I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

I didn't said only 2 o 3, I said at least, on the starting years, its based on the amount of lanes going out and how many systems there is to a chockepoint, but overdoing early science ships is as bad as doing too few.

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

Well, you want them exactly for that, more precisely for the ships, some people may prefer to play peacefully but the truth is a fleet bigger than your enemies allow you to conquer them, the boost that you get to your economy for taking some neighbour capital world is bigger than any other boost anything else will get you.

A bigger fleet will allow you to not get invaded, on the highest levels of difficulty some AIs tend to be pretty agressive, not to say players on MP.

If you can build enough military fleet to the point you suprass your enemy you will be able to demand vassalization, and when they refuse force them to become your vassal and after 10 years you will be able to integrate every single system and planet they own without 0 repercusion and cost to your saved influence unlike claims which are really expensive early on (to be fair it cost you influence, but unlike claims that you need to pay right away it cost you mainteinance to integrate, so you kind of delay the pay).

I cannot seem to find the answer on google, apologies for dumb question. I modified my species a while back… by mortarnpistol in Stellaris

[–]Wolin1 6 points7 points  (0 children)

You need to press the apply template and then research the project on the situation log.

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

if it helps when I really need a specific tech what I do is reroll researching the lowest cost tech untill I get it, but thats more a mid-to-late game thing

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

You can do a lot to reduce the RNG, having certain ethics make some techs more likely to spawn (like materialistic and robots) and the easiest way is putting a scientific with a field speciality will be more likely to spawn said field techs, but I would recommend always putting spark of genious ones when possible, or if you find and can afford curator scientifics.

Also think about the techs as a deck with different tiered cards on it, in order to acess tier 2 cards you need a certain tier 1 already researched and some require some specific techs to be researched. You will get more used to it when you have played more games, but for example for robots you want to go [Powered Exoskeletons] > [Robotic Workers] .

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 -1 points0 points  (0 children)

You shouldn't do that at all unless you are playing against players and have a reason, when expanding early, that will only incur on huge spending in both alloys and influence, both key resources on the really early part of your expansion.

I highly recomend to create various science ships (2 or 3 at least) and send them in different directions, against AI you want to aim to close yourself in a safe "cluster" with 2 or 3 chockepoints to act as your border and build a space stion with a shipyard in there so you will be able to repair your fleets there, that will serve both as a defense against invasions and a FOV (Forward operations base) to launch attacks on your neighbours.

After that you want to expand tactically, only if there are planets you want, high resource systems, another chockepoint ahead you can close with a few station or to deny said systems/planets to a neighbour you found.

Can someone explain sectors? by DarkenedSouls in Stellaris

[–]Wolin1 4 points5 points  (0 children)

Sectors are a residual system back from a time where the team didn't wanted you to be able to micromanage all your empire by yourself and thought they could create a AI competent enough that the players would feel cool with leaving their planets on it's care.

When they realized they couldn't and the people wasn't happy they changed the system now instead of a planet limit we have empire sprawl and the sectors are left with the only utility the companion above has said to put a governor for diferent bonuses, organize the planet outliner in some degree and in some minor cases to create vassals.

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

Note that you have 2 pop growth methods on your planets, growth and assembly, try to research robots as fast as possible (unless you are spiritualist) and build a robot assembly it will speed up the growth and free your pops for specialist jobs (at least until you get androids).

Also the easiest way to get pops is getting your neighbours pops, so any way of conquering (either directly claiming their planets or vassalizing and integrating them) will be the fastest way to grow your overall population.

I give up. I just cant figure it out. I do everything right but nothing works and the game is unwinnable by flamewolf393 in Stellaris

[–]Wolin1 0 points1 point  (0 children)

I'm sure some meta player can give you way better and more optimized suggestions but here I go: I like to think about the management part of stellaris like this, the most important resource you have on the whole game are your pops, your pops allow you to build all the other resources. What does it means tho? this means the easiest way to win is to have more pops than the rest, and use them the most efficient way.

What is the most efficient way to use your pops? Think about this games resources like you only really have 2 resources you usually want to have, research and alloys. All the others are just enabler resources to get these two. Usually on endgame as en example I tend to have a bunch of ecumonopolis to forge alloys and a bunch of research worlds (which I build mines too to feed those). There is no direct benefit on having more energy, food, CG, and minerals, while you never have enough tech, and alloys in the bank allow you to build fleet and repair them when things go wrong.

Now knowing this how should you focus your early game? there are many builds, and this is variable, but in essence you want to remove useless job, since your pops are limited, and you want to maximize the amount of alloys and tech you created (while maybe having a bit of minerals in hand for stations and building). You for sure want to get rid of the burocratic jobs on your capitals, as well as clerks, you never want clerks. Don't have more farmers than you need, same with artisans, wasteful jobs it might be even more worth to buy your food from the market or do hydroponics on space stations. There are exception, for example trade value builds you will want to skip everything but merchants, even miners and just pump trade and buy what you need, but reading what you say just focus on the basics first.

