You should had sticked to killing the khan to get his throne I guess. Since Prethoryn would go for him anyways. EDIT : A hunter who hunts two rabbits, will lose them both.
Ep30 as someone who sucks at Stellaris (Me) do you have a recommended research per month (early game) suggestion for higher difficulties? My highest difficulty accomplished is Ensign
i have done a playthrough of them currently on the last of the 4 crisis and I'm rocking all troikas with elastic the 2 dmg unique mutations and then some point defence, strike craft and some missles
If I remember correctly, ep30 usually likes to lower the tech and tradition costs so he can showcase more of the game faster, he also brings the crisis in sooner because of that. But the vivarium mechanics don't have any sliders (yet) so the breeding was not as effective as it would of been in a regular game. Been playing a game with friends with higher tech costs and logisitcs growths to slow things down, and I'm an absolute menace because the breeding mechanics are unaffected. So I'm a monster with 70k fleet power when most empires are fighting to field 10k. Maybe a redo on standard settings might be in the cards to properly showcase the power of the space fauna.
Definitely. I played this build day 1 with standard settings and between the cloning and cordiceptics to get all the wild stuff (plus the Worms mid-crisis that effectively had their fleet power added directly to mine) my diplo weight from fleets was triple everyone elses. My economy was FUBAR trying to keep up with all the upkeep demands though.
Imagine living in this galaxy, just hearing that multiple Galaxy ending crisis are occurring simultaneously...once in several lifetine events even... *Hmmmmm*
I don’t know if EP3O noticed, but the capturing agenda (Galactic Trawling) gives -100% cost to snares and 25% reduction to cooldown once launched. Also, the cooldown is further reduced by the science skill, so a lot of snares relatively quickly.
Wack I only played one game so far and they ignored me. I never even saw them despite them spawning. I didn’t know how vicious they where. I did hear the best way to deal with them is get that gravity technology they added, create a bunch of science ships, automate capture fauna, research a cure and you’ll be fine
@TheRandomMuffinMan got immunity early on, robot pops, pretty sure I did put a lot of lures. But here's the bad part they wipe out planets so fast after they breed like twice and have a single wave crapping out 23k per infant.
They are tough! Maybe moving mid game year later could help you! I've not done too much looking into them but there may be good fleet counters / event ways of countering them!
@ Yeah I just haven’t fought them so I can’t say. I just remember seeing that tip on a short. I’d look at what they have. Like if they mainly use armor/hull, or shields. I’m assuming it’s armor but idk. If that is the case, make your ships the counter to theirs. Also probably should play defensive? Take my advice with a grain of salt though since like I’ve stated, I’ve just never fought them.
This origin/civic combo seems like so much fun, I have three ideas on what to do and im not sure what's better/more fun. A trade build with Anglers/Merchant and synth ascension where you can avoid alloys and max trade. A Barbaric/Despoiler/Necromancer psionic run that will capture pops for cattle to feed their ships. (Maybe replace BD with Scavengers for ultimate trash build?) Or an Agrarian Idyll/Master Crafters/Beastmaster build with the subterranean origin; the ultimate base resource production spamming empire!
If you play with the expanded gestalts mod you can do number 2 with a hive mind that uses a special resource and food and minerals to grow its ships instead of building them. It also has a new planet type that’s essentially a bio hive mind version of an ecumenopolis. It has districts that give bio pop assembly and forge districts that give like 18 alloys per job or something. And it also has soldier districts that make them super tough targets. You could play as defensive bio ascended xenomorph necrophage with an undead/living fleet
I did this with devouring swarm and got like 20k fleets 5 years in. Went beast ports and devouring swarm with the primal calling and just focused growing as many ships as i could.
