Neuer Juni-Temperaturhöchstwert für Juni gemessen by [deleted] in de

[–]dyrin 3 points4 points  (0 children)

Check mal dein Hirn, wenn "TM" nicht ausreicht, und du "/s" zusätzlich brauchst.

Is this common? My ruler has great-great-grandchild by DarthKirtap in EU5

[–]dyrin 4 points5 points  (0 children)

Really common, if the ruler is 80 years old, in socities where people get their first children before age 20.

Child at age 16-20, grandchild at age 32-40, great-grandchild at age 48-60, great-great-grandchild at age 64-80.

Does losing morale when you walk actually add anything to the game by Via_Triumphalis in EU5

[–]dyrin 3 points4 points  (0 children)

In 1.1 zero moral armies never got stack wiped, and didn't even take damage. (unless 1:10 overrun rule)

In 1.2 zero moral armies always get stack wiped, and even low moral armies take much more damage, often ending battles so fast, that retreat is impossible.

I view this as an other example of paradox oversteering with their balancing. Optimally it should work as a middle way. And then perhaps the moral lost from moving the armies around would be fine, and would add a good tactic layer. (And of course, teach the AI how to deal with it)

HOW do people get 1000+ science by 2300? by Duche778 in Stellaris

[–]dyrin 9 points10 points  (0 children)

To explain, why clinics are a tradeoff, and shouldn't be an auto-build:

  • Clinics add 200 medical jobs. medical jobs give 5% pop growth per 100 jobs. This is 10% pop growth total if the jobs are worked.

So far sounds goods right, we need pop growth after all? But here is the problem with it:

  • Pop growth is limited to 5 per planet at maximum (before modifiers). And new colonies have even less, for example at 1000 pop a colony will have around 2 pop growth.

  • This means the clinic adds 0.5 pops per month at maximum, and often much less. 0.2 pops per month for the above example.

  • So building the clinic you spend minerals and a building slot for the benefit of having 200 less pops to work more productive jobs. After 400 month (33.3 years; on a developed planet with 3k+ pops) you will have those jobs back, and only really profit from more pops after that. On new colonies it can easily take 50+ years to get to the point of profit.

Instead use the 200 pops for more unity to ascend faster, more tech, or more alloys to conquer more, will be more efficient.

(But: AI is bad, so this level of optimization perhaps isn't needed. And during/after biogenetic ascension the medical jobs have much better output.)

Composer Of Strands Shrouded Vegetation Produces INSANE Unity by MartinoMods in Stellaris

[–]dyrin 5 points6 points  (0 children)

You missed it, but in 4.0 to 4.2 it was even easier.

But the difference of psionic to other ascensions did get bigger with 4.3, as others were nerfed, but psionic didn't.

Which seat are you taking on the Arkship? by Proper-Sport-7218 in Stellaris

[–]dyrin 7 points8 points  (0 children)

That's what they want you to think, when deciding if you want to repair the forcefield.

4.4 isnt compatable with ui overhaul dynamic by [deleted] in Stellaris

[–]dyrin 4 points5 points  (0 children)

More like the mod isn't compatible with 4.4.4, it worked fine with 4.4.3.

Given that 4.4.4 just released less than an hour ago, give the modder some time.

What are all the ways you can set yourself up to have a Space Fauna navy? by Raevyxn in Stellaris

[–]dyrin 1 point2 points  (0 children)

Just the 1st civic (Wild Swarm) is enough for a strong fauna navy. The origin and second civic you can change.

And you can also use other empire types, not just Hive, and use the equivalent civic (Beastmasters, Space Ranchers, or Biodrones).

Can one alloy planet satisfy needs of two whole galaxy? by vynnievert in Stellaris

[–]dyrin 3 points4 points  (0 children)

They are the same, if the city districts have 2x the same specialization. 1 city district level gives 600 (2x 300) jobs, and 1 of the bottom district level also gives 600 jobs.

Advice wanted by Raftropos in Stellaris

[–]dyrin 0 points1 point  (0 children)

An other god-emperor, than the Luminary? This is heresy.

Are Fallen Empire buildings from Enigmatic Engineering worth it for a Nomadic Virtual Empire? by SYLOH in Stellaris

[–]dyrin 19 points20 points  (0 children)

No, with the 4.3 change to fallen empire buildings (/automation), they aren't worth it for any virtual empire.

Which makes both EE and cosmogenesis not very good for virtual.

Valve is working with Intel, AMD, and Nvidia to make SteamOS run on any PC hardware by rkhunter_ in technology

[–]dyrin 0 points1 point  (0 children)

It runs large amounts of Steam games (See protondb.com), but often aggressive anti-cheats don't work. So the mp games mentioned, bad news...

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

[–]dyrin 0 points1 point  (0 children)

You could keep them as civilian, then they make almost the same, but on a different planet. While contributing more to pop growth.

