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If I'm reading the event correctly having a 500+ strong fleet in the system prevents the colony from being destroyed.
 
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If I'm reading the event correctly having a 500+ strong fleet in the system prevents the colony from being destroyed.
Well, so much for being lazy and hoping for a easy answer :D I'll make a save now, colonize and then see what happens. The +500 fleet, is that fleetpower? Because that doesn't seem like much use in this case?
 
Well, so much for being lazy and hoping for a easy answer :D I'll make a save now, colonize and then see what happens. The +500 fleet, is that fleetpower? Because that doesn't seem like much use in this case?
Yes, it's fleet power.

Code:
planet_event = {
    id = ancrel.40181
    is_triggered_only = yes
    hide_window = yes

    trigger = {
        exists = owner
    }

    immediate = {
        if = {
            limit = {
                solar_system = {
                    any_fleet_in_system = {
                        is_same_value = event_target:rubricator_dragon_fleet
                    }
                }
            }
            if = {
                limit = {
                    NOT = {
                        solar_system = {
                            any_fleet_in_system = {
                                is_ship_class = shipclass_military
                                owner = { is_same_value = root.owner }
                                fleet_power >= 500
                            }
                        }
                    }
                }
                planet_event = { id = ancrel.40182 }
            }
            else = {
                planet_event = { id = ancrel.40181 days = 360 }
            }
        }
    }
}
 
When voting on federation laws will the AI vote yes as long as it has any positive support, or is it scaling chance depending on how high the support is?

Basically I've got a change I want to make and each AI in the federation has 1 support for it, and I'm not sure if I need to use favors to increase their support or not.
 
When voting on federation laws will the AI vote yes as long as it has any positive support, or is it scaling chance depending on how high the support is?

Basically I've got a change I want to make and each AI in the federation has 1 support for it, and I'm not sure if I need to use favors to increase their support or not.

AIs will always vote for laws if they have a positive (green) opinion of the law. How much other empires in the federation support the change has no impact.

For example if you have 3 AI allies and the UI of a law change is showing you that two are at 2 and one is at -7 in regard to the law, then the first two will always vote "yes" and the third one will always vote "no".
 
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Hello!
I have Stellaris and a few of its DLCs on Steam.
Today, I have the opportunity to get my missing DLCs (from Megacorp till now) at a discount (Back to School event) but from Paradox Store.

Question is: will there be any problem?
Like: these DLCs will probably install somewhere on my hard-drive while the old ones and the game launch from some Steam server. Will the game search and find the new DLCs or...no?

Or more simply:
Since my game is on Steam, should I just keep on buying the DLCs on Steam?
(If you say No, but I need to do something, please explain it plainly as I'm not that knowledgeable with computers!)

Thanks in advance for all answers!
 
Hello!
I have Stellaris and a few of its DLCs on Steam.
Today, I have the opportunity to get my missing DLCs (from Megacorp till now) at a discount (Back to School event) but from Paradox Store.

Question is: will there be any problem?
Like: these DLCs will probably install somewhere on my hard-drive while the old ones and the game launch from some Steam server. Will the game search and find the new DLCs or...no?

Or more simply:
Since my game is on Steam, should I just keep on buying the DLCs on Steam?
(If you say No, but I need to do something, please explain it plainly as I'm not that knowledgeable with computers!)

Thanks in advance for all answers!

It gives you steam keys which you can claim on steam and it will function same as buying it on steam.
 
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Admirals will slowly and passively gain experience when attached to a fleet when it's not in combat; is there any way way for generals to gain experience without being in a war and invading enemy planets? You can assign generals to planets or transports but as far as I can tell they don't get xp if not actually in combat.
 
I hope it's ok to post here... Many quick questions come to my mind when I'm playing, so I'd have to either open dozens of silly-threads or my own quick questions thread.

Anyway:

-What are your personal minimums when you colonize? How many districts must have a planet? And what minimum survivability do you consider acceptable? In the early game, that is. I never know whether I should lower my bar and colonize faster or not (every ai imperium I find has easily 3 or 4 times more planets than me).

