jack: (Default)
I decided my best, easiest, hope was to take on one of the fallen empires before the awakened, having reached the fleet strength where they were likely to do so.

Unfortunately, it failed.

This development was very dramatic. A pop up described the fallen empire, saying having previous been moribund and uninvolved, their ships had been seen moving about the galaxy, and now they announced their return.

Their fleet power, previously two 50k fleets, went up to four 50k fleets, and then four 80k fleets. OK, um, that will be a challenge. My entire naval strength is only a bit better than one of those fleets.

I think my best tactics are:

* avoid engaging except when I have an advantage
* build up my fleet significantly over my fleet cap, the negative income from upkeep will go away when the fleet gets casualties
* wait for federation president, than massively build up the federation fleet (which may about equal my own strength)
* bait them with faster corvette fleets hitting their territory and if they pursue, try to keep their fleets busy chasing where they can't engage
* if I get a chance, get it and take their systems when their fleets aren't there

I don't have an open ascension perk left (I'd been saving one for terraforming). I don't know if it's worth taking the +30% against fallen empires perk, or if I'd be better taking one of the vanilla perks, or making sure I get the anti-end-game-crisis perk.
jack: (Default)
Wrapping up previous war

After carving off a geographically convenient chunk of the NE empire, the balance of power shifted a bit. Some empires rivalled each others. Others (or the same ones?) signed defensive pacts. Most of them became too weak for me to count as official rivals so I lost the influence gain.

The bit I freed started off with closed borders to me which was a little shock, as the original empire has to have a 'war truce' with open borders to let all fleets go home, but the ones in the *liberated* empire were abruptly turfed out.

They did re-open them quickly, though.

And a bit later, I realised the original empire started fighting the liberated bit -- I hadn't realised that not accepting them into the federation meant I didn't have a way of defending them.

I was cautious accepting them into the federation as I'd hoped to absorb them peacefully later and I can't if they're in the federation.

Also, I like the idea of a large federation of small empires (and I get a small bonus for it), but not if it means that one veto can prevent... basically anything happening. Also if it means that they each get to be president (I think if they're small enough they don't, but I'm not sure where the cut off is).

The War

Then I turned my attention to gobbling up the SSW empire, because it was the only one I could currently attack. I went for a vassalisation war, as they were weak enough that I could, and it was the best compromise between outright claiming their territory (which I couldn't easily as pacifist, and also not sure I had enough influence to claim ALL their systems) and letting them run around loose.

Mostly, this all went incredibly smoothly. I had several large fleets, enough to stand up to anything they had, and was able to attack from several directions at once, systematically conquering all their planetary systems and defeating their fleets, then splitting up and grabbing the rest of their systems.

There were a few hitches, like not having quite big enough armies. I need to have sufficient reserves I never run short. And needing to run around mole-whacking the stragglers of their military fleets.

My ally adjacent to them did a bit of the work, and got all the border systems they claimed.

Several small things were very aggravating though. I eventually twigged to the "system icon has spiky bit on = is fully occupied including any planet" system I'd previous been a bit confused by. But I missed one planet -- the very first one my ally invaded, and one of my spare fleets joined in bombarding. I'd assumed it was one of the planets my ally would actually conquer as it was right on their border. But no. It got bombarded so long its armies were completely defeated from orbit. But then I had to scramble to find a single army to actually *land* on it, when I thought I'd cleared that volume of space.

It was very satisfactory to see all the systems taken over by me :)

But sadly, unlike my previous war, apparently "defeat every fleet, conquer every system and every planet" wasn't enough to make them submit as vassals. Their acceptance slowly ticked up, but apparently the way war exhaustion works, mine grew faster (because I didn't manage to take their planets without army losses), and them being entirely ground into the dust didn't significantly contribute. Their value for acceptance had gone up from minus several hundred to zero, on the very day my war exhaustion plus timer ran out and I had to accept a status quo. But if I'd known it was like that, I could have accepted a status quo earlier. Or focused more on keeping my own exhaustion down -- I assumed conquering everything would obviate that.

That meant, apparently, their entire territory except their homeworld was released as a new empire as my vassal.

Next war

I am unfortunately running into more weird restrictions like that where the restrictions aren't entirely obvious. My next task is to mop up the NNE and NE empires. I have more than enough strength to take them on -- in the previous wars, they've sometimes come in due to a defensive pact. And that hasn't let me take any of their systems (since I can't claim as a pacifist), but I've comprehensively stomped a lot of their military along the way.

But apparently there are lots of restrictions, I can't easily just fight them both at once. In a more balanced galaxy that would make sense. But there's no option for "I'm stronger than everyone else put together, let me just fight them and if allies and neutrals don't like it, tough."

If I want to vassalise them, first I need to 'demand' their vassalisation, then when they refuse, go to war. But I can't demand vassalisation while I'm *at* war. And the empires keep jumping in to defend each other, which means I can attack them, but I can't declare war on them themselves until we've been at peace for a timeout of 5 or 10 years... And I might have accidentally liberated their system which borders mine, which means I can't easily attack them.

I should probably aim to build up to face the fallen empires and then grab the other existing empires when I have a convenient chance. That will be more of a challenge. But I'd hoped to absorb everyone else first.

Economy

Several things changed. I got a perk that let me add a characteristic to my government. I needed to spend influence to change my government at all. I stayed with an oligarchy, though I wasn't sure, but traded in some of my starting perks (traders = bonus to energy from starbases, and energy-costing colony ships not mineral-costing ones which was GREAT early on), and shadow government (the ability to force elections), for several which just give me a bonus to what seems most useful now, especially minerals.

I tore down several of my power planets to build as much minerals as possible, because I have much more things that need minerals. And because I can get energy from starbases. Although I need to build up enough energy income to support the military fleet I'll need shortly.

This brought me up to +1000 minerals which let me build a lot of stuff fairly easily. And another achievement :) And hopefully enough to support a reasonable fleet. I need to start quoting total mineral income plus separately fleet upkeep cost. I think my fleet upkeep is about half that again.

My economy looked even rosier *during* the war when I temporarily had all the space systems I'd occupied. Including several relevant special strategic resources. I guess I can't just leave them like that :) But that does mean, if I want those resources, I need to absorb my vassal properly (or intensively educate their science until they figure out how to exploit them -- they can't trade them until then, sadly).

Misc

When the war finished, I got a rush of refugees from planets conquered by my 'ally'. The one who's got more sinister, but I just have to hope will turn out ok. So now I have even more species.

One of the systems controlled by the fungus empire rebelled. It was populated mostly by birds -- apparently each empire needs a "main" species to name itself after? I hadn't even noticed how evident that was until I saw one not the way I expected.

It was the first "democratic crusaders" I'd seen -- i.e. egalitarian but militarist. Alas, it seems I can't help them in any way, I just need to wait to see if the funguses re-conquer them or not.

I checked out the strength of the major remaining powers. Sanctuary has 50k in defensive platforms. I hope to be able to take that on soon, which gains me a ringworld (or rather I gain oversight of a pre-space species which gains a ringworld). The fallen empires each seem to have *several* 50k fleets. But maybe I can manouver to take those on one at a time.

I never did figure out the 'nun aliens' in the NE empire territory. I drove a science ship all round them.

I did manage to take advantage of the war truce to sneak a construction ship and a colony ship up to an uncolonised spur in the top right of the galaxy and take the three planets there.

I'm slowly closing in on "enough planets" :) There are 145 total. 38 in my empire plus vassals. 31 in other federation members. And the rest spread between: our associate-member-but-not-real-member of the federation; the two remaining hostile empires; and fallen empires. And the vast majority of those are already colonised.
jack: (Default)
A very short, somewhat farcical war

So late last night I ran a little experiment. There are two relevant empires. One that used to be quite friendly, but every time I stopped buttering them up they immediately turned hostile and I eventually got fed up of babying them, who are now inferior to me (in military strength. And ethically. But I mean, not, like, as people.) I sometimes call them the Romulizards.

The other is the strongest unfederated empire, Seban Star Commonwealth, run by some kind of arthrobugs. Although I think they both have birds in their empires now, since they were conquered. Both empires are to the NE of me, but this one controls, via a wormhole, the middle two of a cluster of half a dozen planets down a long dead-end down the western side of the galaxy. I'd previously controlled the only way into these and relied on expanding into them later when I had enough spare influence to take the systems on the way there.

What I really wanted was to control the planets. But I'm a pacifist so I can't just claim them for myself. Second best was to demand their vassalisation. Apparently I *can* do that. But not from this empire -- I can only demand it if the empire is "weaker" officially, and this one isn't. If not, my best choice was liberation: carve out some planets as a new, friendly, empire, and keep them as an ally (either vassalising them later or pulling them into the federation as an ally).

Now they had two planets, and blocked my expansion to the bottom two. However they didn't have much military here. And the two empires I mentioned had a defensive pact, which is supposed to make things harder for the attacker, but can also work in your favour if you want to bait someone into a war.

What I wasn't sure of, if I demanded the weaker empire submit as my vassal (which almost everyone automatically refuses unless they're really weak AND they really like you, but the interface requires you to ask before declaring war), and the stronger empire entered the war on their behalf and I defeated both... would the stronger one also submit as a vassal? Or to be more precise, probably not ALL of their empire, but whatever I managed to conquer?

I decided to test it. I pulled off a perfect feint (after spending lots of time in the previous session setting my stronger fleets up in good staging areas on the relevant borders). My stronger fleet tore into their little-defended territory from my one natural border with them. Their fleet was drawn off. My other fleet, and armies, swept into the planets I actually wanted and conquered them easily.

Bam. Now I checked the status quo information on the war screen, and no, a status quo doesn't give those systems up at all. (IIRC, if I'd claimed them and then occupied them, I'd get them whoever the war was notionally actually against, but otherwise, you can only gain what you officially went to war for, in this case vassalisation of the *other* empire, or part thereof.)

I was actually incredibly relieved because I'd just spend several real-life hours and in-game years doing the same thing a harder way...

A somewhat short, very farcical war

OK, discounting the other experiment, I did much the same thing, except that I was figuring it out as I went along, so the carefully crafted feint was a lot more "blunder about until they started attacking where I was happy for them to attack".

Apparently "carefully crafted" was a bit unnecessary because they were really easy to bait -- I was able to keep both empires occupied bouncing between one end and the other by conquering another minor system at the opposite end, waiting until they'd nearly got there, then doing the same thing at the other end. They did show a prudent tendency to attack the strongest fleet I had that was weaker than their fleet, but by the time I'd figured that out, it was fairly easy to bait them into a position to trap them with my largest fleet.

