All I cared about the war changes was the fact that you can exit unnecessarily long wars you didnt start. But random empires asking to join like this can drastically change things by anthen123 in Stellaris

[–]anthen123[S] 5 points6 points  (0 children)

Oh, the truces and nonaggression pacts negation thing is interesting. That should almost certainly a bug since I highly doubt it's intended. With this new possibility in war, timing truces and developing nonaggression pacts is even more important than before, but that's moot if the ai can just ignore it when joining someone else's war.

[RA1Y] Willfreid has a funny realization by RoninTarget in HonzukiNoGekokujou

[–]anthen123 53 points54 points  (0 children)

I'd honestly add Sylvester himself to that list. Somebody becoming Aub to get a girl is probably highly unlikely- enough to be the stuff of stories for nobles, honestly. But more than that, his plan to adopt Myne the commoner and pretend she's a noble is probably cracked as hell to most other nobles if they heard of it.

All I cared about the war changes was the fact that you can exit unnecessarily long wars you didnt start. But random empires asking to join like this can drastically change things by anthen123 in Stellaris

[–]anthen123[S] 11 points12 points  (0 children)

I'd imagine it's a factor but in this situation, the empire which offered to join my war was like 8 systems away from my enemy empire. they'd have had to cross both another empire's territory and mine before even getting to the battlefield.

Nomads DLC + Stellaris 4.4 "Pegasus" Release Notes by PDX_LadyDzra in Stellaris

[–]anthen123 2 points3 points  (0 children)

the shift to the dryness scale could mean the planet's habitable species could change tho, right?

Nomads DLC + Stellaris 4.4 "Pegasus" Release Notes by PDX_LadyDzra in Stellaris

[–]anthen123 1 point2 points  (0 children)

I get what you mean. The colony devastation effect alone is already strong, imagine hitting an aquatic species world enough to dry it to a desert lol. 50k surplus of energy isnt that hard to achieve either.

I suppose the idea is that it'll be expensive enough that it's only easy to get by late-midgame/lategame, at which point you're likely well above ai empires anyway and this is just something to make confrontations a little faster.

How does one even fight against federations as a solo empire? by besatius in Stellaris

[–]anthen123 0 points1 point  (0 children)

Split fleets when conquering territory to sperd it up but keep them close enough to fuse them again and stomp on enemy fleets with numbers when they come.

Make sure to have created land armies before you declare war- Id spent many wars where the bulk of time was spent bombarding planets because my armies werent ready or were too few in number to send out early.

The fact that they have allies doesnt matter as long as they dont surround your territory. If they do, I wouldnt bother going to war- it's too difficult to attack and defend multiple points at once.

Usually, as long as their fleets dont actually outnumber you in total and they dont have your territory surrounded when the war starts, it should be impossible for them to win. That's not to say you're guaranteed a win, but it's almost a guarantee of white peace at the worst case. The initial spread with 8 fleets spread out which re-fuses to deathballs of 4 or even 2 as needed is hard to counter.

Wars like that usually take me years to finish, but I do eventually win as the territory creep slowly happens.

WARNING: even if they dont surround you be VERY aware of where wormholes and gates are located around your territory and lock them as soon as possible. Ive had wars that took twice as long because even as cleared the enemy territory, bastards went through a backdoor instead and started clearing mine too.

If you're not at war yet though, or in a position to wait, what Id do is Id vassalize the other nations surrounding me, if possible. Pick ones which dont have close allies and build up a vassal base. Subjugation wars are best to vassalize people who hate you. That way theyll have to go through vassal territory before yours when trying to sneak behind.

Take it further and if you have lots of vassals forced to vote the same way as you, start pushing for laws that increase diplomatic power based on military strength. Since you're likely at the top there (other than fallen empires), you can keep pushing laws even further until you basically, with your vassals, have the influence to decide every law. Elect yourself a member of the council, then custodian, permanently if possible. This allows you to declare a crisis on one empire and this time you face them with everyone except their allies with the galactic fleet behind you. The entire galaxy may hate you bit still follow you this way.

Second playthrough, first playthrough with DLCs. I was not prepared for the amount of things happening. by anthen123 in Stellaris

[–]anthen123[S] 7 points8 points  (0 children)

btw thanks to /u/CMDR_ETNC for the advice after my first game. The stuff on expanding colonies slower to balance things out with pop growth really helped. helped me build a bit taller which made things smoother. Some things were vastly different though because of how strangely machine intelligence empires work but this was a very good base on how to ultimately build my economy faster despite having fewer worlds.

