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Preston Waters
May 21, 2010

by VideoGames

Bedurndurn posted:

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.

lol so don't loving build 10 jobs at once

it ain't rocket ...economics

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SniperWoreConverse
Mar 20, 2010



Gun Saliva

Jay Rust posted:

I just had a president’s mandate be “have a monthly surplus of 20 energy”, I hit +36 and kept it there, election came around and still said I failed, so I dunno

I could be wrong, I've failed all the resource ones and only achieved "build some districts" or "build some space stations," but I assumed it was because they dropped in the last few months and I wasn't able to build up in time. An easy way to test the consumer goods mandate would be to shut off labs for the last couple months. The recalculation effect that happens at the monthly switch over might have something to do with it.

There's also a few based on the military too I think.

I might have succeeded in upping mineral income but I can't remember now.

Sedisp
Jun 20, 2012


The planetary features for an Earth start are extremely good.

Preston Waters
May 21, 2010

by VideoGames

Gyshall posted:

new soundtracks are nice :allears:

Mine keeps cutting off and I have no idea why. I don't know if it's speeding up / slowing down, or the tutorial voice or the advisor voice or what?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Sedisp posted:

The planetary features for an Earth start are extremely good.

Same. Altho speaking of features I had a kelp blocker over a rugged forest. I like to think it's because alien planets are ALIEN AS gently caress and it wasn't some oversight. This forest obviously is some kinda super misty mangrove zone and the kelps have hydrogen filed air bladders

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Now that we’re no longer constrained by the tile UI I’d love a mod that expanded the range of planet sizes. I’d be so stoked if every few games I zoned into a solar system with like a size 45 planet, even if it’d probably gently caress late game balance in a way.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Preston Waters posted:

lol so don't loving build 10 jobs at once

it ain't rocket ...economics
Economics surgery

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Something that is easy to miss is that you can adjust your generation rate of commodities and alloys in your policy menu: Even production, or -25% to one for +15% to the other. Some empires don't default to balanced, or if you're struggling to get more of one you could move this around. Also in policies you can change your trade from being 100% energy to being 50% energy and either consumer goods or unity.

Also the new expansion tree seems just too rocking to pass up for first tree. Everything is useful given how early you can colonize now, and while the other trees are good nothing else is adding pop growth or reduced starbase influence.

Dreylad
Jun 19, 2001
I'm enjoying this into the midgame. It's nice to fight a war and have a big battle and realize I can't just spam replacement ships, making alloys both precious and making wars a bit more decisive and more strategically interesting. It also makes any system with space alloys incredibly valuable.

Maybe because I've played a lot of EU4, HOI4, and god help me, HOI3, I don't find this system terribly unintuitive. There's a good reason why my resource production shifts and as long as I have a decent energy reserve I can use the internal/galactic market to make up the shortfall.

I will say that I was surprised when my capital, which had a weak chance at becoming the galactic trade market centre, became the galactic trade market centre. Lucky or did the AI not contest the process? Not sure. Consecrated worlds seem to almost always roll well, which I think a developer popped in to say he'd have a look at earlier in the thread.

Also maybe there should be a way to "lock" a certain amount of pops into basic resource jobs so building new specialist buildings doesn't cause an empire-wide brownout or crop failure.

Dreylad fucked around with this message at 02:00 on Dec 8, 2018

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Anno posted:

Now that we’re no longer constrained by the tile UI I’d love a mod that expanded the range of planet sizes. I’d be so stoked if every few games I zoned into a solar system with like a size 45 planet, even if it’d probably gently caress late game balance in a way.

Also bring back tiny moons but they get a high chance of amazing modifiers from orbiting gas giants or massive ultra poison worlds or turbo mars

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I got a first pres with both expansionist and the one that makes buildings cheaper and faster. Went hard into expansion and the the ascension that decreases the influence even more.

hosed myself tho. A scientist got sniped by the abandoned fortress and I'm restricted by survey speed, not alloys or influence.

Dreylad
Jun 19, 2001
Also it seems to me that the AI either doesn't work in a game or it does. Looking at a few planets I was about to bombard they're not built as well as I might be able to, but they've built buildings, they have pops working etc. Dunno.

Aleth
Aug 2, 2008

Pillbug


Turns out all four criminal pops on this shithole are robots. :awesomelon:

TalonDemonKing
May 4, 2011

Psionic shields are worthless now unless you actually have Zro to build it with.

