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binge crotching
Apr 2, 2010

Saros posted:

For amenities try switching slavery type to domestic servitude which uses unemployed slaves to provide amenities.

By far the best slavery type, and a change you should make before you ever unpause the game.



Saros posted:

Also never build the commerce building that provide clerk jobs, yuck they are the single most useless building in the game. Same for the housing building, housing should come from city districts.

I think it's fine if you have a bunch of unemployment, but once you start getting upgraded specialist buildings you should replace them. I would rather have my pops doing something instead of sitting there generating unhappiness by being unemployed. I do agree about the housing buildings though, especially since building a city district for housing will also give you a job slot, which the housing building doesn't.

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Jabarto
Apr 7, 2007

I could do with your...assistance.

And Tyler Too! posted:

How is it bad, exactly? I just kind of let them do their thing and rake in the free trade value/amenities.

Their production is just too low. It kind of works if you have horrible living standards for them because they then cost almost nothing in upkeep, but that doesn't change the fact that would still produce more in any other job. Even taking production efficiency out of the equation, you need a LOT of them to make a difference and that kind of pop surplus doesn't happen until late in the game.

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

That Guy Bob posted:

Lithovores get hit with the minus pop growth penalty for going into negatives with food. :ughh:

look, Blorgburgers are the perfect garnish to a nice gneiss and you can hardly blame the stoners for wanting a little variety in their comestibles

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

But organics are vice and this nice gneiss should suffice!

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID

Anticheese posted:

But organics are vice and this nice gneiss should suffice!

Shale pales in comparison.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Saros posted:

Also never build the commerce building that provide clerk jobs, yuck they are the single most useless building in the game. Same for the housing building, housing should come from city districts.
This is bad absolute (saying never) advice to give; its fine to say you do not use the building, but never is a strong word when it comes to Stellaris because there are so many different ways to play. They are useful in several different scenarios. Like Jabarto said, if you have low living standards for the pops that will be working those clerk jobs you make a profit. Clerk jobs produce Amenities, which increase Stability and Happiness. They produce Trade Value, which is a source of energy that does not require a district and therefore does not increase your Sprawl by building a Generator District. Also, the Trade Value that they produce provides you flexibility because of the Trade Policy that you can change; I love that early game i can stay on 100% Energy until I recruit all of the leaders I need and get a Edicts going, then switch to 50% Energy 50% Consumer Goods to help alleviate that late-early game crunch that can happen if you are expanding and dont have the free pops to put on a CG factory yet (and its CGs without paying minerals), then once I get my CG worlds online I switch the Trade Policy to 50% Energy 50% Unity so I can knock more of the Unity Trees out faster.

I especially love the 5 Clerk Job Building That I Cannot Remember The Name Of when I have a bunch of slaves and do not want to build any more districts/the planet is specialized and all of the specialized energy/minerals/food districts are already built. Its a building slot that eventually employs enough people that it opens up two more building slots for your trouble, which can be really handy early and mid game.

Jabarto posted:

Their production is just too low. It kind of works if you have horrible living standards for them because they then cost almost nothing in upkeep, but that doesn't change the fact that would still produce more in any other job. Even taking production efficiency out of the equation, you need a LOT of them to make a difference and that kind of pop surplus doesn't happen until late in the game.
I do not disagree that their production is low, and as I said above I agree with what you said that they are better when you have Slaves or Stratified Economy workers working the Clerk jobs, however, I have to take exception to the "they would still produce more in any other job" comment. I understand that their output is low but I appreciate the fact that Clerk jobs require no input - they do not require Minerals or Consumer Goods to produce the value that they add. I think Clerks are perfectly fine when you have slaves working them, and is better than having a big pile o' Domestic Servitude slaves producing just Amenities; they are definitely suboptimal when you have reasonable living standards, though. I think just think that people overlook the side benefits of Clerks compared to Technicians/Farmers/Miners.

Jack Trades
Nov 30, 2010

Is there a good mod that adds higher level technologies but without changing the game too much?
I often play with a lot of focus on research which results in me getting to endless techs way earlier and those are extremely boring.

