lagsWhy does anyone stop playing before 2500? That's just dumb. I don't understand people that speedrun stellaris and skip the endgame.
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lagsWhy does anyone stop playing before 2500? That's just dumb. I don't understand people that speedrun stellaris and skip the endgame.
Terraform candidates are mostly created through an anomaly, which isn't limited. The more active you survey early on, the more terraforming candidates are you likely to find, and there is a slight exponential component because most other anomalies can only appear once, making terraforming candidates more and more likely to show up the more of the other anomalies have already been removed from the pool.I look in the expansion planner all the time. The fact that I have never seen a single terraforming candidate there suggests that they are so rare as to be irrelevant.
What does this have to do with anything? Nothing you said contradicts what I said, which was that conquest is without exception the best way to win games of Stellaris.in stellaris you can double or even triple the size of your pops after a war and nothing happens. in fact, you'll instantly notice a massive boost to your economy
if you try doing that in eu4 the rebels will tear you apart, in i:r you'll face a cycle of continuous civil wars for decades that can cause an actual game over, in hoi4 you largely won't be able to exploit non-cores and are better off just releasing them as puppets
the only comparable mechanic to all of that is the rise of the khan if you dare to conquer his space clans post 2300, and with nemesis you sort of get a hre-like emperor who will defend the gc/ge against aggressors, that's it
Taking into account what you said, I would still consider them irrelevant.Terraform candidates are mostly created through an anomaly, which isn't limited. The more active you survey early on, the more terraforming candidates are you likely to find, and there is a slight exponential component because most other anomalies can only appear once, making terraforming candidates more and more likely to show up the more of the other anomalies have already been removed from the pool.
It's never a truly significant number, but there were games when I found 3 - 4.
What would need to change for them to become "relevant" in your view?Taking into account what you said, I would still consider them irrelevant.
just pointed out why the devs should make blobbing and snowballing more difficultWhat does this have to do with anything? Nothing you said contradicts what I said, which was that conquest is without exception the best way to win games of Stellaris.
Honestly, I don't know how they would have to change to become relevant. Terraforming is very expensive without an ascension perk and takes 10 years and a substantial up-front energy cost, and all you get is one more normal planet. You get the terraforming tech at a time when you'd rather be investing into conquest and fleet power, not colonization. The only times I've ever bothered terraforming is when I decide to take World Shaper for some reason to make everything gaia planets for the resource boost, or machine/hive worlds. To min-max properly you should be colonizing everything you can and this theoretically includes terraforming candidates, but the stars have to align properly to even be able to make use of them for a couple reasons.What would need to change for them to become "relevant" in your view?
And do you ever build habitats?
That's a fine opinion to have, but not everyone agrees with it. Personally I have no problem with "blobbing and snowballing."just pointed out why the devs should make blobbing and snowballing more difficult
Not to mention math says an ecumenopolis can house WAY more people than most sci fi says it does.
lol that would be like turning on the god modeJust played my first shattered ring game and the only real problem I had was that megaengineering didn't pop until the mid 2400s. I think shattered ring should have megaengineering as an option from the beginning. Then it would be worth it. It's too hit or miss now and you end up minmaxing like a mug.
megaengineering has a higher drop rate for anyone with a ruined megastructure in their space, which, as a shattered ring origin, is you. the only thing preventing you from seeing it early is that you're not researching the right prerequisites or using a voidcraft scientist. put a voidcraft scientist on your engineering research to increase droprate further. Make sure to research anti-gravity engineering when it comes up. other techs you also need to research before it drops: Zero Point Power, Citadels, Battleships. Also, the more citadels you have the higher the droprate. Even upgraded starbases that are not citadels increase the drop rate. The higher they are upgraded the more they increase the droprate and the more of them there are the more they increase the droprate.Just played my first shattered ring game and the only real problem I had was that megaengineering didn't pop until the mid 2400s. I think shattered ring should have megaengineering as an option from the beginning. Then it would be worth it. It's too hit or miss now and you end up minmaxing like a mug.
