LizardWizard
Prophet
- Joined
- Feb 14, 2014
- Messages
- 1,014
Nah, trade is best if you're min maxing right. Food is a joke and all you need is a couple beefy agri worlds to sustain a massive sprawling empire
This is all true. I think that Subversive Cult's Temple should add some crime. Otherwise you're just leeching off far away spiritualist starts, which should be quite rare considering those nearby tend to be of opposite ethos to yours.Subversive Cult is nowhere near as good as I want it to be. All it gets you is standard Crime Syndicate, plus the church building, except you can't really leverage the church building to convert pops to spiritualist because it doesn't add crime, leaving you vulnerable to getting kicked off the planet unless it's your third or fourth building.
Personally I think Enforcers are just too effective, -25 each is huge. Thinking of making a mod to drop them to -10, -15 with Police State to make that Civic better.
Nah, trade is best if you're min maxing right. Food is a joke and all you need is a couple beefy agri worlds to sustain a massive sprawling empire
Nah, trade is best if you're min maxing right. Food is a joke and all you need is a couple beefy agri worlds to sustain a massive sprawling empire
Clerks get 2 trade value apiece. Technicians can produce 8+ energy apiece (farmers 12+ food apiece). And trade has to be protected with those awful starbases that still fail to suppress piracy with 6x defensive modules.
Food is always good since you can get more growth. It tends to sell well on the market too.
City district gives you housing worth for an ~1.6 extra buildings, so if you use it for Commercial Megaplex and a half of a Crystal Plant to upkeep it, so you get 12 clerks and a merchant per district instead of 2 technicians. And clerks can be slaves, consuming relatively few.
Humanoid DLC has Orks and suchMan don't tell me, I wanted some Barbaric portraits for my Barbaric Despoilers, like, looking like pirates or reavers or technobarbarians, found nothing.
isn't it funny how the militarist civics -- barbaric despoilers and fanatic purifiers -- sidestep planetary invasion altogether
Humanoid DLC has Orks and suchMan don't tell me, I wanted some Barbaric portraits for my Barbaric Despoilers, like, looking like pirates or reavers or technobarbarians, found nothing.
yeah but you can also bomb them all into post apocalyptic status and be a survivor yourselfisn't it funny how the militarist civics -- barbaric despoilers and fanatic purifiers -- sidestep planetary invasion altogether
Don't FPs get bonuses if they go down there and purge the xenos themselves, rather than simply exploding them from orbit?
yeah but you can also bomb them all into post apocalyptic status and be a survivor yourselfisn't it funny how the militarist civics -- barbaric despoilers and fanatic purifiers -- sidestep planetary invasion altogether
Don't FPs get bonuses if they go down there and purge the xenos themselves, rather than simply exploding them from orbit?
win/win
Biggest problem with trade is pirates. Even with tons of hangar coverage, when thousands of trade comes through a single lane, pirates keep coming.
Biggest problem with trade is pirates. Even with tons of hangar coverage, when thousands of trade comes through a single lane, pirates keep coming.
Suppress that with naked corvettes
Open Common/Defines/00_defines.txt
search for:
NEW_POP_SPECIES_RANDOMNESS = 1.0 # The higher this is, the more random species selection of new pops will be
NEW_POP_SAME_SPECIES_WEIGHT = 1.0 # The higher this is, the more new pops will be weighted by number of exact same species pops
NEW_POP_EXACT_SPECIES_WEIGHT = 0.5 # The higher this is, the more new pops will be weighted by number of same or subspecies pops
NEW_POP_SLAVERY_WEIGHT = 0.5 # The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species
NEW_POP_SPECIES_DIV = 0.5 # The higher this is, the more planets will tend to grow species that are underrepresented on the planet
NEW_POP_HABITABILITY_THRESHOLD = 0.6 # If habitability is under this, apply exponentinally increasing penalties to new pop weight
NEW_POP_HOMEWORLD_MULT = 2 # Pops have increased weight for growing on their homeworld
NEW_POP_ASSEMBLY_TRAIT_MULT = 1 # Extra weight per trait point for assembled pops
NEW_POP_GROWTH_MOD_MULT = 0.66 # How much does species growth mod trait matter for new pop weight
NEW_POP_IMMIGRATION_MOD_MULT = 1 # How much does species immigration growth mod trait matter for new pop weight (when there is immigration)
Now change it to
NEW_POP_SPECIES_RANDOMNESS = 0.0 # The higher this is, the more random species selection of new pops will be
NEW_POP_SAME_SPECIES_WEIGHT = 2.0 # The higher this is, the more new pops will be weighted by number of exact same species pops
NEW_POP_EXACT_SPECIES_WEIGHT = 0.5 # The higher this is, the more new pops will be weighted by number of same or subspecies pops
NEW_POP_SLAVERY_WEIGHT = 0.5 # The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species
NEW_POP_SPECIES_DIV = 0.0 # The higher this is, the more planets will tend to grow species that are underrepresented on the planet
NEW_POP_HABITABILITY_THRESHOLD = 0.7 # If habitability is under this, apply exponentinally increasing penalties to new pop weight
NEW_POP_HOMEWORLD_MULT = 2 # Pops have increased weight for growing on their homeworld
NEW_POP_ASSEMBLY_TRAIT_MULT = 1 # Extra weight per trait point for assembled pops
NEW_POP_GROWTH_MOD_MULT = 0.66 # How much does species growth mod trait matter for new pop weight
NEW_POP_IMMIGRATION_MOD_MULT = 1 # How much does species immigration growth mod trait matter for new pop weight (when there is immigration)
How to sabotage the fuck out of the entire universe:
1. Find a shitty pop. Make it even shittier (all negative traits)
2. Make a dozen similar versions of that pop. One for oceans, one for arid, etc.
3. Make a planet or habitat with all of these, "gift" it to one of the egalitarian empires that will undoubtably sign migration treaties.
4. Sit back and watch as most AI empires become roughly 10/10/10/10/10/10/10/10/10/10% shit/shit/shit/shit/shit/shit/shit/shit/shit/original founder species. Because each "version" of that species gets a share of the overall "ideal" pop distribution.
I have found more or less best way to deal with broken piracy. Just move capital to the center of empire, build 6 trade modules on it and try to keep most of trade inside the six-radius of capital.