I wanted to carve off enough territory that I might be closer to vassal-ising the larger empire next war, but not so much that the spin-off territory would be too independent (because the crisis is coming, and fleets I can control directly are a lot more valuable than allies who promptly rush to the wrong place and do the wrong thing). And I hadn't quite figured out everything I explained above so I wasted a bit of time conquering some territory then dancing back and forth. And trying to build up my armies even more -- I had some, but not enough, and not in the right place. Now I have at least some at most of the major borders, enough to conquer at least some planets in future wars.

Misc War Thoughts

There was a lot of interesting military science in the debris. I had my science ships cautiously following my main fleets picking it all up :) It feels like "beating people up and taking their military tech" shouldn't work out, but apparently it does.

I'd also like to commend my science ship who snuck into the wormhole system and figured out how to navigate it while I was bringing my military ships up.

And my construction ship which followed hot on their heels to grab the other planets they'd not colonised yet but I'd previously been blocked from.

OK, now my federation controls the systems of over 40% of potentially habitable worlds. I need 60% to 'win'. I'll gain about five from this operation. I have one ally, who used to be stronger than me, but now weaker, who's allied to the federation but still refusing to join as they have a grudge against my other allies. And having fought a war against the stronger two unallied empires, I think I can take a lot more of their territory if I only have time to do it. So that looks fairly good, although I don't know if we'll control the whole galaxy by the time the crisis hits.

It feels very like an epic fantasy novel, knowing some unspecified apocalypse is coming and we need to prepare to fight, but not being sure what or when.

The war was over quickly enough my allies barely got there. But they did turn up, so I need to remember that in a longer war, I will have *some* help. And I had the federation fleet for some of it which was useful, although it was sadly reduced: if I have enough minerals I need to build it up a lot more next time. And a couple of the allied fleet FINALLY did what I'd previously hoped and followed my ship which was set to encourage them to do that. That really wasn't that helpful here, but it was good to know.

Weird stuff

In the Romulizard territory, I found a toxic world, which usually means a planetary body handled like asteroids, entirely separate to habitable planets that have a surface grid layout etc. But somehow it listed it as having minerals on the surface, and an FTL inhibitor? How on earth? A glitch?

In the Arthobug territory, I found ANOTHER form of space life. Seemingly neutral to me? Looked like starships with glowy purple drives, about 10k strength. Labelled "nun aliens" (as-yet unidentified aliens get labelled my a greek, hebrew, or other letter codename). I was cautious about driving my ships near them but apparently that was ok. But didn't tell me anything about them. I was supposed to be able to initiate a research project to investigate them, but one didn't appear. I'm not sure if they're actually something I discovered before and forgot.

Misc

Apparently withdrawing chemical bliss living standards DOES give withdrawal symptoms for a time. But I managed to integrate the reaver planet, over some time, but without any rebellions or anything.

I wish "exit to menu" didn't say "resign and exit to menu". That's not resignation!

Some of my factions are finally happy! My xenophile faction, despite not officially being part of my government, is very very happy and very big, due to all the different races in my empire, which is probably what I'm happiest about. And my egalitarians are almost as big and almost as happy[1].

My spiritualists are STILL not happy. Messing around with tomb worlds made things worse. And not much made it better. My militarists ARE now happy, since I took one of the supremacy traditions, and keep rivalling people, and they're fourth biggest. The rest are fairly small now, including the fascists and the other fascists (um, authoritarians and xenophobes, I think)?

My scientists aren't happy -- they want more AI, and I want to keep playing my empire without it -- I don't even really need robots as my populace are so happy and fast breeding they staff most of my buildings quite quickly. And my pacifists who I love and want to bring back into the fold, aren't happy -- everything is good, except I KEEP getting in wars. But I don't have a lot of room to improve things OTHER than by wars -- fairly limited wars, but still wars.

Now I look at the expansion planner, showing planets I'm aware of but haven't colonised yet, and see it's getting empty again -- there's not a lot left uncolonised now after my last push.

[1] Like me! :)

Biology!

I got lots of biology options! Hopefully that makes Liv happy :)

I modded several of my population to gain some beneficial traits (less upkeep, more strength).

I gained the ability to change their planetary preference, although that doesn't make that much difference as I have so many different races and planets available, they've reasonable opportunity to live somewhere they like. But I can easily make some desert-platypuses or tropical-funguses or whatever, if it would help. I *can't* mod my Morlocks to live anywhere but Gaia worlds, though, sadly.

Some of my population couldn't wait and genetically modified themselves. That seems fair enough although I suspect it may get out of hand in future.

I have various sorts of terraforming available, although unfortunately not the ones I want the most. I can't quite remember the various different combinations (I think it's slightly different if you have Utopia DLC too). I can change the atmosphere of habitable worlds, now including ones already inhabited. But I don't need to that much, as I already have a lot of perks to habitability. What I WANT is to terraform uninhabitable but candidate worlds, and to transform worlds to Gaia worlds (which gives a bonus on top of 100% habitability). I think I need uninhabitable-to-habitable tech first, to unlock the ascension perk which grants the Gaia terraforming.

I'm not sure all of this is the *most* efficient way, but it's very appropriate to my empire.
jack: (Default)
More multicultural and less multicultural

A couple of aliens from one of my allies did immigrate to one of my planets, although it took me ages to actually find them! But I love having a multi-species empire. Currently I have: my original Duckbills; Funguses and Dangerous Smug Reptiles from conquests; Morlocks from a mysterious underground civilisation; Ex-Slaver Birds from refugees; Lobster-Plate-Faces from immigration.

And my allies have been accepting immigrants too -- my larger ally apparently has a bird refugee as leader now!

The reaver war finished off the reavers. About the same time, the neighbouring empires conquered the rest of the Birds (hence my refugees). That leaves a federation of me and three other empires, one federation affiliate, and three other empires. Ones who originally seemed very much "older siblings" when I was starting out, but now I'm wondering if I can conquer quickly before an end-game crisis hits.

Sadly, my theocratic ally only had one planet -- I think that may have been a religious thing with them, they were quite non-expansionist. And they conquered so many reaver planets, their whole empire became xenophobic. I'm not sure how that's going to play out.

Minor skirmishes

One of the systems my ally took from the reaver rebelled. I hoped that might mean I might be able to take it, but it didn't. What's funny is that they acted just like the reavers. The break-away empire had one planet, one system, and no military or civilian ships of any sort -- but they still issued claims on several of my neighbouring systems and sent me formal insults. The original reavers did the same, insulting me repeatedly despite being on the other side of the galaxy.

My piracy risk is way back down at 13% because most of my borders are with other empires, and maybe because I have lots of ginormous starbases now, and most of the spawns have stayed at a more reasonable size. I was needed to have some ships, but I could easily divert a 2.5k fleet without losing much from my main strength which was enough to handle them.

During the pointless war, the enemy randomly attacked one of my planets. But pretty futile-ly. I needed to quickly divert some fleet to handle it, but was able to do so. Some of it was a depressingly reduced federation fleet that happened to be handy. My allies helped by sending... armies. Which REALLY wasn't needed. But it all turned out ok, and I rampaged through their inner systems (they invaded through wormhole) for a bit just because I could, apparently researching some of their tech I somehow didn't have yet through the medium of "that looks like an interesting ship! KABOOM! that looks like an interesting insides-of-your-ship. Scientists, go build something like that, stat."

New science!

What interesting science turned up? I can't remember a lot of it.

One was experimental subspace navigation, i.e. lets science vessels (only) warp directly to a target system ignoring the route between. It's not faster, except that it can "jump" between nearby systems with no hyperlanes, and jump past enemy empires. I hadn't needed it yet as most places are either enemy territory, or open to me. But now I used it to survey the tip of the western backwater so I could build starbases there after I conquer the intervening territory.

I researched genetic modification! Apparently there's a bunch of related tech, some of which is only in the utopia expansion as an ascension perk. I can modify each species by one point, so I modified my most populous species, one to be stronger, one to be less resource intensive (that was either decadent or abstemious, I can't remember which).

I can now build battleships, the biggest ship type (without expansions). One by itself is 1k fleet power although it costs similarly to build and time to complete. I've still not delved in to how the military ships work, I'm not sure which technologies are worth researching and which are irrelevant given the ones I already have, and not sure which combination of ships are most worth using.

Misc interesting things

I found a system *full* of crystalline entities. Early on that would have been a real deterrent. Now I'm glad I went ahead with the research project to make them passive -- I didn't want to kill them all to take the system, even though they're not that much of a threat to me any more.

I wasn't sure if there was something specific about the system but there didn't seem to be.

I also took a system with void clouds in. They're some kind of semi-sapient particle field left over from the beginning of the universe. When I first discovered them, investigating them gave me a planet-wide permanent bonus to physics research! And my populace kind of worshipped them. I felt sort of sad to blow them up, but my ecological roleplay didn't extend to giving up a habitable planet when I expect a galaxy devouring threat to appear after 30 years.

Wait, now I'm making excuses. Damn it, Jack, be nice.

The empire who colonised the planets I wanted had robots working the factories! It was cool to see them. I've avoided building robots although they might be useful. I finally have enough migration my new worlds don't languish too long without population. And my spiritualist faction doesn't like robots at all -- they don't want them to have any rights, and object to any sort of AI, and I don't want to go a little bit down that path and then try to stop there.

Tomb worlds

I started colonising tomb worlds -- worlds destroyed in some cataclysm, presumably inflicted by the civilisation previously there. My spiritualists did NOT like that. I didn't want to start of doing that, but now I had enough planets I was sufficiently curious to risk it.

So far I found, one world that was more irradiated than we'd recognised in advance (a penalty to happiness). One world had surprisingly much surviving infrastructure (bonus to building speed/resources needed). I found an abandoned particle accelerator which gave +8 physics (rather than usually 0-4). I'm rather sceptical of that but I played along. And a fallout shelter which housed the remnants of the civilisation (presumably like in doctor strangelove), until they ran out of resources and all died tragically, but provided me with a trove of cultural records (i.e. +8 society research).

How well am I doing?

I already talked about my minerals and energy. My science is about +300/month each. Physics is ahead by a lot for various reasons. Unity +500/month. Influence +5 (from several rivalries, a protectorate, and whatever squabbling factions temporarily approve of me). I've so many planets I'm not thinking about the penalties I'm incurring in science and unity cost.

My military is getting to the point I've some home of absorbing the remaining non-allied empires if I have time to do it. It's still short of the fallen empires but getting there.

If things go on at this rate, I feel I'm on track to grab most of the galaxy (and win by federation victory or controlling-40%-planets victory).

But I probably need to more-than-septuple it to stand up to a crisis. And I don't have that long to do it. I guess when the crisis hits I can abandon long-term investments and replace everything with mineral buildings. Maybe?

