https://forum.paradoxplaza.com/foru...ge-with-5x-crisis-strength-on-insane.1066449/There's already a 5x crisis strength modifier available and you definitely can not defeat that![]()
https://forum.paradoxplaza.com/foru...ge-with-5x-crisis-strength-on-insane.1066449/There's already a 5x crisis strength modifier available and you definitely can not defeat that![]()
There's already a 5x crisis strength modifier available and you definitely can not defeat that![]()
The guy posting there pays 6k minerals/energy maintenance for his fleet, his mineral income is 7.3k, in the year 2558
You are who I think about when I mention "proper minmaxer" though.The guy posting there pays 6k minerals/energy maintenance for his fleet, his mineral income is 7.3k, in the year 2558
I'm in the year 2306, I have 11.4k mineral income per month.
Since it's possible to spam habitats for energy production (plus a few dyson spheres), we can consider minerals to be the limiting factor.
With 11k minerals per month you can support a fleet with nominal value of 2.75 mil minerals, which will only cost you 2.062 mil at most (-15% from traditions, and -10% from fleet officer governor)
11k minerals production means I can save up 2 mil for my fleet within 181 months, that's 15 years.if you run oligarchy or get really lucky with your ruler you can drop it down to 1.209 mil (-10% oligarchy fleet expansion policy, -20% from ruler ship focus trait, -10% ruler military pioneer trait)
I already have saved up approximately 170k minerals.
Assuming crisis hits in 2450, I'll have saved up 19.3 mil minerals and placed into storage. (and yes, you have unlimited mineral storage space in stellaris)
If we imagine that from the moment crisis hits, 100% of my income will be spent to pay for fleet maintenance only, I can afford to build approx 17k battleships (nominal cost ~1500 minerals, actual cost ~1125 per battleship).
That means I can build 1k battleships (8,000 fleet size) to throw at whatever the crisis has in store for me 17 times.
And there's harder min-maxing you can do than what I have done. I did some min-maxing but there were lots of places where I didn't bother because I would have gotten bored of that game 50 years sooner.
BTW I have a run going with 5x crisis & huge galaxy and I'm using the mod to enable multiple crisis spawn for precisely this reason.
TFW you're not quite sure if that was "I agree", "I disagree" or completely unrelated post...The guy posting there pays 6k minerals/energy maintenance for his fleet <...>
Absolutely yes. All of that. Furthermore there should be an achievement for beating all three in a single game and maybe another one if you beat them all within x years of each other or at an increased strength.First of all, it would be interesting challenge to face all of them
Second, intercations between contingency, swarm and unbidden would make game much deeper (they should be allowed to fight each-other)
Third, It will make endgame much more intensive.
At least, I wish there is a button in allowing multiple crisises to spawn in the same game.
Too hard to face them all at once? Add timer after crisis begin, halting other crisises for 50-100 years.
TLDR version:
"Allow multiple crisises" button
[YES / NO]
"Minimum Delay between crisises" slider (activated when "Allow multiple crisises" value is YES)
NONE for no hardcoded value (crisis could start whenever conditions are met),
SHORT for 20-50 years,
MEDIUM for 50-100 years,
LONG for 100-150 years,
RANDOM for 0-150 years
What do you think?![]()
Really?TFW you're not quite sure if that was "I agree", "I disagree" or completely unrelated post...
Also you can go to observe mode and run the galaxy by itself for a few years.
a) Crises are supposed to be the "bang!" part of "go out with a bang"; they're meant to be the endgame, pretty much, if you haven't already forced it yourself by conquest. If someone else wants more "bang!" for their endgame buck, what, exactly, is the problem for *you*?There's no point. If it you can defeat one crisis you can defeat the others.
Crisis are supposed to shake things up, but fundamentally the game is about the regular empires. Multiple crisis is like a tv show that went 2 seasons too long. If you're stronger than everyone else and a crisis has been defeated, well, gg. you won.
Especially since with 2.0 there's already going to be quite a few more starting options added to new games (hyperlane/wormhole/jumpgate density etc.).@Dr. Chaos: There is no necessity to balance multiple crises, whether against each other or the players(s). None. Nada. Anyone who selects this option is specifically requesting an UNBALANCED game, pretty much by definition. Why is that so difficult to accept for people here?
I fully endorse this service or product."Allow multiple crisises" button
[YES / NO]
I'd love to own the game, period; I can only play about half of any given month (I play on a friend's PC, while watching his kids), so I'm stuck with w/e version he chooses to go with. That said, I definitely have problems with the 2.0 paradigm, as currently presented. For example, the small-unit buff vs. larger forces annoys the piss out of me, as only one example.
That said, more options are ALWAYS better, as long as they remain *options*. This is especially true of those that require very little coding overhead, like the change requested here. I literally cannot see any real downside.
Especially since with 2.0 there's already going to be quite a few more starting options added to new games (hyperlane/wormhole/jumpgate density etc.).
There's actually no reason to end there, since we also got the option of force spawning all types of fallen empires we should be able to force spawn all leviathans/enclaves as well.
Anything that reduces RNJesus problems with achievement hunting are a welcome addition in my opinion.
The conditions for crisis is so boring imo.
Like, prethoryns won't even spawn if Extradimensional Invaders spawn. And it's most likely that extradimensional invaders will spawn first if someone grabs that jump drive.
- 10 for the Prethoryn Scourge
- x2 if more than 240 years passed
- x3 if more than 260 years passed
- x4 if more than 280 years passed
- 10 for the Extradimensional Invaders
- x0 if no default empire has either version of the Jumpdrive
- x4 if any default empire has Psi Jump Drive
- x1.5 if any empire completed the Wanderlust Event chain.
- 10 for the Contingency, which is heavily modified by the prevalence of robots in default Empires. With synthetics, growing pops are excluded but Machine Units are not
- x1.3 if any empire has more than 10%
Synthetic Population
- x2 if any empire has more than 25%
Synthetic Population
- x2 if any empire has more than 50%
Synthetic Population
- x2 if any empire has more than 75%
Synthetic Population
- x1.2 if the
Machine Intelligence Fallen Empire exists
- x1.25 if any
Machine Intelligence empire exists (the aforementioned Fallen Empire counts for this too)
- x1.5 if any
Machine Intelligence has at least 100 Machine Units
- x2 if any
Machine Intelligence has at least 200 Machine Units
- x3 if any
Machine Intelligence has at least 300 Machine Units
- 120 Nothing
As someone who plays with the crisis customization mod, I can tell you that one of the biggest reasons I won't buy Apocalypse day 1 (or allow Stellaris to auto-update to Cherryh) is because I'll be waiting for that mod to be updated, unless at a minimum the vanilla game includes the feature to (optionally) have every crisis trigger.
There is a certain surprise factor that you miss out on if you have them all switched-on, so sometimes I turn-off multi-crisis mode... but other than that, the game is more or less purely more fun when all Hell breaks loose during the end game. And I'm a filthy casual who doesn't like super duper hard mode.