Staltran
Jan 3, 2013

Fallen Rib

AAAAA! Real Muenster posted:

This is bad absolute (saying never) advice to give; its fine to say you do not use the building, but never is a strong word when it comes to Stellaris because there are so many different ways to play. They are useful in several different scenarios. Like Jabarto said, if you have low living standards for the pops that will be working those clerk jobs you make a profit. Clerk jobs produce Amenities, which increase Stability and Happiness. They produce Trade Value, which is a source of energy that does not require a district and therefore does not increase your Sprawl by building a Generator District. Also, the Trade Value that they produce provides you flexibility because of the Trade Policy that you can change; I love that early game i can stay on 100% Energy until I recruit all of the leaders I need and get a Edicts going, then switch to 50% Energy 50% Consumer Goods to help alleviate that late-early game crunch that can happen if you are expanding and dont have the free pops to put on a CG factory yet (and its CGs without paying minerals), then once I get my CG worlds online I switch the Trade Policy to 50% Energy 50% Unity so I can knock more of the Unity Trees out faster.

I especially love the 5 Clerk Job Building That I Cannot Remember The Name Of when I have a bunch of slaves and do not want to build any more districts/the planet is specialized and all of the specialized energy/minerals/food districts are already built. Its a building slot that eventually employs enough people that it opens up two more building slots for your trouble, which can be really handy early and mid game.

I do not disagree that their production is low, and as I said above I agree with what you said that they are better when you have Slaves or Stratified Economy workers working the Clerk jobs, however, I have to take exception to the "they would still produce more in any other job" comment. I understand that their output is low but I appreciate the fact that Clerk jobs require no input - they do not require Minerals or Consumer Goods to produce the value that they add. I think Clerks are perfectly fine when you have slaves working them, and is better than having a big pile o' Domestic Servitude slaves producing just Amenities; they are definitely suboptimal when you have reasonable living standards, though. I think just think that people overlook the side benefits of Clerks compared to Technicians/Farmers/Miners.

"Never have clerks" is an oversimplification of course, but it's still better advice than this. If clerks are genuinely the best option on a planet you almost certainly should just resettle the pops to planets that have not-garbage jobs for them to work. Also, megaplexes require strategic resources, so the slot gain isn't very worthwhile generally, and building non-specialized resource districts seems clearly better than getting clerk jobs.

Saros posted:

Same for the housing building, housing should come from city districts.

I disagree with this part though, at least for gestalts.Giving up building slots is sometimes preferable to district slots.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Staltran posted:

"Never have clerks" is an oversimplification of course, but it's still better advice than this. If clerks are genuinely the best option on a planet you almost certainly should just resettle the pops to planets that have not-garbage jobs for them to work. Also, megaplexes require strategic resources, so the slot gain isn't very worthwhile generally, and building non-specialized resource districts seems clearly better than getting clerk jobs.
My post isnt really giving any advice, though; I'm just trying to point out that people posting in absolutes are giving bad advice to newbies. I know I'm in the minority and people are going to disagree with me about Clerks but my over-arching point is "dont tell newbies to never do something". I am by no means saying Clerks are good or that those Commerce buildings are good, but if I have a few Domestic Servitude slaves on a planet, a building slot, need amenities, and do not have any open district slots for what I have the planet specialized for, those slaves are going to be working Clerk jobs soon because its better than doing nothing, and often times I would prefer that to building a district I do not need/is not that planet's specialization. Generally, producing Amenities will cost you CG, which require more jobs, another building, and minerals as input. If I can instead produce some CGs along with some energy and Amenities without the specialized building, without promoting Stratified pops upward, and without a mineral input, I'm okay with it.

Danaru
Jun 5, 2012

何 ??
I've been considering making habitats with alternating strategic resource refineries and commerce megaplexes or whatever they're called. Generally by the time I can build habitats I'm at like +800 minerals per month so I'm not super worried about efficiency.

The biggest problem I had with refining habitats is that the refining building only makes one job, so the other four people per tile dont have poo poo all to do. Also I just think habitats are neat

Dunite
Oct 12, 2013

That Guy Bob posted:

Lithovores get hit with the minus pop growth penalty for going into negatives with food. :ughh:

Well when the schist hits the alluvial fan you can expect a lack of cummingtonite for the lithophiles.

scaterry
Sep 12, 2012
So I just found out how migration works (https://forum.paradoxplaza.com/forum/index.php?threads/on-migration.1139824/) and I think it implies that an increase on immigration pull actually reduces total migration. The reasoning here is that immigration pull reduces migration on ‘pushing’ planets (since push-pull is less) and doesn’t affect ‘pulling’ planets (since pull works as a fraction of total pull). It also explains why migration basically stops in the midgame — every planet has positive immigration pull so ironically nobody wants to migrate!

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
They're being pulled everywhere at once and can't make up their minds.