-How do you manage amenities? I find myself struggling with this particular resource. Just build holotheaters when I'm in red?

-Do you think it's important to specialize a planet in researching early on? Or just build wherever you can until you find a good candidate (ie some bonus)?

-I'm sure it's mostly situational, but are there tradition groups that are good for ALL playthroughs or BAD no matter what empire you play?

Thanks, I'll be asking more later.
 
-What are your personal minimums when you colonize? How many districts must have a planet? And what minimum survivability do you consider acceptable? In the early game, that is. I never know whether I should lower my bar and colonize faster or not (every ai imperium I find has easily 3 or 4 times more planets than me).
Minimums? The districts are tied to two things: what my empire needs, what I'm role-playing as, in the early game build the ones you need as your pop grows, in the late game, go crazy and build whatever you need, don't worry about it too much. Minimum habitability? I would say 60%, but always look to terraform the planet in the future, at least if you are xenophobe or are not leaning towards a multispecies empire. You should expand and colonize fast, the galaxy is unforgiving, you will need the population and the resources, and it goes well with role-play, I think any sentient species will go bananas to send their population to other planets.

-How do you manage amenities? I find myself struggling with this particular resource. Just build holotheaters when I'm in red?
Build the holotheaters when you are reaching 0, that way you will keep your population happy and stability high. I would say first build the gene clinics and then the holotheaters/temples.

-Do you think it's important to specialize a planet in researching early on? Or just build wherever you can until you find a good candidate (ie some bonus)?
Well, this is depending on your interstellar political situation: if you are surrounded by enemies, go full alloys and some tech, if you are surrounded by friends, go full unity/consumer goods/research and lay back. Role play and have fun, I would say have a CG/Alloys worlds first, then start to specialize unity and tech worlds, maybe even distribute your science across your worlds.

-I'm sure it's mostly situational, but are there tradition groups that are good for ALL playthroughs or BAD no matter what empire you play?
Subterfuge is just a waste of space, the AI doesn't spy on you, and you don't usually spy on the AI past the mid-game, there are just no possibilities to change an enemy with espionage (influence the ethics of their pops, or something more important, and the spark diplomatic incident is just lame). The others are, as you say, situational, but I would say supremacy is a must for every empire regardless of ethics.

Role-play and have fun! :D
 
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I hope it's ok to post here... Many quick questions come to my mind when I'm playing, so I'd have to either open dozens of silly-threads or my own quick questions thread.

Anyway:

-What are your personal minimums when you colonize? How many districts must have a planet? And what minimum survivability do you consider acceptable? In the early game, that is. I never know whether I should lower my bar and colonize faster or not (every ai imperium I find has easily 3 or 4 times more planets than me).

-How do you manage amenities? I find myself struggling with this particular resource. Just build holotheaters when I'm in red?

-Do you think it's important to specialize a planet in researching early on? Or just build wherever you can until you find a good candidate (ie some bonus)?

-I'm sure it's mostly situational, but are there tradition groups that are good for ALL playthroughs or BAD no matter what empire you play?

Thanks, I'll be asking more later.

> Number of districts don't matter, and I try to go for 60+ habitability (I play xenophile, so I always get there eventually

> My build order on a new colony is pop assembly and a holo theatres or gene clinic straight away. One unupgraded theatre is basically all you ever need. For habitiats I generally at stage one go enterainment district, pop assembly, 2x whatever I am going to specialize that habitat for, and then a residential district

> Your capital is the first research world, getting a second online ASAP is nice, and if you have a good world for it (strong magnetic field, hostile fauna, a relic world, or any special planitary deposit) use that one, but labs are labs if it comes down to it