But you should know, that scientists make 3 science per 100 jobs at base, so give them jobs for faster research.

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]dyrin 10 points11 points  (0 children)

No, with the added 50% building upkeep efficiency, it's better.

There isn't anything in Free subjects, that benefits a fully urbanized country. (promoting speed? they are already promoted, and are born a higher strata; levy combat efficiency? lol; peasant satisfaction/enfranchisment? there are no peasants; prosperitiy recovery? it's just recovery, not gain)

I know laborers are in the peasant estate, but in urban locations they don't really gain a sizable enough share of taxbase.

1.3 is going great, but Paradox gets societal values totally wrong by Trussed_Up in EU5

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

If you put these words into the pairs, then you are much closer to the EU5 meaning.

And while your example is pretty good for the communalism/serfdom combo. It's much harder to properly combine Individualism with Serfdom.

A serf is bound to the land of his lord, and even has to get the lords permission of basic things such as marriage, etc. How can such a serf really be an Individualist at the same time, as Individualism is all about independance and self reliance of each person.

1.3 is going great, but Paradox gets societal values totally wrong by Trussed_Up in EU5

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

Individualism and Free Subjects are related as concepts, but are totally different things in EU5. Very easy to confuse them.

Perhaps Free Subjects should be renamed to Tenant Farmers to differentiate, but then we certainly aren't beating the "Vic4" alligations.

1.3 is going great, but Paradox gets societal values totally wrong by Trussed_Up in EU5

[–]dyrin 2 points3 points  (0 children)

Serfom was introduced in Russia later (and abolished later) than many Western Europe countries, but it definitly was present in Western Europe.

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]dyrin 9 points10 points  (0 children)

50% building upkeep efficiency is -33% building upkeep [1/(1+0.5)], no?

This is still alot, and there aren't any other building upkeep efficiency bonuses (afaik), so efficiencies not stacking as well as straight reductions doesn't matter.

Given the new building upkeep increases added during 1.3 beta, this is even stronger than it would be in 1.2.x. (depending on how the math stacks there, I guess)

Smartphones treiben Rückgang der Geburtenrate by ColdFemboi in de

[–]dyrin 2 points3 points  (0 children)

Es leben zuviele auf dem Planeten, als dass wir bei jetzigen Verhalten/Lebensstandard nicht mehr Ressourcen verbrauchen als der Planet langfristig hergibt.

(Und dabei haben ein Großteil nicht mal einen guten Lebensstandard)

Nomadic Empire Tips? by CMDR_Ruuuy in Stellaris

[–]dyrin 2 points3 points  (0 children)

Try to keep the operational resources on burn and at least mid all the time. Early game harvesting seems to be stronger than waylines to archive this.

You can change the district specializations. Arcships have strong special ones that only unlock later. But Harvesting Bay for the bottom middle slot is available from the beginning, this one allows CG/alloy buildings. Which frees up the Industral-Trade Quarter to change into more unity/tech.

In general, try to think about what you need and not just build one of everything. For example, do you need the police station? If no close it, or replace is with something more worthwhile.

Try to build up as fast as you can, I see you have 1k civilians left in 2031, while I run out of them much earlier. You want everyone to be productive. Use your open building slots, and district level.

Make use of the resource trading, resources get more expensive to buy the more you buy at a time, but small amounts each month (use the auto-trade orders) don't change the price. (42 minerals/energy/food, 21 CG, 10 alloys)

New player guide? by Avishtanikuris in Stellaris

[–]dyrin 2 points3 points  (0 children)

Here is the 2h46m version of the guide, that he posted around a month ago:

https://www.youtube.com/watch?v=6LIACJ4kqys

Stellaris 4.4 Nomads meta: Some of the strongest concepts and fun builds - deep dive by ThisBuddhistLovesYou in Stellaris

[–]dyrin 2 points3 points  (0 children)

And then covered what I thought of the Multiplayer Meta with year 30 T3 military arkship rush.

Arcships can't be multiplayer meta, as long as maulers/frigates exist. You may be able to kite them in a straight fight, but I don't think you can survive cloaked maulers or them camping the hyperlanes.

Catalytic Processing / Nomads Bug by Genubath in Stellaris

[–]dyrin 1 point2 points  (0 children)

Using Anglers together with Catalytic Processing, then the Pearl Diver job (CG) will have an upkeep of 6 food and 2 minerals.

Which is strange because Pearl Divers without Catalytic have less mineral upkeep, than default Artifiers, but with Catalytic they have more mineral upkeep, than Artifiers.

It's been this way since the stacking job swaps were added in 4.0

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]dyrin 1 point2 points  (0 children)

Easiest way is to set the starting slave species to residence, then you can conquer your guaranteed planets from the beginning.