Meta

I keep expecting these write ups to involve more hilarious tongue-in-cheek description of my discoveries. But then I end up writing them fairly straightforwardly.

I notice, I'm always much more fascinated when I'm *learning* how to deal with this stuff. I keep saying, "when I've figured it out, then I'll know how to play optimally and have everything just go smoothly". It really drives me onward. But then, I don't actually have that much interest in doing stuff again, even though doing something meditatively (the way many people play sudoko for instance) seems quite good for my relaxation.
jack: (Default)
I had several sessions which ended up a bit muddled.

Session 1: Reavers

The first was the end of the war against the reavers. In a war with no claims, just "if you take over a system, it's just immediately transferred to you", I wasn't quite sure how that worked with allies. It turns out (I think), that if there's only on adjacent allied empire, they get the system whoever conquered it. And if one of us conquers a system not adjacent to any allied empire, the one who conquered it gets it. I'm not quite sure what happens in edge cases like multiple adjacent empires (the one who conquers the new system? the earliest adjacency?) or in planetary systems if it matters who takes the planet.

I'd meant to test those things out and then run the war for real but I ended up building a bunch of other infrastructure along the way, and then didn't want to restart. So my allies ended up getting most of the planets. Although I got one large planet, and I claimed almost half of the systems, including the border to several dead-ends with planets in, and a border to one the friendly empires affiliated with but not a member of the federation.

I did replay the second half of the war twice to get my priorities right, the first time the war ended without the last planet and most of the systems being conquered because I'd tried to rush the planet but ended up moving my ships and armies around inefficiently.

I'd recently unlocked "chemical bliss" living standards, which seems to mean "free cocaine". OK, actually it's more sinister than that, but my version is going to be the less sinister version. It gives lots of plus happiness, at the expense of lots of minus productivity. I was like, "when am I going to use that"? Since the mid-game I've jacked everyone's living standards up to utopian (go egalitarianism!) which takes more minerals, but gives a big boost to... everything due to happiness.

But I realised, I could give the free cocaine to the recently conquered ex-genocidists, which means they stop running around smashing stuff in frustration and instead sit around grinning. Which on average means they produce slightly more output, mostly because they don't produce lots of unrest. That lasted ten years, then I switched them back to normal well-balanced happiness along with everyone else. (Can you specify living conditions per-planet or only per-species?)

Session 2: Cold War

Then I spent quite a long time building up my economy and military. It was a bit of a mess because I started off with a fairly nice mineral income, and a military far short of my fleet cap. Indeed, I kept building resource silos because I wasn't sure what best to invest my minerals in.

But then in preparation of a likely war, I built up my military, but overdid it -- I hadn't expected to reach my fleet cap so quickly. Then the overhead penalty for exceeding the cap tanked my income, and I spent ages building up anchorages and anchorage boosting buildings to increase my fleet cap up to where it needed to be, and frantically rebuilding energy and mineral income.

If I'd done things in the right order it would have been a lot easier, but I wasn't interested in replaying it.

I ended up with a fleet cap of 300 (iirc 300 small ships, half as many medium ships, etc) full up, and still getting a mineral income of 100-300 depending on circumstances. If I'd built more economy *first* then built fleets that would have been better. But I feel ok-ly placed for the next war.

Session 3: pointless war

My theocratic Foxbsters allies wanted to declare war on one of the weaker non-federation empires, the ones I called klingons because they were stand-offish but honourable.

All my allies seem very happy to go to war -- the internet warned me that if you got into a federation that didn't like going to war, you could just be stuck unable to do anything. I guess that's because the other empires are all quite unpleasant, and often have rivalries against one or more federation members.

And I thought, "oh, why not", which may not have been the best decision. I was intending to just let my allies get on with it. It would have been better if I'd declared war myself, because then I could have insisted on a vassalisation or liberation war, which would have given us all the systems we took, not only the ones my allies claimed.

But I hadn't realised or forgotten there were a bunch of diplomatic options I couldn't have while at war, or I wouldn't have been so cavalier. So I ended up basically just waiting the war out which was very tedious, as the defensive war exhaustion shot up to 100% fairly quickly, but then there was a long time when my ally was neither taking systems very effectively, nor willing to give up and just take a status quo for what they already had. And I didn't want to fly my ships all round the galaxy to do it for them -- and I wasn't even sure how to tell which systems they'd claimed.

But the war did end and my ally got two or three planets, which reduced that empire's strength to "pathetic" relative to me, so hopefully we can mop them up in due course. And for some reason that made them xenophilic and they immediately formed defensive pacts with the other two empires. The extra allies is mildly inconvenient but hopefully ok. Hopefully being xenophilic will make diplomacy easier at some point in the future.

During this time I was building up my economy a bit more -- I've lost count of my planets, 20+, mostly built up by me and then handed off to a sector for upgrading.

And gearing up for a war with one of the other two empires. I kept spending my influence to expand throughout a long dead-end in the north west, which had half a dozen promising planets at the end. I'd hoped that would be all for me, but the other empire figured out wormholes and snuck in there! So I hoped to capture that little bit of territory from them.

But even after all that, I wasn't strong enough to demand vassalisation, so I went for a liberation war (which will make a friendly empire, which is convenient, but doesn't help my empire directly as much). But I probably could have done that earlier anyway, whoops.

Midgame

I take back what I said about the mid-game. I'd thought there'd be more building-up and fewer wars, but I'd discounted the fact that empires would get far enough ahead of each other, they could sensibly wage decisive wars against long-standing empires, so the galactic territory has been reasonably shaken up after all, the number of empires being simplified, and empires still expanding one way or another.

Everything took longer than I thought though, probably because I hadn't always made the best decisions (hi! welcome to humanity! and apparently duckbuilledplatypusanity too). So ideally I'd absorb as much of the other empires as possible *quickly* before the end game hits.
jack: (Default)
Along with our glorious allies, we have finally taken the fight against the reavers to their territory! May we extend our reach there.

Our scientists have unlocked the secrets of wormhole travel! Ten year sagas to reach new colonies may be massively eased.

One of our scientists, buoyed by our recent successes, persuaded our government to fund a mission to survey some of the systems between our Tranquil Lobster PLateface Allies and the Ick-Ick-Ick Bugocracy, in the hopes of extending our influence on that side of the galaxy. Poorly conceived, the system was conquered by the Ickocracy long before the expedition reached them, and the scientist was recalled during the war.

However, with the conversion of the Fungus Triocracy, and their ascension to the federation, and with the discovery of wormhole travel bridging the Romulizard empire, which for most of our stellar empire's existence has blocked expansion clockwise entirely from galactic core to rim, ships can now circumnavigate the galaxy entirely in federation territory. None of the non-federation empires can boast as much!

This has brought many opportunities to our ships. Colonies can be established much more freely and almost no territory is barred to us, except the interior of wary rival empires. Military fleets can move freely. Science ships can survey unclaimed systems almost anywhere in the galaxy.

One of our scientists, following a new initiative to explore the previously-neglected dead ends around our own empire, found a drifting graveyard of broken ships from a war of a long-ago empire. Efforts to study the ships were not as successful as initially hoped, but we commemorate their dead, and advanced our technological progress a reasonable amount during the process.

Our scientist, that nook having been fully surveyed, then was transferred to take over the ill-starred exploration of the right of the galaxy, surveying several small neglected systems, and analysing any debris left behind by battles during the war.

Alarm was felt at unnaturally strong earthquakes in one of our new colonies. But fortuitously, no-one was hurt, and a massive cache of underground minerals was revealed. Truly the worlds of our empire are blessed!

An "odd" factory that produces both minerals and energy was discovered and returned to use on one of our new colonies. After a while, our scientists reported that it was functioning normally and nothing went wrong, much to the merriment of conspiracy theorists.

Our continued increase in prosperity-related traditions led -- inexplicably -- to a massive increase in the number of starbases our fleets are able to simultaneously support. Our maximum fleet capacity is now massively increased, although rumours still abound about government secret deep-space black sites and emergency resource caches.
jack: (Default)
War

One of my allies declared war against the ominous, but now not as threatening, Banthurian Reavers (who look like meek mild-mannered reptile geeks, except genocidal). Apparently they're a rogue state and the usual war rules don't apply, they just attack people any old how, and you can attack them any-how in return.

If I'd realised that, I probably would have declared war myself. I don't *think* you need a border but I'm not sure.

So I was a bit far away when the war started. And further, I didn't quite know how the war worked. In the total war against a rogue state, if you conquer a system, you just gain it immediately. Except apparently, as an alliance, if you border a conquered system, *you* get it, not the ally who conquered it.

I guessed it was a bit like that, but by the time I figured it out, I didn't want to revert to a save and try and do it over a bit more effectively.

In convenient news, I'd just become president of the federation, and the federation fleet was stronger than the minimal anti-pirate fleet I'd been supporting, and a lot closer to reaver territory as well. So I split it into three parts that could each take on an enemy starbase and rushed to conquer as many systems as possible.

I *did* manage to conquer systems that were the only gate deeper into reaver territory, to ensure me a majority of the further territory whoever conquered it. But if I'd been cannier about conquering in the right order I might have got some of the planets, whereas my allies ended up getting almost all of them.

Oh well, it's still more of the galaxy for the good guys. We're controlling a lot more of the galaxy between us now. The worst empires, the reavers and parrocists are nearly done for. That leaves four more, the Romulizards, the Klingobsters (who I've been both been trading or feuding with for ages), and two other empires I haven't interacted with much. But now I'm slowly drawing equal or ahead on tech. And two of them rivalled me, but I'm happy to take the influence bonus. I don't know what I'll do if it comes to war, I don't yet have the influence to claim many more systems from them. But we can play "turn them into pacifist egalitarian spiritualists" or possibly "turn them into vassals".

With the territory I've already taken and some other power-ups, I'm up to about 550 mineral income. And higher, except some of it is being drawn down by ship income. And when I stopped paying attention, my saved minerals soared up to nearly 30k.

More planets

Got another habitability perk! All together that brings tomb worlds up from 0% to 20% and I decided that now it was worth the risk of venturing onto one... :)

I forgot that would make the spiritualists just never happy. Well, we'll see if I can muddle through. We'll see what horrors bubble up.

And I nearly qualified for the super-terraforming ascension perk, except I need a few more sorts of terraforming technology. I hope those come through shortly, I haven't actually been able to terraform anything yet.

I thought I had both terraforming liquids and gases, but now I can't find one of them. I don't know if I just didn't notice it and it's waiting for me to harvest it, or if I got confused and I had two copies of one of them.

