Or just rolled into the other starbase perk.This looks too weak for ascension slot, should be at least +10
Or just rolled into the other starbase perk.This looks too weak for ascension slot, should be at least +10
There is a slider for crisis strength. You don't have to turn them offHave the End Game Crisis mechanics been adjusted to account for the new mechanics in 2.0+.....?
So as someone who didn't play the game out too late most times, I have to ask....
Have the End Game Crisis mechanics been adjusted to account for the new mechanics in 2.0+.....?
I was playing my first 2.0 game and honestly the first game where I played it out late enough to see the End Game Crisis since the beginning. And the Swarm shows up (spawning on my doorstep). They have about 8-10 fleets of about 75k-80k strength. I was one of the stronger powers in the game (on one higher in 'power' and only a few Equivalent). My average fleet strength is about 30k, divided among 4 fleets covering my empire.
if I could completely concentrate my fleet, I might have a chance against 1 or 2 individual swarm fleets. But given travel times in 2.0, there is no realistic way I can concentrate my fleet enough to fight the swarm before I lost about 1/4 of my empire. And it seems like the lower NC and the increased upkeep of ships and outposts is greatly limiting the fleets I can muster. But the swarm doesn't seem to be any smaller? The AIs empires have been sending in fleets as well but they are all like mine...in the 30k realm and being annihilated to little gain.
So at this point, I'm just folding on that game. Which is a shame because I had over 20 hours of back and forth fun between me and my vassals and a nearby empire and his. For my next game, I'm just going to turn the Crisis off but I was just curious if others have had a similar difficulty in handling them under the new mechanics.
I wonder what are the specifics. Does the event replace a civic and changes the ethoses?
On the starbase thing, it certainly does look underwhelming, but i'm guessing its balanced around the naval cap. If you go all logistics, thats what? 36 cap per base? x4 would put you at 144 extra cap. Considering they have a perk for only 80 cap (and 20 fleet), thats probably why
I think we can at least agree that something like all +range bonuses being nonfunctional is a high-priority issue and that every patch (remember, this has been an issue for a LONG time now) that comes out without a fix raises serious questions about the dev team's priorities.Can people please stop whining about their pet issues that aren't even mentioned in the patch notes? There are plenty of other threads here for that
Aw, too bad. I thought that was an intentional easter egg about serviles killing their masters at some point* Fixed species being able to spawn with Serviles trait
* Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again
I wonder what are the specifics. Does the event replace a civic and changes the ethoses?
# Chosen One becomes ruler
country_event = {
id = utopia.3400
title = "utopia.3400.name"
desc = "utopia.3400.desc"
picture = GFX_evt_psionics
show_sound = event_mystic_reveal
trigger = {
is_country_type = default
NOT = { has_country_flag = chosen_one_ruler_event }
OR = {
has_authority = auth_democratic
has_authority = auth_oligarchic
has_authority = auth_dictatorial
}
any_owned_leader = {
OR = {
has_trait = leader_trait_admiral_chosen
has_trait = leader_trait_general_chosen
has_trait = leader_trait_governor_chosen
has_trait = leader_trait_scientist_chosen
has_trait = leader_trait_ruler_chosen
}
}
}
mean_time_to_happen = {
months = 120
}
immediate = {
set_country_flag = chosen_one_ruler_event
random_owned_leader = {
limit = {
OR = {
has_trait = leader_trait_admiral_chosen
has_trait = leader_trait_general_chosen
has_trait = leader_trait_governor_chosen
has_trait = leader_trait_scientist_chosen
has_trait = leader_trait_ruler_chosen
}
}
save_event_target_as = chosen_one
species = { save_event_target_as = chosen_one_species }
}
}
option = {
name = "utopia.3400.a"
ai_chance = {
factor = 100
modifier = {
factor = 40
has_ethic = ethic_egalitarian
}
modifier = {
factor = 80
has_ethic = ethic_fanatic_egalitarian
}
}
custom_tooltip = reject_god_emperor
}
option = {
name = "utopia.3400.b"
ai_chance = {
factor = 150
modifier = {
factor = 40
has_ethic = ethic_authoritarian
}
modifier = {
factor = 80
has_ethic = ethic_fanatic_authoritarian
}
}
if = {
limit = {
NOR = {
has_ethic = ethic_fanatic_egalitarian
has_ethic = ethic_egalitarian
}
}
shift_ethic = "ethic_authoritarian"
}
if = {
limit = { has_ethic = ethic_fanatic_egalitarian }
country_remove_ethic = ethic_fanatic_egalitarian
country_add_ethic = ethic_fanatic_authoritarian
}
if = {
limit = { has_ethic = ethic_egalitarian }
country_remove_ethic = ethic_egalitarian
country_add_ethic = ethic_authoritarian
}
change_government = {
authority = auth_imperial
civics = {
civic = civic_imperial_cult
civic = civic_aristocratic_elite
civic = civic_philosopher_king
}
}
set_leader = event_target:chosen_one
hidden_effect = {
every_country = {
limit = {
is_ai = no
NOT = { is_same_value = root }
has_communications = root
}
country_event = { id = utopia.3401 days = 4 }
}
country_event = { id = utopia.3402 days = 5 }
}
}
}
# Empire accepts Chosen One as ruler
country_event = {
id = utopia.3401
title = "utopia.3401.name"
desc = "utopia.3401.desc"
picture = GFX_evt_psionics
show_sound = event_mystic_reveal
is_triggered_only = yes
option = {
name = "utopia.3401.a"
trigger = {
any_relation = {
AND = {
is_country_type = shroud
has_communications = root
}
}
}
}
option = {
name = "utopia.3401.b"
trigger = {
OR = {
has_ethic = ethic_fanatic_materialist
has_ethic = ethic_materialist
}
}
}
option = {
name = "utopia.3401.c"
trigger = {
NOR = {
has_ethic = ethic_fanatic_materialist
has_ethic = ethic_materialist
any_relation = {
AND = {
is_country_type = shroud
has_communications = root
}
}
}
}
}
}
# Change empire name
country_event = {
id = utopia.3402
hide_window = yes
is_triggered_only = yes
immediate = {
set_name = random
}
}
I think we can at least agree that something like all +range bonuses being nonfunctional is a high-priority issue and that every patch (remember, this has been an issue for a LONG time now) that comes out without a fix raises serious questions about the dev team's priorities.