The origin is honestly surprisingly powerful. All three of its specializations are good in their own right, but the fact that you can stack amenities, naval cap, and freaking research speed just by filling your vivarium is just absurd. It makes it so that every Vivarium starbase module gives you 15 naval cap, 2 amenities, and 2% research speed. Pretty much anchorages on steroids. The wrangler jobs also allow you to stack stupid amounts of society research very early on while giving you a bunch of other bonuses on top of that. Last but not least, I'm like 80% sure picking this origin increases your chances to spawn close to Amor Alveo, Tiyana Vek, or Tiyun Ort. I started a few runs and then went into spectator mode to find those systems. In most of them I was relatively close to at least one of them. If you do manage to take them that's just GG for the early game when playing with Cordyceptics. The civic though... honestly, I kinda think they should just move the damage bonuses you get from Cordyceptics into it so that it actually justifies its civic slot. Because you can just as easily pick a stronger one instead and still do a full bio ship run by simply picking Cordyceptics and the new origin. At the moment the only long-term bonus the civic has if you're not playing an individualistic empire is the Beastport. Which is _not_ worth a civic slot. And why would you pick any other empire type than a hivemind if you want to go all in on space fauna right now? The damage boost from Cordyceptics is just too damn powerful to ignore; _way_ better than the Beastlord council position. It would be one thing if Beastmasters could just be removed later, but it can't. Which automatically makes it trash-tier at the moment. In my last run I went with a plantoid hivemind. Invasive Species, Budding, Solitary, Slow Learners, Sedentary. Grow fast, grow everywhere, and then once you unlock Cybernetics easily gain access to automodding and efficient processors. I managed to kill the Scavenger Bot and was able to mod in its absurdly powerful trait without sacrificing anything valuable by simply replacing Solitary + Sedentary with Bulky. My civics were Cordyceptic Drones and the new Caretaker Network. I mostly picked the latter because I wanted to have some fun with the Grand Archive, but it actually turned out way stronger than I thought; apart from its intended boost to early research, its edict gives you +5 monthly minor artifacts _and_ doubles your income from minor artifact deposits since they're exploited using research stations. Couple that with the metric fuckton of dig sites the new tradition gives you and I was able to get enough monthly income to start putting Nano Missile Clouds on my space amoeba. Cue the xenophobic fallen empire getting mauled by Bubbles' extended family lol. Later I picked Divided Attention as my third civic since it allows you to pretty much ignore empire size when combined with Statecraft and the Integrated Hive government type. Overall, pretty fun run. Space Fauna could definitely use a bit of a buff (especially in the sublight speed department) but I didn't get the impression they're necessarily weak. For my Amoeba I went with two shields to make sure they don't get hard-countered by lasers, two missiles, that one component which gives you extra hull, armor, and shields, and for the final slot I picked their unique mutation which are special strike craft that essentially give them life steal. Went fairly well overall against a 50 years early x1 Unbidden crisis. Picking a Commander ruler and stacking as many sublight speed bonuses as possible definitely helped a lot as well.
There is a unique mutation I got for Tiyanki that makes them give all space fauna in fleet +10% to both armor and hull. It stacks. Would you like some super tanky tiyanki?
It is actually quite doable. I did it (Grand Admiral) and got my achivement for it (and yes it unlocks an achivement but difficulty doesnt matter) The most important thing to remember is (at least it happened to me btw idk if it is a bug) always change the ship size when updating a ship and save and re-open the screen again because once u change the ship design for one size other sized didnt changed for me. Also having all of the fauna dna as orange (extravaganza dna? ) makes them sorta op. I had 200k fleet of tiryanki infiltrators XD. Also they may not show it but voidworms are kinda bad for their fleet control cost. Spamming Tiryanki is slightly better (NOT THE OX)
I was looking at trying this playstyle and it certainly looks fun. However, there's so much overlap between Primal Calling and Wild Swarm that it feels like a waste to use both at the same time. Sure, Wild Swarm gives you a beat port so you don't need one starbase for your civilian ships and then a separate for military, but that seems a very minor inconvenience. The origin gives insights or guaranteed research options for most of the techs that Wild Swarm starts you with, but only the origin gives the flat empire bonuses to space fauna, so Wild Swarm is just getting you some techs a little bit faster. I think you might be better off swapping Wild Swarm with something else if you try this kind of run again.
I keep seeing this build get brought up, but I feel like people are sleeping on Void Dweller with beast master and barbaric despoiler. Hydroponic habitats with bio reactors full of genetic ascended works and livestock slaves are nuts. Since you can yoink pops without nihilistic acquisition you can grab technological ascendancy and grasp the void as early ascension perks to get a jumpstart on food production and hopefully speed run into hyper relays and gateways to get around the slow space fauna speed.
