Quick questions, quick answers: Stellaris Edition

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sabres_edge

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For 2.1, if you're Spiritualist and the Horizon Signal pops, will pursuing it all the way still cause the Spiritualist faction to hate themselves? (Namely: the Spiritualists absolutely hate setting foot on Tomb Worlds, which...caused problems in the past when the species homeworld becomes a Tomb World.)
 

Aotrs Commander

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I'm noticing less.

Now, the last time I had a Machine Uprising was in 1.9, so don't quote me on this, but I believe that if you Status Quo on the Machine Uprising it does actually destroy it and you get your planets back.

Had another try this morning doing that... Apparently you just have to wait a couple of days before it transfers control. Ta.
 

Bouchart

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For 2.1, if you're Spiritualist and the Horizon Signal pops, will pursuing it all the way still cause the Spiritualist faction to hate themselves? (Namely: the Spiritualists absolutely hate setting foot on Tomb Worlds, which...caused problems in the past when the species homeworld becomes a Tomb World.)

The Spiritualist faction gets a happiness penalty if you settle a tomb world. You can terraform the tomb world or release it to a vassal to remove the penalty. Nothing has changed about it.
 

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Can you set the rights for synthetics? I can't seem to (if I give them citizen rights, rather than servitude - actually, I suffer a massive drop in all income forms if I set 'em to citizen rights. (Edit: Nevermind the last part, didn't unpause, must remember to do that before stuff, Stellaris is very good at the instant changes being inaccurate...)

If you can't (and... why not...?), doesn't that make synthetic ascention a bit... flakey...?
 
Last edited:

James Fire

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If the Gray Tempest is active, do Fallen Empires just...not awaken? I'm well past the threshold for an Upstart awakening, but it never seems to happen. Anyone else?
AEs sometimes just don't happen. It's not guaranteed.

With that said, if you are noticing them not awakening while the Gray Tempest is active specifically, with this happening multiple times, there may be something going wrong, or something intended that wasn't able to be told about.
 

StriderLS

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Hi, a bit of spoiler but I was curious about a netural space vessel I ran into.

I noticed the Enigmatic Cache in my latest playthough. Out of curiosityI tried to attack it, just to see what's inside you know... However, it warped out of my space before I could kill it and became hostile. I ran into it again to try again but it got away again. No luck finding a way to destroy it in the wiki so, is there anyone who destroyed it and salvaged the remains and most importantly, how? Was it worth it?
 

kal56

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So I'm trying to get some pops to migrate into my empire. I have the starting perk that's supposed to make migration more likely, I did the edict Land of Opportunities which is supposed to bump it up by 50% and I built the visitor center building. All this on my new Gaia world but still no takers.

I have migration treaties with a number of friendly empires but I don't think any of them have seen the new world, I've shared communications but never maps with the other powers. Do the other empires need to be aware of the planet for their pops to move? Is there something else I should be doing?
 

Matoro_TBS

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So I'm trying to get some pops to migrate into my empire. I have the starting perk that's supposed to make migration more likely, I did the edict Land of Opportunities which is supposed to bump it up by 50% and I built the visitor center building. All this on my new Gaia world but still no takers.

I have migration treaties with a number of friendly empires but I don't think any of them have seen the new world, I've shared communications but never maps with the other powers. Do the other empires need to be aware of the planet for their pops to move? Is there something else I should be doing?

No, they are constantly aware. Migration isn't always sure. Pops usually migrate if they're unhappy or have low habitability, so it's possible your friendly neighbors have their population so happy they won't see any reason to migrate.
 

Oscot

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So I'm trying to get some pops to migrate into my empire. I have the starting perk that's supposed to make migration more likely, I did the edict Land of Opportunities which is supposed to bump it up by 50% and I built the visitor center building. All this on my new Gaia world but still no takers.

I have migration treaties with a number of friendly empires but I don't think any of them have seen the new world, I've shared communications but never maps with the other powers. Do the other empires need to be aware of the planet for their pops to move? Is there something else I should be doing?
What's the "starting perk that's supposed to make migration more likely"?

Anyway, migration is one of these unfortunate things in Stellaris where there's several critical components all in several completly different menus, so make sure you have done all of:

* SPECIES RIGHTS:
Make sure you set the rights of the guys you want to immigrate to "Migration allowed" and NOT to Caste System, Slavery, or Purging. You might be able to increase their chances of migration by putting their consumer goods as high as you can (up to and including chemical bliss), but I don't actually know if their expected happiness on arrival factors into their migration chance equation any more so it might make no difference.
* CORE WORLDS POLICY: If the planet you want them to migrate to is a core world of yours, make sure your policy is "Everyone" rather than "Citizens Only" / "Citizens and slaves only"
* MIGRATION TREATY: And obviously, you need the treaty from the diplo screen, but it sounds like you already got this.
 

