Results 421 to 450 of 801
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2019-11-20, 04:13 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Actually, just wanted to return to this because I didn't remember it before.
Although there's an opinion penalty for saying no to a war vote, there's no penalty for letting it time out. So you can delay or deny their war indefinitely just by never voting.
Filibuster baby!Last edited by GloatingSwine; 2019-11-20 at 04:13 AM.
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2019-11-20, 04:56 AM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Baator (aka Britain)
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
I once had a game where my xenophile pacifists were too successful with their federating. My friendly neighbours joined both joined up, then another abruptly changed ethics to be more aligned and became the fourth member, whereas the only other empire within range was mauled by a distant enemy and was making all nice to our federation too, such that suddenly I was now surrounded on all sides by federation members, which made for a rather dull game.
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2019-11-20, 07:00 AM (ISO 8601)
- Join Date
- Apr 2006
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2019-11-20, 07:33 AM (ISO 8601)
- Join Date
- Mar 2008
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Oh neat, I didn't know that. I've been doing that whenever it comes up for me, but I just did it because I figured if they were going to just keep asking over and over there was no point in actually responding. I didn't realise I was actually avoiding the opinion penalty as well.
"'But there's still such a lot to be done...'
YES. THERE ALWAYS IS."
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2019-11-20, 08:59 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Greece
- Gender
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2019-11-20, 11:40 AM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
One of the screenshots in the Federations dev diary shows the Federations rules, where you set up how the Federation works. War declaration, inviting members, and kicking members all have "President Decides" as options. I'm not entirely sure what you have to do to GET those as your Federation's rules, but they're there.
https://forum.paradoxplaza.com/forum...ework.1270552/SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
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2019-11-20, 08:46 PM (ISO 8601)
- Join Date
- Sep 2008
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2019-11-22, 11:18 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Okay. I need help. How do I build a Dyson sphere and ring world? I have galactic wonders ascension perk. I have built the science nexus, sentry array, mega-art, and strategic coordinator and a couple gateways in my territory. I now want to build a Dyson sphere, but the construction ship does not list it as an option at all. So how do I make a Dyson sphere?
Last edited by Silverraptor; 2019-11-22 at 11:40 PM.
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2019-11-23, 12:24 AM (ISO 8601)
- Join Date
- Aug 2008
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.
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2019-11-23, 02:28 AM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
I think you also have to delete the mining station on the star.
SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
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2019-11-23, 02:40 AM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
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2019-11-23, 03:35 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
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2019-11-23, 04:42 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
With Megacorp when all the new megastructures were added. They got moved out of the ascension perk and into techs instead, only Ringworld, Dyson Sphere, and Matter Decompressor are left under a perk now but still have techs.
Usually techs that get unlocked by ascension perk choices don't go into the random deck though, they're always available.
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2019-11-23, 10:22 AM (ISO 8601)
- Join Date
- Jan 2007
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2019-11-23, 10:50 AM (ISO 8601)
- Join Date
- Mar 2008
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
It doesn't unlock it automatically, but it does make it immediately (and permanently) available for you to choose to research any time you like. Same goes for the Matter Decompressor (if you have MegaCorps) and Ring World techs. Just go to switch what tech you're researching and scroll down - Dyson Sphere is a physics tech, Ring World is engineering, don't know about the Decompressor.
"'But there's still such a lot to be done...'
YES. THERE ALWAYS IS."
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2019-11-23, 12:06 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Okay, and I assume you can only have 1 of each wonder at a tlme?
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2019-11-23, 12:11 PM (ISO 8601)
- Join Date
- Mar 2008
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
You can only build one of each, though I have seen people say you can get more if other empires build them and then you conquer the relevant systems from them. I've never seen the AI build a megastructure (not counting gateways and habitats) so I've never had a chance to try that myself.
"'But there's still such a lot to be done...'
YES. THERE ALWAYS IS."
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2019-11-23, 02:21 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- BFE
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Ruined ones (from initial galaxy gen) that you find and repair also don't count against your limit.
SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
Kicking this LP into overdrive: Let's Play StarCraft 2!
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2019-11-23, 10:18 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
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2019-11-24, 12:37 AM (ISO 8601)
- Join Date
- Aug 2008
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.
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2019-11-24, 02:00 AM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
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2019-11-24, 06:17 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
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2019-11-26, 03:22 AM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
So, just conquered the first of the 2 awakened empires in the war in the heavens. After I did so, one of my scientists that commanded a science ship died of old age. In recruiting a new scientist, one of the species of the fallen empire I conquered was available. They were cybernetic with an expertise in psionics...
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2019-11-26, 07:54 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Figured out most of what he said on my own already. But did learn from this video about hangers increasing system protection range and gateways also expand that as well. That should eliminate patrols late game.
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2019-11-26, 07:56 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- A long, long chain
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Last edited by Guancyto; 2019-11-26 at 07:56 PM.
Rider avatar by Elder Tsofu
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2019-11-26, 07:58 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Greece
- Gender
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2019-11-26, 11:30 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Imagination Land
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
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2019-11-27, 02:43 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
It doesn't. The protection offered by a single starbase simply isn't enough to suppress piracy when you have very high-value trade routes going through the systems around it. Only the system where the starbase actually is are guaranteed to be pirate-free.
Gateways, on the other hand, *do* potentially eliminate a lot of patrols, because the trade can jump through the gateways and ignore the systems in between--so that significantly reduces the number of systems the trade has to go through.
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2019-11-27, 10:52 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
All defensive starbase modules increase trade protection range.
But it's only going to do any good in the midgame, eventually trade value numbers get too high for starbases to suppress and one anchorage (with logistics depot) is 60 trade protection in naked corvettes. (Not even with the old figleaf of red lasers, just keep the upkeep low).
(That's the main reason I think they should change trade protection to remove it from actual ships, because the best way to do it is super fake and gamey)
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2019-11-27, 05:30 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Imagination Land
- Gender
Re: Stellaris III: Shop at the Paradox Megacorp!
Is it, though?
I mean, if there were a bunch of self-driving police cars on the roads, I'd still slow down and be extra careful when I see one on the off chance that it's a real cop. That's basically what having a bunch of unarmed corvettes flying around does. Pirates just aren't brave enough to chance a confrontation because they can't tell how much weaponry the ships have until they engage them.