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Fister Roboto
Feb 21, 2008



Planetary AI decided to promote this pop even though there are no jobs available for him. Now he's loving useless for the next five years :thumbsup:

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ZypherIM
Nov 8, 2010

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

Fister Roboto posted:



Planetary AI decided to promote this pop even though there are no jobs available for him. Now he's loving useless for the next five years :thumbsup:

Luckily you should be resettling pops to this planet anyways, which will give you building slots and a variety of new jobs.

Are you running an AI mod? Haven't had that happen to me before, though I guess it could be an edge case with a liason officer job slot on a colony.

Fister Roboto
Feb 21, 2008

No gameplay mods installed.

Also this was going to be a mining colony, so I don't really want any specialist jobs there in the first place.

Automatic, instant pop promotion is just dumb as gently caress.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

just slap on a robot plant

ZypherIM
Nov 8, 2010

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

Fister Roboto posted:

No gameplay mods installed.

Also this was going to be a mining colony, so I don't really want any specialist jobs there in the first place.

Automatic, instant pop promotion is just dumb as gently caress.

When you upgrade your colony building you get ruler and specialist jobs. You'll be wanting something that generates amenities as well (besides clerks) and those are specialists. There are probably some other ones I'm not thinking of off hand.

Fister Roboto
Feb 21, 2008

You guys know I'm not asking for advice, right? I know how to deal with the problem within the game just fine. The issue is that this shouldn't be happening in the first place because

Fister Roboto posted:

Automatic, instant pop promotion is just dumb as gently caress.

MaxieSatan
Oct 19, 2017

critical support for anarchists
I would rather have automatic instant pop promotion than unused alloy forges and holo-theaters when I really need amenities and ships, tbh

Preston Waters
May 21, 2010

by VideoGames

Fister Roboto posted:



Planetary AI decided to promote this pop even though there are no jobs available for him. Now he's loving useless for the next five years :thumbsup:

This happens to me too once in a blue moon. Still haven't figured out the cause / effect or I'd report it to bugfix.

Fister Roboto
Feb 21, 2008

At the very least they should add a way to instantly demote a pop rather than having them sitting around being useless for five years because they don't feel like working at Space Arby's. That would solve a ton of problems.

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?

Fister Roboto posted:



Planetary AI decided to promote this pop even though there are no jobs available for him. Now he's loving useless for the next five years :thumbsup:

The one mod I'm running is one that reduces demotion by 90%

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

it was probably caused by some aspect of the subterranean chain changing the job and for some reason a new pop was promoted into it instead of the old pop continuing on.

most jobs have a 1.5x attraction bonus to pops already employed in the job to - I believe - avoid this issue, might be fucky around the edges with event jobs. The different types of event jobs might be different actual jobs with the same name.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Fister Roboto posted:

At the very least they should add a way to instantly demote a pop rather than having them sitting around being useless for five years because they don't feel like working at Space Arby's. That would solve a ton of problems.

Something that would be nice is for pop promotion/demotion to be instant for colonies, and then once the world is established, to start adding in the longer wait times.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

kinda feel like colonist jobs shouldn't be Ruler spectrum, also

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Zurai posted:

Yep. Base pop growth is 3.0 per month, and all pop growth percent modifiers are additive, so +5% is +0.15 pop per month. You need 100 pop points to grow a new pop, so that's 666.66666.... months, or 55.55555... years.

It's worse than this though, right, because pop growth doesn't overflow?

Magil Zeal
Nov 24, 2008

Fister Roboto posted:

At the very least they should add a way to instantly demote a pop rather than having them sitting around being useless for five years because they don't feel like working at Space Arby's. That would solve a ton of problems.

I remember seeing an idea floated by somone at Pdox they were looking into having a grace period after a pop promotes where for a time it can instantly demote back to where it was. Hopefully that's a high priority when they get back.

Magil Zeal fucked around with this message at 22:11 on Jan 5, 2019

Zurai
Feb 13, 2012


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

TheDeadlyShoe posted:

it was probably caused by some aspect of the subterranean chain changing the job and for some reason a new pop was promoted into it instead of the old pop continuing on.

Yep, this is what happened. The Portal Researcher job got changed to a Portal Liason job, which made the previous Portal Researcher unemployed and opened up a new Specialist slot, which the Worker happily took. That's the problem, it doesn't grab unemployed Specialists before promoting people from Workers.


TheDeadlyShoe posted:

kinda feel like colonist jobs shouldn't be Ruler spectrum, also

They aren't, they're Specialists, which makes sense,

Rincewinds
Jul 30, 2014

MEAT IS MEAT

Descar posted:

Built my first colossus, and promptly declared war to crack a planet..
Fly right to their capital and start the doom-weapon, while my fleets smashes whatever..

And sitting here waiting, watching as the timer goes down, then.. Kaboom! wait? nothing happened?
Only to have my colossus only turn the citizens to Spiritualist instead..

