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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Aethernet posted:

Guys

guys

Just specialise your colonies in the way you're encouraged to by colony bonuses and this issue goes away.

What exactly can you do to specialize robots? I fill up the districts alloted per planet and then I’m stuck with building slots I cannot use for anything specific. Most of my planets use all the available districts and I still have lots of housing left over that I just generally dump into research or something. I don’t even need more than 3 or 4 of the nexus districts in most planets in most cases, but they are all that’s left when I fill the 4-6 of each of the others.

That’s probably my biggest problem at the moment, there’s no way to really tailor a robot world to a specific resource unless the planet just has an absolute poo poo ton of districts towards one category. I will max out the available mining or generation districts and have tons of planet capacity left with which I can’t really do anything but grow food and convert to energy in some weird, empire wide bio-reactor system. Alloys, rares, research all take minerals that planet will be very limited on comparatively and every planet ends mostly the same way here else you eat into your mineral production to the point you barely make any and can’t fund new planets.

I get the market as a filler here but I should totally be able to have a mining world that literally shits out minerals and isn’t hard capped at some mediocre amount and/or be self sustainable and overproducing significantly by 2300 like I used to be. There’s this constant bottleneck to growth from everything taking upkeep minerals in the mid game that isn’t sitting super well with me currently, as once I hit snowball I liked being able to shift my focus to other things like full on conquest.

I’m not sure if it’s just a robot problem but it’s definitely one for them AFAIK.

A basically building like hydroponic farms that simply adds job slots but for energy and mining would go a long way here I think.

EDIT: The fact that hydroponic farms exist for robots but not a similar basic mine/energy job building is extremely weird and seems like an oversight/bug of some sort.

Mazz fucked around with this message at 19:34 on Dec 8, 2018

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Nitrousoxide
May 30, 2011

do not buy a oneplus phone



karma_coma posted:

I’m sorry this is an ancient question - I haven’t played stellaris in a while. Is colonizing planets sized 13 or lower still “bad”?

not anymore.

There's a thing called "empire size" which is affected by a few things, but each planet only contributes a base 2 toward it, while each district contributes one. So a size 13 planet will, when fully built out, contribute 15 (87% planet size to empire size ratio) to your empire size while a size 25 will contribute 27 (92% planet size to empire size ratio). A pretty minor difference in empire size efficiency and not one worth forgoing the planet over. Other things like whether they planet has high habitability make far more of a difference the the planet size now, so grab all those high habitability worlds even if they are tiny.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Hipster Occultist posted:

So, how much does the Admin Cap actually matter? I'm over it (playing as a criminal syndicate) by about 20-ish, but I'm not pulling enough raw resources so I think I'ma have to colonize and expand more.

As far as I can tell it'd nbd unless you end up with something crazy, I got an event that nearly doubled my pops so I had to haul rear end building districts and expanding before it was a total crime meltdown and this stunted my traditions and research some.

On the other hand it eventually made me much stronger and better off but it was a real "the ship is overloaded, we're listing bad!" feeling. Once I got normalized and everyone into jobs everything recovered, but I had to throw down like 5 colonies and build about like ten+ buildings and districts. Everything that had any space to build anything was barreling thru full tilt and my expansion into new systems had to slow.

Under normal circumstances your techs and growth will offset the cap unless something fucky is going on like a real weird economic strategy that ignores some things.

I really don't like the mandate for consumer goods. It's difficult to pull off unless you have an open building slot or two. If you get it early you better not have built an alloy forge at home. Trying to unlock building slots by amping pop growth will just increase your consumption too.


karma_coma posted:

I’m sorry this is an ancient question - I haven’t played stellaris in a while. Is colonizing planets sized 13 or lower still “bad”?

No, I grab everything I can. Everything pays back if you build right.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Amenities are only for the particular planet, right?

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

AI fuckup confirmed

Integrated a one system naturally arisen empire

They had a Star Fortress with 6 anchorages and no shipyards




Also realized MegaCorp wasnt actually enabled when I couldnt find Ecumenopolis :doh:


edit: Yes, Amenities are per planet only. And Planet Size doesnt matter much anymore because its actually # of districts and # of systems that contribute to your empire size the most

edit edit: PRO TIER refugee sploit. Snipe the Great Khans armies so that he just sits and bombards worlds forever causing huge waves of free pops

TheDeadlyShoe fucked around with this message at 19:32 on Dec 8, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Also I have put in every pop growth bonus I can find and this game is still slow as hell. Balancing everything is a real challenge.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Balancing research output is possible when you see that society is more rare in space. Try to snag space stations and research zero g labs I suppose.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Clarste posted:

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.