Oscot

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Can you set the rights for synthetics? I can't seem to (if I give them citizen rights, rather than servitude - actually, I suffer a massive drop in all income forms if I set 'em to citizen rights. (Edit: Nevermind the last part, didn't unpause, must remember to do that before stuff, Stellaris is very good at the instant changes being inaccurate...)

If you can't (and... why not...?), doesn't that make synthetic ascention a bit... flakey...?
IIRC, the synths you get from Ascension aren't considered synths from a species-rights viewpoint, they're still listed as their original species in the Species tab. So you can micro their rights as before.
 

kal56

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What's the "starting perk that's supposed to make migration more likely"?

Anyway, migration is one of these unfortunate things in Stellaris where there's several critical components all in several completly different menus, so make sure you have done all of:

* SPECIES RIGHTS:
Make sure you set the rights of the guys you want to immigrate to "Migration allowed" and NOT to Caste System, Slavery, or Purging. You might be able to increase their chances of migration by putting their consumer goods as high as you can (up to and including chemical bliss), but I don't actually know if their expected happiness on arrival factors into their migration chance equation any more so it might make no difference.
* CORE WORLDS POLICY: If the planet you want them to migrate to is a core world of yours, make sure your policy is "Everyone" rather than "Citizens Only" / "Citizens and slaves only"
* MIGRATION TREATY: And obviously, you need the treaty from the diplo screen, but it sounds like you already got this.

Free Haven one of the Civic perks I guess you can take them whenever not just at the start but I forgot the name and was on the mobile when I posted.

I think I've done all I can they just must be happy where they are.
 

Oga

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Screenshot about being unable to save design with existing, but assumingly bugged tech.
https://steamuserimages-a.akamaihd.net/ugc/950705041828190339/93185C98222284354B13EB25234DAD7F6289340F/

Screenshot of technology listed among the other researched technologies.
https://steamuserimages-a.akamaihd.net/ugc/950705041828207297/E7D38577340E22476F9EDB734C1AA502AC75C75E/

Swapping modules does not help.
Issue repeats with destroyers, cruisers, battleships and titans. Corvettes do not have modules supporting L-category components.
Reloading the game and the save does not work.
No mods are active.

Please help. Empire is synthetically ascended. The -ERROR- is knocking on the galactic door. Current loadout was optimized to combat the current opponents, I have to change the loadout to better compete with upcoming tasks. Cloud Lightning is essential for the upcoming maneuvers.
 

Oscot

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Screenshot about being unable to save design with existing, but assumingly bugged tech.
https://steamuserimages-a.akamaihd.net/ugc/950705041828190339/93185C98222284354B13EB25234DAD7F6289340F/

Screenshot of technology listed among the other researched technologies.
https://steamuserimages-a.akamaihd.net/ugc/950705041828207297/E7D38577340E22476F9EDB734C1AA502AC75C75E/

Swapping modules does not help.
Issue repeats with destroyers, cruisers, battleships and titans. Corvettes do not have modules supporting L-category components.
Reloading the game and the save does not work.
No mods are active.

Please help. Empire is synthetically ascended. The -ERROR- is knocking on the galactic door. Current loadout was optimized to combat the current opponents, I have to change the loadout to better compete with upcoming tasks. Cloud Lightning is essential for the upcoming maneuvers.
It's a known bug, there is no cure outside modding.
Although cloud lightning isn't essential to the upcoming maneuvers, it's only good against Unbidden, and even then it's not as good as Arc Emitters.
 

Oga

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My fleet is set to strike in unison. Every other component other than Titans' Perdition Beam, anti-strike craft, anti-missile components hit through shields and armor. Even my Battleships are set to line formation to use Cloud Lightning (CL). Arc Emitter variants are indeed wonderful, they are installed on every battleship I have control of. I had to go opposite side of the Galaxy to reach Void Clouds to open up the tech option. The Disruptors complement the CL, but can't cover my fleets' needs alone. Last time I checked, Contingency vessels use nearly equal amount of shields and armor. Stating that CL is not effective against them baffles me. Now that the game forces me to forget Cloud Lightning, this forces negative changes to my fleet.


Thank you for your feedback.

Edit:
Oh no. The CL was not the only issue. Now I can't change away from Sapient Combat Computers either. I disable auto-upgrade and save new design with regular version, but the SCC is back there every time I reopen the designer. Even every new design gets overwritten with SCC.
 
Last edited:

Elryos

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How can I access the L-Cluster if I got all the insights, but conquered a gate after gathering all insights? I got an event which told me to conquer a gate, because I didn't have access to one, but now nothing happens.