Can't even buy psionic cocaine on the market either.

TheDeadlyShoe
Feb 14, 2014

Hey, can anyone confirm that rebels, enlightened species, and other Fresh Starts seem to not build shipyards and thus cant do anything space related? Vassal only started building ships when I gave it a shipyard station, and a species i enlightened never did anything in space and when i integrated them their station just had anchorages for their zero ships.

Hot take: remove naval cap now that alloys are precious soooo precioooous

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The most entertaining part of 2.2 so far is BaronJutter only being able to 95% optimize their empire and having a huge issue with it.

TalonDemonKing
May 4, 2011

I'm having a unique issue with crime due to the new pop growth mechanics.

Buy slaves to a planet.
Slaves raise crime on planet.
Build enforcer buildings.
Slaves take up my single pop growth slot.
I'm now prevented from from growing my own race, and thus can't fill specialist slots (Such as enforcers).

I know I can turn on pop controls but this feels kinda dumb.

Bremen
Jul 20, 2006

Our God..... is an awesome God
The AI seems to be working fine for me - I'm playing on admiral and regularly getting wrecked.

Also, I can't help but think refugees might be a bit broken - in my latest game I set all refugees welcome, and there's a fanatical purifier purging the far side of the galaxy. I'm gaining pop fast. I'm kind of confused about everyone complaining about being unable to stop population growth, though - even with the refugees incoming my worlds are nowhere near full.

TheDeadlyShoe
Feb 14, 2014

you can set 'priority' races on a planet, im not sure if this counts as a population control or not. It does penalize your pop growth though.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

TalonDemonKing posted:

I'm having a unique issue with crime due to the new pop growth mechanics.

Buy slaves to a planet.
Slaves raise crime on planet.
Build enforcer buildings.
Slaves take up my single pop growth slot.
I'm now prevented from from growing my own race, and thus can't fill specialist slots (Such as enforcers).

I know I can turn on pop controls but this feels kinda dumb.

Maybe resettle in some brutes to keep the locals down?

Baronjutter
Dec 31, 2007

"Tiny Trains"

God I hate having a criminal empire on the map. It's like clockwork that I go to war, enjoy a truce period of 0 crime, then they go right back onto all my planets. How do I regime-change these fuckers? They're a bit far away, I wish there was just a simple "stop being criminals" CB that let me change them to some other corporate type.

Just like wiz has said in the past that everyone says they want espionage but no one wants it done against them, criminal corporations feel the same way. Fun to play, an annoying pain in the rear end to have on the map otherwise.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


SniperWoreConverse posted:

What's your generator district situation? Can you build more? Do you have un worked slots in the ones you do have? Try looking at your planets and reducing priority for your non-generator jobs. Idk.

I like the new system a lot. I don't really have many qualms with it except I can't tell what resources get drained by colony ships and growing colonies

Growing colonies don't drain anything, but when they finish they'll be a drain until they get some pops working.

BabyFur Denny
Mar 18, 2003

Bedurndurn posted:

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.

Don't let them all go be artisans. Just tell them to stay in the mines. Then only new pops will start in the artisan factory

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Aleth posted:



Turns out all four criminal pops on this shithole are robots. :awesomelon:



Fuckin hackers got us

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Realizing a space economy simulator is exactly what I wanted. All the systems seem pretty intuitive to me, and to be honest, the jobs situation is fairly realistic. Opening up more opportunities for people to move up the societal ladder will of course motivate people to move up the societal ladder. One of the chief concerns when it comes to employment in Norway is that a lot of people consider menial jobs to be below them. Rural areas with factory and farming jobs are abandoned because it's very easy to move to urban areas and pursue an academic career. Give the people hiking shoes, and they're gonna hike.
Edit: hmm, no they're not. Give the people an elevator and they're gonna elevate.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

I built a bunch of the upgraded Alloy Forges, not realizing they required motes for upkeep. My stockpile ran out, and I started taking a -25% efficiency bonus to workers. No big deal I figure, I don't need the alloys all that badly right now.

Except turns out that it's every worker in my entire empire. All because I lacked 1 mote. :stare:

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

I think exploration->domination, as long as you're not needing to go fight a huge war right away, might be my favored opening. I'd love to see an argument for anything over exploration as it stands. Domination isn't as strong as some of the other trees in some aspects, but +1 influence is huge, and the straight -33% tile blocker cost is something you're going to want sooner or later.