Staltran
Jan 3, 2013

Fallen Rib

AAAAA! Real Muenster posted:

My post isnt really giving any advice, though; I'm just trying to point out that people posting in absolutes are giving bad advice to newbies. I know I'm in the minority and people are going to disagree with me about Clerks but my over-arching point is "dont tell newbies to never do something". I am by no means saying Clerks are good or that those Commerce buildings are good, but if I have a few Domestic Servitude slaves on a planet, a building slot, need amenities, and do not have any open district slots for what I have the planet specialized for, those slaves are going to be working Clerk jobs soon because its better than doing nothing, and often times I would prefer that to building a district I do not need/is not that planet's specialization. Generally, producing Amenities will cost you CG, which require more jobs, another building, and minerals as input. If I can instead produce some CGs along with some energy and Amenities without the specialized building, without promoting Stratified pops upward, and without a mineral input, I'm okay with it.

It is good advice to newbies though. Clerks are generally bad, and never building clerk buildings will serve you perfectly well. It's better for a new player to just do that instead of trying to figure out if their current situation is an exception to that general rule (it probably isn't). Actively disabling clerk jobs from city districts is less important, and early on those are actually useful to get more building slots, but should probably be done from mid-game onwards if you remember to/can be bothered.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


I feel kinda underwhelmed by lithoids right now and I can't quite explain why.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Jabarto posted:

you need a LOT of them to make a difference and that kind of pop surplus doesn't happen until late in the game.

This is exactly when I use them. Early on I handle amenities with holo theaters, etc. but once my planets start getting massive populations and I'm running out of building slots to keep everyone employed those complexes come in handy.

Potato Salad
Oct 23, 2014

nobody cares


Shugojin posted:

I feel kinda underwhelmed by lithoids right now and I can't quite explain why.

My own feelings about Lithoids is that they're ....

... balanced? And thus they don't stand out.


My next playthrough is as terravores, and I think that's going to feel much more different

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


That was my first try and I guess it's meant for a tall bad guy playstyle of invade world -> devour world until its fully uninhabitable, taking any pops you create off to your home systems.

Honestly I think I just wish they had a bit more flavor to set them apart than a few (fairly weak) traits and one unique civic. As it is if you play a hive mind one, you don't even get most of the advanced traits to apply to your guys, just Erudite. I guess you sort of start with Robust so that's not terrible but still it feels a little flat.

Sloober
Apr 1, 2011

Shugojin posted:

That was my first try and I guess it's meant for a tall bad guy playstyle of invade world -> devour world until its fully uninhabitable, taking any pops you create off to your home systems.

Honestly I think I just wish they had a bit more flavor to set them apart than a few (fairly weak) traits and one unique civic. As it is if you play a hive mind one, you don't even get most of the advanced traits to apply to your guys, just Erudite. I guess you sort of start with Robust so that's not terrible but still it feels a little flat.

that keeps across all types of lithovores, they can only use erudite. bio is still OK since you can load up on expensive other traits in exchange.

there is some weird interaction with planet specializing that i can tell - my current game 3 out of my 8 planets are farming worlds despite not having a single farm

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Sloober posted:

there is some weird interaction with planet specializing that i can tell - my current game 3 out of my 8 planets are farming worlds despite not having a single farm

As far as I can tell, the default planet specializations are now completely 100% random, which means they're totally worthless. It'd be better if they defaulted all to Rural World since you'd get at least a tiny bit of benefit out of that if you forget/are too lazy to change it.

Sloober
Apr 1, 2011

Zurai posted:

As far as I can tell, the default planet specializations are now completely 100% random, which means they're totally worthless. It'd be better if they defaulted all to Rural World since you'd get at least a tiny bit of benefit out of that if you forget/are too lazy to change it.

it seems like its super obvious early on

Sloober fucked around with this message at 18:38 on Oct 28, 2019

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I have to say that I find it alllllmost inexcusable that when you establish a new colony, it does not default to "Colony" for the 20% pop growth boost and also

Zurai posted:

It'd be better if they defaulted all to Rural World since you'd get at least a tiny bit of benefit out of that if you forget/are too lazy to change it.

PittTheElder
Feb 13, 2012

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

Staltran posted:

It is good advice to newbies though. Clerks are generally bad, and never building clerk buildings will serve you perfectly well. It's better for a new player to just do that instead of trying to figure out if their current situation is an exception to that general rule (it probably isn't). Actively disabling clerk jobs from city districts is less important, and early on those are actually useful to get more building slots, but should probably be done from mid-game onwards if you remember to/can be bothered.

