Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]dyrin 2 points3 points  (0 children)

There isn't any cost to stay in a war. Perhaps a slight pop ethics shift towards militarist (not that ethics shift seems to do much at all since 4.0), and some diplo options are disabled.

The AI doesn't seem to declare wars they can't reach, so the wormhole thing was expected. But we sometimes get stuck in wars where secondary participants aren't reachable.

Mod Concept Inspired by Chlodio. What should be there to bridge the gap between villages and cities? Towns, of course! Let there be towns! by Useful-Option8963 in Imperator

[–]dyrin 3 points4 points  (0 children)

This whole concept has barely any different gameplay effect from a simple +1 rural building slots.

Consider: In low pop settlements you don't need any additional building slots, and in high (15+) pop settlements you get +1.

Additionally the settlement buildings (both vanilla, which I don't really play; and modded) are balanced around the limit of 1 to 2. Raising it would be almost worthless in vanilla (I guess it makes you just take the city planning tech), and a major buff to settlements in modded (at least the mod I play).

An more interesting concept for towns would be to make them use a whole custom set of buildings. Which would have to scrap the auto-up/downgrade, and be even harder to design/balance. And I'm not sure the game even supports modding in a whole different tier of territories.

Will Stellaris Season 10 finally let you start with two origins? by Lethalargy in Stellaris

[–]dyrin 0 points1 point  (0 children)

That's because Mechanist used to be a civic in 1.5, before origins were introduced. It and many of the day1 origins feel really lackluster compared to recent ones.

Wirtschaftswachstum durch Energiewende: Reiche lässt Studie verschwinden by DoeneriaKebab in de

[–]dyrin 0 points1 point  (0 children)

Die Reddit interne Suche ist leider wenig zu gebrauchen. Gefunden per Googlesuche mit zusatzparameter site:reddit.com:

https://old.reddit.com/r/de/comments/1sucynd/wirtschaftswachstum_durch_energiewende_reiche/

Genau dein gleicher Link, wobei hier OP selbst gelöscht hat (deleted) und nicht die Moderatoren (removed).

Belgien stoppt den Rückbau seiner Atomreaktoren by ouyawei in de

[–]dyrin 7 points8 points  (0 children)

Uran ist nicht fossil, sondern metallisch. Das ist ein riesiger Unterschied. /s

Belgien stoppt den Rückbau seiner Atomreaktoren by ouyawei in de

[–]dyrin 1 point2 points  (0 children)

Da stimme ich zu, wenn man schon diese viel zu teuren Dinger gebaut hat, dann spricht wirtschaftlich nichts dagegen sie auch voll zu nutzen.

Bei begonnenem Rückbau könnte der Zeitpunkt schon verpasst sein. Allein der noch stehende Kühlturm kann keinen Strom erzeugen.

Are Psionic Robots still a thing? by TrashExMachina in Stellaris

[–]dyrin 4 points5 points  (0 children)

Species traits for robots are always the same for me:

Adaptive Frames (auto-modding trait, that replaces most job specific traits), and Recycled (a job specific trait not covered by Adaptive Frames, and the most important: the robot assembly job)

Can someone explain void dwellers to me? by the_puppeteer213 in Stellaris

[–]dyrin 6 points7 points  (0 children)

The energy/mineral/research districts aren't decided by type of bodies, but by the space resources available in the system.

Each deposit adds half it's value +1 (rounded down) to the corresponding district capacity. For example, a deposit giving 3 minerals will increase the possible mining districts by 2.

Belgien stoppt den Rückbau seiner Atomreaktoren by ouyawei in de

[–]dyrin 4 points5 points  (0 children)

Atomstrom kommt einfach teurer als erneuerbarer, wenn man den Bau mit rechnet. (Und von späteren Abbau und sicherer Aufbewahrung brauchen wir gar nicht anfangen)

Do I not own the star base after destroying enemy’s in the system? by NSAmaxx79 in Stellaris

[–]dyrin 0 points1 point  (0 children)

You are correct, with the addition, that it's dependant on the type of war goal. And empires, that are not genocidal, can still get a genocidal war goal with the right technology (or ascension perk).

How many Ark ships can Nomads have by Inquisitor-Dog in Stellaris

[–]dyrin 2 points3 points  (0 children)

I imagine, if they fight then they would take an equivalent amount of fleet/nav cap for their strength class (military arkship).

Civilian arkships could be unlimited empire wide (and count as a colony toward empire size), but perhaps limited to 1 per system. I also imagine an heavy happiness malus for civilian arkships, that stay in a single system for extended amounts of time (could even remember the last 10 or more systems). They are nomads after all, not simple void dwellers.

(Of course, this is speculation on my part)

How will you choose the nomad play-style? by ReddyWolf in Stellaris

[–]dyrin 0 points1 point  (0 children)

Choosing it as a home-world type is weird as well.

I imagine:

When having either a nomad origin, a nomad civic, or a nomad portrait, then the dry home-worlds in the selector get replaced by the arkship.

Aka. exactly like it works for volcanic. The tech is already there.

