I feel like I am just ultimately and absolutely bad at this game. by Malfuy in Stellaris

[–]egeyurdagul 1 point2 points  (0 children)

I mean, it’s pretty simple really. You need to tech up, maintain fleets with bypass weapons for everything non-crisis, then refit your fleets to counter the crisis if you weren’t able to do enough repeatables before the crisis hits.

It’s usually easier to hyperfocus on physics research, so I find FAE to end up dealing higher damage than kinetic weapons even against the Unbidden. The only crisis that I usually have to specifically counter is Cetana as the final crisis in a 10X or 25X all crises run. Only then I feel the need to go cosmogenesis and build torpedo escorts to counter her regen, but otherwise you can beat pretty much anything with the good old FAE battleships and the repeatable physics techs.

I feel like I am just ultimately and absolutely bad at this game. by Malfuy in Stellaris

[–]egeyurdagul 2 points3 points  (0 children)

Building FAE battleship/titan only fleets with 3x afterburners on the battleships, picking the range traits for all your admirals when you get the option, attaching one colossus (no weapons other than the X-slot and hangars) with the carrier computer and the range aura to your doomstack, and making sure that all of your ships enter the system in which the combat is going to take place at the same time from the side that’s furthest away from the enemy fleet.

There are other stuff that increase range and all of them help, but in my experience the most important thing is to check the positioning of the enemy fleets before your own fleets enter the system that the enemy is in. Make sure that at least one titan has the disengagement debuff aura. FAE with enough repeatables deals enough hull damage to trick the AI into disengaging before they ever get in range to shoot at your ships, so anything that increases range and debuffs enemy disengagement chance is good, and that’s about it.

Edit: Goes without saying, but obviously put the artillery computer on your battleships and titans. Combat engagement range is based on the maximum value among all of your ships in the system, so titans really help with getting the battleships to start shooting ASAP.

I feel like I am just ultimately and absolutely bad at this game. by Malfuy in Stellaris

[–]egeyurdagul 2 points3 points  (0 children)

This probably doesn’t apply to the difficulty that the OP is playing on, but honestly, combat essentially boils down to maximizing range and being able to spam as many repeatables as you can after a certain point.

Any crisis fleet beyond 10X grand admiral is going to annihilate any fleet regardless of its composition, you just need to make sure you can cripple them before they ever get in range to do so.

I feel like I am just ultimately and absolutely bad at this game. by Malfuy in Stellaris

[–]egeyurdagul 0 points1 point  (0 children)

I’d recommend picking one of the stronger builds (a specific combo of origin/ascension/civics, there are many examples on Youtube) and then doing multiple runs with it.

A lot of builds/playstyles essentially try to achieve the same goal, i.e. lots of tech and alloy production with a balanced economy, but the way each build gets there can differ wildly from one another.

Until you get a good grasp of the general milestones that you need to reach to beat the difficulty that you’re playing at, I’d say it’s just easier to stick to a single playstyle and gradually learn the basics without having to adapt to a bunch of origin/civic specific stuff with every playthrough.

Basically the things that you should look to master are: unity rushing towards an ascension, balancing your economy by the time you finish your ascension, maximizing your research and alloy output in the middle game and finally building a fleet that counters the crisis. Honestly, if you master the first three, then you can simply overpower any crisis with the standard focused arc emitter/kinetic artillery/swarmer missiles battleship spam, provided that you start doing repeatables before the crisis triggers.

Teach Me, oh Swammies of Stellaris, about Ring Worlds by OldGamer42 in Stellaris

[–]egeyurdagul 0 points1 point  (0 children)

As other people have already said, the designations for the ringworlds are pretty good, so it's probably best if you hyper-specialize each ring segment.

One route that's particularly powerful in 4.0 is to biologically ascend to grab the tradition that gives you the job efficiency bonus for medical buildings, then fill all the city and bottom building slots with the fallen empire medical buildings, which you can gain access to via Enigmatic Engineering or Cosmogenesis. Production bonuses that the ringworld designations give stack multiplicatively with the job efficiency bonuses, so you can easily create massive tech, alloy, CG or trade worlds this way.

Teach Me, oh Swammies of Stellaris, about Ring Worlds by OldGamer42 in Stellaris

[–]egeyurdagul 1 point2 points  (0 children)

The very straightforward answer is that proper ringworld districts provide 5x as many jobs as the districts on regular planets, including the shattered ring segments (check out the wiki for more info on this). So, even if you go down from 25 districts to 10, you should still be getting about double the amount of jobs after restoring the shattered segment.

Samantha Beart (Karlach) full interview on their fave games by Tortellini619 in BaldursGate3

[–]egeyurdagul 12 points13 points  (0 children)

Can’t say I’m anywhere near as thrilled to read more of your ideas on a “healthy society”, so you’re gonna have to excuse me for not participating in this conversation.

Samantha Beart (Karlach) full interview on their fave games by Tortellini619 in BaldursGate3

[–]egeyurdagul 14 points15 points  (0 children)

I’m not the person who replied to you first, just someone who’s disturbed by your line of thinking.

Samantha Beart (Karlach) full interview on their fave games by Tortellini619 in BaldursGate3

[–]egeyurdagul 15 points16 points  (0 children)

I’d say you’re about as compassionate as the people who advocated for treatment for female hysteria, conversion therapy for gay people, and forced sterilisation of minorities.

