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Maybe it's Event-spawned a la Cybrex Alpha, but at the beginning of the game so as not to benefit from savescumming?

What determines your precursor civilization is which region of the galaxy you start surveying. Since they balanced precursor rewards, there's no reason to change it (like locking it to your spawn location), as getting the ring world is not an "exploit" anymore. I thought of that system being the precursor too, but as it is now, precursor systems still need to be generated later in the game for more flexibility. If they change that, then it's another plausible explanation, but unlikely in my opinion as I pointed out.
 
So, the increased star density.... Does that mean we'll see massive changes to the unity (and maybe tech) penalties? ATM unless you're focused on staying tiny and getting your unity fixed you'll never get more than 3-4 perks before the crisis hits. That might be nice from a balance point of view, but it's *really* boring from a gameplay point of view since you'll never see the interesting perks come online...
What are you talking about? How are you miss playing the game for that to be true?
Even when blobbing to 1/4 of the galaxy without Habitats, I ran out of Traditions to unlock before the Endgame hit.

Alps =/= space
If you have no Hyperspace route between two Sytems Space > Alps in impassability. You are right, but in the totally opposite direction you wanted to argue.

Is the cluster based on absolute distance rather than number of star lanes?
It is based on "Neighborhood" checking. And no, I ahve no idea how that works. But I guess it works on Hyperspace and Wormhole/Gateway jumps since 2.0.

Plus most of the startign System are spawned in for the Empire anyway. As the scripts can open and close Hypersapce routes, I see no reason they can not make another pass.

Any guesses?

My guess is hyperlane generation/revelation during the game. Maybe related to game stage transition dates or a technology for hidden hyperlane detection, or maybe anomalies.
Rare or uncommon hidden hyperlanes would be a cool feature, new chokepoints here and there, new shortcuts, new bordering empires... Just like opening wormholes and stargates. Yeah, why not?
Womrholes could be the only access to those places.
It could also be they are reserve Systems for Stuff like finding Precursor Systems or Crisis Starts.

I realised a while back that with both Megastructures (Ringworld in particular) and Levaithans there is a way to "sequence break" the Contingency. If the Systems are not reachable from start - either due to missing Hyperspace connections or due to being spawned in later - this would completely solve those issues.

It is also possible all those Systems have a Gateway. And activating any Gateway would get you a counter gateway in one of those "Island" Systems.
 
Please, no more toggles. We gotta draw the line somewhere, we can't keep fractioning down every single minuscule detail into a toggle, it's just an absolute mess waiting to happen.

More options is NEVER a bad thing. We don't have nearly enough game settings to choose from yet and you already want to draw the line? Every setting that could make the game more fun for some people and less fun for others should be a toggle or slider.
 
More options is NEVER a bad thing. We don't have nearly enough game settings to choose from yet and you already want to draw the line? Every setting that could make the game more fun for some people and less fun for others should be a toggle or slider.
Not all of them. But this one sounds like it is important enough for the gameplay as a whole.

In a way we alrady have such a Slider. Thus far how the Hyperlane network looked (how many paths or chokepoints there are) was simply a Emergent Property from the random generation of the Hyperlane Density. I consider this change at tops a refinement of the existing process.
 
I'm not going to lie, the introduction of the clusters has me mildly concerned for the effects of the hyperlane slider. I would like more clarification on the connections within clusters vs the connections between clusters.
 
This screams "galactic geography" at my face for some reason. So we're finally getting the concept out eh?
 
(Modding) More options for spawning systems
what does the hyper lane change mean for spiral formed galaxies? is it going to get even more fragmented then?
I have to admit the times I've played in spiral galaxies that I like the concept of semi-seperated areas, but I am also very aware of the dangers it poses if crisis strength is not balanced to compensate for the funnelling of massive crisis fleets through a smaller area
 
For me the problem very quickly becomes that as a FP your expansion rapidly overtakes your unity gen causing your unity timers to exceed 120 months. This means you only get 1 pick / 10 years. 20 picks (2200 - 2400) = 4 trees. This mostly has to do with the immense amount of systems between your planets as you go to conquer everyone, leading to a massive unity penalty relative to your colonized worlds. Do you just dump everything into a sector and colonize everything you can, coming back to the sector(s) later to fix them or what?

I don't know about the person you were responding to, but I try to colonize everything inside my borders, yes. More for the minerals etc. than for the unity, but it probably also helps unity since only planets generate it.

Big planets get to be core for a while, small planets get dumped straight into a sector from the get go, but I make sure to manually build a monument on them after they're colonized because the sector AI sometimes misses that (but will upgrade it and use it if it's there).

Haven't tried FP since 2.0 I guess, but in 200+ years you should have time to colonize stuff no matter how much of the galaxy you conquer.
 
You have spoken the Words wrongly.
Why do you do this thing? (When I'm asking a serious question.) :p

1) yes (given the research pops up of course)
2) yes
3) only after ascension (takes a long time)
4) when do you pick up the purity tree?
7) when do you pick up the harmony tree?
1. Right, should be within the first 30 years max.
3. These are just the ME/hive mind versions of paradise dome, they're in a different # since they can be built before capital upgrade.
4. If I have the purity tree option, I also have the at least -20% and as much as -50% starbase influence cost at game start, and those reductions stack additively. If I have space to expand still, purity is usually #3, no later than #5. It is also the biggest unity boost.
7. 1st or 2nd. +25% growth or +33% build speed? Yes please.

