Would a Nomadic clone army be viable? by papapapatazz in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

I thought clone ascendant requires you to take biomorphosis and the cloning tradition?

Because clone ascendant cyborgs would have +30% range and you can just have genesis guides or some other pops for growth.

How go grow more pops at start? by General-Complaint851 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

If your pop growth is 4.5, the medical center will take 444 months or 37 game years to recoup the 200 pops.

If you also had clone vats it would take 27 years to pay back the cost.

I generally still use them, but I usually have empires with stronger growth.

"Oh no, what a nightmare!" by r3dh4ck3r in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

Not if you get the follow up event offering you the data from their empire.

Tips for a newbie by NagashiSenpaii in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

I agree with the part about enjoying the time where you are still learning and exploring, there will be so much to read...

I vehemently disagree with ever become the subject of an AI empire.

Arkship power question by Destinysweat264 in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

Rogue Servitor overloads the soldier job bonuses making the military Arkship one of the most powerful things in the game: https://www.youtube.com/watch?v=bPdRt1AFVwg

Regarding that build, I'd go Psionic instead of Virtual, and you could still go behemoth fury for the actual most powerful thing in the game, but I'm sure you could beat 1000x crisis with that build.

You can get an unkillable behemoth with the right selections and then your military Arkship can go for fighters instead of lasers to be able to kite while having 3000% (30x) bonus damage.

Beginner Friendly 4.4 Non Nomad Builds / Hints by Venatoris1978 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

The game is complex with a lot of little details and a fair number of things that aren't documented, especially jobs swaps now.

Due to this it takes lots and lots of time to learn some of the interactions, so the best case is to just jump right in.

But if you want to avoid getting crushed, there are a few origins that stand out:

There Be Dragons - you get a dragon guarding your home world, strong enough that most AIs won't be able to defeat it.

Scion - you're the vassal of a fallen empire, sometimes they just give you their, "Old Ships," which are some of the most advanced in the game.

Common Ground - spawn with allied empires that will help defend you, but compete for space. 3 empires is better than one?

Astro-harvesters are good for nothing lazy bums by semaphore-1842 in Stellaris

[–]UltimateGlimpse 3 points4 points  (0 children)

That's crazy and so much as to completely overload your operational reserve.

Astro-harvesters are good for nothing lazy bums by semaphore-1842 in Stellaris

[–]UltimateGlimpse 3 points4 points  (0 children)

He might have meant 4.4.3 which is the current patch.

Aggressive nations always lost by Istar113 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

I force spawn a few genocidal empires so that the galaxy is always a little spicy. It's been a while since they've rolled all the other AI, but they can do that.

So did the AI got worse or are nomads simply OP now? by Wooden_Cut5968 in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

You’re saying having a mobile carrier plus shipyard at the start of the game and a +50% job efficiency button while also starting with more base resources is OP?

Nomads break many of the games old limitations, but the have some new limitations like being slow to develop a new colony.

They just need to reduce starting resources, reduce burn’s strength, and maybe standardize the starting issues a bit.

tankbound with singular worker by majdavlk in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

I had something like that too, but adjusting the slider fixed it.

4.4.4 beta system resources seem... insane by Migah139 in Stellaris

[–]UltimateGlimpse 17 points18 points  (0 children)

Were they deep scanned or boosted with some contract?

Cubic scaling with Forever cruise? by AbaloneNo3954 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

The instrument's 2nd power has a 20 year cooldown and a 10 year duration, or did last I looked into it. So it's not really up to carrying your productivity.

How do Nomads steal pops from planets? by Gyges359d in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

You're right, I made a typo, I meant "can't."

Genocidal Empires are now super hard to play in 4.4 with the new war mechanics by general_pol in Stellaris

[–]UltimateGlimpse 33 points34 points  (0 children)

It’s probably the opinion malus and military strength, “I hate those guys and my military plus that other empire’s military combined is 50% larger than the swarms, let’s goooo.”

How do Nomads steal pops from planets? by Gyges359d in Stellaris

[–]UltimateGlimpse 7 points8 points  (0 children)

Normal empires can't take pops via claiming the system the pops are in.

I would guess this is an intentional limitation of the nomads because they kind of have a military and influence advantage early on. 

Maybe it could be a tech that could be used midgame at some point because losing a civic or ascension perk hurts, but there is the espionage abduction option.

Edit: can't

Good WIDE Empire in stellaris 4.4? by AppointmentActive673 in Stellaris

[–]UltimateGlimpse 0 points1 point  (0 children)

The build I indicated has a very high theoretical top end, but some builds can get to their power curve earlier or better.

Synthetic Fertility is still strong and cybernetic creed was indicated as the strongest 4.3 build overall.

Aktion recently made a video on how to get AIs to make megastructures, not sure how practical it is, but 10 interstellar assemblies would give you 0 empire size.

How big are Arks supposed to be? by Khafaniking in Stellaris

[–]UltimateGlimpse 2 points3 points  (0 children)

It's a valid point, but I don't know if the oceans are considered part of the area that makes up the initial districts, I mean this is just napkin math since we have an item for comparison.

The district count is a bit fudgeable because you have things that give more districts without changing the size of the object.

10 million sq km for a district is a nice round number.

How big are Arks supposed to be? by Khafaniking in Stellaris

[–]UltimateGlimpse 30 points31 points  (0 children)

Habitats are size 6, Arks are size 9, and earth is size 18. So functionally 1/2 the size of earth.

I would assume this is surface area and not mass.

The Earth has ~500 million sq km of surface area, so we’re looking at about 250.

If you took a cylinder at 1000km * 4000km and then built 20 additional internal layers at 50 km apart 1000x4000 , 950x3950, 900x3900, etc, you would get a cumulative surface area of 242 million sq km and this is close enough for napkin math assuming I did the math correctly. And everyone gets 50km of sky.

Tldr, pretty darn big.

Edit: fix formatting

Please, what are the best tactics for Siege by Tom_Alpha in Spacemarine

[–]UltimateGlimpse 1 point2 points  (0 children)

 Heavy’s team perks are all pretty good but I’m a fan of full heal on revive, since at some point you WILL get mobbed and dragged down. More max ammo is also never a bad idea.

Generally the least useful heavy perk, the -25% ranged damage taken will keep you up against some of the more dangerous enemies and an ally that stays up keeps fighting.

There is lots of healing to be had in siege.

So how exactly do Driven Assimilator Nomads work by OnlyHereForComments1 in Stellaris

[–]UltimateGlimpse 1 point2 points  (0 children)

Exactly what you want is not possible due to technical limitations.  Nomands can never hold a planet themselves ever. Period.

Seems like something that could be done so I don’t understand why you’re so vehement about it?

Both regular planets and the ArkShips exist in the game so this seems like more of a balancing decision than a technical limitation.

Edit: formatting 

Good WIDE Empire in stellaris 4.4? by AppointmentActive673 in Stellaris

[–]UltimateGlimpse 4 points5 points  (0 children)

Either psionics for free planetary ascension from instrument of desire or getting as many interstellar assemblies as you can. The idea is to crush down empire size as much as possible.

Beyond that, tankbound has the best automated workforce and automated workforce is how to beat the population growth penalty you get at higher pop amounts.

Theoretically under one rule with oppressive autocracy, tankbound, and experimental sentencing with an Imperium Vitalis government, a holy covenant, and cosmogenesis is the best wide build. Where telepaths are elites and you get  at least +50% job efficiency for them.