Bold Robot posted:I don't really understand how trade value moves. Do I need a trade hub in the system where it is found to harvest it? Or if it is in a system I own, and that system is within the collection range of a starport nearby, does it flow to the collection point? starbases collect all trade value within their collection range. you don't need "extra" coverage, just enough starbases in the right places such that all of your trade value is within a collection range
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# ? Dec 7, 2018 14:20 |
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# ? May 25, 2024 19:03 |
https://twitter.com/Martin_Anward/status/1071030767092932609 2.21 already being worked on. Thanks Wiz!
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# ? Dec 7, 2018 14:21 |
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Captain No-mates posted:How much do I need to care about the admin cap? I have hit the cap for my empire and there doesn't seem to be any obvious way to increase it.
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# ? Dec 7, 2018 14:21 |
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Yeah, everything is collapsing for me and I literally have no understanding why. I've been doing my best to try to only build buildings and districts when I'm about to spring unemployed population for them, then suddenly out of nowhere I'm at -30 energy a month and I run out of everything because also my mineral production dropped from 40 a month to 12 and I have no loving clue why. I feel like the underlying concepts are good, but everything is so goddamned opaque. Build an energy district for more energy! How much can you expect? Well, mouse over your current production, if you know where to find that, divide by the existing pops, then multiply by 2, so easy! Assuming no modifiers change. Build a research lab to turn minerals into science! How many minerals do you spend? gently caress you, that's how many. Oh, that was too much! Now your economy will collapse. Maybe it's that I'm playing robots - is their economy tighter? It sure doesn't seem like there's any sort of trade value for them, and they eat energy, so maybe I'm just hosed? Also, it seems like the unity purchase that's supposed to give you an extra colonist on new colonies doesn't do anything for robots, unless I'm supposed to start with 0 on each colony and it's generously giving me 1. Edit: and of course I post right after they announce that they're adding more info to tooltips, thank you Wiz, sorry I'm a crabby bastard
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# ? Dec 7, 2018 14:24 |
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Do you have any trades set up on the Market? Prices can fluctuate quite heavily from month to month. Also, the marginal consumption of pops through jobs is quite high - a bunch growing at once will tank your minerals if they're on alloys or goods duty.
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# ? Dec 7, 2018 14:27 |
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skeleton warrior posted:I feel like the underlying concepts are good, but everything is so goddamned opaque. Build an energy district for more energy! How much can you expect? Well, mouse over your current production, if you know where to find that, divide by the existing pops, then multiply by 2, so easy! Assuming no modifiers change. Build a research lab to turn minerals into science! How many minerals do you spend? gently caress you, that's how many. Oh, that was too much! Now your economy will collapse. Try investigating your Population tab on your planets more thoroughly. Doubleclicking on any of the population categories (ruler/specialist/worker/(slave if you have any)) will tell you which jobs are being worked in those categories, and mousing over those jobs/the pops working those jobs will tell you how much of which materials they're consuming, how much upkeep they're taking, and how much of which materials they're producing.
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# ? Dec 7, 2018 14:28 |
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Aethernet posted:Do you have any trades set up on the Market? Do I have what in the how? I've used the Market to shunt excess Minerals into the energy I desperately need, but you seem to be implying something entirely different.
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# ? Dec 7, 2018 14:29 |
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skeleton warrior posted:Do I have what in the how? I've used the Market to shunt excess Minerals into the energy I desperately need, but you seem to be implying something entirely different. There's a button for automatic trades on the market interface that lets you set up automatic monthly market transactions which are reflected on your ledger at the top (ie if you're selling minerals monthly the ledger will reflect lower mineral income and higher energy income, though as mentioned the price fluctuates). Obviously not the case for you but good information for the future.
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# ? Dec 7, 2018 14:30 |
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Zurai posted:Try investigating your Population tab on your planets more thoroughly. Doubleclicking on any of the population categories (ruler/specialist/worker/(slave if you have any)) will tell you which jobs are being worked in those categories, and mousing over those jobs/the pops working those jobs will tell you how much of which materials they're consuming, how much upkeep they're taking, and how much of which materials they're producing. Yeah, I figured that out a few minutes ago, but it still means I have to parse it and math it out for future purchases. But the new tooltips in Wiz's tweet seem like they'll fix that. Is all of this in the tutorial? I'm really annoyed that the game still disables the tutorial if you want to play robots. Edit: Zurai posted:There's a button for automatic trades on the market interface that lets you set up automatic monthly market transactions which are reflected on your ledger at the top (ie if you're selling minerals monthly the ledger will reflect lower mineral income and higher energy income, though as mentioned the price fluctuates). Obviously not the case for you but good information for the future. Ah, okay. Yeah, that is good to know. I assume that as a robot race, I just don't get any trade value or trade interaction, then?
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# ? Dec 7, 2018 14:31 |
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canepazzo posted:https://twitter.com/Martin_Anward/status/1071030767092932609 Wiz is the goat Also authoritarians hella buffed now. In the process of my first Megacorp game!
