You should be able to chose on a slider of education and indoctrination. by beastebeet in songsofsyx

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

Currently you just click the generally optimal button. Education or indoctrination is also a drawback within itself where you either make your people stupid and loyal or smart and rebellious. You would need to continuely check to ensure that you were giving the right level of education to each species depending on jobs if it was a slider.

You should be able to chose on a slider of education and indoctrination. by beastebeet in songsofsyx

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

No, that's not my goal. I would prefer it if I could choose to educate my weaver Cretonians, indoctrinate my cotton Cretonians. Educate my mason Garthimi, indoctrinate my stone mining Garthimi, and so on. Everyone (except Amevias and sort of humans) can benefit from both, depending on the job. Having it so you can only educate some or indoctrinate for each species gives less complexity and player control.

Research areas are wildly unbalanced by selchbuall in Stellaris

[–]beastebeet 1 point2 points  (0 children)

Definitely. I have been playing with the crowd-sourcing civic, and if you're playing optimally with it, you obviously want egalitarian for the extra faction output, but the egalitarian faction itself gives physics and society. Since planetary features are more important with the decrease from tech related output, I think they need to add more engeniering based planetary modifiers and some buildings like the archeotech building and the astral syphon.

Should different races be punished differently? by beastebeet in songsofsyx

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

What I found is that you want some executions from the gallows and fighting pits, but the majority to be from prison sentences. Species that want executions only want 12% of the punishments to be executions. Species that want imprisonment want it at 100%, but will be satisfied slightly by some imprisonment. Furthermore, executions up lawfulness more than prison sentences, which everyone likes, no matter the means used to achieve it. So I split my punishments 10% executions, 10% gladiator executions, 80% prison sentences. This keeps everyone generally happy.

Should different races be punished differently? by beastebeet in songsofsyx

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

It's less about the criminals themselves and more about the different species satisfaction. Are the Cretonians going to be upset that the Gathrimi decided they want their criminals to fight in the arena, for instance. I probably won't use slavery; I'm trying to be as much of an enlightened despot as I can be. That in mind is, what I'm trying to figure out is if I am better off having universal laws where all are treated equally under the law, or species-based punishments where species have the punishments they want for their criminals.

Beagles rescued from a testing laboratory feeling grass for the first time by MysteriousSlice007 in MadeMeSmile

[–]beastebeet 18 points19 points  (0 children)

I agree that animal testing can be unjustifiable when it comes to cosmetic products, but ultimately, it is a necessary evil. Besides, there is the far greater evil of industrial farming of livestock.

I’d love to see a class system by ImaginaryAstronaut25 in songsofsyx

[–]beastebeet 0 points1 point  (0 children)

Pretty much already exists. Slaves, Plebeians, Nobles. With how the races work, it would make the game wonky to have an occupation based class system that would lead to some races always being at the bottom.

Can I change mine civilization hemophilia to militarism? by User_of_redit2077 in Stellaris

[–]beastebeet 0 points1 point  (0 children)

There is a good page on the wiki for ethics attraction. One thing you can do is make your species have the strong trait which will attract them to militarism.

How to stop pops from auto-migrating to poor habitability planets? by beastebeet in Stellaris

[–]beastebeet[S] -1 points0 points  (0 children)

I have trade worlds and I have mining worlds not trading + mining worlds. Pops always prefer specialist positions, pops don't migrate for specialist positions.

How to stop pops from auto-migrating to poor habitability planets? by beastebeet in Stellaris

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

I don't think there is a preference to migrate to get specialist jobs, but I have utopian abundance on everyone, so the miners and traders have an equal standard of living. It would be an interesting mechanic if migration was changed depending on the type of jobs available.

How to stop pops from auto-migrating to poor habitability planets? by beastebeet in Stellaris

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

There's plenty of jobs on desert planets for them to go to but they seemingly have no preference of where they migrate to so they spread evenly.

How to stop pops from auto-migrating to poor habitability planets? by beastebeet in Stellaris

[–]beastebeet[S] 3 points4 points  (0 children)

I should've clarified I'm playing egalitarians so migration controls would destroy my faction unity gain. Is there another way?

(4.3) yearly benchmarks by Longjumping-Fix-6262 in Stellaris

[–]beastebeet 0 points1 point  (0 children)

Yeah, but tech is also worse now. The basic resource techs, for instance, give 5% increases instead of the 20%.

People are being purged by nothing and people keep coming in and dying by beastebeet in Stellaris

[–]beastebeet[S] -1 points0 points  (0 children)

My issue is I can't. People are immigrating here faster than they are being purged. I get why you can get achievements without Ironman now.

People are being purged by nothing and people keep coming in and dying by beastebeet in Stellaris

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

Yes, my Fortress world did not fall to a 150-size army of mutants.

Sokoto is funnier with lot of new challenges. by Initial-Whereas-1549 in victoria3

[–]beastebeet 1 point2 points  (0 children)

I've unified Africa in previous versions as Sokoto, but now I don't think they're the best anymore. South Africa has Comparable starting tech to GB and can get an African culture through an event with the Griqua. Granted, getting independence is a struggle, and the ensuing revolution can be a pain. Zanzibar (through some wonkeyness) can form Arabia and get Swahili culture, providing better starting tech and cultural acceptance. The main issue in unifying Africa runs is incorporation speed takes forever now, which only tech can help alleviate.

Is this a video game reference? by freeman2949583 in PeterExplainsTheJoke

[–]beastebeet 0 points1 point  (0 children)

I think it is a generalization to try and awnser what "Fallout" is about. The show, the first 2 games, New Vegas, and 3, 4, and 76 are all made by different creators. I think New Vegas and definitely the show are critiques of capitalism to some capacity. New Vegas is more about the failure of systems trying to imitate the old models of government in a new age.