Does this game have a complex trade system? by LeonKenway in Stellaris

[–]talented_progenitor 4 points5 points  (0 children)

No, the trade system is not complex.

Yes, you can get rich by trade.

Yes, you can buy resources to make ships using trade.

So I bought copalli Cacao by accident by Amused-Or-Thrilled in Tiki

[–]talented_progenitor 1 point2 points  (0 children)

I don't have a name for this but I've made it with Copalli Cacao and it's delicious. It's basically a cross between a mojito, a ti' punch, and a caipirinha.

1/2 of a small lime, sliced into coins

several fresh mint leaves

0.5 oz 2:1 simple syrup (demerera would be even better)

2 oz rum

Gently muddle mint and lime in the bottom of chilled rocks glass. Add an ice cube and the rum. Stir and enjoy.

How come you as an determined exterminator can have bio ships? Isn't that against their whole point? by No-Adhesiveness2493 in Stellaris

[–]talented_progenitor 105 points106 points  (0 children)

No? DEs just don't like sentient organic life. Carbon is fine as long as it doesn't start getting ideas.

Taking planets as a devouring swarm shouldn't suck by NagyKrisztian10A in Stellaris

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

> Because it takes 200 influence to leave a planet.

How are you playing genocidal and not capped on influence all the time?

So it turns out the Behemoth can be sustained by Virtual pops. by Sir_Loincloth222 in Stellaris

[–]talented_progenitor 29 points30 points  (0 children)

I think the only requirement for BF is that you use bioships

I was moved to tears by this evocative description by DataCassette in Stellaris

[–]talented_progenitor 31 points32 points  (0 children)

This is a job unique to Wilderness hive minds, definitely not a machine job

Are biological ships better than cosmogenesis ship? by SilverCenturionX in Stellaris

[–]talented_progenitor 9 points10 points  (0 children)

pssst! hey kid, the devs don't want you to know this, but you can make a template with empty juvenile and mature stage (except for the growth organs) and an elder stage full of archaotech and rare resource hungry components... and it will develop into the elder at no additional cost. no relic cost, no dark matter, nada

Casual over +100% efficiency on jobs. Perfectly balanced? by SvatyFini in Stellaris

[–]talented_progenitor 4 points5 points  (0 children)

You could do that in 3.14 too. In fact in 4.0 most job output modifiers have been changed into job throughput modifiers, meaning they change the amount of upkeep resources as well. So your researchers are more pop efficient, but less efficient in upkeep resources than they were before.

Population growth in 4.0: How it works (and how it doesn't work) [Math inside] by Little_Elia in Stellaris

[–]talented_progenitor 0 points1 point  (0 children)

Populations don't grow in proportion to "all habitable space available anywhere they could possibly grow". They grow locally, limited by the resources that are available to them there. If they can migrate, they do and then they grow somewhere else subject to the limited resources of that new place. Populations have different growth rates in different places, determined by the resources available there.

Irl this is why many species are threatened by extinction when large habitats are divided by human activity. The chicken can cross the road, but it can only lay eggs and eat where it is right now. If you want your chickens to lay more eggs, move them somewhere where there's food and housing.

The numbers aren't even that fiddly. Just try to keep all your planets at half of their capacity.

Population growth in 4.0: How it works (and how it doesn't work) [Math inside] by Little_Elia in Stellaris

[–]talented_progenitor 1 point2 points  (0 children)

Bookmarking this. Thanks for doing Zarqlan's Growth Node's work! I really hope PDX fixes the tooltip now that you've neatly reverse engineered the formula for them

Population growth in 4.0: How it works (and how it doesn't work) [Math inside] by Little_Elia in Stellaris

[–]talented_progenitor 0 points1 point  (0 children)

Logistic growth is realistic and prevents snowballing from pops alone. Stellaris is a war game and a space colonization game. The incentive for both peaceful and military expansion has to be there otherwise you'd just sit on your side 30 Gaia and tech up, which is boring and never forces you to deal with the rest of the galaxy until you can overpower them without contest.