So either there is a bug with the civic or it is just poorly worded/wording wasn't removed as Cordyceptic Drones says it increases Space Fauna Ship Component and Mutation damage and fire rate, the problem is that it shows up when you hover over the mutations but it doesn't show when you hover over the ship components and after testing (starting fleet strength with and without the civic) the damage change is very minimal which is most likely due to the Space Fauna Ship Damage bonus on the civic, so either it's bugged and not triggering on the ship components or (and what I think is actually the case) they initially intended for it to affect components but then removed it due to balance but forgot to update the wording on the civic.
I'll note that you do have point defense for space faune, it's just not indicated well. Wondering tho if the Dragon origin is a better pick for that sorta build since iirc the space dragon and minidragon might be affected by some of the buffs(and they do be doing massive armor and hull damage)
I think you dont really need the civic for this build because the origin give already a boost to reach those tech and this civic for hive dont give other bonus. Instead you could go Subspace Ephapse to boost naval capacity and sublight speed because they can take a lot of naval cap. My devoring swarm go like that and i dont have a big down side with my other normal ship. Also for the unique mutation you cant have more of the same one but have multiple of différent one
Has anybody tried to combine the space fauna with the Genius Armorer trait? Could be really good since they can use all their defence slots for weapons. Some of the unique mutations could be interesting, too. For example how does Fissile Cores work?
If we go only bio ship how are we supposed to beat the fallen empire as their wep are can literally kill them instantly (similar to how fallen empire wipe the prethoryn scourge in my game)
Yeah but in the multiplayer save there were tons of people either not building fleets, or two of the ones who did either refused to send them to help or were fighting a rebellion.
Somewhat true. There were some people tho that got royally fudged by the hostile fauna and space storms, though. One person spawned in a cluster and had Hunter Space Amoebas preventing them from expanding for the first 10 years or so, lol. Someone else had a gravity storm sitting on their capital for 10 years killing their stability & consumer good upkeep because of devastation
Storms destroyed autopathing. Storms made a lot of useless buildings and tech that in over 10 games with high difficulty rarely had any significance. The game was at that point absolutely unbalanced with many resets because I just get crazy stuff at the beginning (like a size 30 gaia world with a preftl civ on It or an early war victory that just hands me over the game with the right empire ethics or tech). The alert system was a nightmare too forcing the player to mute half of the sources (level ups, astrals, excavations, survs, anomalities, special projects, external horrendous nonsensical diplomatic shifts, etc). You would think they would get something done to fix the chaos and the lategame lag. No. They create yet another 2 game mechanics and plaster them onto the vintage UI with little to no care. What about balance? I've played 3 full games on the expansion (and about 5 up to mid age).* Every time a roll of the dice and 95% of the time on my favor with no reason to reward me at all. Like I pretty much spawn next to the tiyanki cementery or 4 gas giants system and guess what? you put there a cloning dead structure on the starbase and you'll get a 8k fleet for free before year 2030. From that point you just vasalize everyone and skip time for the final fight which It actually never feels quite rewarding. I get It now. The game is not meant to be played to win but to enjoy the ride and relax. It is not for me and It took me quite sometime to understand It. *btw I never found how to mute the "Fauna captured" stuff which was something I always had in autopilot with 2 science. That was annoying asf.
Didnt the people said somewhere this origin literally guarantee you spawn near tiyun ort or whatever? They just update UI when creating new game UI is a monstrous work its not just replacing art work it also involve coding a lot and took most of the money. Most of the notification can be turned off what are you talking about? Pre FTL can have good world because of their origins generated especially DLC, but you cant annex them unless youre Empire with antagonistic Ethics if you tried playing as Friendly ethics Empire theres no way you can annex them early and have to wait till space age.
@@Dragor33-rg7xj I invaded them within the first 15 years of gameplay and immediately gave them citizenship and utopian stds There are notifications you cannot mute (Or i did not find the button to mute) like storms and recently caught fauna. Yeah, UI is a massive task. It is also fundamental and the number #1 variable when evaluating playability. With more reason should It never have left to Its own after a dozen DLC's. Cheers man!