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# ? Dec 7, 2018 14:32 |
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Zurai posted:There's a button for automatic trades on the market interface that lets you set up automatic monthly market transactions which are reflected on your ledger at the top (ie if you're selling minerals monthly the ledger will reflect lower mineral income and higher energy income, though as mentioned the price fluctuates). Obviously not the case for you but good information for the future. It is good information - it allows you to manage shortfalls quite readily. The market is also dead handy for playing possum, as you can buy a whole bunch of alloys in one go and rapidly spit out a war fleet when threatened. Edit: also, has anyone noticed upgrades taking aaaaages now?
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# ? Dec 7, 2018 14:35 |
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skeleton warrior posted:Yeah, everything is collapsing for me and I literally have no understanding why. I've been doing my best to try to only build buildings and districts when I'm about to spring unemployed population for them, then suddenly out of nowhere I'm at -30 energy a month and I run out of everything because also my mineral production dropped from 40 a month to 12 and I have no loving clue why. I am so glad somebody else is having this problem.
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# ? Dec 7, 2018 14:36 |
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How potent is specializing planets, really? I can start speccing food in my capital and a planet for energy and minerals apiece this early due to luck, but I may need some flexibility while my infrastructure develops.
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# ? Dec 7, 2018 14:37 |
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toasterwarrior posted:How potent is specializing planets, really? I can start speccing food in my capital and a planet for energy and minerals apiece this early due to luck, but I may need some flexibility while my infrastructure develops. It's a 10% buff to output, but it's better to do when you can specialise for more commodities unless you're planning to abuse the market.
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# ? Dec 7, 2018 14:38 |
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prefect posted:I am so glad somebody else is having this problem.
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# ? Dec 7, 2018 14:43 |
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So is there any collected "Now that the game's completely different, again, here's everything that changed and how to actually play because everything you learned the past few years of playing this game is gone"? Don't get me wrong, I'm confident they're great changes, I just don't know if I have the time to relearn Stellaris 3 from the ground up by trial, error, and discarded games where I got myself into a fail state without knowing it .
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# ? Dec 7, 2018 14:44 |
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Aethernet posted:It's a 10% buff to output, but it's better to do when you can specialise for more commodities unless you're planning to abuse the market. Cool, thank you!
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# ? Dec 7, 2018 14:44 |
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Stellaris 2.2: the admin cap is just a hat.
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# ? Dec 7, 2018 14:48 |
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I don't know if this is your specific issue, but I kept getting caught by this exact scenario: The goddamn second a better than poo poo-tier job opens up (poo poo tier jobs are farmer, miner, clerk and power plant tech), they all immediately quit and go to do that instead. So right now you have 10 dudes who work in the mines. They make a base of 4 minerals each. If you open up 10 artisan jobs on that same planet, those 10 guys who used to work at the mine now each consume 6 minerals / month each to make stuff. So your happy +40 mineral / month buffer you thought you had is now -100 minerals / month.
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# ? Dec 7, 2018 14:48 |
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43 years in and I finished my precursor chain. Gave a ton of science and enough unity for 3 unlocks.
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# ? Dec 7, 2018 14:50 |
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Bedurndurn posted:I don't know if this is your specific issue, but I kept getting caught by this exact scenario: Incidentally, this make Life-Seeded a really rough start now. With normal races you can just specialize planets, but with Life-Seeded unless you get exceptionally lucky you have to build both your high end specialist and ruler buildings and all your menial production jobs on the same planet, which makes you learn how to balance jobs or fail spectacularly.
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# ? Dec 7, 2018 14:50 |
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Bedurndurn posted:I don't know if this is your specific issue, but I kept getting caught by this exact scenario: Just divide your planets between raw resources and more specialised jobs and this won't happen. You can even name them Bougietopia and Proletown if you like. The specialisation modifier is intended to encourage you to do just that.
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# ? Dec 7, 2018 14:54 |
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Here's a bug for Wiz. Consecrating the homework of the Vultaumar gives me nothing and I can't revoke it.
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# ? Dec 7, 2018 14:56 |
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Helpful tip for 2.2: Don't feel like you have to balance your production of every resource. The Market exists for a reason. It is entirely economically feasible and possibly even economically desirable to specialize in production of a handful of resources and just buy the rest on the Market. You can sell your excess resources for Energy and buy whatever you're lacking in. You can even set up automatic monthly transactions to do that for you.
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# ? Dec 7, 2018 15:02 |
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Bedurndurn posted:If you open up 10 artisan jobs on that same planet Maybe uh, go a tad slower? Buildings are like two jobs each and then upgrading them is another three (I think), so you can and probably should build your economy incrementally. And wait until you have pops ready to fill the new slots. Pops grow a lot slower than you can build buildings.