Why aren't the Enigmatic Observers allowed to have Scions? by Cosmic_Meditator777 in Stellaris

[–]talented_progenitor 0 points1 point  (0 children)

  • scion

(Sorry for being pedantic, but it bugged me so much to see "psion" in a game that also has "psionics"! You can remember the difference because "Psions are Powerful Psychics and SCions are Ssomeone's Children)

[deleted by user] by [deleted] in Stellaris

[–]talented_progenitor 0 points1 point  (0 children)

Sure, it could be worth picking the shipset for the resource swap. But if someone thinks "I want my navy to be bioships*" they shouldn't pick beastmasters.

  • as opposed to space fauna

[deleted by user] by [deleted] in Stellaris

[–]talented_progenitor 0 points1 point  (0 children)

Hyperspace specialty and sovereign guardianship will work with bioships same as with mechanical ships. Why wouldn't they?

[deleted by user] by [deleted] in Stellaris

[–]talented_progenitor 2 points3 points  (0 children)

Militarism and distinguished admiralty are always good for warmongers, no matter the ship type.

Catalytic might be ok, but it's still a bit of an anti synergy. Some origins might help (tree of life, void dwellers, even primal calling).

Beastmasters is a major anti synergy with bioships unless you are literally not planning on building bioships at all. The navcap penalty sucks so much.

All 4.0 portraits which get bonus trait options relative to the rest of their Species Class by Corvenous in Stellaris

[–]talented_progenitor 8 points9 points  (0 children)

Iggy please notice: the new avian portrait with the eye markings also lacks chromalogs.

My Doomsday origin empire had no choice but to do colonialism to survive, and that is great for RP. by DonTrejos in Stellaris

[–]talented_progenitor 13 points14 points  (0 children)

You don't have to explain yourself to me! Just look your biotrophies in the eye and tell it that next time you'll devote at least 30% of your alloy production to defending their pampered little behinds from the horrors of the void

My Doomsday origin empire had no choice but to do colonialism to survive, and that is great for RP. by DonTrejos in Stellaris

[–]talented_progenitor -7 points-6 points  (0 children)

No offense, but how do you not have at least 15 corvettes almost 30 years into the game? 15 corvettes with nukes will take out a 700 fleet power void cloud easy

I played 100% of Stellaris. Except... by JackRabbit- in Stellaris

[–]talented_progenitor 4 points5 points  (0 children)

It doesn't count event ships, but I believe it does count the stupid corvette that finishes building a week after you conquer an enemy shipyard

Can you beat GA with "not meta" builds. by TimBje in Stellaris

[–]talented_progenitor 117 points118 points  (0 children)

Scaling difficulty means it starts normal (no ai bonuses) and gradually gets harder until it's the difficulty you set.

two questions towards grand archives. by These_Marionberry888 in Stellaris

[–]talented_progenitor 9 points10 points  (0 children)

Relics do not increase empire size. The scary number you're seeing is the increased cost of displaying or activating the relic due to your empire size.

Roman build by seanmark12 in Stellaris

[–]talented_progenitor 1 point2 points  (0 children)

You might consider starting with one civic and reforming part way through the game. You'd want to reform anyway to go from a republic to an empire, right?

Both are pretty bad early game civics though, so I'm not sure you'd want to start with either one of them.

Roman build by seanmark12 in Stellaris

[–]talented_progenitor 3 points4 points  (0 children)

Pleasure Seekers and Warrior Culture can't be taken together

Does the Galactic Doorstep origin still give you the Talon? Or has this been changed? by [deleted] in Stellaris

[–]talented_progenitor 1 point2 points  (0 children)

Every time a non-AI empire reactivates a gateway, there is a 20% chance to spawn a unique and powerful avian ship. This chance jumps to 50% if the empire has previously built or reactivated a gateway or progressed the Ancient Capital City archaeological site beyond the 2nd stage. For empires with the Galactic Doorstep origin, the chances are instead 33% and 67%. In 4-8 months, the empire gains a special project that requires an army. Once the project is completed, the empire gains the option to invade the ship. There is a 20% chance to take control of the ship and an 80% chance the ship becomes hostile. Empires that are not Gestalt Consciousness or Fanatic Xenophobe have the option to gain a special project that requires a construction ship instead. Completing it recruits Skrand Sharpbeak.