I've got enough new planets I'm losing track. I start by building a visitor centre (from one of the diplomacy traditions) to draw migration, then load up with all the individual unity buildings and planet uniques. Then I wait to move and upgrade the ship centre and build any buildings I couldn't before. Then fill in with research buildings and energy/mineral sources, although at that point I'm happy if the sector AI handles it.

And I found another primitive civilisation, these are really ostentatious avians. I'm repeating the uplift trick.

Wormholes

I finally unlocked wormholes! I was so busy with the war I almost forgot to explore them. One goes into the heart of the Klingobsters territory, which isn't perfect, I'd been avoiding border with them. But I guess it doesn't hurt now. I need to remember to take the system before they do.

The other hilariously connects my core worlds to the little output I managed to build on the other side of the Romulizards when they were friendly (to have territory closer to other empires, and claim a habitable planet). Which is sort of handy as otherwise I need to drive 10 years all round the galaxy to get there. But OTOH isn't super useful as I already have territory in both places.

But it was *very* handy when I was a year late claiming a dead-end and pirates spawned there and I needed to quickly send the bits and pieces of fleet I had left at home there to sort it out.

Now pirates are much less of a problem, when I can afford to lose the mining from a few systems.

Misc

I think a few Theocratic Star Lobster Foxes did immigrate to one of my planets! Somewhere! But I've no idea where, I can't remember if there's a search.

No-one ever proactively traded with me at all. Now they all want my strategic resources. Except for some reason they always offer a lump some not a per-month income in trade, instead?

I didn't trust the AI much, but I realised it was filling in mining and research stations I'd missed when that was possible. Not in the most sensible order. But I'm grateful it is helping, not just sitting on a resource cache it's not using.
jack: (Default)
Economy

More planets! Up to 17. Mineral income up past 400/month. Not impressive to experience mid-game players, but I feel better. Still might not be enough to take on fallen empire directly, but I got a lot closer than before.

And by building up as fast as I could, I did spend down my 15k mineral reserve again!

Concentrating on unity buildings and science I built both up to the point where I got several new traditions and am close to my third ascension perk. And gaining science a lot faster, now I'm a bit ahead of most AIs rather than behind.

I'm rapidly upgrading my planets as fast as possible. I have enough I'm not sure I want to micromanage all of them after all. But there's about five planet-unique buildings that produce unity or similar that I usually want to build everywhere.

I have 7 core worlds but need to keep adding stuff to sectors. I probably could have managed what was in sectors better (I don't know if it's worth trying to build all my mineral and energy production outside sectors so they don't get taxed?). The new ones do take a while to fill up even with lots of migration bonuses. But I'm finally getting a fairly big economic machine going.

Diplomacy

Ick-Ick-Ick Block resigned from federation associate and joined again.

I forgot to build up trust with Romulizards again, and they don't initiate, they just go back to hating me. They sadly closed their borders and re-rivalled me when my construction ship was moving through a corner of their territory, and then it needed to emergency jump back to a starbase and then drive nearly 10 years round the long way...

The Smeagle Parrots have really been knocked about by the empires on either side. There's very few of them left -- I'm glad I got some as refugees into my territory. Sadly, I can't get a border with them to offer them vassal-hood. I don't know if they'll eventually recant on not joining a federation when they get desperate enough.

I investigated vassalising the remnants of the fungus empire but they'd built up a fair bit and I decided I wasn't going to get far enough ahead of them and offered them federation membership instead. Now I built a lot more fleet cap and science, I'm not sure if that was correct, but I'd feel guilty for forcing it on them anyway.

Misc

Got terraforming! Put my terraforming gases and liquids to use. Well, as soon as I have something I *can* terraform, I'd sadly just colonised some less-habitable worlds, which may have been the only thing I can terraform (both barren worlds with terraforming candidate and already-colonised worlds seem to need extra tech.)

I also researched engos vapour. Many different perks contribute to my income being significantly more than the notional base income of my buildings. And the AI wanted to trade it, though oddly for a lump sum, but I didn't quite realise I could only use one, so I need to wait for another offer, they didn't seem very excited when I offered it to them.

But that's several strategic resources, three types, more than one of at least one.

I built the alien zoo! I sadly had to remove the heritage monument so it didn't actually make that much difference, but I wanted it. I also found alien pets on a new world too, I just need to upgrade to the capital building before I can build it there too.

Wait, I think I misunderstood how this works. I think I hadn't realised their monument was basically the lesser non-spiritualist version of the temple. So I should have been replacing them. Oh well, easy to do now.

I researched a space black site. Mostly because it produces unity. I felt guilty as I've been trying to be all benevolent. But the government was always a *little* shadowy, they had a secret ruling council which lets me force elections. It also reduces unrest and increases ethics attraction, but I didn't especially need those right now.

I was considering going fanatic egalitarian instead of spiritualist. Now I'm quite used to being spiritualist and am friends with several spiritualist empires, so I probably won't. But it's good to know I could. Heck, I could even go xenophile, I have all the factions to adopt if I want.

I found some abandoned terraforming equipment on a newly colonised planet. I was a bit scared of it. I heard someone turned their whole planet to ammonia messing with one of those. But I had plenty of planets so I wanted to try. And was interested to see if bio-engineered monsters would pour out of the ground (apparently that's a possibility). Alternatively I can take it apart to see how it works -- but I'd just started researching terraforming anyway so that didn't seem as attractive.

I debated my second ascension perk when I got it. I'd followed the diplomacy path as I knew I was going to work with other empires a lot. Next I started following prosperity as I already had all the ones I absolutely wanted, and that was a good general bonus. Likewise, there were no ascension perks I *had* to have, so I chose +10% research. My first was lower influence and mineral cost for new starbases as I was already going quite wide. Looking forward to my third one.

Completed crystalline pacification (as the crystaline entities were a long way away and not much of a threat any more I never prioritised it earlier). Except apparently I'd been in a battle with them and forgot, as a benefit was being able to research their crystal hull plating, which I was already able to research. But I do just prefer being able to coexist with them!

My science production has made my military ships reasonably more worthwhile too.

Their point of view

A scientific golden age! Our science ships have explored dead ends and nooks in the hyperlane system, and discovered more anomalies than we had since the early days of exploration.

Our military research races ahead too, until we have little to fear from the rest of the galaxy.

Our strategy of stationing strong pickets at key points throughout our empire payed dividends when several pirates fleets were seen off with ease.

Several other breakthroughs have hastened our scientific progress too. Our fungus neighbours, once freed of the yoke of their oppressive government, show unprecedented ability at researching physics. Our scientists discovered a way of conducting a black hole observatory to increase our study of these disconcerting phenomena.

And we discovered floating void clouds containing vague sentiences from the dawn of the universe. Our philosophers and scientists are divided in how to regard them, but our reverence has resulted in a further empire wide surge in physics output.

As has our ingenious leveraging of several energos deposits near our homeworld.

Visitors are flocking from several planets to see the cute alien pet forms that have been discovered on several of our worlds. Go Iferyx Tourism Board!

A redevelopment effort has cleared many obstructions from our planets' surface to further our building. Likewise, after the war, many defensive starbases have been deconstructed, and the effort put into building ones in the most useful positions, mostly in our inhabited systems or around black holes.

We welcome our further expansion! Now Iferyx Amalgamated Fleets comprise seventeen planets populated by different combinations of mix of Duckbills, Parrots, Morlocks and Funguses, as we affectionately call them. Not forgetting the alien pets! And our reptilian younger cousins, having recently achieved spaceflight and living under our benign protection.

Sadly, disturbing rumours are flying about secret government black sites in deep space, hidden in the very space stations supposedly guarding us from outside threat. Although, if the government were cracking down, surely the first to feel the pinch would be the xenophobic and authoritarian factions, who are still as vocal.
jack: (Default)
The 10s

After the war, I gained four new planets. I spun off my most-developed planets into an AI controlled sector so I didn't go over the core planet cap, although that's another mechanic they keep changing.

My energy income tanked into the negatives here. All of new the planets were seriously unhappy: there's a 10-year recently-conquered -40 happiness modifier, which makes sense. But all the new planets had buildings that consumed energy, but didn't produce much because the people working them were very dissatisfied. I could have temporarily disabled the buildings, but I didn't.

A more ruthless empire would have eliminated or deported the conquered populace and replaced them with new workers. Which has its own costs but gets things running quickly. But obviously my empire didn't want to do that!

I also was a bit worried by unrest. Which led to 100% unrest. It's possible for them to revolt and break away from my empire if it goes unchecked. And I couldn't build enough strongholds to suppress it.

However, I jacked up the funguses living standards from "decent" to "utopian" which helped their happiness somewhat. I got several events with unrest causing new political movements, mostly militaristic ones I wasn't super pleased to get, but one pro-egalitarian one I was pleased by (they've always been happiest).

I redeveloped the planets a bit and reorganised other things like disbanding starbases and building others in different positions.

Very sadly, the funguses had a tile with an "alien pets" supply, on which you can build an alien zoo building which gets various bonuses -- but they'd not done that, they'd built a heritage monument to the early days of their civilisation and I really really didn't want to knock that down! I can't build it elsewhere, it's not a building I can build, even though the zoo is better. I can't remember if I have the tech for the zoo or not.

I was also very pleased to see funguses popping up as scientists and governers in my leader screen. Empire is getting properly diverse!

Two 20s

After ten years the unhappiness wore off and everything was good for a bit. My energy and minerals were positive, sufficiently positive I was able to build all the mining and research stations in my territory even the ones on only 2 resources I'd previously left till later.

I was able to build up my science research a lot instead. And I'd been really behind in unity, I hadn't quite realised, I had quite a few good options I'd neglected because to start with I'd been so focused on basic energy and mineral economy.

It was really hard to overrule my tendency to micromanage. I basically needed to let the clock run for quite a while to build up resources and develop new things, but I kept falling prey to my tendency to "must build new things as soon as possible, so pause clock until I'm done".

Which left me with a nicer income, and a surplus of energy and minerals enough to hit my current resource cap. And now I'm limited by influence how many new systems I can expand to.

I colonised two new planets, with reasonably good size and habitability, but need to get some more inside my borders. One was a bit hilarious, the colony ship needed to fly all round the galaxy to get there because when I started the war was still going on. But both populated pretty rapidly with a mix of breeding and immigration.

Although if I'm honest, I'm in glut compared to where I used to be, but probably not ready to field a 50k combat power fleet to take on fallen empires, so I do have a lot more to build up. I'm used to playing catch-up with other empire fleets, I need to adjust my perspective to see if I can get ahead.

Misc

I absorbed the broken ringworld system to my empire, we'll see if the technology to repair it eventually appears.