Pages ago but; So effectively people are just going "hey im bored, lets fake rob some banks" and end up playing cops and robbers with the actual cops? :haw:

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

SniperWoreConverse posted:

Balancing research output is possible when you see that society is more rare in space. Try to snag space stations and research zero g labs I suppose.

My robots currently have 650 society from admins and such vs 300 of the other 2 grabbing every station I can.There is a systemic imbalance there from job allocation for robots and hives I think that should probably be addressed.

Ham Sandwiches
Jul 7, 2000

Really awesome: When you terraform a world into a machine world, there are no more district caps. If the planet can support 20 districts, you get 20 districts of whatever you want. That's really cool. You lose any agricultural districts though, no growing plants.

Not as awesome: Each district adds to your empire size. This starts to really suck when you got big ole machine worlds you want to rev up for energy or mineral production. I'm at like 350/100 which is great and all, however unlike the advice being thrown around to simply not care about the cap, since I'm already at a 70% penalty to unity costs I'd like to finish getting my unity unlocks before the end of the game.

I really have no way to judge how building 20 more mining districts, which I now can do, will affect my unity generation as well as my science progress. I don't know what the solution is, but tying districts to empire size feels bad to me. I get that was the way to get around the planet cap, but, since mining districts are a flat 2 mining jobs so far, I don't see how to get more minerals without district penalties and I don't see any other way to get minerals reliably. Which means expanding my minerals production tanks my research a bit but my unity a whole lot.

I have size 100 planets and still not enough pops to run advanced stuff. This is a test game around 2350. My alloys are at like ... 5k? A habitat is 5k, a megastructure is 20k. There is basically 0 chance of me building more than 1 megastructure at this point unless the lategame economy just totally pops all the limits off somehow.

Ham Sandwiches fucked around with this message at 20:02 on Dec 8, 2018

TalonDemonKing
May 4, 2011

Ham Sandwiches posted:

A habitat is 20k.

That can't really be right, but regardless of it is or not, you should be abusing the market for alloys and such.

ZypherIM
Nov 8, 2010

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

Beer4TheBeerGod posted:

The lack of optimization in Pop distribution is pretty annoying. It's dramatically increased the required micromanagement.

wiegieman posted:

Bad job assignment optimization is also why people keep seeing their economy crash out from under them. An advanced building will strip off 6 workers from your energy production instead of splitting the load between your basic resources, leaving you with a bunch of busywork to balance it out.

So the issue here isn't really the issue that you think it is. If you don't supply the planet with a giant pile of extra jobs people won't be moving around to fill more desirable jobs, and you won't need to micromanage how many slots are turned on (I have yet to micromanage job slots at all and I also haven't crashed my economy). No one wants to work in a lovely blue collar job if they have better options so they move up when they can. The increase on micromanagement is that you want to build stuff as you get the pops, so you check in every 4-5 years or so on average to build more stuff. I haven't tried out the sector AI, but with rewards to focusing planets there might be plenty of space to just let the AI handle incremental building.


Beer4TheBeerGod posted:

Also I have put in every pop growth bonus I can find and this game is still slow as hell. Balancing everything is a real challenge.

The old growth rate started at.. I want to say 30 months for a pop (1 increase and a time of 30), and this increased based on number of pops for organics and stayed steady for machines. The base growth rate currently is 33.3 months because your rate starts at 3 and grows to 100, but it also always stays at a goal of 100. If you take expansion, the first growth tech, and a gene clinic you're at a growth time of 25.6 months per pop, and if you turn on the planet decision for 1k food you'll be at 21.5 months per pop. Pop growth is a lot faster than before, and you've got more modifiers available to increase it.



Nalesh posted:

I'm really hung up on what tradition I should pick for my first now that discovery isn't the obvious one anymore, especially for this criminal corp playthrough.

Expansion is hands down the best option currently. With the changes to colony costs you can be building one almost immediately, and the rest of the tree is really, really good. Your second tree is where the decisions start, though as a criminal corp I think that diplomacy might be good, in order to convince everyone you're not really a filthy criminal.



