I generally love watching HS streams to sleep . Kripp would be nice but timezonewise he is my breakfast stream . Kolento is also good for sleeping . <| sep |> FUCK THAT BRIDGE FOREVER . <| sep |> Not confusing , you ' re a faggot <| sep |> White loopers for 11 keys <| sep |> I dont care about teams . Not a single female in FPL , a place where the best of the best play against eachother . Atleast one should get there . Teams are not being discussed . <| sep |> Doesn ' t the timer still remain though ? <| sep |> he improved ? He played the majority of his games against wildcard players and did not make any impact vs SSG while Cuvee did . <| sep |> How significant is the science income from exploringanomaly hunting with a good science vessel ? Enough to make a diference , or a drop in the bucket ? Generally you don ' t do the explorationanomaly thing for the science points . They ' re relatively a drop in the bucket . The major thing you scan planets for is so that you can find out their resources and build stations around them , and for the anomalies that can be good . For example , some anomalies can give you 20 society research , while others can give you a planet with 6 society research each month for the rest of the game Not an excessive amount , but nothing to shrug at either . Some also give you ships , or empire wide boosts to happiness or lifespan or other such things . So , research bonus wise , its not amazing , but the other bonuses you can find are worth it . Does it make a difference what preferred world type I pick , or is it arbitrary . I remember seeing a number of planets that could only be turned cold with the first tier of terraforming tech . does that make cold planets better ? At a high level , they ' re identical . Terraforming is similar between them all , and is limited more based on the planet , rather than to a single family . That said , there have been bugs and such related to planet spawn chances , and tile blocker spawn chances , that in the past have made certain worlds more favourable for your home planet as they would appear more often , but most if not all of them should be fixed now . Am I missing something with strategic resources ? I got to the mid game with a pretty large empire , and I never had any of them in my territory besides a single terraforming liquids , despite researching everything I could . Do I need to resurvey for them or something ? Is that even possible ? Strategic resources have always been . Interesting . How they work is that they can be on a planet or in orbit , but you won ' t know unless you have the tech to see them . You won ' t get the option to research the tech to see them , unless they ' re in your territory , or you ' re in contact with someone who has them . On top of that , especially early game , tech weighting can mean you don ' t get the option to find those techs thanks to all the other tech options in the game . But no , it is not possible to resurvey . If you ' re on a smaller map , you probably won ' t find many of them . If you ' re on a larger one , you ' ll find more . Its a kinda crappy galaxy gen thing that ' s been around since launch . If resurveying isn ' t possible , does that make star map trades a bad idea , because you can ' t find potentially valuable anomalies there anymore ? Yup . They ' re slowly working on fixing this , but yup , that it does . Although , if an alien empire found an anomaly on a planet its scanned , you can ' t find an anomaly there , even if you haven ' t discovered it and then scan it yourself . Its a weird system , and needs some work . I know that a while ago , Point Defense and lots of corvettes was considered king . Is that still the case ? Is it viable to go with a capitalship focused fleet instead , and hope for fewer losses because of it ? At launch corvette swarms were king . That ' s been largely balanced now . Cruisers , I believe , are the main big boys to bring to play , thanks to having more smaller , more accurate , weapon sizes compared to Battleships . Plasma weapons are the goto ATM . Kinetic Artillery can also be quite nice . Corvettes are still useful though , giving them afterburners to jump to the front of your fleet they ' re capable of evasion tanking a fair amount of damage from the enemy , sparing the rest of your fleet from potentially hefty losses . A corvette fleet on its own though will get eaten alive . LasersMass DriversMissiles Is it better to pick one and stick with it , or try to generalize ? Depends on which equipment you have available , and the defences the enemy is using . You do tend to mix some weapons from each field , but earlier in the game you ' re probably better off picking only one . If specialization , my first thought would be missiles , and just have more of them than PD can handle since missiles seem to be the counter to corvettes , due to high accuracy no PD for corvettes . That accurate ? Missiles are actually the worst weapon in the game ATM . They suffer from massive overkill problems , terrible targeting AI , voodoo witchcraft in how PD calculates and defends , a weakness to PD without any extra strength against shields or armour . Against corvettes you ' re better off just using small or medium autocannons . In fact , the Kinetics line at the moment is the go to weapons line , as all the weapons there have some level of armour piercing , some level of shield piercing , some are long range , some short , some accurate , some not . Its a great tree ATM . The main thing you ' ll want to branch out for is Plasma from the energy weapons tree . Missiles though are near entirely useless . Is there a point of diminishing returns on colonies , or do you just want to keep getting as many as you can get and defend , forever ? The more colonies you have , the slower your research goes . Since this is linear though , its easily countered by simply building an appropriate number of science buildings for each new colony you place . Beyond that though , no diminishing returns . Expand big and hard is the name of the game ATM . What determines territory spread ? Is it accumulated over time ? For a colony , does the population matter ? The level of the capital building ? Your planets by themselves spread a certain amount of territory , as do frontier outposts . Your homeworld spreads more . From there every pop in your empire increases border pressure , as do certain technologies . I had a war recently with pretty substantial demands 90 vs . a vatly inferior race . It took longer than expected , but I reached a point where I had all of their fleets destroyed and all of their planets occupied , and I was still only at ~ 70 . Was there a way to fully win that war ? I ' m going to take a guess that you ' d had some losses during the war too , as usually complete conquest of an enemy means 100 % warscore , unless you ' ve also lost warscore , or they ' re in an alliancefederationdefence pact with another combatant on their team . If you want to still win , just wait . There is a Time this war has been going on modifier that ticks up over time . Eventually it ' d hit a 20 and you ' d have your 90 warscore needed . That said , with the time it ' d take , you might be better off ending the war early , then declaring again in 10 years . What happens if you have a colony in the same system as a primitive planet , and you uplift it ? If it develops on its own ? Uplifiting depends on ethos and government and that . I believe some uplift them to be their own individual empire , in which case that system becomes ' contested territory ' which behaves weirdly and is kind of owned by both of you but the game doesn ' t fully treat it like that at times . Other ethos can uplift the primitives into their own empire , which will just give you another planet . If it develops on its own , it ' ll do the contested territory thing . How nice are the psionic techs ? Worth going spiritual over ? You don ' t have to be spiritual to get psionics . You just have to be not materialist You can still get them as materialists , but its a pain in the ass . Otherwise , they ' re fairly nice . Best combat computer in the game , and best drive system in the game . Armies and attachments are ok , but there are better from other techs . Not essential , but still nice . The counterpoint to it is robots , which materialists love but others tend to be iffy about . You can use them as nonmaterialists , it ' ll just make your pops a bit less happy , and when you get to Synthetics you get some real nice bonuses to all yields from them . That said , they supposedly come with a crisis ATM its pretty hard to trigger that though to balance that out , and you have to build each synth individually . Both are nice , neither is must have , I guess it depends on what you want . I usually go psionics just for the simplicity though . Why does everyone hate sectors so much ? Is it smart to tell the sector to give me as much as possible , and then just manually transfer resources back to it when I have spare ? Sectors have terrible and buggy AI that cannot be trusted to do its job . It takes control away from the player , and where its meant to do so to reduce the micromanagement load on the player , it ends up actually increasing it due to the sector AIs poor decision making skills . In general , you ' ll want to make sure your sectors have a lot of resources , as the way the AI works means they won ' t do anything with only a little , but once they ' ve got a decent amount yeah , pump as much as they can back to you .