I think now I have *all* the factions. Including, sadly, an isolationist fascist-y faction :(

Also a scientific faction, I think inspired by the funguses (who were materialistic). I was very pleased, but unfortunately some of the things they want most is to build robots, allow AI, and cyborg themselves, all things I'd previously forbidden because my spiritualist faction didn't like them. I think things will naturally revert to a status quo with more spiritualists so I temporarily adjusted some of those so members of the scientist faction weren't down at 15% happiness, but I'll probably put them back again.

Several exciting things. The kind of horrible bird empire was in trouble, but refugees from them arrived in my empire and I accepted them, and they were immediately helpful.

Also I mentored the industrial reptile civilisation until they gained spaceflight and they became my vassal, so yay them.

And I discovered some form of void clouds which were super spooky, but gave me +15% physics output!

From the citizens point of view

I wish I'd been doing this all along. I couldn't really make it interesting to describe the rise and fall of my *empire* but from the point of view of my core worlds...

Rejoice! The threat of the fungus empire is over. A golden renaissance has appeared.

Our society has bloomed with diversity. Political factions represent literally all possible political viewpoints. Our scientific and philosophical progress have blossomed. A glut of resources grants citizens of all species utopian living standards.

Several of our beloved leaders who led our central political and scientific institutions through the war have died, but now, many species are represented even at the highest levels in our empire.

Several new worlds, including one a third of the way round the galaxy near the territory of our spiritual federation allies, have been settled. We honour the settlers who braved the years long journey through space to get there, and encourage immigration.

We sadly acknowledge the loss of the brave science ship, who exploring in the territory of our tranquil federation allies, suffered a miscommunication about route, and came too close to Sanctuary, a ring world populated with pre-ftl species endlessly guarded, or imprisoned, by violent defence platforms. We remember previous losses -- the civilian ships despoiled by pirates, ravaged by space amoeba before we learned how to modulate our ships' drive to avoid them, and one lost in a mysterious catastrophe after investigating a derelict ship from a long-lost unknown empire.

And our thoughts go out to the incorporeal Baldarack civilisation, who we helped relocate to their home planet in the Wum Jiam system and a new colony world on the border of our empire, who are undergoing a factional split and potential civil war. Our thoughts are with all Balderack people at this time.
jack: (Default)
Traditions

There's the equivalent of a tech tree for "traditions" which unlock various bonuses supporting particular play styles. It lets you specialise your empire somewhat. Some of the bonuses are a flat +X% to something (in theory enough to always be quite significant, although it doesn't always work like that), others unlock particular abilities (e.g. you can't take other empires as vassals at all unless you unlock the domination tradition).

There's also a mechanic when you finish all the traditions in one category you get an "ascension perk". That *doesn't* have to be related to that category, but there's various other restrictions. It's basically a unique bonus but (at least in theory) more so, sometimes granting a big discount to something like expansion, sometimes unlocking a unique ability like megastructures. Originally this mechanic was only in one of the expansions, but they eventually decided, being able to have thematically relevant ascension perks was so useful for other parts of the game and other expansions, they promoted it to the base game. Some of the snazzier perks (like a lot of bio-engineering, and building new megastructures) are still only in that expansion.

Factions

Something else I happened to like was that your empire has many squabbling factions. These naturally spawn when there's enough draw for your pops to embrace a new one, either one based on your empire ethos (I got pacifists, egalitarians, and 'traditionalists' i.e. religious first), or when something else causes faction support (e.g. wars cause military factions, etc).

They produce one of the most constrained resources, influence. Not in great amounts, but there's almost no sources of it as it acts as a cap on expansion rate. Up to a total maximum, depending on faction happiness (so it's easier to achieve if you have fewer factions to please.)

For a while my egalitarians and pacifists were pretty happy, but my spiritualists stubbornly hovered at 55%, just too low to produce any influence, and I couldn't do much to increase that, other than have a bigger proportion of spiritualists, or adopting 'Harmony' traditions (and I had others I wanted for my empire more). Now things are all over the place, but hopefully after the war everything will settle down rather.

What I did like, the things that please factions are quite specific and not just opposite: a few things are directly opposed like pro- or anti- robot or pro- or anti- war, and you have to pick one or the other, but most are things where they care about different things and you COULD do both, but opportunity cost means you have to prioritise the factions you most care about.

Oh that makes sense now!

I'd seen people talking about stellaris before: about befriending space amoebae or encountering crystalline entities; about getting stuck in their home system; about just *watching*. When I actually played it all those things made more sense.

More richness, more choices

I'm still less than half way through a first game, so unsurprisingly I'm already jumping ahead to form generalisations.

The general backdrop of stellaris, both graphics and mechanics is *glorious*. When I zoom in to a space battle or crystalline entity, I go wow. When I accept refugees fleeing a war, I get a thrill of satisfaction. As when I set all the living standards up to "utopian".

But strangely, it also feels a bit bare. Like, there's lots of potential anomalies you might find by surveying. But most of them are "Here's something weird, insert beautiful description here, click ok to collect a small bonus." There's nothing to *do*. Even a choice "A, get science research, B, get energy" would be more interesting. Many of the events related to planets are better here, although even then, it can be kind of obvious which choice *your* empire would take.

I understand, there's only so much effort for content, especially when there's a lot of effort on the UI and AI and so on at the same time. But it feels like, if you mixed-and-matched some art and some prose, you could make a lot more anomalies that were *interesting*, enough that you wouldn't get the sense of "I've sort of seen that one before."

Obviously it's hard to do that for stuff like space fauna that needs stats, balance, 3d art, etc, etc.

I hear, you can improve this a *lot* with a few mods that specialise in this. Which makes sense -- it's something modders *can* add, whereas improvements to the core game can *only* be done by the core developers. And some of the expansions add more here (and it's fair enough you need to pay for those -- that development time isn't free, if you want a better space game, you need to pay for it, or convince twice as many people to pay for the base game :)). But I think it looks like they mostly add fairly big events -- one or two add more "space species" type stuff and one or two add more anomalies, but it's not the headline thing.

I love how many games ARE making themselves open to mods. Although I wish we'd converge on a norm of "non-exclusive attribution license" or something for that sort of thing, where the game creator can choose to claim the mod if they want (so they're never risking getting locked out of part of their own game because someone else has the IP), but they need to credit the author and the author has the option of taking the stuff elsewhere.

Likewise, my impression is that the mid-game, once empires abut each other, is a bit quiet. Unless a fallen empire wakes up. I'm not sure, because I haven't actually played it yet. I wish there was more that would cause shifting alliances and priorities and borders. I guess wormholes do that somewhat, putting different empires suddenly in touch?

Tardigrade Mod

I joked about making a tardigrade mod with/for Rachel. A Tardigrade starting race. Tardigrade-relevant events and anomalies. Etc. I don't know if I actually will, I don't know how many more projects I need, but it would be really cute to do :)
jack: (Default)
I don't know why I have the urge to write this up so thoroughly. How many people are still reading?

New colonies

I expanded a bit too quickly to start with, and took some time to catch up with myself. But about now I said, it would be worth having another world or two. It's a significant step, so I said to myself "...and go!" before I pushed the button :)

That builds a ship from one of your planets, which then drives to a new planet and establishes a colony there. In theory you have a choice of species, except that my morlocks won't leave their home world, so only my original Duckbills will go to a new world.

I do have one bonus from, um, one of my starting empire bonuses, that I can send out *private* colony ships that cost energy instead of minerals. And by now, I'm doing well on energy but still need minerals to expand... everything. So I'm not usually limited in building ships (even though by now the mineral cost wouldn't be a big hurdle anyway).

Exciting to have a whole new (big) world. And my various habitability perks make most worlds very attractive.

Also, a few of my pops migrated to the new world! They hadn't ever done that before even when I thought the new world was better than the other ones, I'm not sure if I'd forgotten a setting or got a perk more recently or something else. But now I'm pleased, because it builds up a new world faster and the old world was mostly full so the pop can be replaced by population growth quickly.

The migration is marked with an icon of the pop carrying a classic folded-bag-on-a-stick bindle over their shoulder!

No-one has yet migrated INTO my empire, despite me having some attractive worlds. Hopefully they will eventually.

Some pacifist pops emigrated away when the war happened, but hopefully now the war's over pacifism will take over again.

And after a long fallow period when my science was growing too slowly, I got a rush of "clear blocking terrain to open new tiles on planets for building" techs, which let me expand my existing planets better too.

Those two new planets brought me up to my new max core planets of seven. The base is three, but I got +2 for being pacifist, and +2 for something else, so I went quite a long time without having too many.

Like many things, it's a "soft" cap, but this soft cap is quite hard -- you lose 30% energy and 30% influence, which is quite a lot, so you can't usually bull through it.

After that, you need to delegate some planets to a sector, part of your empire, but under AI control.

Consolidation

As previously mentioned, I need to integrate the new fungus planets into my empire, probably by delegating them to a sector (or maybe delegating my already-developed worlds to a sector where there's not much to do, and hand-managing the newer larger worlds).

There's a few systems I want to make sure to absorb[1]. The one with the ringworld! One with a gateway and maybe another with a wormhole. Any pirate-friendly dead-ends. One or two off to the east side of the galactic spiral to treat with empires there more easily.

[1] I'm not sure what word to use for "add a new system to my empire by building an outpost station in it". "Claim", "conquer" etc all mean something else.

After the war, I got an isolationist faction. Ok, maybe I have too many factions :) I was quite happy with the first few, the pacifists, the faith, and the egalitarians. The military faction were understandable, what with three decade long wars in 100 years. But now it's getting out of hand :)

But I think I can just accept I won't get any benefit from some of them, I can still enjoy the diversity. Even though a more game-y tactic might be to have fewer factions I can actually please simultaneously :)

The game often has a mid-game crisis where, once the empires have mostly reached some sort of status quo in the second century, something big-ish happens to shake things up. But I think that's only in the expansions, not the base game? So I have a century to expand slowly and build my science and economy, before an end game crisis eats the entire galaxy :)

Misc

One of the fallen empire's fleet is called "punitive response flotilla" yes ok fallen empire I can take a hint ok I can't.

Save scumming the war a couple of times showed me which random events came up fairly repeatably and which didn't. I'm glad I didn't reload too often or the temptation to keep re-rolling the die would be a lot greater. (Also, it's useful for game design decide if random events should be predetermined so they always happen the same way in the same game as much as possible, or be as random as possible so if you play out a saved game twice you can't rely on the prior knowledge much.)

Prior to the big 2.0 rework, instead of the current system of hyperlanes connecting nearby systems (but not all of them) in the equivalent of a road network, each empire started with one of three different FTL techs: hyperlanes; jumps (jump to star proportional to straight-line distance regardless of layout of hyperlanes or anything else); or wormholes (each system connects to random systems all over the map).

That was really great flavour that each empire was *really different* and ended up colonising systems in a completely different pattern.

