Hmm, I didn't consider using gaia worlds for my cyborgs, and it would be an extra ascension perk required, but I see the point. I think definitely not worth it just for an extra 5% science/energy, and not worth losing +15% energy from game start to end to get +15% minerals on Gaia worlds only, but could be worth it if you get lucky and find a species with either industrious or very strong and no wasted points, like you said. For me, an issue would be that I like respecting tile resources in most situations. Which means that Gaia world would have some tiles that aren't minerals (for my adopted race at +15%) or energy (for my original race at +5%) but instead research or unity (where my robots work at -10%), but picking worlds with few lab bonuses would help. Seems also like it would be most useful without voidborne or ringworlds, which kinda fulfill the same purpose as those Gaia worlds; you'd want to preserve your actual planets' generic tiles for high efficiency machine world research and unity, and use ringworlds and power+replicator habitats for minerals since your science output there is abyssmal anyway.Not really, remember, you can use gaia terraformation for gain a +10% bonus in your cyborgs.
So: Industrious/thrifty + neuroeletric amplifier + gaia world = +40% for energy and minerals.
If you min-max your original cyborg specie or have luck in galactic generation you can make later a cyborg with industrious + very strong (assimilators cant pick biological ascension path, so, gene points are a real issue here) for a total of +50% minerals.
Assimilator machines can stack +10% machine trait, +20% machine world terraformation, +5% for complete versatility tradition = +35%. So, cyborgs are better for energy and minerals.
I dont known if the new gestalt tech affect both (machines and assimilator cyborgs) but probably the answer is yes.
is research_technologies console command still work on newest patch 2.0.2? Or its just me?
is research_technologies console command still work on newest patch 2.0.2? Or its just me?
The new console command is: research_all_technologies.It seems it's either broken or changed, as it didn't work for me when I tried using it in the beta. Any other console command I tried worked normally though.
Yep, that makes cyborgs officially useless in all cases late game.This really need affect the cyborgs too.
Make no sense.
The new console command is: research_all_technologies.
Same here. It is 2227, and every AI I have encountered is AHEAD of me. I chose scaling difficulty levels for this game.
Not mad, just... really really confused.
The new difficulty settings are bonuses to empire-wide production, rather than specific individual things. Much more powerful.
Grand Admiral + increased aggression is proving to be a good time.
I thought the old bonuses were empire-wide too? Can you clarify what you mean?
It's almost certainly a bug. I mean, it even applies to subjects of Awakened Empires. Those rebels end up with AE level tech.I was testing out the new claim resetting mechanic for liberation wars, and just noticed that rebels that declared (and gained) independence from my protectorate/vassal empires receive all the techs that I have.
i.e. the tech levels of my protectorate empires themselves are "Pathetic" compared to mine (naturally, being protectorates), but the rebel empires that came off of them have all the techs I have.
Is this an intended feature?
I mean, I am aware that rebel empires that came off of the player's empire get all the techs (as do the vassals you release), but why do those that came from vassals/protectorates gain access to techs of the overlord automatically?
It's great that we're getting these small patches. I just really wish they'd address my own pet peeves:
1> A successful vassalization should remove your vassal's claims against you, AND he shouldn't be able to make new ones on you until he starts to rebel somewhere down the road. Right now any vassal/tributary will start to make claims on you, which lowers the relationship, which makes them make more claims on you, and so on until their relationship is beyond repair.
2> In a vassalization war against an empire with defensive pacts, the Occupation percentage is based on the combined territory of all defenders, not just the primary. So, you end up having to occupy most of the allies' territory as well, just to reach a high enough score to end the war with anything at all (since Status Quo won't give you anything, as there were no claims involved). This makes these wars take FOREVER compared to pre-2.0.
3> Threat builds too quickly and decays far too slowly. If I conquer one neighboring empire, it adds so much threat that everyone around me will immediately hate me. No research agreements, no open borders, and so on. This unfortunately means that I have no real choice but to keep conquering, with every empire allying against me, because otherwise it'd take decades for them to forgive me for that first war. At the very least, the amount of threat added should depend on things like ideology (a spiritualist wouldn't care as much if I conquered a materialist empire) so that the empires that were friends of mine wouldn't care much for conquering people they hated as well.
But still good patches.
Force ideology.Remove claims CB please. I'd like to force empires to knock it off.