Ham Sandwiches posted:

Not as awesome: Each district adds to your empire size. This starts to really suck when you got big ole machine worlds you want to rev up for energy or mineral production. I'm at like 350/100 which is great and all, however unlike the advice being thrown around to simply not care about the cap, since I'm already at a 70% penalty to unity costs I'd like to finish getting my unity unlocks before the end of the game.

1 district is 1 empire size, it says it right on the tooltip. That gives you a +0.3% increase to tech cost and a +0.5% increase to unity cost, along with +1% to campaign/leader/leader upkeep. Those are all additive increases.

In the old system, you'd probably already have blown past a 70% penalty to unity costs at this point in the game. You need to realize that the old penalties are completely gone and only the new ones exist.

Ham Sandwiches
Jul 7, 2000

TalonDemonKing posted:

That can't really be right, but regardless of it is or not, you should be abusing the market for alloys and such.

It's 5k for a habitat and 20k for a megastructure, but to get more alloys to build the megastructure I need a crapload more minerals, and to get those I need districts.

Like abusing the pre patched market is great and all, when trying to get significant chunks it will quickly get expensive, and it's still a pain to get those alloys given the relationship with mining districts and unity costs.

Ham Sandwiches
Jul 7, 2000

ZypherIM posted:

1 district is 1 empire size, it says it right on the tooltip. That gives you a +0.3% increase to tech cost and a +0.5% increase to unity cost, along with +1% to campaign/leader/leader upkeep. Those are all additive increases.

In the old system, you'd probably already have blown past a 70% penalty to unity costs at this point in the game. You need to realize that the old penalties are completely gone and only the new ones exist.

I 100% realize it, trying to raise mining output without directly raising unity costs is something I'd like to be able to do, somehow. And I get that it says it on the tooltip but trying to work out what are my current unity costs, and what 30 more districts would do (add 15%, great, and that means...) and then figuring out how that factors in given my current rate (once every 8 years? so what will that take it to?) is a bit more planning than I'd like to do to simply increase mineral production.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I think the only thing I’m kind of unclear on right now is how much I should worry about trade routes and trade value. When is it worth pursuing over other concerns?

nessin
Feb 7, 2010

Mazz posted:

What exactly can you do to specialize robots? I fill up the districts alloted per planet and then I’m stuck with building slots I cannot use for anything specific. Most of my planets use all the available districts and I still have lots of housing left over that I just generally dump into research or something. I don’t even need more than 3 or 4 of the nexus districts in most planets in most cases, but they are all that’s left when I fill the 4-6 of each of the others.

That’s probably my biggest problem at the moment, there’s no way to really tailor a robot world to a specific resource unless the planet just has an absolute poo poo ton of districts towards one category. I will max out the available mining or generation districts and have tons of planet capacity left with which I can’t really do anything but grow food and convert to energy in some weird, empire wide bio-reactor system. Alloys, rares, research all take minerals that planet will be very limited on comparatively and every planet ends mostly the same way here else you eat into your mineral production to the point you barely make any and can’t fund new planets.

I get the market as a filler here but I should totally be able to have a mining world that literally shits out minerals and isn’t hard capped at some mediocre amount and/or be self sustainable and overproducing significantly by 2300 like I used to be. There’s this constant bottleneck to growth from everything taking upkeep minerals in the mid game that isn’t sitting super well with me currently, as once I hit snowball I liked being able to shift my focus to other things like full on conquest.

I’m not sure if it’s just a robot problem but it’s definitely one for them AFAIK.

A basically building like hydroponic farms that simply adds job slots but for energy and mining would go a long way here I think.

EDIT: The fact that hydroponic farms exist for robots but not a similar basic mine/energy job building is extremely weird and seems like an oversight/bug of some sort.

Robots are super expensive and slow to make. You should only be building them on the planets you build to support robots, aka Mineral and Farming planets. Once you go to droids you can expand that out further but it's insanely expensive to try and put robots everywhere. They take a building slot, pop jobs (as in not doing something else more productive), 5 energy and 10 minerals per month. So you should only be tailoring and building robots to do a specific function on a world purpose built for that task.

pokie
Apr 27, 2008

IT HAPPENED!

I am in 2470 and have all but won the game, but it freezes about a minute after I load it :<.

Captain Oblivious posted:

I think the only thing I’m kind of unclear on right now is how much I should worry about trade routes and trade value. When is it worth pursuing over other concerns?