The biggest issue I have with the Domination change is that there's almost no reason to get Vassals over Tributes now. Could Fleet Levies give double Naval Cap from Vassals over Tributes?
I concur. A +4 increase would have made a bit more sense when the max starbase cap was 50 (an 8% bonus does still seem a little small for an ascension slot. Buffing "Grasp the Void" to +10 starbases would give a nice round 10% increase to the hard cap.* Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4
This looks too weak for ascension slot, should be at least +10
So now we have a way to get out of fixed civics.Thats the event code:
Code:# Chosen One becomes ruler country_event = { id = utopia.3400 title = "utopia.3400.name" desc = "utopia.3400.desc" picture = GFX_evt_psionics show_sound = event_mystic_reveal trigger = { is_country_type = default NOT = { has_country_flag = chosen_one_ruler_event } OR = { has_authority = auth_democratic has_authority = auth_oligarchic has_authority = auth_dictatorial } any_owned_leader = { OR = { has_trait = leader_trait_admiral_chosen has_trait = leader_trait_general_chosen has_trait = leader_trait_governor_chosen has_trait = leader_trait_scientist_chosen has_trait = leader_trait_ruler_chosen } } } mean_time_to_happen = { months = 120 } immediate = { set_country_flag = chosen_one_ruler_event random_owned_leader = { limit = { OR = { has_trait = leader_trait_admiral_chosen has_trait = leader_trait_general_chosen has_trait = leader_trait_governor_chosen has_trait = leader_trait_scientist_chosen has_trait = leader_trait_ruler_chosen } } save_event_target_as = chosen_one species = { save_event_target_as = chosen_one_species } } } option = { name = "utopia.3400.a" ai_chance = { factor = 100 modifier = { factor = 40 has_ethic = ethic_egalitarian } modifier = { factor = 80 has_ethic = ethic_fanatic_egalitarian } } custom_tooltip = reject_god_emperor } option = { name = "utopia.3400.b" ai_chance = { factor = 150 modifier = { factor = 40 has_ethic = ethic_authoritarian } modifier = { factor = 80 has_ethic = ethic_fanatic_authoritarian } } if = { limit = { NOR = { has_ethic = ethic_fanatic_egalitarian has_ethic = ethic_egalitarian } } shift_ethic = "ethic_authoritarian" } if = { limit = { has_ethic = ethic_fanatic_egalitarian } country_remove_ethic = ethic_fanatic_egalitarian country_add_ethic = ethic_fanatic_authoritarian } if = { limit = { has_ethic = ethic_egalitarian } country_remove_ethic = ethic_egalitarian country_add_ethic = ethic_authoritarian } change_government = { authority = auth_imperial civics = { civic = civic_imperial_cult civic = civic_aristocratic_elite civic = civic_philosopher_king } } set_leader = event_target:chosen_one hidden_effect = { every_country = { limit = { is_ai = no NOT = { is_same_value = root } has_communications = root } country_event = { id = utopia.3401 days = 4 } } country_event = { id = utopia.3402 days = 5 } } } } # Empire accepts Chosen One as ruler country_event = { id = utopia.3401 title = "utopia.3401.name" desc = "utopia.3401.desc" picture = GFX_evt_psionics show_sound = event_mystic_reveal is_triggered_only = yes option = { name = "utopia.3401.a" trigger = { any_relation = { AND = { is_country_type = shroud has_communications = root } } } } option = { name = "utopia.3401.b" trigger = { OR = { has_ethic = ethic_fanatic_materialist has_ethic = ethic_materialist } } } option = { name = "utopia.3401.c" trigger = { NOR = { has_ethic = ethic_fanatic_materialist has_ethic = ethic_materialist any_relation = { AND = { is_country_type = shroud has_communications = root } } } } } } # Change empire name country_event = { id = utopia.3402 hide_window = yes is_triggered_only = yes immediate = { set_name = random } }