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Stellaris - Paradox new sci-fi grand strategy game

Goliath

Arcane
Zionist Agent
Joined
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Also, here's an amazing console command I've never seen mentioned that basically fixes performance: ticks_per_day x. Set it to 2-10 and experience a massive performance increase.
You are fundamentally changing the game by altering ticks per day. The world simulation in Stellaris happens in "ticks" not days. If you lower the number of ticks per day the date will increment faster but less things will happen each day, the time it takes for things to happen will change.

E.g. it takes 20 ticks before a shield that is fully depleted will start to recharge. Thus if you set ticks_per_pay to 10 it will take two in-game days, while if you set ticks_per_day to 2, it will take 10 days.
 
Joined
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Messages
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You are fundamentally changing the game by altering ticks per day. The world simulation in Stellaris happens in "ticks" not days. If you lower the number of ticks per day the date will increment faster but less things will happen each day, the time it takes for things to happen will change.

E.g. it takes 20 ticks before a shield that is fully depleted will start to recharge. Thus if you set ticks_per_pay to 10 it will take two in-game days, while if you set ticks_per_day to 2, it will take 10 days.

Doesn't appear to be the case.

Also I fucked up, the command is "ticks_per_turn"
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
What is the deal with psionic armies? I recruited a bunch and went to war. They got mostly killed fighting some gene warriors or something. (How do you get xenomorph armies anyway? Got them one game and never again.).

Now I can’t recruit any more psionic armies. Have they permanently been used up?

Xenomorph is a rare tech that has have full gene splicing to unlock, and I think the Uplift tech.

Isn't Xenomorph tied to that alien you find in ice that you can freeze until your tech is high enough?
 

Goliath

Arcane
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Joined
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Messages
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You are fundamentally changing the game by altering ticks per day. The world simulation in Stellaris happens in "ticks" not days. If you lower the number of ticks per day the date will increment faster but less things will happen each day, the time it takes for things to happen will change.

E.g. it takes 20 ticks before a shield that is fully depleted will start to recharge. Thus if you set ticks_per_pay to 10 it will take two in-game days, while if you set ticks_per_day to 2, it will take 10 days.

Doesn't appear to be the case.

Also I fucked up, the command is "ticks_per_turn"
Just start a new game, fastest speed, select your corvettes, move them to the edge of the starting system, and then make them fly to the sun in the center and record how many days that takes.

Then move them to the edge of the system again, set ticks_per_turn to 2, and make them fly to the center again. Record the number of days it now takes and compare. You will find that it suddenly takes a lot longer in in-game days while the corvettes may fly faster in real-time. That's the effect of messing with that value.

It doesn't make Stellaris run any faster, it messes with the world simulation which creates effects like your ships moving faster in real-time (while moving slower in in-game time), but again that's because less is happening behind the scenes.
 
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Just start a new game, fastest speed, select your corvettes, move them to the edge of the starting system, and then make them fly to the sun in the center and record how many days that takes.

Then move them to the edge of the system again, set ticks_per_turn to 2, and make them fly to the center again. Record the number of days it now takes and compare. You will find that it suddenly takes a lot longer in in-game days while the corvettes may fly faster in real-time. That's the effect of messing with that value.

It doesn't make Stellaris run any faster, it messes with the world simulation which creates effects like your ships moving faster in real-time (while moving slower in in-game time), but again that's because less is happening behind the scenes.

No, that's due to the game visually interpolating and smoothing shit so that ships fly smoothly and accelerate/decelerate smoothly rather than stuttering along with the game.

Start a game, make a save, tell your science ship to explore a system and see what day it gets there. Reload the save and change the tickrate. It should be exactly the same. I dunno, maybe its half a day off due to the tick arriving at a different time, but it's certainly not 10x as long to get anywhere with a tick of 10x as long.
 
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Goliath

Arcane
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Joined
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Messages
17,830
Just start a new game, fastest speed, select your corvettes, move them to the edge of the starting system, and then make them fly to the sun in the center and record how many days that takes.

Then move them to the edge of the system again, set ticks_per_turn to 2, and make them fly to the center again. Record the number of days it now takes and compare. You will find that it suddenly takes a lot longer in in-game days while the corvettes may fly faster in real-time. That's the effect of messing with that value.

It doesn't make Stellaris run any faster, it messes with the world simulation which creates effects like your ships moving faster in real-time (while moving slower in in-game time), but again that's because less is happening behind the scenes.

No
Yes. Everything I wrote is true and everyone can confirm that by doing the experiment described.

Start a game, make a save, tell your science ship to explore a system and see what day it gets there. Reload the save and change the tickrate. It should be exactly the same. I dunno, maybe its half a day off due to the tick arriving at a different time, but it's certainly not 10x as long to get anywhere with a tick of 10x as long.
That's something different. System to system jumps have day-based delays. And 10 days stay 10 days, no matter matter what the ticks_per_turn value is. That doesn't mean things based on ticks don't change.

Again, do the experiment. It clearly proves that the game changes when you change that value.
 
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That's something different. System to system jumps have day-based delays. And 10 days stay 10 days, no matter matter what the ticks_per_turn value is. That doesn't mean things based on ticks don't change.

Again, do the experiment. It clearly proves that the game changes when you change that value.

