Horizon Signal Abuse... Oh No

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Defiler99

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Yeah; must be before 2.0 because the hyperlanes are green instead of cyan.
 

urogard

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Yeah; must be before 2.0 because the hyperlanes are green instead of cyan.
yeah that was in 1.8, but the system was perfectly viable.
You colonized all that and made it into a 1 system sector with a "fleet admiral" governor.
That would be 17 easily identifiable starports in one system with cheaper ship construction.

2.0 would look like this:
worm-colonies.png
 

Wolfgang I

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yeah that was in 1.8, but the system was perfectly viable.
You colonized all that and made it into a 1 system sector with a "fleet admiral" governor.
That would be 17 easily identifiable starports in one system with cheaper ship construction.

2.0 would look like this:
View attachment 347120

Do you know if there is a way to identify rocky planets which are too big/small for the event without using the console or mods?
 

urogard

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Do you know if there is a way to identify rocky planets which are too big/small for the event without using the console or mods?
I don't know of any mod that would do that and I can't think of a way of doing it with the console that isn't so tedious that you'd want to eat a bullet.


What I did was to write a php script to parse the savegame file to generate a list of systems with information on available planets.

worm-colony-results.png
 

ComradeKroo

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yeah that was in 1.8, but the system was perfectly viable.
You colonized all that and made it into a 1 system sector with a "fleet admiral" governor.
That would be 17 easily identifiable starports in one system with cheaper ship construction.

2.0 would look like this:
View attachment 347120
So, if this Horizon signal event is repeated, we can have endless tomb worlds?
 

Wolfgang I

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I don't know of any mod that would do that and I can't think of a way of doing it with the console that isn't so tedious that you'd want to eat a bullet.


What I did was to write a php script to parse the savegame file to generate a list of systems with information on available planets.

View attachment 347137

Ah interesting I wrongly assumed that you did something ingame with the console or a mod to find those systems.
 

Defiler99

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While we are on the topic; I've not played through the event chain with every type of species yet.
What are the rest of the portrait types that you end up with after the Messenger modifications?

These are the ones I'm familiar with:
Humanoid:
80px-Humanoid_04.png

Avian:
100px-Avian_slender_03.png

Plantoid:
82px-Plantoid_15.png

Molluscoid:
92px-Molluscoid_massive_11.png


What about the rest?: https://stellaris.paradoxwikis.com/Species#List_of_species_groups

Mammalian:
Reptilian:
73px-Reptilian_normal_08.png
(thanks Vyktor)

Arthropoid:
Fungoid:

I think I know which one we get for Reptilian and Arthropoid, but it's been a while and I don't want to spread false info.
 
Last edited:

Roddo

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Ahhh this event. I had never gotten it before 2.0.1.
At the time I was playing an awesome pacifist empire, everything was going well.
Until I decided to go along with it.

GOD DAMMIT.
Is there a way to get out of the influence sink spiral thing? I couldn't even change my ethos because of it. It was a terrible way to lose a game :(
 

Defiler99

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Interesting; I went and looked at the scripted event that actually changes your species, and there's an alternate for each type, that is chosen if your portrait is already the one it was going to flip to.

73px-Reptilian_normal_08.png
has
94px-Reptilian_slender_04.png
as a fallback.
82px-Plantoid_15.png
has
72px-Plantoid_10.png

92px-Molluscoid_massive_11.png
has
91px-Molluscoid_massive_12.png

80px-Humanoid_04.png
has
89px-Humanoid_03.png

71px-Mammalian_normal_10.png
has
103px-Mammalian_massive_13.png

94px-Arthropoid_massive_11.png
has
72px-Arthropoid_normal_10.png

93px-Fungoid_massive_12.png
has
83px-Fungoid_normal_10.png


Avian has been accidentally left out of the script, and looks like it doesn't change portraits with the event.

Has anyone actually seen any of the right-hand-side portraits as a result of the event?
 

FleetingRain

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Something I have found out is that if you have Syncretic Evolution the Messenger event won't change your main species's appearance. Having two "main" species probably bugs the event lol.
 

Ur-Quan Lord 13

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I've been going a different route that's similarly exploitative.

Syncretic Evolution (not necessary but worked well enough), Authoritarian / Fanatic Spiritualist - although really, spiritualist alone is enough.

Trigger the event, but go down the Evolutionary path before you finish. Because we're going to evolve them away your initial traits don't matter that much - I just used traditional/intelligent. Since you get so much society research from the building and quests, it synergizes pretty well.

Pick the system you want to convert. If Zanaam is in the game, that's a guaranteed four size 25s. Settle it and the like.

Finish the evolutionary path. Make sure there's at least one each of your main and syncretic species on your new homeworld, and engineer them with the traits you want everywhere. I picked Fertile, Erudite, Robust, Sedentary and Repugnant.

Then finish the Messenger connection. If you want, restrict it to your capitol world - you're going to re-engineer everyone in a little bit anyways. This helps you keep your ethics if you want. However, now you've got both Intelligent and Erudite - normally restricted to picking only one. For my syncretic species, I picked Robust, Fertile, Industrious. They don't get Intelligent from the Messenger connection, so I don't see the point in making them mediocre at research when your main species has +30% to all.

Then finish the rest of the line. Boom. Every species in the system gets Tomb habitability, Repugnant and Natural Physicists. With Robust that's 90% habitability to all non-tomb worlds, 100% on tombs, +30% to engineering and sociology and +45% to physics, and -2 trait points remaining.
So, you're authoritarian, so you can resetlle and prevent migration... But you only put one species of your main race on your homeworld? You missed out on the engineer/physicst combo!

When I did this, I didn't realize I'd be able to stack erudite and intelligent, so I missed out on that part. You were actually at +50% physics and +35% to the other 2, you forgot about the new +5% to everything from robust. But, you could have been +50% to both physics and engineering.

And, since you're authoritarian, it should be little to no issue whether you have a second subspecies. Your first subspecies had to give up fertile to get natural engineers. They're amazing on labs, but that's all they're amazing at. So, have a second one, that are better at unity and sociology, than the first. They don't even have to be there for the last event, since you can terraforming everything to Gaia worlds (including your new tomb worlds) and the second subspecies doesn't need +physics when they're working clinics and loop institutes. It helped that I also had synths, who were best at energy and unity no matter what.

Thing is, later I conquered some psionic xeno pops. Since I didn't stack intelligent, they were better than my worm freaks at science (and, of course at leading research too). Now, what would have been awesome: I had some migration treaties in this game. Some of my pops migrated, multiplied, and then emigrated back to me later after I'd gene modded. Not a big deal, just a little work. Now, imagine they'd migrated to a psionic empire, assimilated, and come back. Then you worm them. 60/45/60 research bonuses!