PittTheElder posted:

I built a bunch of the upgraded Alloy Forges, not realizing they required motes for upkeep. My stockpile ran out, and I started taking a -25% efficiency bonus to workers. No big deal I figure, I don't need the alloys all that badly right now.

Except turns out that it's every worker in my entire empire. All because I lacked 1 mote. :stare:

You should be able to turn off your upgraded forges and maybe retool some of them back to normal ones while you work out how many you can actually afford.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

First time encountering the caravaneers, bought enough coinz for one loot box and scored 2000 society research. Ace.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Are you allowed to accept refugees from rival empires? It's relatively early-game and I'm playing xenophile space communists with refugees welcome. Anyways, we ran into a criminal megacorp and rivaled them for being disgusting capitalists (and for criming up my previously pristine homeworld), had ourselves a nice little cold war and tensions were escalating some, and then out of loving nowhere these Fanatic Purifiers blast in, completely crush them, and start genociding them. They deserved it, obviously, but I do feel bad that this entire species is about to go extinct, especially because I was planning to invade and absorb them for colonizing cold planets with. Because of the rivalry, am I just not going to get refugees from them despite being right next door with refugees welcome?

Hellioning
Jun 27, 2008

Man, at some point your housing/jobs just go through the roof.

Like, I went from having to check all my planets for ones that were almost full up on jobs or housing every five minutes to only needing to do it for my newly developed colonies because suddenly city districts give 3 more housing and one more job each.

I have 15 extra jobs and 20 free housing in my capital.

Also, resort worlds are great. Giving up one planet's worth of useful stuff in exchange for 25% migration everywhere else is absolutely worth it.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
I got to a late game state where all my planets have 100+ population, are full on districts and buildings, and have nowhere near enough jobs, so I just set it to utopian abundance and let them not work. Annoyingly the game still bugs me about them creating criminal underworlds every so often, even though I have so much stability that crime can't survive at all.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Can anyone explain how vassalize CB's work exactly? I was under the impression from past experience and the tool tip that in a status quo peace any colonized systems I took would break off and become a vassal. I just invaded all but one of the criminal empire's worlds and sued for a white peace and nothing happened, they are whole. Did I need to have had claims on those systems? They'd cost like 999 each!

I know that newly created vassals will have your own ethos/government, but if you're vassalizing a criminal empire whole does it switch them away from a life of crime? Are you at least protected from your vassal's criminal activities?

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

ZypherIM posted:

You should be able to turn off your upgraded forges and maybe retool some of them back to normal ones while you work out how many you can actually afford.
Yeah I did that, plus I just bought some motes on the market. But drat, it's a bit insane that missing a single rare resource cripples everything else in your economy.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

PittTheElder posted:

Yeah I did that, plus I just bought some motes on the market. But drat, it's a bit insane that missing a single rare resource cripples everything else in your economy.

Well running out of any resource hits you really hard.


In other news, it looks like culture shock is a flat amount, instead of scaling based on how advanced they were. These medieval birds are taking as long to integrate and some post-atomics from another game I invaded.

Preston Waters
May 21, 2010

by VideoGames

ZypherIM posted:

This was from last night, but I believe as long as you have the tech you don't need to build anything. Go into your specialization workers and see if you've got a dude working the gas well job. That is how it worked for the odd factory I got from that event (just generated 1 specialist job that made 4 alloys for whatever upkeep).

I got the goddamn odd factory on a barren world for some reason. It wasn't the only one either -- I've gotten several modifiers on inhospitable planets that are obviously meant for ones you can colonize.

And no, they aren't terraforming candidates neither.

Magil Zeal
Nov 24, 2008

There desperately needs to be a "branch office planner" interface that shows all available worlds for Branch Offices and their value like a colonization planner. Having to manually search each planet for the best return is maddening.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


"All available worlds" is literally every single planet in a normal empire in the galaxy so that would probably get unmanageably crowded, but something to sort the top dozen most valuable or something might work

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


I used 3x habitable planets and that seems excessive with this new update. o.o

Preston Waters
May 21, 2010

by VideoGames

cheesetriangles posted:



2 Fallen empires and 2 hordes right next to me okay game thanks for the gently caress you.

build your borders next to them and enjoy the free poo poo you get from their events

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Baronjutter
Dec 31, 2007

"Tiny Trains"

Fun fact: If you Vassalize a criminal syndicate they keep all their branch offices on your worlds.

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