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Big J Money

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Aug 15, 2010
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Tips that are not obvious just from playing the game.

I'll start with some:

- Resource Nodes and Visit Sites have a similar icon on the Strategy Layer map, but they are not the same; you can actually tell them apart from each other.

- Certain resource bonuses are "invisible"; they don't show icons and are not visible on the map, like rivers and lava. Ones I've found are: reefs and geothermal vents. You must click on the sector itself and they will appear in the sector summary on the right. These bonuses are automatic when you own the sector, just like Resource Nodes. So they are huge early game boosters that you should be hunting for.

- This one goes around a lot but is so important: resource icons on the strategy layer map are NOT yield bonuses. They represent the "improvement capability" of the sector, through future research. (They also are not exploitation level markers, like some are saying, but there is some overlap).

- NPC-owned sectors are already at level 5 exploitation at the beginning of the game.

- Temples(? whatever they are called -- the bronze, silver and gold buildings) cannot be colonized; they can only be annexed. However, they come with 1 free exploitation level in addition to the bonus of the temple building. Also, the temple building bonus is the largest single bonus you can get that doesn't require any research, so bronze temples are the most prized sectors in the early game. Just beware that the type of exploitation is already set to match the temple type. Finally, if you see an NPC faction sitting on one, bump your army into them -- you will not go to war automatically; rather you have the option to ask them to leave so you can annex it.
 
For city planning:

- Pure mountain cities are excellent unit and energy production centers. You get massive energy production with wind farms and high tier prod/energy buildings that boost units in all kinds of ways.

- Ruins cities with one or two water exploitations are amazing research centers.
 
- Ruins cities with one or two water exploitations are amazing research centers.

Interesting. Since it's not obvious, can you explain why? Do the water exploitation techs automatically give ruins terrain bonuses?

Edit: Nevermind I think I see what you mean. You mean colonies, that have both water and ruins sectors in them that are exploited? By the time you get water and ruins exploitation you have a lot of research?
 
Interesting. Since it's not obvious, can you explain why? Do the water exploitation techs automatically give ruins terrain bonuses?

Edit: Nevermind I think I see what you mean. You mean colonies, that have both water and ruins sectors in them that are exploited? By the time you get water and ruins exploitation you have a lot of research?
With your city center on a ruins sector and two more ruins as research exploitation and two hydro exploitations with tier V tech you get:

10 research from 12 pops = 120 research
90 base research (60 from hydro)
+20% research = 42 extra
For a grand total of 252 research.

Obviously this requires a 16 pop cities with all the buildings built but for tech level 5 (ruins exploitation) it is a huge amount. And that is without any structures that might give bonus research.
 
I discovered this recently despite having played 4 full campaign missions, so I think it's worth mentioning:

Some buildings that provide resources (you know, repair stations, research centres, DNA vaults, that stuff) WITHOUT marauder armys occupying them, still have that one time resource reward they give you when you visit them.

While exploring, you sometimes find these buildings unoccupied, and I thought "Ok, so the AI killed the NPCs there and got the reward, so why visit?" but yesterday I just thought "what if..." and decided to get my owl to one to see if this was true, and actually got the reward! Don't know if it's because they spawn without enemies and the AI ignores them, or it's a "reward per player" thing, or AI just doesn't trigger those rewards.

Anyways, keep an eye out for unoccupied bulidings while exploring, and visit them for free goodies (versus AI at least). Also, it would be nice to have an indicator of "building visited" (as it would be nice an indicator of "sector prospected" playing Dvar).
 
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Mousing over different places in the unit/hero UI will show you your strategic healing effects, movement abilities and learned skills. Sorry if this is obvious.
tooltips.jpg
 
Heres a big one i see a lot of people struggling with: don't overdevelop your cities. Especially with military buildings. MI(Military Infrastructure)takes energy upkeep(upkeep you could be using for MODDED UNITS). Ive also read that the more you build the more buildings cost but I have yet to test that myself.
More importantly then either of those? The generate energy/research button. Specializing your cities and then only building what you need to expand resources allows you to have a much higher net energy income than building all the time.

You can also trade sectors between cities erm, colonies. So long as you have room for one in C1, you can click on C2's province(as long as it follows the other rules of sector acquisition; 2 sectors away and no more than 2 of any one type of exploitation) this costs a turn however.

Also, if you're playing a game thats going to last 150 turns or more, dont plan on having your Capital(HQ, whatever) a unit production centre. High end research gives you bonus cosmite(iirc) production while generating energy. I generally, (based on sector layout and game size) turn C1(being my first colony after HQ) into a bread or energy basket, with C2 being a unit production centre once I get it online. Once i have C1/2 operational HQ will get revamped into a bread/energy basket.

Dont be afraid to fill out holes in your border with frontier outposts, they connect your road network!

Don't be afraid to move UPC(unit production centres) closer to the frontlines. Especially for lower tier(ie lower cost) units that have high turnover rates. Elite units can be held back a bit in other UPC's further from the frontlines, in a relatively "safe" location.

Well that turned into a little essay(perhaps i should write a guide when im not at work ;) ) but those are my not so obvious ones that people seem to struggle with.
 
Coast sectors give a lot of resources but require extra and more expensive technologies to utilize. The coast buildings synergize with exploitation on land sectors. A city with two coast and two energy exploitations produces more energy than anything else. Same applies for food and science.
 
In Military Research, you can research tech from any faction you control a city of.
There's a drop down menu at the start of the research tree where you can chose which faction to research on.
 
Pro Tip. Wait till you are over land to switch from Aerial vehicle to another primary. I had forgot to check. Besides at worst she would just end up on a transport, right? Yeah no. And apparently amazons don't swim. They just sink.
Ah, zort.
You should propably report taht as a bug. "Heroes do not enter transport if they loose their vehicle over water".
 
A reminder: When using AOE attacks, hold the Alt key to target terrain. This is only explained in the tutorial mission once and it doesn't show in keybindings, so it's easy to miss this information.
 
If you don't like the default numbers of players per map size, you can change it. Go into advanced set-up. On the Commander tab, pick the number of players. Go to the World tab and pick the world size. Launch the game and you're all set. I have only tested 12 on a small map and 2 on an enormous map, but I would be surprised if all combinations weren't possible.
 
A reminder: When using AOE attacks, hold the Alt key to target terrain. This is only explained in the tutorial mission once and it doesn't show in keybindings, so it's easy to miss this information.


On PS4 you can switch to direct target mode via pressing the right analog stick (R3) which then allows you to target any ability on specific tiles or even friendly units
 
You can queue up research by holding down shift.

With your city center on a ruins sector and two more ruins as research exploitation and two hydro exploitations with tier V tech you get:

10 research from 12 pops = 120 research
90 base research (60 from hydro)
+20% research = 42 extra
For a grand total of 252 research.

Obviously this requires a 16 pop cities with all the buildings built but for tech level 5 (ruins exploitation) it is a huge amount. And that is without any structures that might give bonus research.
The numbers go much higher than this with higher development. The highest number I'm seeing with 3 ruins is 491 tooltip research, plus 30% in both military and society output that isn't included in the tooltip when you have both sector specialization buildings at level 5. If these are multiplicative the exact research in a city with 3 ruins and 2 aquatic sectors is 638. If they aren't multiplicative the maximum is 568.
 

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