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# ? Dec 7, 2018 15:03 |
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Autonomous Monster posted:Maybe uh, go a tad slower? Buildings are like two jobs each and then upgrading them is another three (I think), so you can and probably should build your economy incrementally. I NEED ALL THE ALLOYS IN THE UNIVERSE FOR MURDER. I actually had a regular empire declare a humiliation war against me in this patch. I didn't even know the AI could do that aside from when the fallen empires used to cockslap you at launch if you rivaled them. Usually you get a little warning that you're hosed when you start seeing the warning icon for their claims against you. Bedurndurn fucked around with this message at 15:08 on Dec 7, 2018 |
# ? Dec 7, 2018 15:05 |
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Game is soooooooooo much different now, wow. Going to take months to re-learn/discover optimal strats.
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# ? Dec 7, 2018 15:07 |
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Are there exact numbers anywhere on the relationship between happiness, amenities, stability and productivity?
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# ? Dec 7, 2018 15:12 |
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new soundtracks are nice
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# ? Dec 7, 2018 15:22 |
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Autonomous Monster posted:Maybe uh, go a tad slower? Buildings are like two jobs each and then upgrading them is another three (I think), so you can and probably should build your economy incrementally. i upgraded my research labs without paying much attention to the gas upkeep, before noticing (strategic resources are kinda hidden) i was running a deficit, which led to 25% less job income, which led to other deficits, which i couldn’t recover asap because i had just spend all my stuff. took a while to get out and is easy to happen.
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# ? Dec 7, 2018 15:23 |
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Alright so uh, I've reached midgame. I think I hate this. Yeah, gimme the tiles back.
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# ? Dec 7, 2018 15:26 |
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What's wrong with this pic? Think there might be something wrong with leadership. E: Anyway, I like this update, it just needs fix here and there, and maybe a tweak in a couple of places. Back Hack fucked around with this message at 15:39 on Dec 7, 2018 |
# ? Dec 7, 2018 15:28 |
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TalonDemonKing posted:Here's a bug for Wiz. Consecrating the homework of the Vultaumar gives me nothing and I can't revoke it. It's saying you the planet doesn't have a modifier to remove. What modifier does the planet have? EDIT: Oh right also I fixed it I think. Coming in a patch. LordMune fucked around with this message at 15:33 on Dec 7, 2018 |
# ? Dec 7, 2018 15:30 |
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LordMune posted:It's saying you the planet doesn't have a modifier to remove. What modifier does the planet have?
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# ? Dec 7, 2018 15:33 |
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Very happy with the update. The game's economy feels more deliberate now. The ability to specialize and use the market is a great innovation. Between the more realistic economic simulation, and the fleshed out social class differences, it's even easier to roleplay the exact kind of society you have in mind, which in the end is what I play Stellaris to do. Megacorps themselves are surprisingly underwhelming compared to how unique feeling playing other "specialized" empires (hives, machines, purifiers) are. The main upside, branch offices, are not a big deal and hard to establish in the first place. The main downside, increased admin penalties, are similarly not a big deal and easily countered. My main complaint with Stellaris has always been the huge swing we went through when the fleet engagement mechanics changed from "the war is decided in a single battle" to "we're going the fight this same battle over and over again every few months, and the winner is whoever is closest to a starbase to repair in between". With alloys being relatively hard to stockpile and acquire, it's harder for losses to be replaced now. Things that die tend to stay dead longer, so you at least feel like you're making progress. Hopefully a step in the right direction to making battles more interesting, but I need to fight more wars to really see.
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# ? Dec 7, 2018 15:35 |
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Shadowlyger posted:Alright so uh, I've reached midgame. Yeah after 8-10 hours of gameplay I'm thinking this patch has introduced more problems than it solved, and this time the problems are very opaque.
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# ? Dec 7, 2018 15:38 |
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Dude, someone link me to a tutorial which explains resources, jobs, districts, everything like I'm a loving moron, which, apparently, I am. I'm bouncing off of the new systems hard. Say what you want about tiles, they were at least immediate and intuitive. I have legitimately no idea what the gently caress is going on
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# ? Dec 7, 2018 15:39 |
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I definitely agree that Megacorps are extremely underwhelming. Branch offices suck badly -- for normal corps it's extremely difficult to even get any, and they don't have a big enough impact to make them worthwhile, while for criminal syndicates it's WAAAAAAAAAAAY too easy to just completely eliminate crime. Each Enforcer job is -25 crime, while Syndicates can at best give +50 crime per 25 population. Even when I dedicated myself completely to utterly ruining a planet by building +100 crime in buildings on a 50 pop homeworld, the crime was reduced to 0 within a year of game time.
Zurai fucked around with this message at 15:43 on Dec 7, 2018 |
# ? Dec 7, 2018 15:39 |
Still early days but I feel like my Megachurch is actually quite strong. It’s probably because the three empires closest to me have been pretty down to commercial pact it up, though. If nothing else Megacorps are maybe too dependent on their neighbors and then the rest of the galaxy being of certain flavors. Too many hives/robots/assholes and you’d be in kind of a bad spot.
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# ? Dec 7, 2018 15:44 |
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# ? May 25, 2024 19:03 |
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Hungry posted:Yeah after 8-10 hours of gameplay I'm thinking this patch has introduced more problems than it solved, and this time the problems are very opaque. Yeah if I had one word for this update it would be "unintuitive."
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# ? Dec 7, 2018 15:48 |