However, the unity boost from paradise domes is no better than any other tradition tree provides; I get it for growth speed, and so I don't have to research farms. Prosperity also provides 2 per planet. Adaptability/versatility/diplomacy/domination/supremacy all provide up to 30% with varying levels of ease (diplomacy also technically gives visitor center, for masochists). The only worse one is supremacy for empires without rivals (only +10%) and the better ones are purity (only +10%, but an optional +4 unity per planet at the cost of a tile), discovery (unless your science sucks), and expansion (only +1 per planet, but a hefty cost reduction if you have planets.)

So, if you're always picking supremacy first, and the 2/3 strong ones never, order could be hurting you. A little. But, as long as you're using whatever tools the trees you chose gave you, you should be pretty alright. My list wasn't "I always build all of these" (some are mutually exlusive) but "this is what I prioritize when I have access to it."

For me the problem very quickly becomes that as a FP your expansion rapidly overtakes your unity gen causing your unity timers to exceed 120 months. This means you only get 1 pick / 10 years. 20 picks (2200 - 2400) = 4 trees. This mostly has to do with the immense amount of systems between your planets as you go to conquer everyone, leading to a massive unity penalty relative to your colonized worlds. Do you just dump everything into a sector and colonize everything you can, coming back to the sector(s) later to fix them or what?
My timers were never over 85 months, and even that's inaccurate since the discovery tech bonuses aren't counted into it.

So, if I understand correctly, you do some combination of these 3 things:
1. Pick supremacy early.
2. Go to war early and often.
3. Leave planets you take purged of all life.

#1 is generally not a great option. Even on high difficulties, war is not hard, if your economy is alright. For FP, it's especially bad, since they get less +unity from it, and already have big military boosts; you can conquer just fine without supremacy, so economy boosts are better.

#2 is fine, as long as it doesn't lead to #3.

I just tend not to conquer planets faster than I can integrate them. Conquering space you'll leave barren for decades, as you can see from what you just described, isn't very helpful. Depending on my economic strength, I do one of 2 things:
1. Conquer about twice as much as I can handle, purge half and integrate the other half.
2. Conquer about twice as much as I can handle, and my economy is so strong I can ride 15/9 core systems for a few years as I integrate.

Either way, I make peace when I've reached that point. Integration just takes a few years max, to let 5 pops grow (migration and/or resettlement helps) which is enough to build all the buildings and robots and upgrade all the labs. Then hand them off to my no redevelopment / no robot building sector, and either make war again or settle some juicy planets, depending on how I feel.
 
White dwarfs and the various giant stars are the common stars that they're still missing from the current version of the game. I'm not sure what terrain effects they should have, but they most definitely could have them. Maybe brown dwarfs should have something related to navigation difficulties due to lacking an obvious central star?
 
ES 2 has:
Combat you can not control
A more primitive Version of the Faction and Ethic System (only 5 axis)
A cap on how many Systems you can control
Anomalies and exploration
A pretty close copy of the old border System
Heroes/Leaders

I was thinking of things like being able to reassign your admiral to planet governor and specializing in either role leave you weak in the other role which is unique to ES 2.

Exploration isn't limited to one phase and can be accomplish in multiple passes (unlock level 2/3/4 anomalies through tech) which again is unique to ES 2.

Combat behavior is picked at start of combat phase for ES 2. Stellaris combat don't have any "phase".

The ES 2 border expansion doesn't grant you control if you manage to overwhelm someone's colony influence like in Stellaris 1.9.1.

Distant World govt system while being primitive allows you to switch between certain govt if you wish. For example, you can start out as a "tourism/federalism" democracy and unlock the most "authoritarian" best suited for warmonger govt and switch to that. Or vice versa. Endless Space 2 doesn't even allow for that kind of flexible like Stellaris does.
 
Hmm, this brown dwarfs ... it screams for a new megabuilding ... a brown dwarf harvester or so, a giant mining rig to mine minerals from this brown dwarf. Should be unique like the Dyson Sphere and it eat enormous amounts of energy to substain it.
 
I was thinking of things like being able to reassign your admiral to planet governor and specializing in either role leave you weak in the other role which is unique to ES 2.
And in Stellaris you have Governors and Admirals as seperate Class. Wich can you not assign to the other group at all. Way more specialisation.

Exploration isn't limited to one phase and can be accomplish in multiple passes (unlock level 2/3/4 anomalies through tech) which again is unique to ES 2.
Anomaly/Special Projects are locked to Scientsit skill rather then technology. The difference is trivial.

Combat behavior is picked at start of combat phase for ES 2. Stellaris combat don't have any "phase".
Wow. That is so much control. Indeed as much as the Combat Computers, give or take.

The ES 2 border expansion doesn't grant you control if you manage to overwhelm someone's colony influence like in Stellaris 1.9.1.
It grants you control of a System and you can even take over Colonized Systems via Pacific Conversion.
So that claim was a pretty baltant lie.
 
I generally play F.Mat/Egal, Mechanist/Mining Guilds and spread my empire as wide as I can (peacefully to the extent that it's possible, then through war) and I have 6 perks in 2325, along with 2 unity ambitions active. I also got Mega-Engineering by drawing the tech card, and have started to research some repeatables. I also play on an 800 star galaxy.

Point is, I don't see any possible problem with Tradition trees or techs being too hard to fill for a large empire as it stands. Big, wide empires are better by far at science, and do fine at unity generation provided they build the appropriate buildings (roughly what Ur-Quan laid out). Get all the Art Monuments and always keep Patron up as well.