But it didn't really work for war, because geography made little sense when everyone travelled in a completely different way, so there was no notion of import systems, or of fortifying frontiers, etc, there was just "have one giant fleet, hit opposing fleet with it".

So they switched to hyperlanes by default, with the others as something that could come up sometimes but wasn't any empire's primary locomotion.

But I wonder if there'd be some compromise, maybe everyone uses hyperlanes, but some systems have wormholes available right from the start, connecting random different parts on the map, so the topology is more wacky and less flat. So you're more likely to encounter different empires in different ways, and not just "these ones are near me and these ones aren't".

Also, liv started playing stellaris (she has a lot of experience playing civ), and I'm really excited to see how her empire goes. We both really love the duckbill pacifists, but she chose quite a different race to experience a different sort of game and I'm really excited to see how it turns out. I realised how many little things with the interface had bothered me and how nice it was to be able to share that with someone else. And the excitement of finding unexpected space things!
jack: (Default)
Federation

Inconveniently the federation leadership rotated just before the war so I couldn't directly use the federation fleet in the war. I was worried my allies wouldn't help at all, but they did obligingly turn up, even if I haven't mastered the trick of cajoling them into the most useful places.

I wasn't sure where the federation ships I'd build had gone. I think what happened is that when the federation leadership rotated, the next president recalled the fleet to their homeworld (annoyingly with fungus war iii building, but understandable with the banthurian reavers on *their* frontier). But the direct route was blocked by the funguses, so the recall turned into the "disappear off the map, dead reckon navigate off the usual lanes until you reappear at home" mechanic used to make sure your ships never get stranded (even if you can't usually use this to send ships out somewhere).

Ah, good! The Ick-Ick-Ick Bug Block, one of the friendlier non-pacifist empires, has a reasonably good opinion of me, but is too far away to be tempted by my offer of federation associate status. But they *did* accept an offer from my larger ally. That's very positive. I'm not sure if I want them in the federation or not -- once you incorporate species with a wider range of politics, it's excellent defensively, but very hard to do anything proactive.

But having the equivalent of a defensive pact is great, because they like me, aren't offended if I build up to their borders, and if they get attacked gives me the opportunity to prosecute a defensive war (i.e. I can gain systems not only forcibly convert governments to pacifism.)

Apparently they *won't* join the federation anyway because they have a lingering beef with one of my allies. I guess, a rivalry or claims left over from previous border skirmishes? But for whatever reason that didn't stop my ally inviting them to associate status or their agreeing.

Right now I'm happy with the status quo, if the galaxy is 60% my people and 40% empires who are happy to peacefully coexist, I feel like things turned out pretty well! But in the future, I hope things will eventually resolve themselves more positively - either I'll one day get runaway science advantage and be able to vassilise friendly-ish empires when I get sufficiently superior to them, or ongoing peace and trade will increase empires' opinion of each other (or shift other empires towards pacifism) to the point where they're willing to cooperate.

Other 'diplomacy'

On the other side, I've had some back and forth with the Centipomulans and the Ferengeagles. The Centipomulans used to like me, but got all bent out of shape when they wanted to expand and I was in the way, declared me a rival, and then started to hate me more and more.

I declared them a rival back to get some advantage from the situation. My main hope was that they wouldn't attack me until I'd resolved the fungus situation, as they were stronger than me and I probably couldn't face them head on, only by sneaking around their fleets to attack other things.

Fortunately they didn't, in fact, they changed their mind and UN-rivalled me. I've no idea why, unless joining a federation put the wind up them, militaristic-bullies-wise. And I just had to hastily un-rival them myself before I made matters worse!

However, despite all my resentment and worry about the situation, it turned out amazingly well. In fact, SO well I wonder if there were some sort of time travel shenanigans that arranged it, on top of my save-scumming :)

They basically hated me for ten years, then went back to liking me. But when they rivalled me, the Ferengeagles (militaristic fanatic authoritarians) who'd been having the shit kicked out of them by the less-vile-but-pretty-fierce Centipomulans and another similar empire on the other side of them, suddenly decided that maybe they liked me after all, now they were desperate and I was being rivalled by their enemies.

That let me pump up their opinion of me, which will hopefully survive the un-rivalling of the Centipomulans. They dithered about associating with the federation -- first they asked to join, then they withdrew, then they came crawling back...

But eventually I ended up with open borders from both which FINALLY let me find the last of six dangerous wildlife species from different planets all over the galaxy, which my scientists had been clamouring for me to research for ages.

Pirates

I blocked off my one remaining empire hole just in time to stave off pirates spawning there. Instead they spawned way off where I had a system with a couple of dead ends off it. If they confine themselves to systems where I have planets and starbases but no mining stations I guess I can mostly ignore them :) But now the war is over, I can deal with them easily enough, now they're weaker than my main fleet and there's only one set spawned so far.

In fact, I wonder if I should arrange to have a pirate-friendly system somewhere near where my fleet can blockade it, so I can easily destroy them when they appear.
jack: (Default)
The first 100 years, once we encountered each other, had a lot of back-and-forth war between me and the neighbouring militaristic fungusoid empire. The first war, I didn't know what I was doing and barely got out without worse losses. The second war, they declared on me and stomped over my home planets, but I managed to gain several key systems at the back of their empire, and issue diplomatic claims on their homeworld.

This time I wanted to do it right. I copied the save file so I could experiment before committing myself (may only work with non-cloud saves, not sure). I chose ironman with no saves because I didn't want the temptation to ALWAYS replay until I got a perfect result, and I think that helped because I do have that weakness. But with the war I felt like it wasn't so much that I wanted to save-scum the situation, as that I didn't really understand the mechanics of war.

Which, ok, is realistic, but I didn't want to lose several wars to just learn the mechanics, so I had a few goes at it.

First I made sure I COULD declare war, but apparently my federation allies agreed with my opinion of the fungusoids even though they weren't on their border. I almost chose "claims" war goal to try to claim the planets I'd already laid claims on, but that still leaves the funguses with their most-recently-colonised-planet, so I chose liberation, where if I get my claims leaves the rump of their empire politically converted to egalitarian pacifists, who I can then hopefully draw into federation membership or vassel-hood.

The first time I ignored winning and just bulled into their core systems even if I lost my fleet to check that their military strength was about what I expected. It turned out it was, they'd combined their two smaller fleets into one with 3k or 4k compbat power, and possibly had some small fleets too. And starbases about the same strength as mine, vulnerable to any serious fleet but enough to stand off a couple of isolated ships.

In fact, it seemed that 4k was about the fleet strength of my allies too, and also the federation fleet (currently controlled by my less-overwhelming ally).

I also discovered they tended to (understandably) start by attacking my systems I took from them last war. Or ones I'd already invaded this war, if there were. But because I was exploring a bit randomly, it took a few tries to understand exactly what they were prioritising, cos often they'd change their mind if I attacked from the other side at the same time.

But eventually I decided a simple strategy. Spend most of my minerals building up my fleet to exceed the biggest strength I'd seen from them. At the same time, slowly fill in other bits of empire construction and research I was overdue for if I had excess resources.

I actually hit my current max fleet size here, which I'd always struggled to do before as I had so many competing demands for resources. That's why I wasn't as militarily formidable as the AI empires, presumably :)

Then park myself on my starbase closest to them, where they would probably attack. First attack the system behind that to make sure to draw them out (and to hopefully cause my allies to start joining in). Ambush their fleet with my larger fleet and starbase.

Do I win? I tried this as one of my experiments and my fleet wasn't quite big enough, but I only did it "for real" once. I carefully saved the game every month during the war in case of disaster but didn't need any of them.

For real, I defeated their fleet, then flew into their core systems, taking each system as I passed through, with the aim of capturing their starbases and re-engaging their fleet before it could be repaired.

I forgot that I needed to attack their planets in order to progress further (if they have ftl inhibitor technology and build a stronghold on it). But fortunately, I was able to bombard the planet (using the "destroy military buildings, minimum damage to everything else" option) and destroy that fairly easily. My armies were too far behind -- I wanted to keep them out of ship combat but then I needed to wait too long before they took the planet, but fortunately bombardment worked ok.

Then I was able to roll through their core systems, and mustered some smaller fleets but none enough to challenge me.

I wasn't quite sure how the end of the war worked. I thought I needed to occupy all their planets in order to be able to keep them -- that's how it usually works in wars that end in armistice rather than surrender.

But when I conquered their last planetary system they straight-up surrendered, which makes sense, but I wasn't sure. I *think* they then automatically ceded all claims to me whether I occupied them or not, PLUS reformed their government to be fluffy rather than malicious.

Then I paused and saved the game and took a break. It also gave me some achievements, "win a war" and "conquer another empire's homeworld".

Next time I need to consolidate my gains -- see if I can vassalize the remnant of their empire, incorporate the conquered worlds into mine, make the populace happier, spin of a sector because that jumped me up by 50% more inhabited planets. Then conquer some of the interesting systems I see, and some of the empty space I've been saving.
jack: (Default)
Federation

Building territory closer to the Theocratic Molluscfoxes suddenly made them that much more receptive to several of my diplomatic overtures. I don't know if I could have achieved the same by pumping their opinion with temporary advantageous trade deals or not.

Including the one I was most excited about, forming a federation!

That might or might not be sensible. It can make it harder to reach a winning condition if the other empires aren't interested in expanding enough. But it just sooooooo fit the concept of my species I just had to do it.

Just joining a federation was really cute. Now all of our combined territory went gold, not just mine. And their ships went from yellow neutral to blue allied. And I can see most of their territory. And they have a much greater positive opinion of me!

Apparently being next to them also let me have more reasons to declare war on them if I wanted, but I didn't.

Unfortunately, the twitchy friendly other-spiritualist-empire who had *originally* been explicitly federation builders, still weren't positive enough to join the federation. I wasn't sure if I'd need to repeat the moving-my-borders-closer trick.

Fortunately, a couple of years later, the Tardigrade-Foxes offered them membership and they accepted! They were a fair bit stronger than either of us at that point, so having both other empires on board made me feel a lot more secure. Even together we don't out-threaten the other major empires, but hopefully we're comparable enough the previously-friendly now-hostile Romulizards will not dare declare war on me.

Anyway, WOOO! GO US! WE FORMED A FEDERATION!

The Legion Eagles, who were especially xenophobic even by the standards of the other militaristic empires (but not as bad as the Banthurian Reavers who look harmless but want to kill everyone) then wanted to join with associate status. Then they resigned. Then they came crawling back. I'm not sure what was going on with them. I hope they make up their mind.