Think of it as just energy or consumer goods. In the late game vast majority of my energy came from trade. I even decided not to build a Dyson sphere and buil 4 other mega structures because my trade income allowed for it.

pokie fucked around with this message at 20:13 on Dec 8, 2018

Baronjutter
Dec 31, 2007

"Tiny Trains"

I just want to say that increasing the number of building slots from 16 to 20 has magically re-balanced the whole planet management system for me and I'm enjoying it now. You still need pops to unlock slots, you're still making choices, but your large high-pop planets and city-worlds don't feel as constrained. Those 4 extra slots really count and mean you can actually have that planetary shield and military academy on your ecumenopolis and it doesn't feel like a "waste" of precious slots. 20 buildings just feels more balanced to the higher levels of populations you can get.

It's not the best work of interface modding but it's working for me anyways

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

nessin posted:

Robots are super expensive and slow to make. You should only be building them on the planets you build to support robots, aka Mineral and Farming planets. Once you go to droids you can expand that out further but it's insanely expensive to try and put robots everywhere. They take a building slot, pop jobs (as in not doing something else more productive), 5 energy and 10 minerals per month. So you should only be tailoring and building robots to do a specific function on a world purpose built for that task.

machine empire

Mazz fucked around with this message at 20:22 on Dec 8, 2018

Ham Sandwiches
Jul 7, 2000

Mazz posted:

A basically building like hydroponic farms that simply adds job slots but for energy and mining would go a long way here I think.

EDIT: The fact that hydroponic farms exist for robots but not a similar basic mine/energy job building is extremely weird and seems like an oversight/bug of some sort.

Yeah this right here. There's no building that lets you get minerals or energy, you can only do it through districts. It feels like there should be, given the limited slots and all the other costs / drags.

pokie
Apr 27, 2008

IT HAPPENED!

Baronjutter posted:

I just want to say that increasing the number of building slots from 16 to 20 has magically re-balanced the whole planet management system for me and I'm enjoying it now. You still need pops to unlock slots, you're still making choices, but your large high-pop planets and city-worlds don't feel as constrained. Those 4 extra slots really count and mean you can actually have that planetary shield and military academy on your ecumenopolis and it doesn't feel like a "waste" of precious slots. 20 buildings just feels more balanced to the higher levels of populations you can get.

It's not the best work of interface modding but it's working for me anyways


Plz tell us how to do that? Because I agree - it's hard to satisfy end game pops due to lack of jobs etc.

ZypherIM
Nov 8, 2010

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

Ham Sandwiches posted:

I 100% realize it, trying to raise mining output without directly raising unity costs is something I'd like to be able to do, somehow. And I get that it says it on the tooltip but trying to work out what are my current unity costs, and what 30 more districts would do (add 15%, great, and that means...) and then figuring out how that factors in given my current rate (once every 8 years? so what will that take it to?) is a bit more planning than I'd like to do to simply increase mineral production.

Uh, you'll have to go for techs for that. Your basic complaint is a bit silly though, lets be honest. "I want to increase the size of my empire without getting penalties for increasing the size of my empire".

Ham Sandwiches
Jul 7, 2000

ZypherIM posted:

Uh, you'll have to go for techs for that. Your basic complaint is a bit silly though, lets be honest. "I want to increase the size of my empire without getting penalties for increasing the size of my empire".

Lol dude, whatever makes you respond to posts like this makes your stuff really annoying to read. Thanks for your input re: the legitimacy of my feedback in the thread where I'm just comparing notes on the latest patch and how growth feels as a machine empire, I think we can skip it in the future :tipshat:

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Ham Sandwiches posted:

Yeah this right here. There's no building that lets you get minerals or energy, you can only do it through districts. It feels like there should be, given the limited slots and all the other costs / drags.

Maybe focus on some goods you can obtain easily enough and sell them to buy minerals?

Or if you have the pops to do it, you should be able to buy minerals, produce alloys, and sell a portion of the alloys to pay for the cost of the minerals needed to make them and take the extra as profit.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

ZypherIM posted:

Uh, you'll have to go for techs for that. Your basic complaint is a bit silly though, lets be honest. "I want to increase the size of my empire without getting penalties for increasing the size of my empire".

The problem is that you basically linearly scale up your resource drains as you do your additions in a lot of cases, especially robots. In 2.1 or before I could be producing thousands of excess minerals and energy per month by 2300-2350 because the economic gains were much more exponential to spending. It's not like that now, and you can carry this weird balancing act very deep into a game in a way that doesn't really let you move on to big naval fleets and giant war focuses without a ton of micro all the way through.