"He said he wanted them to find their maker."
"Did you ask if he meant, meet their maker?"
"Remember what happened last time he thought someone was lippy?"

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




Yeah the AI seems to be even worse in my game. Two of my allies are at war with one of my neighbours. Each ally is stronger than the neighbour alone, let alone together. The war has been going on for several years now, and neither ally has moved their ships from their homeworld to the front. One of them has lost two planets already. From the looks of it, they only sent one fleet, representing a quarter of their military power, to try and stop it.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I don't understand why the war AI has gotten so bad because all the big changes happened in 2.0 in that regard, nothing has really changed in terms of the basics of the war AI. It used to be fine, not great, but fine enough. I feels like someone at paradox missed one little thing that's made it so the AI can no longer "see" enemy fleets/stations anymore or something, some minor bug that's totally crippled the AI's ability to pick targets and understand the battlefield in any way.

Like, I get why the economy is poo poo because the whole thing was gutted and replaced, but why is the fleet/war AI so bad suddenly?

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I am also still a bit confused on how to keep colonies happy, its all about Amenities now? Can't just make your empire luxury space communism and just ignore it anymore, but you have to make sure there's enough amenities to go around and keep everyone happy?

Also, will ships automatically use L Gates like they use wormholes when travelling?

Lastly, I normally play iron man to prevent myself from the temptation of cheating, also for achivements, but it's saying "checksum changed", though i haven't changed my mods lately, and I was able to do it before.

twistedmentat fucked around with this message at 08:25 on Jan 6, 2019

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




Baronjutter posted:

I don't understand why the war AI has gotten so bad because all the big changes happened in 2.0 in that regard, nothing has really changed in terms of the basics of the war AI. It used to be fine, not great, but fine enough. I feels like someone at paradox missed one little thing that's made it so the AI can no longer "see" enemy fleets/stations anymore or something, some minor bug that's totally crippled the AI's ability to pick targets and understand the battlefield in any way.

Like, I get why the economy is poo poo because the whole thing was gutted and replaced, but why is the fleet/war AI so bad suddenly?

One thing I've noticed is that the AI seems to leave fairly big fleets (sometimes half their total fleet strength in early game) patrolling for pirates. I think it's forced to leave those fleets on patrol, then makes calculations on what to with the rest of the fleet or something.

But yeah, it does seem unable to see enemy fleets or something.

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




twistedmentat posted:

I am also still a bit confused on how to keep colonies happy, its all about Amenities now? Can't just make your empire luxury space communism and just ignore it anymore, but you have to make sure there's enough amenities to go around and keep everyone happy?

Yes, and you have to do this on every planet individually.

quote:

Lastly, I normally play iron man to prevent myself from the temptation of cheating, also for achivements, but it's saying "checksum changed", though i haven't changed my mods lately, and I was able to do it before.

The 2.2.2 patch rolled out a few days ago. It could be that?

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Lead out in cuffs posted:

Yes, and you have to do this on every planet individually.


The 2.2.2 patch rolled out a few days ago. It could be that?

I didn't have any problems after Megacorps was installed, just happened the other day. Probably some mod isn't properly updated or something.

That's what I figured. I ended up building Holotheaters, gene clinics and residences that seemed to fix things. The worst was when I accepted brain slugs and half my population rejected it. The great brain slug wars were bloody and saw multiple worlds laid waste on both sides.

But we were victorious and we found our true joy with the brain slugs. All glory to the brain slugs.

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

Lead out in cuffs posted:

One thing I've noticed is that the AI seems to leave fairly big fleets (sometimes half their total fleet strength in early game) patrolling for pirates. I think it's forced to leave those fleets on patrol, then makes calculations on what to with the rest of the fleet or something.

But yeah, it does seem unable to see enemy fleets or something.

I suspect this has a lot to do with it, but the AI does seem a lot easier to bait into stations now than previously. Although I have had the AI declare war on me when there was only one heavily fortified route into my space, and then do nothing for the entire war because lots of its fleet was on patrol and the remainder wouldn't have been able to beat the starbase.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


I got the Galatron!

...playing with mods :saddowns:

ZypherIM
Nov 8, 2010

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

Aethernet posted:

I suspect this has a lot to do with it, but the AI does seem a lot easier to bait into stations now than previously. Although I have had the AI declare war on me when there was only one heavily fortified route into my space, and then do nothing for the entire war because lots of its fleet was on patrol and the remainder wouldn't have been able to beat the starbase.

I think there is an issue with the AI not properly tracking your fleet location when considering attacking a station. Like you can jump into a system with the enemy fleet that is avoiding you, and have the AI decide to attack the station of the system you just left and pathing through your fleet instead of pulling out of the system and avoiding your fleet.