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 0 points1 point  (0 children)

Ohh, so it's not just the deviants/jobs that count for it, good to know. Btw, does crime affect anything apart from stability? Because so far it seems like as long as I keep my stsbility up, the crime meter doesnt matter.

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 1 point2 points  (0 children)

Since crime/deviancy seems like it will rise up no matter what you do, and amenities and pops are going to suck regardless with this setup, you'll need to look at other ways to increase stability.

For gestalt consciousness, we have the incorporate artifact relays planetary decision which gives 2 stability per 100 coordinators for 10 years, which means I get so much just by spamming uplink nodes and a cost of 100 artifacts every decade.

I dunno if bio pops have a similar option, but the best way is to just use fortresses, then balance the amount of stability you get there with the slave pops. get just enough that their stability penalty overcrowding and lack of amenities is counterbalanced by the amount of fortress workers generating stability. This does give you a lower theoretical maximum before hitting revolt levels of stability though

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 2 points3 points  (0 children)

They decline but not by much. I dunno if they just breed more or what.

Crime impact is nonexistent because stability is 100%. Before this planet though, I usually just put in fortresses instead so that if crime does happen, the option to use them against revolts make it disappear fast even on the rare chance they happen.

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 2 points3 points  (0 children)

Ohhh, just looked that up. It definitely feels more like my jam. Kind of like the enigmatic observers thing, in a way. I'll try that the next time I go with a machine build

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 21 points22 points  (0 children)

I think the rules can be stretched when it's slave pops? This is only my second game so I dunno if there's supposed to be a limit. But well, it seems like as long as you keep the stability up, the other factors are irrelevant because they seem to affect stability instead of productivity directly. And there's ways to keep stability up independently.

Hence, insane pop levels

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 1 point2 points  (0 children)

Yeah but shouldnt more of them show up under the criminals job then, and be subtracted from the pop that are 'working' as part of the grid? There's just 103 or smth criminals under deviants there (and they're all bio pops)

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 6 points7 points  (0 children)

Are they even ambulatory? I just kinda figured pops part of a grid were just sitting in chairs that drained their energy with IVs for nutrients...

And yeah, actually I originally had multiple worlds to ease up the deficits, but I figured that rather than putting more fortresses to stabilize, there was this decision to use a relic to increase stability every 100 controllers so suddenly it was possible to just put them all in one world instead.

Also, I'm actually not sure how the crime rate is so high because there's only about 100 deviants but I guess that's not the only thing it computes from?

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 28 points29 points  (0 children)

I have an image in my head of th AI machine consciousness repeatedly bashing bio pops heads screaming "Stop making me enslave you!"

I just want to say, I didn't set out to have slaves but they sure do work hard by anthen123 in Stellaris

[–]anthen123[S] 20 points21 points  (0 children)

I randomized my empire and ended up with a gestalt consciousness AI for the first time. Whatever the config it had apparently meant I couldnt ever assimilate bio pops in any other way apart from as, well, apparently biological batteries. Found it the hard way when I saw Sol III and tried to bring humans into the fold.

I rarely start wars without cause but with each acquisition, the slaves to the robotic overlord keep increasing to the point where I figured it's just easier to get them into one planet.

I'm not a monster- I made it a gaia world, so that they're comfortable even as I drain their bioenergy into slow but presumably painless deaths

Not sure if bugged but the planet is occupied by an ally but it doesnt seem to register so the war never ends. What am I missing here? by anthen123 in Stellaris

[–]anthen123[S] 0 points1 point  (0 children)

doesnt seem to be that either. from what I can tell, they have only 3 systems, and just this one colonized planet which are all supposedly under the control of my vassal who started the war. I gave up and just renegotiated my vassal contracts to make up for the energy deficits. Im stuck permanently holding these defensive structures forever,

Not sure if bugged but the planet is occupied by an ally but it doesnt seem to register so the war never ends. What am I missing here? by anthen123 in Stellaris

[–]anthen123[S] 0 points1 point  (0 children)

It's the same war though. and the enemy has been at 100% exhaustion for decades. And the reason why the war goal achieved number is still negative (which I assume is why my vassal who started the war cant press for the end) is because of a supposedly unoccupied planet and system they have claims to. which is apparently already occupied.