That also helps a little with one specific mission. My scientists particularly wanted to study specimens of fauna from six specific worlds round the galaxy. They were all incredibly dangerous, *obviously*. But not so dangerous they threatened a whole space ship. I was lucky half of them were in my borders, and the others could be reached from fairly friendly empires who had open borders to me. But one was in the Parroteagles' territory.

Previously that was unreachable as they really didn't like me (or anyone, other than stronger empires they could get something from). But when the Flatworm Lizards' resentment of my controlling any territory that they wanted outweighed their mild tolerance of me and they started a rivalry with me, that suddenly made the Death Parrots -- already in somewhat dire straights between two stronger empires -- like me a lot more.

So the good news is, whether they join the federation or not (and I'm not sure I want them as a full member, I don't trust them, whereas the other two and I seem to have more aligned interests), I can access their borders to complete this fauna research mission. The bad news is, they're completely blocked off on both sides by empires who won't let me through. Oh well, eventually there'll be a war, and if not, I'll eventually outpace everyone with research somehow.

The Furry Klingons now quite like me -- mostly because I'm closer, I think. Unfortunately, they have a long border with the Theocratic Foxes and they've rivalled each other, so I don't know if I can talk them into a federation. But at least they're not blocking *my* ships any more. Fingers crossed for more productive diplomacy in future.

Irassian Homeworld!

Also, I finally found enough relics to locate the Irassian homeworld. That came with a giant bonanza of resources (3k unity, after scaling for my current overhead, 2k minerals, and 500 physics research), and a system with several great resource deposits in.

A bit later in the game that might not be as overwhelming, but right now it's very very welcome :)

And science ships don't spend much resources researching that sort of thing -- just a lot of time. So it was probably good I pursued it, even if my main motivation was interest.

I'm not sure if there's anything more to discover or if that's the end of the story.

ETA: I discovered the Irassian homeworld right near my core worlds. Apparently some people have it spawn on the other side of the map. I'm not sure if they changed it to be more generous or if I was just pretty lucky.
jack: (Default)
Pirates

My first priority, alongside building up my resource income again, was to get rid of the pirates who'd had a bit too much of a free hand while I'd been pursuing Fungus War II.

At first this was ok -- there was a fairly weak fleet I took care of immediately with my existing strength.

Then I spent some time building up a stronger fleet to be able to take on the stronger pirate fleets head on (which sort of a minimum to be a serious force against my neighbours).

And then a lot of panic happened. Another fleet, either the original one I'd just defeated repaired, or another one spawned from the same base, appeared heading for my homeworld.

I rushed my fleet over there, but spaceflight doesn't really do "rush". And built some more ships near there too. And I wasn't in time to stop them fly past, but they aimed for one of my systems down a dead end.

Fortunately I'd only rebuilt a small part of the mining stations there. The pirates fortunately don't seem to try to attack my planets, and if they attack my starbases they self-repair, but they totally destroy all the mining/research stations they fly past.

However, I *was* able to assemble a decent fleet on my home starbase and ambush them as they flew home. It was a bit touch and go -- my fleet was disabled when they still had a couple of ships left, but they then flew into one of my reinforcements and minor starbases on the way out. Problem solved, kapow.

Unfortunately, during the same time, I detached a couple of laggardly ships to deal with the *other* pirate base. One that sadly spawned right next to a primitive world I was trying to establish an orbital watch on[1] and destroyed that a few times in the inter-war period.

[1] Apparently talking to them is MORE unethical than secretly spying on them, who knew?

The bases are fairly ramshackle, so that was ok, but as soon as it was destroyed, another base spawned from the ashes! Along with another, larger fleet that totally stomped my few ships and started flying for the frontier end of my empire near the front of the fungus war.

Then as soon as the first battle was complete, I needed to heal all my ships, build reinforcements, and fly them all *back* again to try to head off the pirates.

I ended up with two major fleets and a variety of stragglers absorbed into one or the other. One was there in time but not strong enough to take on the pirates by themselves. But they blocked their approach at a starbase and fought valiantly, and incredibly fortunately, the other fleet arrived just in the nick of time before the battle was over and handily wiped out the remnants.

And then I *was* able to divert the healthy part of the fleet to mop up the pirate bases. I sent enough that if another fleet spawned I wouldn't just lose. Which leaves me with little defences, but just *having* the ships puts off the AI empires from attacking quite a bit.

That took quite a while because it meant flying the long way round twice, but while I was doing other stuff, they did get there eventually.

Territory

I'd made some bold territorial grabs to claim systems up against other empires to keep the systems between for my future expansion, and to claim any particularly interesting systems near my borders.

That left me with an original blob near my home world and a few adjacent systems with habitable planets. A small blob with my Gaia world about half way between that and the following. A forward base up against the funguses, along with an adjacent system or two for additional buffer and good resources, plus the three tasty systems I claimed in the war.

Also, two further single-system buffers up against the Romulizards who used to like me but changed their mind when they found that out.

And a blob in the middle, just about contiguous with my home systems where there were several interesting systems including a world with a pre-space civilisation. Particularly badly, that ended up with one unclaimed system in the middle completely surrounded, which is apparently a super-double piracy lure.

Whereas the single-system forward bases, while very expensive in influence to build and increasing the risk of pirate spawns, are themselves fairly pirate-proof, as they usually just have a starbase and no mining stations.

The first territorial expansion I made after the war was to build a forward base up near the Fox Tapir Theocracy, which staked a few more systems for my future expansion but more importantly increased my diplomatic options with them in several ways.

But after that, I filled in my earlier patchwork mess a lot, claiming the systems inbetween a few gaps, which even though (unlike the AI) I still had several separate blobs, reduced the piracy risk quite a bit once the bigger blobs were more self-contained and less swiss cheese.

At the same time, I made an effort to claim several systems with interesting things I'd wanted to claim earlier but hadn't got round to. Rare resources. A wormhole gateway (I'm hoping that gives me a chance to research the tech necessary to traverse it.)

And most notably, a ruined ringworld!

Only about 8 times bigger than a planet, rather than 3 million, but still very attractive if it could be repaired. The first fallen empire, the one who I haven't really interacted with at all, had two systems, the something of something, and a neighbouring system was named the same way. I hadn't even thought to look, but apparently their systems have ringworlds in, and so does this one!

I think what happened is, the map generator reduces their territory a bit so it doesn't completely block off anti-clockwise expansion through the galaxy. It nearly does already, and if they'd has both systems, I think there would have been only a single connection between clockwise and anticlockwise of them. But didn't remove the ringworld.

Building ringworlds is one of the expansion packs; I'm not sure if repairing one is possible without that or not.
jack: (Default)
Before

It'd been a little while since I played, I felt like I'd done all the immediate things and was less excited by all the building up I needed to do next. But (spoilers) quite a lot happened!

I've been playing for almost a century, so mid-game crises could start happening. That feels about right, the empires have mostly abutted up against each other, so we're shaping up for a lot of "sticking in one place building up resources and research, with inconclusive border skirmishing" for a century if that didn't happen.

Although I always feel hungry to *control* my situation so I always feel like I'm denied my slow consolidation :)

During

Oh dear, one of my scientists found one of the anomalies indicative of the long-dead Irassians, possibly enough to be able to triangulate a location for their homeworld. However, she died half way through the research! Old age, not DUE to the research. I hired a fresh-faced replacement, but she had to start over.

Ooh! During the various worries about ground combat in the last war I hired a general. Now there's not been any ground combat since, he's mostly just idled his time away playing dice with my mothballed armies. But he ran for chairman and had a really nice platform (basically, a flat resource bonus to I can't remember, one of energy or minerals, which was most useful to me at that time), and won.

You may remember the morlock refugees, who fled to the surface of the utopian-but-so-utopian-the-atmosphere-has-hallucinogens Gaia planet from religious persecution. There was only enough of them to run one building, but they specialised in physics so it was useful. But they also supplied an army -- an unusually strong one. And now one became a prominent scientist and got promoted to run one of my main research branches -- my empire is finally getting integrated. (Although no-one's immigrated in from another empire yet.)

Woah, holy fuck, I zoomed in on a space battle between slightly more advanced ships and that was dramatic. Lasers and such everywhere.

Now I've a little slack in resource production, I'm tweaking what I've built on planets. Is it worth deliberately specialising to have an "energy planet" and a "mineral planet" as opposed to just building everything anywhere?

The starbase or two I captured from the funguses had an ftl anchor (that stops fleets from flying through the system without engaging the starbase). But apparently that doesn't mean I can dismantle it and learn how it works? :)

Bonus wishlist

I wish it wasn't so important "whether the direct route between hyperlanes leads directly through the middle of the system or not". I feel like, a heavily armed starbase in a system should present a *moderate* obstacle to ships just flying straight through, not basically none (if the starbase has no long range weapons and a human micromanages the ships' route to fly round the edge of the system) or make ftl inhibitors basically unnecessary (if the direct route passes through the middle of the system, any ships passing through just fly a direct line and engage the starbase anyway whether they need to or not).
jack: (Default)
Lots of the things I wished were possible turned out to actually be possible but it just hadn't immediately been obvious what the interface was.

I got a bit frustrated with sending science ships to research research projects before I realised that if you selected the science ship, you could right-click the orange box to order the ship to do the research (or shift-right-click to queue the research to do as soon as the ship completes its current order).

Probably at least one of the following are also already possible and I just don't know how.

I wish, if you'd previously visited a system, information like "number of potentially habitable planets and climate" or "number of celestial bodies" or "roughly what was on a settled planet" were available as "what you last saw" even if not in real time.

I wish the map showed you not just total resources, but showed the largest clump so you can prioritise building mining stations that gain 3 or more resources.

There's an alert that says when pirates settle in a system, can I please have a list of where that's happened? Usually it's obvious because I have eyes on a giant fleet coming towards me, but sometimes I want to make sure I know where all the original nests were and that I've got them all.

In fact, just a list of all the pop-ups and alerts I've dismissed would be good.

I wish it was easier to edit the action queue for a ship. (I was pleased to discover if you give a ship a new order, it cancels the pending actions but not the current action. IIRC "stop" cancels everything, and "shift-click" adds a new action at the end of a queue.)

It'd also be nice to be able to tell a ship "go here, wait till I have enough minerals, then build", but I understand why that's not as easy.

I wish it was easier to build a ship and designate it for a particular fleet. You can use the fleet "reinforce" option, but then I don't think you don't get to specify which ship is built or where.

These are all annoying but fairly small, since they're still developing, I think it's likely they will fix these eventually. I just felt better for writing it out :)
jack: (Default)
"Thuurgla Disseminute", "Gleggrot Disseminute", the names of these Fungus' navy fleets are very very them. As are some of the others. Including the pirates! :)

Pets

I found some alien pets! Alas they were on one of the fungus' core worlds, and for whatever reason the fungus' concentrated more on building warships than petting pets. I only found them when I flew through their home system in the post-war truce and conducted a little informal surveillance.