Bar Ran Dun
Jan 22, 2006




I kind of like how a ecumenopolis is awesome but feels like this hungry thing one has to feed, that can crater ones economy if one does it wrong. I think it might be my favorite thing from Le Guin.

binge crotching
Apr 2, 2010

Shugojin posted:

I got the Galatron!

...playing with mods :saddowns:

The galatron is a tiny bit op. The relations bonus is crazy, and every year or so you get a random bonus to something.

One of the modifiers is broken though, the food bonus gives you minerals instead in 2.2.3

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."
Would you say the Galatron is.....Pay 2 Win?

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

BrandorKP posted:

I kind of like how a ecumenopolis is awesome but feels like this hungry thing one has to feed, that can crater ones economy if one does it wrong. I think it might be my favorite thing from Le Guin.

To me this applies to the whole 2.2 economy. My forge worlds must be sated, and having drained my local worlds of every mineral they can offer, I must capture those of others to feed my ever-expanding furnaces.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

BrandorKP posted:

I kind of like how a ecumenopolis is awesome but feels like this hungry thing one has to feed, that can crater ones economy if one does it wrong. I think it might be my favorite thing from Le Guin.

This is a thing I have mixed feelings on. I think Ecumenopolises are probably too powerful and essential but on the other hand the industrial metropole that demands raw resources is very evocative and cool.

They probably should just be a regular tech, they’re too drat essential.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Captain Oblivious posted:

This is a thing I have mixed feelings on. I think Ecumenopolises are probably too powerful and essential but on the other hand the industrial metropole that demands raw resources is very evocative and cool.

They probably should just be a regular tech, they’re too drat essential.

Yeah, I wish they were just things that naturally evolved over time based on how your developed your planets rather than such a binary thing.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

BrandorKP posted:

I kind of like how a ecumenopolis is awesome but feels like this hungry thing one has to feed, that can crater ones economy if one does it wrong. I think it might be my favorite thing from Le Guin.

A thousand worlds were the granary of Trantor...

hobbesmaster
Jan 28, 2008

Anticheese posted:

A thousand worlds were the granary of Trantor...

They should’ve just built one ring world

Sultan Tarquin
Jul 29, 2007

and what kind of world would it be? HUH?!
Is there any way to disallow slavery on your founder species while still taking slaver guilds? It feels weird to me having slaves of my own species when I'm a barbaric despoiler who's going to raid other empires for slaves.

Epicurius
Apr 10, 2010
College Slice

Anticheese posted:

A thousand worlds were the granary of Trantor...

A fleet of ships greater in number than all the war fleets the Empire had ever supported landed their cargoes on Trantor every day to feed the forty billions of humans.

a fatguy baldspot
Aug 29, 2018

Sultan Tarquin posted:

Is there any way to disallow slavery on your founder species while still taking slaver guilds? It feels weird to me having slaves of my own species when I'm a barbaric despoiler who's going to raid other empires for slaves.

Should be under species rights, change their citizenship to citizens only. Or whatever. Gonna piss off your authoritarian factions tho.

Smiling Demon
Jun 16, 2013

Palemdromes posted:

Should be under species rights, change their citizenship to citizens only. Or whatever. Gonna piss off your authoritarian factions tho.

Don't think this works with slavers guilds? That civic is implemented somewhat problematically.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

are you guys doing something critically important with your 7 ascension perk slots or what, why does everything need to not be an ascension perk? ;p

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Staltran
Jan 3, 2013

Fallen Rib
Ecumenopoleis are basically always going to be your third perk, which is a tad silly. Also, you only get 8 slots with all traditions and Ascension Theory, which is very late in the game. And once you get Ascension Theory you might decide to stop taking traditions and just use ambitions instead. If you always pick Arcology Project for your third perk (and why wouldn't you) it removes a lot of variety. Especially since Clone Vats make Engineered Evolution so strong too. Even without that I'd guess that people use their 2nd and 4th slots on ascension paths the vast majority of the time. If you do (something)-first Ascension path perk-Arcology-complete Ascension path in every non-Gestalt game, that's pretty samey. Especially since most games probably end at 4-5 perks unlocked. For example I just conquered the home system of an Awakened Empire with 4 tradition trees completed+Ascension Theory, and even if I play to the end I'm probably not going to complete another tree.

e: Also, consider that the last tradition tree costs slightly less unity than the first five trees combined (even assuming you go through them one tree at a time). The sixth tree costs more than as the first four trees combined. Even if you decide to complete all trees, the last couple perks will be slow to get. And you raise your ambition costs too, when you already have the traditions and perks you really wanted, so it's likely not worth it mechanically.

second edit: realized I made a typo in the function, fixed wording in first edit (seventh tree is actually a bit cheaper than the first five combined, not a bit more expensive, sixth tree only about 1.2 times first four combined)

Staltran fucked around with this message at 23:41 on Jan 6, 2019

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