Yeah this is the right way to put it. I basically never build the Commerce buildings, because there are better things for those pops to be doing. There are exceptions (Resort Worlds mostly), but for any new players out there, feel free to ignore them. There is almost certainly something better your pops could be doing.

TheDeadlyShoe
Feb 14, 2014

i much preferred the autopicked world types personally. They naturally fit the planet.

Horace Kinch
Aug 15, 2007

For the longest time I never realized that the world's designation gave that world a bonus to that resource. I thought it was a simple title for aesthetic reasons.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

TheDeadlyShoe posted:

i much preferred the autopicked world types personally. They naturally fit the planet.

In my experience, they never did

dogstile
May 1, 2012

fucking clocks
how do they work?
Wait... You can change that? You don't just build districts until it gives you one?

What the everloving gently caress?

Sloober
Apr 1, 2011
this very game i had a planet with zero mining district slots be referred to as a mining planet by default

feller
Jul 5, 2006


dogstile posted:

Wait... You can change that? You don't just build districts until it gives you one?

What the everloving gently caress?

yeah this was my reaction too

Baronjutter
Dec 31, 2007

"Tiny Trains"

Planet designation really sums up Stellaris.

It's a tiny bonus barely worth worrying about, but the AI can't set the correct one so you have to manually set it, and the interface doesn't really inform the user that this is the case.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Baronjutter posted:

Planet designation really sums up Stellaris.

It's a tiny bonus barely worth worrying about, but the AI can't set the correct one so you have to manually set it, and the interface doesn't really inform the user that this is the case.

Stellaris rewards those who randomly click on unknown buttons in the interface just to see what they do. (That's how I learned how this works.) :v:

TheDeadlyShoe
Feb 14, 2014

Libluini posted:

In my experience, they never did

it was just the majority of districts/buildings mostly, kinda hard to gently caress up

Sloober
Apr 1, 2011

Baronjutter posted:

Planet designation really sums up Stellaris.

It's a tiny bonus barely worth worrying about, but the AI can't set the correct one so you have to manually set it, and the interface doesn't really inform the user that this is the case.

like most of this games bonuses they mostly standout early game, when every single point of resource helps out. later on when you have tons of bonuses each one is individually very small on its own

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

This chat reminds me that I find it infuriating that completing the Unity Tree that unlocks war doctrines just quietly silently picks on in the background and never notifies you that a new option for you to pick in Policies opened up.

And Tyler Too! posted:

For the longest time I never realized that the world's designation gave that world a bonus to that resource. I thought it was a simple title for aesthetic reasons.
This was the case until recently, I thought?


Staltran posted:

It is good advice to newbies though. Clerks are generally bad, and never building clerk buildings will serve you perfectly well. It's better for a new player to just do that instead of trying to figure out if their current situation is an exception to that general rule (it probably isn't). Actively disabling clerk jobs from city districts is less important, and early on those are actually useful to get more building slots, but should probably be done from mid-game onwards if you remember to/can be bothered.
Fair enough.

Splicer
Oct 16, 2006

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

AAAAA! Real Muenster posted:

This was the case until recently, I thought?
Nah it always gave a tiny benefit, like +5% to the specialisation. They got reworked a bit when it changed to you being able to choose them.

Fister Roboto
Feb 21, 2008

The ones for secondary resources (research, alloys, CG) don't even increase output, they just decrease input.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Sloober posted:

that keeps across all types of lithovores, they can only use erudite. bio is still OK since you can load up on expensive other traits in exchange.

there is some weird interaction with planet specializing that i can tell - my current game 3 out of my 8 planets are farming worlds despite not having a single farm

Oh, I just mean that hive mind locks you into bio ascension only. I'm not sure if you can be psychic rocks if you wanted to as I haven't tried.

I just kinda crankily want at least one more ascension or something I don't know.


I CRAVE VARIETY

PittTheElder
Feb 13, 2012

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

Pretty sure you can be psychic rocks so long as you're not a Hive Mind. Sadly you cannot be both Psychic Rocks and a Terravore though.

AnEdgelord
Dec 12, 2016
I've shelved the game until Federations drops but psychic rocks is at the tippy top of my list once that happens

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Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Fister Roboto posted:

The ones for secondary resources (research, alloys, CG) don't even increase output, they just decrease input.

Yeah, but there is at least the one that gives +5% output to each specialist job.

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