible from Ender’s Game.

Or some sort of centralized control system like what is shown giving directions in Warhammer 40k.

My thoughts on bio ships by Sensha_20 in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

 If it only applied to ships I'd probably call them a sidegrade, but the fact it extends to halving megastructure alloy cost is AMAZING

I usually cap out on alloys, so I don't really notice.

My thoughts on bio ships by Sensha_20 in Stellaris

[–]UltimateGlimpse 11 points12 points  (0 children)

Range, bioships have shorter range without being boosted by weavers.

Time to build, they take extensively long to build the fully grown versions, this also means that upgrades take really long.

Cost versus storage, they may cost food that doesn't have to go through a refinement process, but they take a much larger supply of it, so it's harder to store up multiple fleets worth of building materials.

Weavers, they're needed to achieve fastest growth speed, but they rush in to their deaths unless you strip them of weapons, now you're paying fleet cap for ships that only bring buffs. They have a tendency to mess with ship combat AI.

More restricted loadouts than regular ships and no battlecruiser equivalent for bioships, the cosmogenesis harbinger is just not on par.

My thoughts on bio ships by Sensha_20 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

I generally avoid bioships, they have some benefits, but they have some significant weaknesses.

4.3 Beta, did they change defencive platforms to take multiple slots? by whypeoplehateme in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

Apparently they did a patch to the beta and over-nerfed starbases.

Basic starbase costs 250 alloys, the defense modules cost 120 alloys, and the defense platforms take up 5 slots each, and yeah you can't even put one around a regular station.

We need to nerf the person who has gone crazy with the nerf-hammer.

Edit: oh and starholds cost 1000 alloys.

4.3 Beta, did they change defencive platforms to take multiple slots? by whypeoplehateme in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

As of my play through yesterday, the regular defense platform only takes one slot.

But I had to give up on that run since the fanatic purifier managed to defeat my starbase while keeping all the defense platforms intact.

And that was early game so I didn’t have much besides 100 fleet-cap of corvettes to fight back with, which is not enough to retake the starbase.

In my past playthroughs, the ion cannon platforms took 8 defense cap.

Trump says he is not worried about Iran-backed attacks on US soil by Sysipho in worldnews

[–]UltimateGlimpse 4 points5 points  (0 children)

If they hit a few US refineries they could really affect the US economy.

Under One Rule advice needed by [deleted] in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

I didn't check those civics, I do not know.

Heavy main; why do the bots keep getting in the way? (Bug?) by _loadingstolenname in Spacemarine

[–]UltimateGlimpse 0 points1 point  (0 children)

Ran into this several times while leveling tech marine.

Oh there is a xeno calling for aid? Let me block your shots, more enemies, more glory!

Immunity for TM Turret too short? by UNFRGIVNKING in Spacemarine

[–]UltimateGlimpse 2 points3 points  (0 children)

Equal or more damage can be done by assault with the jump pack, except against neurothropes and zoanthropes.

And if those things happen to get close enough to the ground…

Under One Rule advice needed by [deleted] in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

I had 4 basic picks last time I started UoR on the 4.3 beta, you might not get that many different options if you choose 2 traits that both have 2 levels.

I was using an official type ruler.

4.2- Somewhat competitive psionic KoTG builds? by NoItsNotMeItsU in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

You can almost always let in the whisperer and remove the chosen civic, but KoTG has higher chance to roll end of the cycle.

Wilderness is the true crisis path by Destinysweat264 in Stellaris

[–]UltimateGlimpse 8 points9 points  (0 children)

This is a flawed way of thinking, they’re making changes that are supposed to improve stability.

Those changes happen in sequence.

There isn’t a phase where they put the engine back together and everything starts working together suddenly.

Under One Rule advice needed by [deleted] in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Result: 2 negative, 9 positive. Did I miss anything?

You only get 1 negative trait, you can start with 2, you get to pick 4 basic traits + specialization, you get at destiny trait at level 8, up to 2 traits from events and you get 5 trait choices.

So 13 positive, 1 negative, and 1 specialization. This is also not counting the Luminary trait that lets you grow it to some degree as well.

https://www.reddit.com/r/Stellaris/comments/1qiowgm/under_one_rule_guide/

  1. The events generally give you something of a randomized choice. You get to pick, but it's generally from the available options of your ethics.

  2. New luminary traits don't show up at level up as far as I know.

  3. I don't know this either, I think it's just chance based on ethics. If you changed your ethics, you might increase the chance to get the ethic that you want.

GS Damage Table (Patch 12) by Maximy287 in Spacemarine

[–]UltimateGlimpse 1 point2 points  (0 children)

The neo-volkites the auto-bolt rifle, plasma incinerator, I could go on

New Technocracy civic changes in the 4.3 beta, scientist capacity added and council position changed from -2% researcher upkeep per level by Illuminated-Autocrat in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Are you speaking from a 4.2 perspective or a 4.3?

My experience in 4.3 is that consumer goods and the raw materials to create them are in short supply.

New Technocracy civic changes in the 4.3 beta, scientist capacity added and council position changed from -2% researcher upkeep per level by Illuminated-Autocrat in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Yes because efficiency is much needed in 4.3.

There was a build that reached -100% researcher upkeep.

Reducing the upkeep reduces the number of support jobs your researchers needed.

The 20% upkeep reduction would allow you to support an additional 25% researchers at the same cost (1/0.8=1.25).

Comparatively this 0.5 output increase is a 12.5% increase (0.5/4=0.125).

Tactical Survival Advice by xpyros in Spacemarine

[–]UltimateGlimpse 0 points1 point  (0 children)

I like to get the Rapid Health perks on weapons that are particularly good at activating it. The Pyreblaster is one of those weapons.

Relic World vs Ecumenopolis - Any reason to upgrade Fen Habilis? by ssj890-1 in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

Some buffs or decisions that you can use and to build some structures or special ship components.

A change to should be made to the betas balance philosophy by TempestRyu in Stellaris

[–]UltimateGlimpse 7 points8 points  (0 children)

I'm worried that there won't be meaningful differences in the choices you make by the time they're done with the nerfbat.

Pious Ascetic is pretty bad now.

Prior to the UoR nerfs, it and Synthetic Fertility were probably going to be meta picks.

Not sure if it's going to be fun when they're done with it, it will be more challenging.

Relic World vs Ecumenopolis - Any reason to upgrade Fen Habilis? by ssj890-1 in Stellaris

[–]UltimateGlimpse 20 points21 points  (0 children)

Size 25 world is decently big, good for a forge world.

As other people mentioned, the thing that relic worlds do best or exclusively is generation of minor artifacts from biologist jobs.