There honestly does need to be more ways to get basic resources that don't incur equal penalties as the game gets deeper on. More resources from jobs is one but it also more buildings that just provide jobs without districts, like hydroponic farms already do for food slots, and more building slots, like the 20 baron added. The economics need to scale more exponentially to make the late game feels less like a long version of the early/mid and something different. 2.1 and before did this fine, but 2.2 doesn't really feel like it does as far as I've seen.

Nitrousoxide posted:

Maybe focus on some goods you can obtain easily enough and sell them to buy minerals?

Or if you have the pops to do it, you should be able to buy minerals, produce alloys, and sell a portion of the alloys to pay for the cost of the minerals needed to make them and take the extra as profit.

Constantly using the market to make my empire function well is not a good answer, it should be optional to a well structured empire, not essentially required because of weird limitations to layout. It's literally as easy as adding a hydroponic farm style building for minerals and energy, and probably 4 more building slots to accompany that. I should be able to tailor my basic resource output past the explicit allowances of the planets I have access to once I have the materials to do so.

Mazz fucked around with this message at 20:27 on Dec 8, 2018

Ham Sandwiches
Jul 7, 2000

Mazz posted:

The problem is that you basically linearly scale up your resource drains as you do your additions in a lot of cases, especially robots. In 2.1 or before I could be producing thousands of excess minerals and energy per month by 2300-2350 because the economic gains were much more exponential to spending. It's not like that now, and you can carry this weird balancing act very deep into a game in a way that doesn't really let you move on to big naval fleets and giant war focuses without a ton of micro all the way through.

There honestly does need to be more ways to get basic resources that don't incur equal penalties as the game gets deeper on. More resources from jobs is one but it also more buildings that just provide jobs without district and more building slots, like the 20 baron added. The economics need to scale more exponentially to make the late game end game more focused on combat and not empire micro.

Yeah it seems like Mazz has run into the same thing. I'll just add a bit for people that haven't tried machine empires. Minerals are heavily used for robots. They are used for research, they are used for alloys, they get used to make more robots which you need to fill the jobs, they are used for a whole lot of stuff. So when you scale up minerals to get more alloys you need more pops to cover the increased unity and research costs, which is great, but the additional research also uses more minerals, and the pops need minerals, so basically your mineral use keeps going up if you are trying to scale up your alloy production in a pretty serious way. You can only stockpile so many minerals and you need to maintain a certain rate and trying to increase it always hurts your empire a bit. It feels quite constraining to try to get out of the mineral shortage.

It's nice that the econ doesn't break by 2350. I really do mean that, when the econ would break in release / 2.0 by giving you unlimited money, the game got boring. I like the new tight design. The minerals bottleneck for robots is the only part that felt excessively harsh, everything else can be worked around.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Mazz posted:

Constantly using the market to make my empire function well is not a good answer, it should be optional to a well structured empire, not essentially required because of weird limitations to layout.

Why should you not have to use the market? It's there to let you focus on what your empire can do the best so that you don't end up being unable progress or recover from losses.

I don't actually know if my suggest method is feasible mind you. The market fees may eat up any potential profit you could make and oversupply of the alloy market may cut you sale price (or undersupply of minerals may make the raw materials cost too much)

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Nitrousoxide posted:

Why should you not have to use the market? It's there to let you focus on what your empire can do the best so that you don't end up being unable progress or recover from losses.

I don't actually know if my suggest method is feasible mind you. The market fees may eat up any potential profit you could make and oversupply of the alloy market may cut you sale price (or undersupply of minerals may make the raw materials cost too much)

Because the market should be able short term problem fixing for a late game empire, like buying a shitload of alloys to rebuild a fleet. There's no real reason I should feel mandated to set up monthly mineral purchases simply because I cannot in make enough to sustain a late game machine empire which uses minerals for essentially all production lines.

Again, the fix is really pretty simple, mines/power plants coming back in the same function as hydroponics do now; adds job slots in a building slot without any additional penalties (other than the building slot). This literally already exists for food, and you can convert that food to energy. It's just minerals that cannot be boosted this way, which doesn't really make a ton of sense comparatively.

Mazz fucked around with this message at 20:35 on Dec 8, 2018

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Ham Sandwiches posted:

Yeah this right here. There's no building that lets you get minerals or energy, you can only do it through districts. It feels like there should be, given the limited slots and all the other costs / drags.