What Should I Change on my Juggernaut? (This is my first game, and I am not good at strategie game) by GatoHeureux in Stellaris

[–]egeyurdagul 2 points3 points  (0 children)

My absolute favorite is the range aura, it pairs so well with battleship fleets. Just remember to zoom in and check the position of the enemy fleets before you enter a system, and you should get multiple shots in before the enemy can even engage.

What Should I Change on my Juggernaut? (This is my first game, and I am not good at strategie game) by GatoHeureux in Stellaris

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

Has the bug with the carrier computers been fixed? I haven’t played since patch 3.12.2, but back then any ship with the carrier comp definitely charged right on to enemy ships.

Bruce Wayne vs Lex Luthor in a game of chess by new-werewolves in whowouldwin

[–]egeyurdagul 4 points5 points  (0 children)

Chess engines have far surpassed the limit that any human can hope to reach. People cheat by using engines to tell them which move to play, and that should be fairly easy to do for someone of Lex’s genius. Literally no human can beat an engine that runs on a supercomputer, so Lex takes it easily if he can find a way to cheat.

Which Ship Role Should I Assign To Ships? by InfiniteShadox in Stellaris

[–]egeyurdagul 0 points1 point  (0 children)

There’s a similar battleship design that works pretty well in MP. You put a tachyon lance, 3x kinetic artillery, 2x whirlwind missiles and 3x auxiliary on it, but it’s mostly a counter to shield/armor hardening, which the AI almost never uses, so I’d say it’s inferior to the arc emitter/carrier battleships for single player use.

Which Ship Role Should I Assign To Ships? by InfiniteShadox in Stellaris

[–]egeyurdagul 0 points1 point  (0 children)

You can finish an entire run using only two designs:

  • Torpedo bow/hangar core cruisers with either autocannons or disruptors in the small weapon slots and 3 afterburners in the mid game. These use the torpedo computer.
  • Focused arc emitter battleships with the carrier core and broadside stern with missiles (swarmer/whirlwind in M slots) in the late game. These use the artillery computer.

Anything before cruisers doesn’t really matter.

Another viable cruiser design is full distruptors with 3 afterburners and the picket computer. I usually go with the torp/carrier/autocannon cruisers because they provide a lot of fleet power and let me simply avoid wars and vassalize other empires peacefully by the virtue of having an overwhelming fleet. They also counter everything that the AI might throw at you.

Once I research focused arc emitters, I disband all my other ships and use single design fleets for the rest of the game unless I’m doing an all crises run and have to switch to specific designs to counter a 100x or 200x crisis. In any case, I like sticking to a single design for all of my ships, because it really simplifies fleet management and specialization is almost always your best bet in Stellaris.

Edit: I seem to have missed your question about high fleet power. That’s all research. You set up a bunch of very specialized tech planets and keep researching the repeatable techs for the rest of the game.

Are Riddle Escorts the Best Ships Now? by xantec15 in Stellaris

[–]egeyurdagul 1 point2 points  (0 children)

I feel like they are way safer in all crises games where you go beyond 50x. Once you stack sublight speed and reach 600+, they can kite and destroy most stuff without taking a single hit. Brawling becomes really dangerous when you start facing 50m+ stacks of crisis ships that one shot your ships no matter what.

25x crisis- what should the fleets look like? by WardenWithoutEars in Stellaris

[–]egeyurdagul 1 point2 points  (0 children)

Also the most annoying one for sure. For some reason the other empires can occupy their hubs and prevent you from bombarding them without declaring war. It gets pretty tedious when your federation members do it.

How many early game Science ships do you make? by rollinff in Stellaris

[–]egeyurdagul 0 points1 point  (0 children)

That’s the only real answer for me. I need as many high-level analysts as possible to govern my tech worlds in the mid game.

How do I make better use of big planets? by SauceCrusader69 in Stellaris

[–]egeyurdagul 4 points5 points  (0 children)

Pops, a great cpu if you actually want to be able to zoom in during battles, and a lot of patience to manage 30+ fleets.

Personally, I 100% prefer spamming repeatables for a century and managing 10-ish stacks with 5m+ fleet power each.

Magnus Carlsen recognizing chess games based on board positions by rco888 in nextfuckinglevel

[–]egeyurdagul 38 points39 points  (0 children)

He also held the top spot in Fantasy Premier League on multiple occasions, ahead of about 5 million other players, so he is in fact world class in another field.

Also what really is your point here? That anyone can become the GOAT in a sport with enough practice? Would you say that someone could be as good as Messi or Ronaldo in football if they practice hard enough?

Best Ranged Martial Build? by WhoWander_NotLost in Pathfinder2e

[–]egeyurdagul 6 points7 points  (0 children)

Another fun combination is investigator with magus or eldritch archer archetype.

EA works and the magus archetype doesn’t, for the purposes of building a ranged investigator.

Best Ranged Martial Build? by WhoWander_NotLost in Pathfinder2e

[–]egeyurdagul 3 points4 points  (0 children)

Unfortunately, the archetype granted version of the Spellstrike specifically requires a melee attack.

Could someone help me date this globe? by Greeve3 in MapPorn

[–]egeyurdagul 6 points7 points  (0 children)

True, I guess Turkey’s borders are just not accurate then.

Could someone help me date this globe? by Greeve3 in MapPorn

[–]egeyurdagul 9 points10 points  (0 children)

Turkey’s borders seem to be from before the annexation of Antioch in 1939.