This was harder than I thought...
You should had sticked to killing the khan to get his throne I guess. Since Prethoryn would go for him anyways.
EDIT : A hunter who hunts two rabbits, will lose them both.
Ep30 as someone who sucks at Stellaris (Me) do you have a recommended research per month (early game) suggestion for higher difficulties? My highest difficulty accomplished is Ensign
i have done a playthrough of them currently on the last of the 4 crisis and I'm rocking all troikas with elastic the 2 dmg unique mutations and then some point defence, strike craft and some missles
Building some platforms on your starbase at the beginning would let you kill that fauna earlier.
An army of bubbles? Yes, without any doubt
If I remember correctly, ep30 usually likes to lower the tech and tradition costs so he can showcase more of the game faster, he also brings the crisis in sooner because of that. But the vivarium mechanics don't have any sliders (yet) so the breeding was not as effective as it would of been in a regular game. Been playing a game with friends with higher tech costs and logisitcs growths to slow things down, and I'm an absolute menace because the breeding mechanics are unaffected. So I'm a monster with 70k fleet power when most empires are fighting to field 10k. Maybe a redo on standard settings might be in the cards to properly showcase the power of the space fauna.
Definitely. I played this build day 1 with standard settings and between the cloning and cordiceptics to get all the wild stuff (plus the Worms mid-crisis that effectively had their fleet power added directly to mine) my diplo weight from fleets was triple everyone elses. My economy was FUBAR trying to keep up with all the upkeep demands though.
Fauna ships do have point defense though
edit: You did see it later, lol
its good that stellaris added something that made building farms useful
Food builds just can't stop winning
@@modernprophet5942 Been that way since Anglers
@@Birbucifer I'm such an angler glazer
@@modernprophet5942 My man 🤝
@Birbucifer 🤝
It took them god knows how long, but you can finally play a Tyranid empire with actual bio-ships.
Baby steps, guys.
more like you can now play as a zombie horde in a more in depth fashion.
@@isuckatusernames4297 Like I said, baby steps
Look at the mod Cellaris.
And they also all but confirmed that proper bio-ships will be coming in the future, as this is more like having giant pets.
Or the Yuuzhan vong
Imagine living in this galaxy, just hearing that multiple Galaxy ending crisis are occurring simultaneously...once in several lifetine events even...
*Hmmmmm*
I don’t know if EP3O noticed, but the capturing agenda (Galactic Trawling) gives -100% cost to snares and 25% reduction to cooldown once launched. Also, the cooldown is further reduced by the science skill, so a lot of snares relatively quickly.
Finally someone brought something like this video out
The worms have no mercy lost three games in a row to them mid game with high tech. Any advice cause they wiped out ancient empires too?
Wack I only played one game so far and they ignored me. I never even saw them despite them spawning. I didn’t know how vicious they where. I did hear the best way to deal with them is get that gravity technology they added, create a bunch of science ships, automate capture fauna, research a cure and you’ll be fine
Que le bajes la dificultad a las crisis xd
@TheRandomMuffinMan got immunity early on, robot pops, pretty sure I did put a lot of lures. But here's the bad part they wipe out planets so fast after they breed like twice and have a single wave crapping out 23k per infant.
They are tough! Maybe moving mid game year later could help you! I've not done too much looking into them but there may be good fleet counters / event ways of countering them!
@ Yeah I just haven’t fought them so I can’t say. I just remember seeing that tip on a short. I’d look at what they have. Like if they mainly use armor/hull, or shields. I’m assuming it’s armor but idk. If that is the case, make your ships the counter to theirs. Also probably should play defensive? Take my advice with a grain of salt though since like I’ve stated, I’ve just never fought them.
This origin/civic combo seems like so much fun, I have three ideas on what to do and im not sure what's better/more fun.
A trade build with Anglers/Merchant and synth ascension where you can avoid alloys and max trade.
A Barbaric/Despoiler/Necromancer psionic run that will capture pops for cattle to feed their ships. (Maybe replace BD with Scavengers for ultimate trash build?)