> You never need the spying one. Prosperity and Supremacy are basically mandatory. I am a big fan of going Expansion first because of the extra pops and the reduced influence cost of outposts is great for early expansion. My general go to order is Expansion > (Supremacy or Diplomacy, depending on the neighbors, if a mix I'll dip Diplo to form a federation then finish out Supremacy) > (the other of those two) > Prosperity, and then fill it whatever fits the empire/gamestate. That is of course flexible though, a really close genocidal and everything becomes secondary to Supremacy, and if you're hard walled by the khan or a FE then Expansion loses a lot of its appeal
 
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-What are your personal minimums when you colonize? How many districts must have a planet? And what minimum survivability do you consider acceptable? In the early game, that is. I never know whether I should lower my bar and colonize faster or not (every ai imperium I find has easily 3 or 4 times more planets than me).
Number of districts doesn't matter. I'd settle anything that's at least 50% unless you expect to get terrestrial sculpting soon, in which case I'd hold off a bit until the terraforming completes.

-How do you manage amenities? I find myself struggling with this particular resource. Just build holotheaters when I'm in red?
Build a Holo-Theatres before you hit 5 pops, because you lose 10 amenities when you lose access to the Colony designation. Disable the colonist jobs and make them entertainers. Colonist is the worst job in the game, one entertainer produces more than 3 times the amenities.

-Do you think it's important to specialize a planet in researching early on? Or just build wherever you can until you find a good candidate (ie some bonus)?
Homeworld is your research specialized planet until you find something with a bonus. If you've got planets that aren't big enough to be a good forge world and you have no particular reason to use for anything else, use those as reseatch worlds. Any worlds specializing in a resource you don't want a surplus of (e.g. food or CGs) can dual purpose as a research world since district-based specializations don't compete with research labs for building slots.

-I'm sure it's mostly situational, but are there tradition groups that are good for ALL playthroughs or BAD no matter what empire you play?
Supremacy is mandatory, although exactly when you want to take it varies. I've never used subterfuge.
 
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1. The rule of a thumb is that you need about 40% or so habitability to make basic resource production profitable and 70% to make Alloys/CG profitable. Research you can't buy, so it's always "profitable", but the time for the investment to pay back may be too long if habitability is low. So I use "yellow" planets for energy/minerals and "green" planets for research/alloys/CG. Red planets work well as trade hubs though because Trade Value is not technically a resource and so it dodges the production penalties. Fill them up with Commercial Zones.

So basically, every planet is worth colonizing. Habitability just determines the order in which you do it.

2. Basically yes.

3. Either Research or Alloys, depending on whether you plan to do some early conquest.

4. Supremacy is pretty much mandatory for a conqueror. Unyielding is great for gestalt empires because you can fill the extra starbases with solar panels. Harmony and Domination both reduce empire size from pops, very good for huge late game empires. Expansion reduces sprawl from colonies and systems and helps with colonization. Discovery is also always a popular pick. Spy operations are currently not worth their energy cost so the tradition tree that boosts them is also useless.
 
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Thank you guys.

During my short playthroughs I never had the opportunity to experiment with pops, so that's an aspect of the game I need to learn a lot. When it's a good idea to sign migration treaties? Like I said, all my short-lived empires have been strictly mono-racial... not because I did it on purpose, but because I don't even know how to make other species come to my planets, and whether that's a good idea or not. Oh and I don't know if there are advantages in letting my own species migrate outside either.

Cheers.
 
