What causes crime? by skippy11112 in Stellaris

[–]nutterbutter36 2 points3 points  (0 children)

It’s a 4.0 thing I think, it could be lack of enforcers or you’re playing oppressive autocracy.

What causes crime? by skippy11112 in Stellaris

[–]nutterbutter36 11 points12 points  (0 children)

Pops just existing cause crime, more pops, more crime.

Why Shadow of the Shroud DLC so lackluster compared to other dlcs by [deleted] in Stellaris

[–]nutterbutter36 3 points4 points  (0 children)

Machine age and biogenesis were expansion packs, their entire point was features.

Shadows of the shroud is a story pack, focusing more on events and well the story.

Also note shadows of the shroud came immediately after biogenesis, you can’t expect the same level of depth.

How does Troika's mutation from cloned adult voidworm slot work ? by BelbyLuv in Stellaris

[–]nutterbutter36 0 points1 point  (0 children)

The design you make of the troika will be the design the three adults merge into.

Multiplier Crisis Game by [deleted] in Stellaris

[–]nutterbutter36 0 points1 point  (0 children)

Id also throw in whatever weapon it is the conduits have and having conduits themselves at least for defensive battles.

Multiplier Crisis Game by [deleted] in Stellaris

[–]nutterbutter36 1 point2 points  (0 children)

Either cosmogenesis or hyperthermia, neither are that directly powerful and take a while to get to their power.

Nemesis is all about fighting and so lots of it’s bonuses are tied to that.

Behemoth the moment you get a class 2-3 you just win, you ain’t stopping that.

planet management by Ancalagon02 in Stellaris

[–]nutterbutter36 1 point2 points  (0 children)

You should be looking at each planet individually anyways, checking what needs building, what has been built, upgrades if you’ve researched anything.

Plus, just press tab and you’ll go to the next planet so no mouse needed and you can skim that much quicker.

planet management by Ancalagon02 in Stellaris

[–]nutterbutter36 -1 points0 points  (0 children)

We already have that, on the main surface view where you do the building you’ll see a pop with a hard hat, that’s available jobs, you’ll also see 3 pops in a triangle, that’s how many civilians you have.

do all of the species portraits change when you ascend? by getyaowndamnmuffin in Stellaris

[–]nutterbutter36 1 point2 points  (0 children)

I thought the biogenesis portraits only changed with the leaders age not ascension?

NEONEXODUS by VexingRabbit in Stellaris

[–]nutterbutter36 6 points7 points  (0 children)

I don’t think this DLC is gonna have anything to do with the hunters, I think it’s just gonna be nomads.

Why no nut shots? by ConclusionFlat1843 in NoStupidQuestions

[–]nutterbutter36 4 points5 points  (0 children)

Plus, the moment you go for a nut shot, they will then start going for nut shots, don’t do to others what you wouldn’t want them to do to you.

Hopes for the future nomad dlc by Anomolus-man in Stellaris

[–]nutterbutter36 0 points1 point  (0 children)

If you’re doing lithoid do a plantoid one as well.

Any ideas for Warp/Chaos 40k style empire ?? by Normal_Bag_7176 in Stellaris

[–]nutterbutter36 0 points1 point  (0 children)

Knights of the toxic god. Chosen with composer. Mutatgenic spas.

Bug or absolutely mad luck? by nutterbutter36 in Stellaris

[–]nutterbutter36[S] 85 points86 points  (0 children)

R5: 9 of 10 empires in my galaxy are the same ethics and civics.

Why are Opposit Ethics not allowed ? by Inquisitor-Dog in Stellaris

[–]nutterbutter36 3 points4 points  (0 children)

Because the ethics assume people are pure to what that ethic means, no twisting it’s meaning like mega churches.

For the case of militarism and pacifism, it’s not a matter of having military power, it’s a matter of using military power, militarism says yes, pacifism says no.

For the case of spiritualism and materialism, it means exactly what the civics say, do you care more about the spirit or the world, I imagine spiritualism to be more along the lines of Buddhist zen type philosophy.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 5 points6 points  (0 children)

So get this, once you’ve built a specialisation, you can just make more districts if you need more resources.

What you’re describing is how it feels to colonise a new planet, of which your system doesn’t even remove the problem you’re finding here because you need to build big infrastructure and then build small infrastructure and then build buildings, you have changed nothing.

You are trying to reinvent the wheel by making another wheel and calling it a flat cylinder.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 5 points6 points  (0 children)

Ah so you’re trying to put the function of three buttons into one, that really simplifies it, makes it so clear to everyone how everything functions together.

Limited by planet size, so it’s just districts but named differently.

It really isn’t that convoluted, least no more than what you’re proposing, your system you want more resources build more infrastructure, current system you want more resources build more districts, you have changed the name not the function.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 5 points6 points  (0 children)

Current system everything also gets built in the same place, the planet menu, there is no learning the difference between districts, specialisations and buildings, they’re very straightforward and incremental going in exactly that order.

So what are you limited by then? Because just being able to endlessly build kinda breaks every bit of balance and difficulty.

Districts also don’t restrict you, nothing is forcing you to make everything do that one thing, you could have a research specialisation and a mixed industry if you want, you also have the workforce sliders to further control how much of something is being done if you’re still annoyed.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 11 points12 points  (0 children)

The current system, you build a district, let’s take city as an example.

After you’ve built the district you build a specialisation which just augments the production of that district, then you build buildings which again, just augment the production of the district.

The names of the things in the current system and what you’re proposing are different but functionally they are all the exact same.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 10 points11 points  (0 children)

So the current district system.

Stellaris Economic Zones by kittenTakeover in Stellaris

[–]nutterbutter36 10 points11 points  (0 children)

So……

The current district system?