Or an Agrarian Idyll/Master Crafters/Beastmaster build with the subterranean origin; the ultimate base resource production spamming empire!
If you play with the expanded gestalts mod you can do number 2 with a hive mind that uses a special resource and food and minerals to grow its ships instead of building them. It also has a new planet type that’s essentially a bio hive mind version of an ecumenopolis. It has districts that give bio pop assembly and forge districts that give like 18 alloys per job or something. And it also has soldier districts that make them super tough targets. You could play as defensive bio ascended xenomorph necrophage with an undead/living fleet
I did this with devouring swarm and got like 20k fleets 5 years in. Went beast ports and devouring swarm with the primal calling and just focused growing as many ships as i could.
I kinda find the best way to deal with Fauna upkeep is to separate each by type and set their homes to different systems.
Im 9 minutes in and this has some high entertainment value! Way to go and thanks for the fun!
The origin is honestly surprisingly powerful. All three of its specializations are good in their own right, but the fact that you can stack amenities, naval cap, and freaking research speed just by filling your vivarium is just absurd. It makes it so that every Vivarium starbase module gives you 15 naval cap, 2 amenities, and 2% research speed. Pretty much anchorages on steroids. The wrangler jobs also allow you to stack stupid amounts of society research very early on while giving you a bunch of other bonuses on top of that. Last but not least, I'm like 80% sure picking this origin increases your chances to spawn close to Amor Alveo, Tiyana Vek, or Tiyun Ort. I started a few runs and then went into spectator mode to find those systems. In most of them I was relatively close to at least one of them. If you do manage to take them that's just GG for the early game when playing with Cordyceptics.
The civic though... honestly, I kinda think they should just move the damage bonuses you get from Cordyceptics into it so that it actually justifies its civic slot. Because you can just as easily pick a stronger one instead and still do a full bio ship run by simply picking Cordyceptics and the new origin. At the moment the only long-term bonus the civic has if you're not playing an individualistic empire is the Beastport. Which is _not_ worth a civic slot. And why would you pick any other empire type than a hivemind if you want to go all in on space fauna right now? The damage boost from Cordyceptics is just too damn powerful to ignore; _way_ better than the Beastlord council position. It would be one thing if Beastmasters could just be removed later, but it can't. Which automatically makes it trash-tier at the moment.
In my last run I went with a plantoid hivemind. Invasive Species, Budding, Solitary, Slow Learners, Sedentary. Grow fast, grow everywhere, and then once you unlock Cybernetics easily gain access to automodding and efficient processors. I managed to kill the Scavenger Bot and was able to mod in its absurdly powerful trait without sacrificing anything valuable by simply replacing Solitary + Sedentary with Bulky. My civics were Cordyceptic Drones and the new Caretaker Network. I mostly picked the latter because I wanted to have some fun with the Grand Archive, but it actually turned out way stronger than I thought; apart from its intended boost to early research, its edict gives you +5 monthly minor artifacts _and_ doubles your income from minor artifact deposits since they're exploited using research stations. Couple that with the metric fuckton of dig sites the new tradition gives you and I was able to get enough monthly income to start putting Nano Missile Clouds on my space amoeba. Cue the xenophobic fallen empire getting mauled by Bubbles' extended family lol. Later I picked Divided Attention as my third civic since it allows you to pretty much ignore empire size when combined with Statecraft and the Integrated Hive government type. Overall, pretty fun run.
Space Fauna could definitely use a bit of a buff (especially in the sublight speed department) but I didn't get the impression they're necessarily weak. For my Amoeba I went with two shields to make sure they don't get hard-countered by lasers, two missiles, that one component which gives you extra hull, armor, and shields, and for the final slot I picked their unique mutation which are special strike craft that essentially give them life steal. Went fairly well overall against a 50 years early x1 Unbidden crisis. Picking a Commander ruler and stacking as many sublight speed bonuses as possible definitely helped a lot as well.
I would totally watch a do-over of this empire! Maybe against all crises?
Unbidden: look at this, an abandoned galaxy!