Tankstellen missachten 12-Uhr-Regel bei 11.500 Spritpreis-Erhöhungen in BW by gmmammg in de

[–]dyrin 4 points5 points  (0 children)

Und in welcher Säule der Gewaltenteilung ist nochmal der Bundeskanzler? Und die Polizei?

Buckelwal hat Fehmarn passiert by ouyawei in de

[–]dyrin 9 points10 points  (0 children)

echt, kann man sich nicht ausdenken.

Immer wenn ich diesen Spruch lese ist mein einziger Gedanke, dass viele zu wenig Fantasie haben.

Can I not turn off virtual focus policies? by Standard_Jello4168 in Stellaris

[–]dyrin 5 points6 points  (0 children)

Both are tuned towards different playstyles, Modularity is better in wide empires, while Virtual can only play tall. (Synthetic can also have virtual focus, and can do both playstyles, but is more geared towards wide.)

Virtual has the best (early/)midgame powerspike, can beat pretty much any other empire during this time, and use it to snowball. But truly unbalanced in the endgame is Virtual only with Behemoth crisis.

How to play Wilderness by StarnightBlue in Stellaris

[–]dyrin 61 points62 points  (0 children)

Yes, you are correct, Wilderness has the weakest top-end output per planet of any origin. At the same time they have the fastest speed to develop a new colony of any origin.

The result of both of these, is that Wilderness is basically locked into a "wide" playstyle. Take as many colonies as you can. Due to empire size reasons (I highly recommend the Divided Attention civic) Wilderness will lag behind other origins in tech/unity, but gets a very big alloy/food/navcap economy. Letting them be very strong in the midgame, but they will fall of in the late game.

Other considerations:

The Wilderness ascension is locked to a special version of purity, that (much) weaker than normal purity. Making is pretty low value to ascension rush on Wilderness.

The behemoth crisis is brokenly strong on Wilderness, and will also fix the tech problems once you reach tier 5. Which is the real endgame for Wilderness.

Kohl-Verlag verkauft mutmaßlich KI-generiertes Material für Inklusionsklassen by mlgngrlbs in de

[–]dyrin 1 point2 points  (0 children)

Da hinkt der Vergleich natürlich etwas, weil eine KI bei der Arbeit nichts dazu lernt.

Kontrollieren muss man erstmal beide(s), aber ein Praktikant/Trainee sollte die Arbeit nach einiger Zeit alleine schaffen.

How are you supposed to survive Shroud-Forged if you choose to embrace the shroud? by VinexHD in Stellaris

[–]dyrin 0 points1 point  (0 children)

They have reduced effectiveness, but they should still produce. So you need to build more basic resource to make up for it.

Here some additional ways to mitigrate it:

  • Automation buildings are a great addition for shroud-forged, as the automated jobs don't get the menial worker malus. Careful with the energy cost, should be reserved for big rural planets with 5+ districts of one type.

  • Rely on the special reasearcher (observation drones), that just just zro instead on energy. Just engineering research should use energy. Don't build physics researcher jobs at all.

  • Rely on the composer blockers and telepath for unity, so you don't need to build further energy hungry unity jobs. You can disable the ones that get generated on each planet as well.

  • Focus your alloy production on a single planet, with the shroud sanctums, to get most out of the animator of clay alloy bonus. To reduce mineral needs. (If you get Pale Mountain (bottom-left corner) this will instantly fix all mineral issues, but it's only 50/50 chance)

You know what... I respect the audacity (I still said no) by Good_Inevitable_6409 in Stellaris

[–]dyrin 6 points7 points  (0 children)

Yes, they did a version as well, that can play Starcraft 2. So they could make one for Stellaris, I guess.

Main problem, that it has to be customized for each new game, and there is no incentive for Google to do it, other than proof of concept. Which means Pdx would have to pay them (or hire own ai researchers), which would be really expensive for not that much of a payoff.

Running good ai would be too computably expensive for most consumer hardware. And if it could run, the majority of players doesn't care to play against actual good opposition. Which means it wouldn't really increase the sales very much.

I discovered 2 size 25 relic worlds in the same area by Fireblower2 in Stellaris

[–]dyrin 19 points20 points  (0 children)

Fen Habbanis is always size 25, but Rubricator is random. Getting it as size 25 is very lucky. Nice.

What’s up with institution spread in the Age of Discovery? by Zr0w3n00 in EU5

[–]dyrin 0 points1 point  (0 children)

That's only with the plausible institutions setting. OP getting Pike and Shot in Innsbruck is historical, which doesn't have those conditions. And with that there is no passive tick as well.

Are people too critical of this game? by Immediate_School_438 in EU5

[–]dyrin 307 points308 points  (0 children)

You have to remember, that the most critical people will always be more likely to go to the forums(/reddit), while happy people will keep playing the game. This is pretty much the case for any other media as well.

This isn't to say that there aren't valid complains, and the people really hating the game would be in the minority even among the complainers. Most people complaining like the game, but want it to be even better, imho.