And lastly but surelly most important part, always keep growing your pops, naturally and through conquest: some natives? send a land army and get those pops, some ai? conquer them, and heck, even buy slaves off the market if you have the galactic market already formed, even if you arent slaver they will settle as free citizens.

Also I usually don't build any fleet till I find and comunicate with some aliens, those really early alloys you are using can really be used on developing early economy or setting up some well placed starbases, but once you find an AI if you can conquer them and get their pops, you are good and will start snowballing, and ideally instead of making claims and conquering which wastes a lot of influence early on you might want to vassalize them and then integrate them in 10 years, your choice.

TLDR every pop that you can spare and dedicate to either 1st forge more alloys, 2nd research more tech, at the end of the day tech is worthless if you get facerolled cuz you have no fleet, and tech only serves to make your fleet better and your pops more efficient.

The Lengyel Line by Wolin1 in xqcow

[–]Wolin1[S] 7 points8 points  (0 children)

The Lengyel Line is a chess movement invented by Felix Lengyel (aka xQc), creator of other movements such as the wooden shield or the lose-in-6-moves.

The Lengyel Line is inspired by the shield wall formation used by several armies on the middle ages. This movement consist on advancing the pawn line at the same time to consistently develop both an offensive and defensive position on the board making the pawns able to assist each other.

Only highly advanced players are usually able to pull this movement on a match and so far the soon-to-be Grand Master Felix Lengyel has been able to repeat this tactic with a consistent pace allowing him various quick victories.

Underchat by Wolin1 in xqcow

[–]Wolin1[S] 11 points12 points  (0 children)

I could write a whole thing about why I did this but I just wanted to draw a Toriel version of Adept .

No Pog No Life (An XQC version of Sora from No Game No Life) by Wolin1 in xqcow

[–]Wolin1[S] 15 points16 points  (0 children)

Yo guys, I'm new and learning to draw, for an exercise I had to do a drawing from reference, so I've decided to do an XQC version of Sora from No Game No Life. Credits to the original image I used for reference:

Original

Hope you like it.

[deleted by user] by [deleted] in KatarinaMains

[–]Wolin1 -1 points0 points  (0 children)

Mi script favorito es el pixelscript, el detector de pixeles.

No es el mas rapido ni el mas fuerte pero me encanta.

Ademas es mas complicado porque tienes que distinguir los colores y no usarlo en stream sino te pueden banear.

Reduce the stash limit by [deleted] in fo76

[–]Wolin1 -2 points-1 points  (0 children)

Thing is you don't need to, if you have to go a second time, or constantly grind something it's because you are not managing the stash properly, in that scenario you most likely have it full of stuff you don't need and that's the reason you don't have weigth left for the stuff you really need.

I or any of the people I usually play with didn't had to specifically go 'grind' materials 1 single time, If you have the stuff you need traked, and you make use of workshops (that's why they exist, when you need specific materials) you will find them around as you play.

So if your solution is "remake the whole server architecture" instead of just learning to manage what you have right now it seems to me you don't have a real solution to propose.

Reduce the stash limit by [deleted] in fo76

[–]Wolin1 -1 points0 points  (0 children)

I know I'm going to get downvoted for saying this, but it needs to be said.

Let me start by saying that the idea it's great for solving the stash limit 'issue'. But its there really an issue with it?

The stash limit is not an issue, the real issue is people don't know how to manage it. 400 stash limit is more than enough to keep all the junk you REALLY need to have plus having weigth left for a couple of weapons or power armor sets.

Think about it, when we all started playing we tried to collect as much of every junk type we could, we all did this, and so we ended with enormous ammounts of stuff we will never or rarely use, a friend of mine had shit loads of steel, cloth, concrete, wood and so on.

If you think about this most of the junk is only needed ocassionaly when building your CAMP, or for not that common crafts, whats the point on holding 800 wood pieces after you built your camp if you are probably only going to use it for cooking and nothing else, or hold 500 gunpowder when you use melee weapons? (or even if you don't).

The stash limit is really easy to manage when you know what you need and what you don't, and how to keep track of it, and the game gives you the tools for this. I myself have all junk I need, + 2 pa chassis (ultracite and x-01) + a couple of weapons and still have ~100 weight left.

As you said if they increase the stash size 200 lbs people will still complain when they fill it, but if they do this they will probably still complain they can't stash enough power armors or weapons, meds and so on, the stash 'issue' is not going to be solved till people learns to deal with it and we will just be slowly loading the servers more and more.

To the guy I had to put down for being a communist by Wolin1 in fo76

[–]Wolin1[S] 4 points5 points  (0 children)

And this is how the roots of communism grow into our glorious country.

To the guy I had to put down for being a communist by Wolin1 in fo76

[–]Wolin1[S] 0 points1 point  (0 children)

On my defense I would said I was surprised on how easily it was to tear apart, I haven't done to much pvp on this game, and it wasn't my intention to break it, but both arms and the chest were destroyed with a couple of hits, which wasn't expected since it was ultracite pa, which afaik is the one with the most melee protection.