The brain-eating space amoeba:
A hive mind species whose name translates to ‘join us’, sounds fitting
Your editor needs a raise lol
There is a unique mutation I got for Tiyanki that makes them give all space fauna in fleet +10% to both armor and hull. It stacks. Would you like some super tanky tiyanki?
I still feel like I'm learning, but I do like these little guys.
It is actually quite doable. I did it (Grand Admiral) and got my achivement for it (and yes it unlocks an achivement but difficulty doesnt matter) The most important thing to remember is (at least it happened to me btw idk if it is a bug) always change the ship size when updating a ship and save and re-open the screen again because once u change the ship design for one size other sized didnt changed for me.
Also having all of the fauna dna as orange (extravaganza dna? ) makes them sorta op. I had 200k fleet of tiryanki infiltrators XD. Also they may not show it but voidworms are kinda bad for their fleet control cost. Spamming Tiryanki is slightly better (NOT THE OX)
the difference is that the native weapons of the voidworms are actually good, the ones tiyankis give are bad
dude, the saxophone in the background goes completely berserk xD
13:56 yes there is, its called what the teacher thinks of the teachers pet
God emperor bubbles SHALL conquer the galaxy
Hes actually fucking doin it
I was looking at trying this playstyle and it certainly looks fun. However, there's so much overlap between Primal Calling and Wild Swarm that it feels like a waste to use both at the same time. Sure, Wild Swarm gives you a beat port so you don't need one starbase for your civilian ships and then a separate for military, but that seems a very minor inconvenience. The origin gives insights or guaranteed research options for most of the techs that Wild Swarm starts you with, but only the origin gives the flat empire bonuses to space fauna, so Wild Swarm is just getting you some techs a little bit faster. I think you might be better off swapping Wild Swarm with something else if you try this kind of run again.
I keep seeing this build get brought up, but I feel like people are sleeping on Void Dweller with beast master and barbaric despoiler. Hydroponic habitats with bio reactors full of genetic ascended works and livestock slaves are nuts.
Since you can yoink pops without nihilistic acquisition you can grab technological ascendancy and grasp the void as early ascension perks to get a jumpstart on food production and hopefully speed run into hyper relays and gateways to get around the slow space fauna speed.
Did someone see my Flood build I posted to the Paradox forums?
So either there is a bug with the civic or it is just poorly worded/wording wasn't removed as Cordyceptic Drones says it increases Space Fauna Ship Component and Mutation damage and fire rate, the problem is that it shows up when you hover over the mutations but it doesn't show when you hover over the ship components and after testing (starting fleet strength with and without the civic) the damage change is very minimal which is most likely due to the Space Fauna Ship Damage bonus on the civic, so either it's bugged and not triggering on the ship components or (and what I think is actually the case) they initially intended for it to affect components but then removed it due to balance but forgot to update the wording on the civic.
Frickin' Space Amoeba with lasers? ;-)
star realms artwork in the first few seconds
Oh wow, he really did it. Poor guy.
I've been playing this build, named my empire Brood Spectrum hehe
Amazing video!!!!
I'll note that you do have point defense for space faune, it's just not indicated well.
Wondering tho if the Dragon origin is a better pick for that sorta build since iirc the space dragon and minidragon might be affected by some of the buffs(and they do be doing massive armor and hull damage)
I was able to do this on GA fairly easily. Exact same build, no artificial ships at all. Beat the crisis with no real problem.
Wait are you telling me that I just did a cordyceptic drone run and now they add the ability to modify the amoeba?
I think you dont really need the civic for this build because the origin give already a boost to reach those tech and this civic for hive dont give other bonus. Instead you could go Subspace Ephapse to boost naval capacity and sublight speed because they can take a lot of naval cap. My devoring swarm go like that and i dont have a big down side with my other normal ship. Also for the unique mutation you cant have more of the same one but have multiple of différent one
Has anybody tried to combine the space fauna with the Genius Armorer trait?
Could be really good since they can use all their defence slots for weapons.
Some of the unique mutations could be interesting, too. For example how does Fissile Cores work?
It took me till 10:07to realise when he said cull he didn't mean kill
As a Sapling I had to do a double-take when I saw the title
I have been trying this, and it just be possible.