During my short playthroughs I never had the opportunity to experiment with pops, so that's an aspect of the game I need to learn a lot. When it's a good idea to sign migration treaties? Like I said, all my short-lived empires have been strictly mono-racial... not because I did it on purpose, but because I don't even know how to make other species come to my planets, and whether that's a good idea or not. Oh and I don't know if there are advantages in letting my own species migrate outside either.
Okay, first off, you don't need to worry about micromanaging your pops that much, they tend to do what you need without much of a hassle (there are no playthroughs, in my 1100 hours played, where I specialize some of my primary species for something and other pops for another thing unless we are talking about slave species, if I have many free pops I tend to let them all the same, sometimes without modifying them, and do their thing, unless I'm heavily roleplaying). Your two primary species are 1) your main species 2) your robots (unless roleplaying as F-spiritualist, in that case, you will have only your main species). If you are a xenophile or a xenophilia inclined empire then migration treaties are useful, however, you might want to sign those once your expansion is completed, because the influence is scarce and you need it to expand and define the borders of your empire. The pops don't move, as far as I know, between empires, you will get the chance to grow pops from the alien empire naturally in your planets with a MT, and you will even get to build colony ships with them even if there are no pops of them in your empire, useful if you have planets with their planet type and not yours. There are no negative effects of having some of your pops in an alien empire, they will just live there and be happy, you don't need to worry about them, role-playing I would say it's even a win scenario, if the worst comes to pass in your empire then your species will get to live on.

In short:
Sign the migration treaties once you have fully expanded
If you sign migration treaties be open-minded, there are aliens coming to your empire to live and be happy
If you are feeling particularly sexy, then choose xeno-compatibility AP and have fun xD
 
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During my short playthroughs I never had the opportunity to experiment with pops, so that's an aspect of the game I need to learn a lot. When it's a good idea to sign migration treaties? Like I said, all my short-lived empires have been strictly mono-racial... not because I did it on purpose, but because I don't even know how to make other species come to my planets, and whether that's a good idea or not. Oh and I don't know if there are advantages in letting my own species migrate outside either.
The main advantage of migration treaties is that they let you build colony ships for the other empire's species, allowing you to settle planets with low habitability for your own species without terraforming.

The second advantage is gaining access to species with different traits without needing to go to war to conquer them. If you're not taking the evolutionary mastery ascension path this is the simplest way to get pops with different 2+ point traits like Industrious or Intelligent - you otherwise have to save up unused trait points until you have enough from techs for the gene modding projects.

Migration treaties also increase attraction to certain ethics - Egalitarian, Spiritualist, and Xenophile ethics spread contagiously through migration treaties, so don't sign them with empires with those ethics if you don't want those factions growing in your empire. On the other hand, if you ARE one of those ethics, migration treaties can be a useful tool for spreading it to empires with different ethics that you want to befriend or increasing your own pops governing ethics attraction when made with empires that share the ethic. Playing a charismatic Xenophile empire and signing lots of migration pacts is a good way to make the rest of the galaxy Xenophile too!

Also, migration treaties are less good for species with certain traits that effect pop growth, since traits like Rapid Breeders are useless if you're growing pops without them and Budding gets weaker the more you dilute your population with pops that don't have it. Conversely if you're playing a species with pop growth penalties like Lithoids or Slow Breeders and don't mind having other species instead, migration treaties can increase your net pop growth. If you're using traits like Talented or Enduring that improve your leaders, migration treaties are fine as long as you don't give other species full citizenship or full military service since you don't want weaker leaders you don't want to recruit cluttering up your hiring pool.

To attract immigrants from other empires, you want to boost the migration attraction of your planets by having a bunch of free housing and available jobs, and high stability. Here's the wiki page about it, if you want to read something more detailed:

 
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Thank you guys.

During my short playthroughs I never had the opportunity to experiment with pops, so that's an aspect of the game I need to learn a lot. When it's a good idea to sign migration treaties? Like I said, all my short-lived empires have been strictly mono-racial... not because I did it on purpose, but because I don't even know how to make other species come to my planets, and whether that's a good idea or not. Oh and I don't know if there are advantages in letting my own species migrate outside either.

Cheers.

I am generally pretty quick to sign migration treaties. They help you colonize more planets faster by giving access to more habitablities. They also build trust, which is great if you're going diplomatic. Ultimately also pop traits don't super matter in the long run, a job being worked is infinitely more valuable than an empty job. Other nations having your species doesn't hurt or help anything either, and the less you pay attention to demographics the better unless you are a necrophage (because then you have to deal with moving pops around as leaders)
 
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