Liv immediately asked me to save them, but I had to admit, I was already trying as hard as I could to rescue the normal funguses from their own government, but it wasn't possible to speed up the processes without another war and maybe even planetary bombardment.

AI personalities

The characteristics of an empire (and I think, their ruler, and maybe a couple of other things) determine in their 'personality' according to a complex algorithm. Like, empires who are spiritualist and also militaristic usually get the "honourable warriors" personality. Many empires get the "hegemonic militaristic" which just means they want to conquer things. Etc.

Some are fairly specific, like the "assimilate everyone in the galaxy" and the "eat everyone in the galaxy" empires.

I think the personality is deterministically determined by those values. And the effects of the personality are mostly or completely determined by various modifiers like "chance of declaring war" and "positive/negative modifier to their opinion if you have a border with them" etc.

So it's a bit fiddly, but I quite like the concept, that you can (hopefully) just play by understanding that you can probably trade with the "spiritual seekers" especially if you're spiritualist yourself, you may or may not be able to form pacts with the hegemonic militarists depending on their political situation, and you might as well give up on some of the xenophobic personalities who mostly hate everyone.

But that because it's all run by an algorithm, it's all exposed to modders who can tweak it in various ways. And "never" is expressed as "modifier by -1000" so if there's some overwhelming pressure the other way, that might still happen.

Opinion, Trust, etc

It took me a while to get an idea how this works and I'm still not sure. There's a few relevant values, opinion, trust, and attitude, and I think a couple more under the hood.

Trust represents a relationship built up over time. Any ongoing diplomacy (trade deals, guaranteeing their independence, non-aggression pact, defensive pact, alliance, federation, etc) provides both a small monthly increase in trust, and a maximum value of trust, higher for more significant relationships. If you don't have an ongoing relationship it slowly decays to 0 again.

Opinion represents an instantaneous snapshot, which comprises (a) trust (b) various relevant modifiers, like sharing politics and philosophy gives a boost, xenophiles/xenophobes have a flat bonus/penalty to their opinion of everyone, etc. And (c) various short term effects, like breaking a treaty or making a favourable trade deal gives an instantaneous bonus/penalty to trust which slowly expires over some number of months.

So the general process of diplomacy where possible is, find empires who have at least somewhat positive base opinion of you. Build up trust by making a trade deal of guaranteeing their independence. Then combine increased trust and if necessary a temporary boost to opinion (say, a one-sided trade deal to just give them a temporary bribe), enough for them to accept a more significant diplomatic overture, which will hopefully have a higher trust cap etc.

This can see-saw back and forth based on various things -- if you're far away, diplomacy is more difficult, if your mutual border is too long, there's a penalty for needing to police it, if there's another empire mutually threatening, that's a positive to various pacts, etc.

There's also an "attitude": "wary", "cordial", "friendly", etc. This is partly due to opinion (and trust?) and partly due to relative empire strengths and to AI personality (?). I'm not sure if that's mostly just due to opinion and trust and obvious overall modifiers, or if there's a extra determinants behind the scenes.

Lots of diplomatic options have a default "no", so it can be a bit of a hurdle to get anyone to agree. You need to max out trust, but then you're left with some negatives if your empires are incompatible. And some empires will just never like you unless you're overwhelming in military force because you're naturally incompatible.

And as people helpfully clarified on the previous post, once you've got a bad diplomatic situation with someone, i.e. their opinion of you spiralled downward and they declared you a rival (or declared war or proclaimed a claim to some of your systems), it is nigh impossible to increase their opinion again because those all provide an ongoing negative modifier. You just have to hope an extra-dimensional threat spawns nearby :)
jack: (Default)
So now I'm less talking about every new experience I have and more talking about the SECOND dragged out war against the fungus people, this is less entertaining :)

War

My God, this isn't good from my planets' populations point of view though. First war, they declared war out of idealism, and I screwed up the economy and got food shortages, and pirates ravaged most of the outer systems, including a pre-spaceflight world in my territory. Second war, the funguses saw I hadn't rebuilt fast enough out of the first war, made claims on a few of my border systems -- and then instead flew a giant fleet straight to my home worlds and bombarded them from orbit.

Even the Centauri baulked at that!

They occupied my homeworld for about ten years. Imagine that in a novel. Earth has multiple successful colonies -- but earth itself is occupied by an alien race.

But fortunately they suck at tactics. If they'd used their two giant fleets smartly they could have easily brought a lot more armies through to actually occupy my planets. But actually they just flew them there in a straight line, and as long as I attacked them -- even if they were in the middle of a convoy -- they couldn't take any planets.

If they'd used their fleet more proactively to protect their supply lines I'd have been screwed.

And they dramatically occupied my homeworld -- but never actually staked a political claim to it, so after the war, it just reverted to me. Whereas I claimed the systems from the rear of their empire I actually managed to take over, while their massive fleets were busy elsewhere.

Indeed, when I took the territory from their rear, they reversed one of their big fleets to fly all the way home to deal with it, so I could have snuck in to liberate my homeworld then if I'd wanted to.

Which teaches me some things about tactics I should have been more on top of. Decide whether to concentrate your force enough it's worth attacking an enemy fleet head on. If so, do. If not, avoid them. Defeat their ships in smaller packets if you can. Conquer territory you want, ideally while their ships are elsewhere.

But I'm still pretty vague about military stuff -- probably I should be tooling my ships with rock-guns to counter their scissor-beams or similar, but I haven't got that worked out.

Science

My scientists asked me to collect seven or eight specimens of particular species -- usually dangerous ones -- from planets all across the galaxy. Fortuitously, once I got my ships past the fungus mass, enough empires had open borders I was able to fly one science ship all round the galaxy, collecting the angry dangerous macguffins and cataloguing various other space creatures like crystalline entities at the same time. I mean, the fauna ate some of the science crew, but too few to have a mechanical effect.

Even some of the conquer-everyone empires were sufficiently friendly to me to have open borders, so I'm wary of them, but grateful for their cooperation.

I also found a "make all the planets glow orange and you can't see where to turn it off again" button :) I figured it out eventually.

Diplomacy

As my fleet builds up, or gets lost in space, the other empires' military strength bobs up and down between "equivalent" and "superior". Once one non-fallen empire was "overwhelming" and almost everyone was superior which was dispiriting. But apparently the Racist Space Parrots got such a kicking in the last war they're back down to equivalent, when they were almost always superior before. I should pick a fight with them quick to endear me to their neighbours while I still can.

The Reavers, who I was worried about because they looked super-expansionist, have actually lost ground, and maybe some territory to neighbouring empires. The names are cool. I don't know how it works, but fleet names, planet names, etc usually sound vaguely appropriate to the different empires. Banthurian Reavers is their actual name they call themself, not my gloss :)

Alas, I built up diplomacy as much as I could, but didn't have the timing right, because several of the most friendly empires already made defensive pacts with other empires and aren't that interested in another one. And I can't grow their trust further without a more intimate deal of some sort. I'm not sure if there's a path to improve relations I'm missing, or if I need more of the diplomacy path to increase the max trust cap, or if I need to be closer to them, or all of the above.

I screwed up slightly with the Anteater Napoleons. I was guaranteeing their independence, partly to increase their opinion of me, partly so I could join in a war against the Racist Space Parrots if it happened. But during the other war, I wasn't sure if I could turn that off without penalty, and got confused, and ended up breaking it, and they closed borders against me. But I re-guaranteed, and then they liked me again.

Meta

I started playing ironman, partly because I wasn't sure if I'd care about achievements or not, partly because I wanted an excuse to keep playing, not to keep reverting until I do everything perfectly. But in the war, I was much more worried about screwing things up from not quite understanding how various mechanics worked, and I discovered I could copy the save file if I wanted to (at least in non-cloud mode). And I *think* I can replace the current version with those if I want to, although I haven't actually done it yet.
jack: (Default)
War

Still slogging through the end of this *second* war. I screwed up a bunch of stuff, they took some of my inhabited systems :( I thought I'd destroyed their ground troop transport but I wasn't quite close enough.

But they haven't officially claimed them. Are they likely to do that at the last minute? If they don't I get them back, but if they do, I'll lose my home planet right in the middle of a bunch of bottlenecks.

Fortunately, they don't seem to really guard their transports full of ground troops. So I was able to stop them taking any MORE by parking an army on their supply route and destroying any reinforcements that came through. After a few false starts...

Fortuitously, some of the pirates ran straight into some of the invaders and they mostly wiped each other out, that helped a lot.

Still trying to build my fleet up enough to be able to take one of their fleets and recapture my territory.

But I also flew the other half of my fleet into their empire the back way, and took the choke points and mineral rich systems that I wanted to take from them. We'll see if they have a THIRD giant fleet in reserve, or if they divert one of their existing fleets to fly back and recapture their systems, which would be good because I'm probably better at "clearing out, then retaking the systems while they fly about to the wrong spot" than the AI is.

If they don't react soon I can capture and claim something more. It's probably over-reaching to take a planet, but hopefully I can cut them off from the majority of their hinterlands, and leave them free to move with only their planets and a little bit of territory around that. (Well, ideally I'd kill any construction ship they have on that side of the firebreak too, but I don't know if I can and it doesn't seem very honorable.)

Real life comparison

It's obviously not VERY simulationist, but it's interesting that conquering territory isn't just "fly in with guns and take it", you need to do that AND not get attacked in the rear by a weaker fleet when you were distracted AND have sufficient political influence to permanently claim what you took AND suppress unrest on inhabited planets if you want to keep them.

Other politics

I think I need a defensive pact, both to allow me to get into more wars, and to allow me to NOT get into more wars...

One of the other empires I don't like, the Ick-Ick-Icky confederation declared war on one of the OTHER empires I don't like, the Eagle Supremacists. Although I might have one of those muddled up, not sur.e

Exploration

I successfully snuck a science and construction ship through the back of their empire, so I can claim territory there if I can afford it, which would help bottle them in, and give me a closer jumping-off point to negotiate with friendly empires.

Several friendly and neutral empires still have open borders to me, so I was able to do surprisingly much with my science ship:

* I completed several "go to this planet, acquire this xenoological specimen for science" steps
* I wandered through the friendly fallen empire and took a look-see at their planets of enclaves of extinct species.
* I found some free-floating crystalline entities, which like the space whales and space amoeba are less threatening at this point in the game. But I can research them for... crystalline stuff when I have some spare science bandwidth.
* I found an abandoned ringworld ALSO protected by absolute piles of (automated) hardcore military fleets and ALSO full of (originally non-sentient but since abandoned, evolved) species.

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