Speak for yourself, I minmax every planet even in games where I have 50+, and it's not hard. It just takes a bit more time. Your empire is just too much more efficient if you properly build your planets to ignore it.lol that would be like turning on the god mode
the whole beauty of shattered ring is that you've got all the time and attention you need to spend on micro and minmaxing your homeworld while raiding the galaxy, too many worlds to manage requires too much attention
This. If you properly prioritize science and know how to manipulate your tech tree, even on builds that aren't tech rushes you should be hitting mega engineering around 2270 or sooner if you are lucky with Citadels showing up.megaengineering has a higher drop rate for anyone with a ruined megastructure in their space, which, as a shattered ring origin, is you. the only thing preventing you from seeing it early is that you're not researching the right prerequisites or using a voidcraft scientist. put a voidcraft scientist on your engineering research to increase droprate further. Make sure to research anti-gravity engineering when it comes up. other techs you also need to research before it drops: Zero Point Power, Citadels, Battleships. Also, the more citadels you have the higher the droprate. Even upgraded starbases that are not citadels increase the drop rate. The higher they are upgraded the more they increase the droprate and the more of them there are the more they increase the droprate.
megaengineering has a higher drop rate for anyone with a ruined megastructure in their space, which, as a shattered ring origin, is you. the only thing preventing you from seeing it early is that you're not researching the right prerequisites or using a voidcraft scientist. put a voidcraft scientist on your engineering research to increase droprate further. Make sure to research anti-gravity engineering when it comes up. other techs you also need to research before it drops: Zero Point Power, Citadels, Battleships. Also, the more citadels you have the higher the droprate. Even upgraded starbases that are not citadels increase the drop rate. The higher they are upgraded the more they increase the droprate and the more of them there are the more they increase the droprate.
This. If you properly prioritize science and know how to manipulate your tech tree, even on builds that aren't tech rushes you should be hitting mega engineering around 2270 or sooner if you are lucky with Citadels showing up.
TrotBot has everything right here, but the one thing I will add is that you can further restrict your tech rolls to increase the likelihood of rolling mega engineering if you don't research any missiles or kinetic weapons. It's easier to do this if you don't plan to be going to war too much, but you can also rely entirely on advanced strike craft for your weapons until you get to mega engineering. Even better, if you can find battle debris of level 2 kinetics and missiles, you can permanently remove them from the random tech pool since you will always have them available as extra research options. This means you can get 4 or 5 engineering tech options that aren't weapons techs, which dramatically increases the odds for rolling the necessary battleships, citadels, and mega engineering techs.
I think the problem is more playing on 3x tech cost doing a one planet challenge than it is playing a hive mind. With such restrictive settings like that, I'm surprised the game is even remotely playable.I don't think any of that applies when you're playing a hive (at 3x tech) aka a one planet challenge for the first half of the game or so
Even so, I had the pre-reqs for a good while before anything popped, which is why I said megastructures should be there already. But I do see y'alls point when looking at it from a min-max perspective so maybe not
Maybe the solution is some more origins for hives. The choices are pretty weak at the moment, especially from a narrative perspective.
The S-curve bonus can in no way overcome the empire-wide malus. If you do the math, pop growth goes from being effectively linear with colony count to close to a constant amount a year.Filling them is easy. Just go with breeder worlds, rather than growing them on-site.
3.0's pop-changes has a few key tool that a lot of people overlook in how the S curve and auto-migration interact. Because the pop-growth S cureve is higher in the middle than at capacity, you don't want to 'max out' planets in the first place- you want to max out their growth, and then stop developing those planets further so that their pops auto-migrate. Pops will auto-migrate within a year or so, and if the only target with jobs is the new Ecu...
3.0's change is that you want to be pouring an empire's worth of growth into one spot, rather than trying to grow everywhere in your empire simultaneously.
If you're able to get a host of breeder worlds or habitats, you can basically fill a Ecumenopolis faster than you can build the districts. Even if every planet in your empire takes 10 years a pop, 10 breeder worlds exporting pops is going to give that Ecu a pop-a-year. It's probably not going to take 10 years either- if it is, you've probably already won- and it's relatively easy to get more pops migrating than you can build for. Egalitarian and Authoritarian really pay off here, Egalitarian with increased auto-migration and the unemployment benefits, or Authoritarian if you take Corve system and can just immediately migrate pops without influence.
Hence why you are funneling your empire's growth into a select few spots, and not growing 100 colonies simultaneously.The S-curve bonus can in no way overcome the empire-wide malus. If you do the math, pop growth goes from being effectively linear with colony count to close to a constant amount a year.
The problem with a constant annual amount when your colony count has grown 100-fold should be obvious.
Yeah, but having 200 colonies creating 9 pop a year -- funneling to 1 colony still takes over a decade to fill the single ecu. A full ringworld will take another century. And now you have 195 colonies to go in addition to whatever else you've built in the meantime. And you've had to keep colonizing or accept even less growth per year as your empire malus grows.Hence why you are funneling your empire's growth into a select few spots, and not growing 100 colonies simultaneously.
Now, that may not be possible if you are conquering hundreds of colonies, but if you're conquering hundreds of colonies you can (a) relocate the pops of hundreds of conquered colonies into your Ecumenopolis faster than you can build it, and (b) already winning.