Mineral Processing Center is a building and Energy Grid is a building. Both have upgrades and take building slots and increase their respective workers output planet-wide and provide jobs of their respective type.

Having to use the market to cover the shortfalls that you're not good at producing is literally the point of the new update. You're not supposed to be good at producing everything. You're good at some things and not good at other things (and what those things are can shift as your empire develops) and the market is for using the thing you are good at to cover for the things you're not.

vvvWell I'd strongly disagree with that. Getting a planet with a lot of possible mines or power is supposed to be a good thing. If you can just build cities and manual mines and powerplants on every planet, no matter the deposits, what's the point of deposits? And for that matter, what's the point of Hives and Machine Worlds? Everyone always complained planets weren't distinct enough and now that they are, people are clamoring for buildings that take their distinctiveness away again.

DatonKallandor fucked around with this message at 20:35 on Dec 8, 2018

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

DatonKallandor posted:

Mineral Processing Center is a building and Energy Grid is a building. Both have upgrades and take building slots and increase their respective workers output planet-wide.

Food has both a processing center for planet wide increases and a repeatable farm that just adds job slots. The other 2 should work the same way. Add some other penalty like -research or something, but basically I should be able to make planets that actually produce a large mineral/energy surplus without having to flat ignore building slots and the majority of my population capacity to do so. Just filling the mining districts, turning off population growth and ignoring the majority of the planet's capacity is a very lovely answer.

Robots cannot currently do anything like this before making everything a machine world, which is just way too limited.

Mazz fucked around with this message at 20:37 on Dec 8, 2018

distortion park
Apr 25, 2011


I like the new monthly market order system. Gives more scope for playthroughs to be different. Self sufficient space communists vs free trading megacorps who refuse to mine their own minerals

Mayor Dave
Feb 20, 2009

Bernie the Snow Clown
I think I got a bug. I'm playing as a hive mind, and I got an anomaly that spawned two rudimentary robots on one of my worlds. The only problem is, the only slavery type available to me is livestock, so these robots are getting "eaten". What's worse is that I have the xenophage diplomacy modifier for it, and I can't even drive them out of my empire because literally all of the citizenship options for them are grayed out.

ZypherIM
Nov 8, 2010

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

Mazz posted:

The problem is that you basically linearly scale up your resource drains as you do your additions in a lot of cases, especially robots. In 2.1 or before I could be producing thousands of excess minerals and energy per month by 2300-2350 because the economic gains were much more exponential to spending. It's not like that now, and you can carry this weird balancing act very deep into a game in a way that doesn't really let you move on to big naval fleets and giant war focuses without a ton of micro all the way through.

There honestly does need to be more ways to get basic resources that don't incur equal penalties as the game gets deeper on. More resources from jobs is one but it also more buildings that just provide jobs without districts, like hydroponic farms already do for food slots, and more building slots, like the 20 baron added. The economics need to scale more exponentially to make the late game feels less like a long version of the early/mid and something different. 2.1 and before did this fine, but 2.2 doesn't really feel like it does as far as I've seen.


Constantly using the market to make my empire function well is not a good answer, it should be optional to a well structured empire, not essentially required because of weird limitations to layout.

The penalties aren't to resource production though? The penalties are also not different from 2.1 expanding your production base through taking territory, planets, or building habs/ringworlds.

I haven't messed with robots, maybe the balance on them is a bit screwy or something.

One thing to note for your machine empire: you don't have to worry about consumer goods, so while you're using minerals for making dudes you also don't have to fit anyone into jobs to make consumer goods. Normal empires have to supply consumer goods for the people, and their research labs run off those instead of raw minerals.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Mazz posted:

Because the market should be able short term problem fixing for a late game empire, like buying a shitload of alloys to rebuild a fleet. There's no real reason I should feel mandated to set up monthly mineral purchases simply because I cannot in any way make enough to sustain a late game machine empire.

Again, the fix is really pretty simple, mines/power plants coming back in the same function as hydroponics do now; adds job slots in a building slot without any additional penalties (other than the building slot). This literally already exists for food, and you can convert that food to energy. It's just minerals that cannot be boosted this way, which doesn't really make a ton of sense comparatively.

Was going to respond to your earlier post, but (a) I haven't tried robots yet, and Wiz has said they're underbalanced, and (b) why do you think the market is a short term fix? I don't recall any of the developers ever saying that. Empires being entirely self-reliant is a weird 4X trope that doesn't correspond to anything in the real world.

