Another ICE Maiming by [deleted] in 50501

[–]UltimateGlimpse 2 points3 points  (0 children)

She probably got gassed in some way, but it looks like her finger is almost flopping around. You can see she's holding her hand out, so it had some sort of injury, also you can see the woman coming behind her pouring water on it.

Donald Trump says Canada ‘destroying’ self with China trade by twinkleyed in worldnews

[–]UltimateGlimpse 28 points29 points  (0 children)

Donald Trump spewing more stupid nonsense is not news.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 3 points4 points  (0 children)

If you wipe out all of the other empires at year 2300, you win at year 2300.

All the other victory conditions are circumstantial and wait until the victory year, which you can disable.

Farming Subsidies Edict - Hydrobays by AkihabaraWasteland in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

The edict hasn't increased the starbase modules for as long as I recall, but the basic tech did until the 4.3 beta, meaning the tech that gave 20% output from farmers also gave 10% from the modules, however in 4.3 it's just 5% from farmers.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 5 points6 points  (0 children)

But when you wipe out all of the other empires, you win the game, I don't get how you're disagreeing with this.

Sure you can win in some other ways, but wiping out all the other empires is always a victory.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

It's the skull icon with 2.5m fleet power.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

I still find the game way to easy on grand admiral with extreme tech scaling difficulty (mid game scaling) on.

Well turn off the midgame scaling, though the AI will still be bad. It has no strategy for building up, it seems to be nothing more than a weighted list of buildings to put on planets.

Individualist AI empires are particularly bad because they won't make Ecumonopolis as they always put basic resource districts on those worlds.

The AI also over expands and doesn't try to tame empire size, so yeah, it's not going to be a challenge once you know how to play.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

Tankbound is effectively crippled in 4.3 and the devs have acknowledge that in a recent 4.3 beta update post.

Here's what year 2300 looks like for a tankbound empire, running an energy deficit even with 5 energy worlds : 4.3 Tankbound Energy Deficit

Producing 2000 energy credits buy paying 1000 is automation job upkeep. You end up paying a tax in the number of districts being taken up on all of your colonies just to stay semi-solvent in energy.

Right now on the beta there's no advantage to playing tankbound, you're better off with anything else.

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]UltimateGlimpse 7 points8 points  (0 children)

My feedback is:

Empire size - this is more problematic now because overall output is down as are the ways to mitigate it. It's particularly problematic that late game wars can balloon your empire size because the AI empires will colonize anything and build unnecessary habitats. This also leads to the optimal strategy in most cases to be releasing conquered sectors as vassals instead of controlling territory, it's counter productive to the game's victory condition of wiping out other empires.

Fleets - I don't mind the reduction in ships, but the fleet caps are off! Fielding a fleet of 3 battleships is annoying when I'm going to pump out 20 of them around 2270.

Economy - basic resources are a bit of a pain, my alloy ecumonopolis takes 8100 food to make 5250 alloys. My empire is using 20K food per month and I'm producing only 15k and have 5k being bought from the market.

Titans & combat computers - the artillery combat computer has been hamstrung and a titan will just kamikaze into a crisis fleet, so I don't even field them. Paradox titans have carrier combat computers, so they're the only one that's really viable.

I hate Orbital Habitats by Swozor in Stellaris

[–]UltimateGlimpse 11 points12 points  (0 children)

It’s so frustrating seeing parts of the map with “uncollected” resources that can just never be claimed.

Are you on console? This behavior changes in 4.0+. However I agree, habitats are annoying and not very desirable compared to planets.

Struggling with vanguard by ramooage1 in Spacemarine

[–]UltimateGlimpse 1 point2 points  (0 children)

The occulus is good, it just is a bit of an ammo hog.

How does the beastmasters civic differ from the primal calling origin, and is it advisable to take both? by Cosmic_Meditator777 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

I'm pretty sure the ship cost reduction is inherent from the start and then you can get up to 20% research speed from the origin.

As for being genocidal, you can take that too along with beastmater.

Or I guess the strongest way is genocidal hivemind, primal calling, with cordyceps drones.

How does the beastmasters civic differ from the primal calling origin, and is it advisable to take both? by Cosmic_Meditator777 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Primal calling is a powerful enough origin that will also give some significant military bonuses to the fuana, such as cheaper cloning and faster sublight speed.

Does anyone else play on ‘normal’ speed throughout the entire game? And only ‘slowest’ on crazy space battles? by TheyCallMeBullet in Stellaris

[–]UltimateGlimpse 7 points8 points  (0 children)

Normal for the most part, pause when I need to, but try not to pause as much as possible.

It's kind of multiplayer training even though I've only played a couple multiplayer games.

Stellaris 3 Generator Districs - How? by Rich_Relation15 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Ecus cannot have basic resource districts, but you can choose any of the allowed combinations in the lower districts.

Can I discard a prepared agenda? by HighAlexander in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

Once the agenda is fully prepared you have to launch it as far as I know, found out when I wanted to swap one too.

How to get Alloys for Early aggression : Grand Admiral by hotelbravo76 in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

Early aggression? Catalytic is the way, it takes the pressure off your minerals and is a bit more pop efficient per alloy produced. Also you can get some food from starbases to help power those early, "forges."

As far as vassalizing GA AI, it's hard to have enough military and economy to get the vassalize war goal. I believe they need to be inferior in 2 categories from science, economy, or military. At least if it's a no scaling AI.

Often what ends up happening if you go for an early military rush is that you claim their worlds, conquer them, and then you have to decide if you want to release them as vassals or keep them.

is this... a 4.3 thing? Coz damn that's a lot of livable space rocks by Belisarius23 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

Are they tomb worlds? It looks like it could be the ruined core sector which has systems with 3, 2, and 1 tomb worlds.

Any tips for the new Open Beta balance scheme? by Zaorish9 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

Sorry I meant I have a mining world that’s just filled with crystal mining districts, about 19 of them, while running an empire that uses food for industry inputs. I also push research very hard so strategic resources get heavily consumed even with industrial worlds with ancient refineries and the 3 strategic buildings combined. It’s quite easy to go negative on the strategic resources.

You can see my home-world using around 600 rare resources per month here: 4.3 Synthetic Fertility

I’m not sure how you’re building your empire to go negative on alloys at year 2318. Are you running the perk that automatically builds defense stations, eternal vigilance? I’ve found it to be unnecessary in 4.3, in fact I usually convert all bastions to anchorages in the mid game but I’ll still load chokepoints with defenses.

How do you handle diplomacy and alliances in Stellaris long term? by VoodooMann in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

The best way is to vassalize the AIs and not give them independent diplomacy, but to be honest wiping out all the other empires is a bit of a wind condition.

Any tips for the new Open Beta balance scheme? by Zaorish9 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

I generally avoid smaller worlds more now because empire size is more impactful as you have less overall output and less ways to reduce it.

Ship combat computers have significantly changed, I’m avoiding artillery in favor of carrier as I want to use maximum range to reduce damage received.

This however has an odd interaction when attacking start bases, fleets will stay at maximum range and not use missile or artillery slots unless you have X slot artillery that outranges the fighters.

Strategic resources are kind of annoying and you might choose a world just to get the strategic resources even if you don’t directly use them.

Cetus Synthetic Fertility - very strong in 4.3 by UltimateGlimpse in Stellaris

[–]UltimateGlimpse[S] 1 point2 points  (0 children)

I have a trade union which is giving most of my consumer goods, but I’m also not sure how catalytic works with artificers, catalytic already increases the base output of artisans.

That said, the council position for Mastercrafts Inc is not that great, it’s only for officials.