No, I'm talking doing it from day 1. Your science ship is in the center of the system, flies to the edges, and warps to the next system. The date it will arrive at the target is the same. Visually it will look like the ship isn't reaching the edge of the system at the same date, but that's because the visual representation is being interpolated. The internal game mechanics that decide where the ship is are the same regardless of tick speed.
 

coldcrow

Prophet
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Mar 6, 2009
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1,717
Manatee could be correct. This is also corrobated by the performance monitoring some user was doing, after which he concluded that most lag results from the game drawing the new gamestate.
Did you test some other game mechanics with lower ticks-per-turn settings?
 
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thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,707
So I started up Stellaris after a year or two of not playing, and did they completely replace literally every system the game had on launch? Like damn, this isn't even the usual Paradox DLC-fest, it's basically a different game.
 

IDtenT

Menace to sobriety!
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South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
So I started up Stellaris after a year or two of not playing, and did they completely replace literally every system the game had on launch? Like damn, this isn't even the usual Paradox DLC-fest, it's basically a different game.
If you're not playing these games as they develop, then you're missing out on half the fun imho.
 

chuft

Augur
Joined
Jun 7, 2008
Messages
519
So does anyone use the automated governors/sectors? Or are we all in micro hell once you have a lot of planets?
 
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i wonder why the tile unlocking and the ruins mechanics. i mean, building already have a fixed upkeep even if the have no employees, let me build everything (and suffer the vacant jobs) and be done with it. this way microing is still more efficient but i'm not constantly punished by the need of it.
 

chuft

Augur
Joined
Jun 7, 2008
Messages
519
I love the Fallen/Awakened Empires whose worlds are overcrowded with unemployed, whose buildings are awesome but provide no jobs, and if you shift pops off the planet, it ruins the irreplaceable buildings. You are forced to maintain a welfare state or destroy the Star Trek-tech matter replicators due to no unemployed people being around to spray graffiti on them.
 

Storyfag

Perfidious Pole
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Stealth Orbital Nuke Control Centre
I love the Fallen/Awakened Empires whose worlds are overcrowded with unemployed, whose buildings are awesome but provide no jobs, and if you shift pops off the planet, it ruins the irreplaceable buildings. You are forced to maintain a welfare state or destroy the Star Trek-tech matter replicators due to no unemployed people being around to spray graffiti on them.

This is, in general, only an issue with their capitals, which are fully developed. Even then, you can usually replace a shitton of city districts with some job-providing ones. Then you need to get creative with auto-curating vaults and research complexes, but you should pull it off with minimal output loss.

Fallen Empire colony worlds are another matter. Their building slots are usually filled only halfway up, so just go ahead and build new ones, with large amounts of jobs.
 

Delterius

Arcane
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Dec 12, 2012
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Entre a serra e o mar.
I love the Fallen/Awakened Empires whose worlds are overcrowded with unemployed, whose buildings are awesome but provide no jobs, and if you shift pops off the planet, it ruins the irreplaceable buildings. You are forced to maintain a welfare state or destroy the Star Trek-tech matter replicators due to no unemployed people being around to spray graffiti on them.
Funnily enough, I've been experimenting with a xenophobe/spiritualist/egalitarian lifeseeded empire that stacks conservationist and environmentalist and maintains a quasi 'fallen empire' vibe from the beginning. With Utopian Abundance I end up saving on building spots for a nice while, am able to focus near exclusively on forges until habitats come about which allows me to constantly colonize the same 5 planets and resettle people back onto the homeworld. It works surprisingly well for both unity and research.
 

Delterius

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Entre a serra e o mar.
which allows me to constantly colonize the same 5 planets and resettle people back onto the homewxorld. It works surprisingly well for both unity and research.

Wait, wat? Are you exploiting the colonization fever perk this way? :D
Yep. Every time I colonize the planets I get 2 free quick pops that I immediately send back to the homeworld. It can't compare to the pop growth of 10 planets at once, but you can get by without the obvious ways to deal with Lifeseeded (robots, migration).
 
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chuft

Augur
Joined
Jun 7, 2008
Messages
519
Even then, you can usually replace a shitton of city districts with some job-providing ones.

Not sure what you mean here. City districts provide as many jobs (clerks) as any other district, at least if you have Prosperity traditions. Plus, if you get rid of them, you now have tons of homelessness as well.
 

Storyfag

Perfidious Pole
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Even then, you can usually replace a shitton of city districts with some job-providing ones.

Not sure what you mean here. City districts provide as many jobs (clerks) as any other district, at least if you have Prosperity traditions.

Clerks are shit.

Plus, if you get rid of them, you now have tons of homelessness as well.

You only need 75 pops to unlock the highest amount of buildings possible. Therefore, on a conquered Fallen Empire world, you need no more than 75 housing and 75 jobs. Any excess population can and should be resettled to improve productivity of other worlds.
 
Joined
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which allows me to constantly colonize the same 5 planets and resettle people back onto the homewxorld. It works surprisingly well for both unity and research.

Wait, wat? Are you exploiting the colonization fever perk this way? :D
Yep. Every time I colonize the planets I get 2 free quick pops that I immediately send back to the homeworld. It can't compare to the pop growth of 10 planets at once, but you can get by without the obvious ways to deal with Lifeseeded (robots, migration).

It's great with the megacorp perk that gives private colony ships for 500 energy
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Patch 2.3.3 nerfs the Grand Herald
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-151-2-3-3-beta-patch-checksum-35d6.1197872/ said:
Grand Herald

Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory.

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Fucking faggots.
 

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