Hellioning
Jun 27, 2008

Mazz posted:

Food has both a processing center for planet wide increases and a repeatable farm that just adds job slots. The other 2 should work the same way. Add some other penalty like -research or something, but basically I should be able to make planets that actually produce a large mineral surplus without having to flat ignore building slots and the majority of my population capacity to do so. Robots cannot currently do anything like this before making everything a machine world, which is just way too limited.

I don't think it's a fair comparison. There are no mining stations that give food, you can get energy from trade value, and you can deal with a lack of minerals far more than you can deal with a lack of food. Robot empires don't even need to deal with food, which makes getting energy and minerals a lot easier.

Why do you think you should be able to get the benefits of a rural, mining world without having to make the sacrifices that such a world entails?

Ham Sandwiches
Jul 7, 2000

DatonKallandor posted:

Mineral Processing Center is a building and Energy Grid is a building. Both have upgrades and take building slots and increase their respective workers output planet-wide and provide jobs of their respective type.

Having to use the market to cover the shortfalls that you're not good at producing is literally the point of the new update. You're not supposed to be good at producing everything. You're good at some things and not good at other things (and what those things are can shift as your empire develops) and the market is for using the thing you are good at to cover for the things you're not.

This seems like great advice, having played a machine empire to 2350 I can tell you that the Minerals situation is kinda annoying and it's not like any of the other resources. So it's strange to get this sort of generic "use the market!!" advice when yeah dude, I've been using it since it got created, you can't really plug the minerals hole with a market. Especially given that you need to set up machine worlds so much of your market use will be by necessity selling stuff for energy to get the 10k to convert to machine worlds in the first place.

quote:

One thing to note for your machine empire: you don't have to worry about consumer goods, so while you're using minerals for making dudes you also don't have to fit anyone into jobs to make consumer goods. Normal empires have to supply consumer goods for the people, and their research labs run off those instead of raw minerals.

Yes, it's exactly this fact that research labs for robots use minerals that make minerals the bottleneck. You can make consumer goods through buildings, you can't make minerals through buildings.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

ZypherIM posted:

The penalties aren't to resource production though? The penalties are also not different from 2.1 expanding your production base through taking territory, planets, or building habs/ringworlds.

I haven't messed with robots, maybe the balance on them is a bit screwy or something.

One thing to note for your machine empire: you don't have to worry about consumer goods, so while you're using minerals for making dudes you also don't have to fit anyone into jobs to make consumer goods. Normal empires have to supply consumer goods for the people, and their research labs run off those instead of raw minerals.

You do have to supply amenities on a per planet basis, which is different but uses minerals as well. Try a machine empire, there's just a real lack of mineral inflow as you scale up that I think could be easily fixed. I know they said they aren't balanced well I'm just stating my case more or less. A mine style building that works like a farm would be a very workable solution IMO, because you have to devote planets to it and it takes time to scale up, but actually does scale up in a way that lets you break out into the end game.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Ham Sandwiches posted:

This seems like great advice, having played a machine empire to 2350 I can tell you that the Minerals situation is kinda annoying and it's not like any of the other resources. So it's strange to get this sort of generic "use the market!!" advice when yeah dude, I've been using it since it got created, you can't really plug the minerals hole with a market. Especially given that you need to set up machine worlds so much of your market use will be by necessity selling stuff for energy to get the 10k to convert to machine worlds in the first place.


Yes, it's exactly this fact that research labs for robots use minerals that make minerals the bottleneck. You can make consumer goods through buildings, you can't make minerals through buildings.

This is a very correct answer. If you haven't played a machine empire to 2350, the problem just isn't really going to have the same scope I think. Minerals are a bottleneck that is not easily fixed because you have no way to just "add" them without some very dumb gimmick planet builds.

Also Q =/= E

TalonDemonKing
May 4, 2011

Baronjutter posted:

It's not the best work of interface modding but it's working for me anyways




https://steamcommunity.com/sharedfiles/filedetails/?id=1585468194

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pokie
Apr 27, 2008

IT HAPPENED!

^^^ Holy gently caress, that's great. Thanks for sharing!

I recall someone posted about Consecrated Worlds benefits earlier. How do I even tell what amount of a boost I get?

pokie fucked around with this message at 20:44 on Dec 8, 2018

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