You had so many snares because you had completed the Galactic Trawling Agenda - it gives reduced cooldown and -100% cost to snares.
they really added the chao garden to stellaris.
Oi! I used the same portrait when I tried this!
I wonder what rarity bubbles would be? 🤔🤔🤔
need big black space spiders though
the growth speed is counted with star and starport and seems to apply on each individual ship ……I only see lags in here.
Paradox lowkey added pokémon to stellaris
i kinda wonder if it is in nubers like Horde
Modders! It's time.
I don't get why you thought you could reanimate the scourge fleet
Lack of brain cells
@Ep3o fair enough.
Space fauna ships need a buff
Should I build for Cosmo or Space Fauna?
Did someone try fruitfull partnership with their own ship?
If we go only bio ship how are we supposed to beat the fallen empire as their wep are can literally kill them instantly (similar to how fallen empire wipe the prethoryn scourge in my game)
Can you conscript the ones that you captured / bred ?
ngl, might have sold me on the dlc lol
0:48 what is with that UI, is it modded or the mp UI or what?
New quality of life change in 3.14
Lol, pokenets ballin all over all places
let me kiss u bro
@@Noob-yx1cu D:
@@Ep3o Don't be sad
If you have allies it's easier 😂
Yeah but in the multiplayer save there were tons of people either not building fleets, or two of the ones who did either refused to send them to help or were fighting a rebellion.
@@furauranLots of excuses for bad players.
Somewhat true. There were some people tho that got royally fudged by the hostile fauna and space storms, though. One person spawned in a cluster and had Hunter Space Amoebas preventing them from expanding for the first 10 years or so, lol.
Someone else had a gravity storm sitting on their capital for 10 years killing their stability & consumer good upkeep because of devastation
:D
I don't think that it is a good idea to take both, primal calling and beast swarm since they basically do both the same thing.
Only 2x crisis strengh? Some build can defeat a 25× strengh. That's the real test
Storms destroyed autopathing.
Storms made a lot of useless buildings and tech that in over 10 games with high difficulty rarely had any significance.
The game was at that point absolutely unbalanced with many resets because I just get crazy stuff at the beginning (like a size 30 gaia world with a preftl civ on It or an early war victory that just hands me over the game with the right empire ethics or tech).
The alert system was a nightmare too forcing the player to mute half of the sources (level ups, astrals, excavations, survs, anomalities, special projects, external horrendous nonsensical diplomatic shifts, etc).
You would think they would get something done to fix the chaos and the lategame lag.
No. They create yet another 2 game mechanics and plaster them onto the vintage UI with little to no care. What about balance? I've played 3 full games on the expansion (and about 5 up to mid age).* Every time a roll of the dice and 95% of the time on my favor with no reason to reward me at all. Like I pretty much spawn next to the tiyanki cementery or 4 gas giants system and guess what? you put there a cloning dead structure on the starbase and you'll get a 8k fleet for free before year 2030. From that point you just vasalize everyone and skip time for the final fight which It actually never feels quite rewarding.
I get It now. The game is not meant to be played to win but to enjoy the ride and relax. It is not for me and It took me quite sometime to understand It.
*btw I never found how to mute the "Fauna captured" stuff which was something I always had in autopilot with 2 science. That was annoying asf.
Didnt the people said somewhere this origin literally guarantee you spawn near tiyun ort or whatever? They just update UI when creating new game UI is a monstrous work its not just replacing art work it also involve coding a lot and took most of the money. Most of the notification can be turned off what are you talking about? Pre FTL can have good world because of their origins generated especially DLC, but you cant annex them unless youre Empire with antagonistic Ethics if you tried playing as Friendly ethics Empire theres no way you can annex them early and have to wait till space age.
>play on easy difficulty
>game is too easy
?? bro what are you even complaining about
@@Dragor33-rg7xj I invaded them within the first 15 years of gameplay and immediately gave them citizenship and utopian stds
There are notifications you cannot mute (Or i did not find the button to mute) like storms and recently caught fauna.
Yeah, UI is a massive task. It is also fundamental and the number #1 variable when evaluating playability. With more reason should It never have left to Its own after a dozen DLC's.
Cheers man!
First! :D
nope