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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
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# ? Jan 5, 2019 20:10 |
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# ? Apr 24, 2024 08:49 |
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Fister Roboto posted:
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.
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# ? Jan 5, 2019 20:16 |
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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.
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# ? Jan 5, 2019 20:19 |
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just slap on a robot plant
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# ? Jan 5, 2019 20:25 |
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Fister Roboto posted:No gameplay mods installed. 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.
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# ? Jan 5, 2019 20:40 |
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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 becauseFister Roboto posted:Automatic, instant pop promotion is just dumb as gently caress.
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# ? Jan 5, 2019 20:46 |
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I would rather have automatic instant pop promotion than unused alloy forges and holo-theaters when I really need amenities and ships, tbh
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# ? Jan 5, 2019 20:48 |
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Fister Roboto posted:
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.
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# ? Jan 5, 2019 20:48 |
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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.
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# ? Jan 5, 2019 20:49 |
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Fister Roboto posted:
The one mod I'm running is one that reduces demotion by 90%
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# ? Jan 5, 2019 21:00 |
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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.
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# ? Jan 5, 2019 21:10 |
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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.
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# ? Jan 5, 2019 21:12 |
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kinda feel like colonist jobs shouldn't be Ruler spectrum, also
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# ? Jan 5, 2019 21:15 |
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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?
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# ? Jan 5, 2019 21:25 |
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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 |
# ? Jan 5, 2019 21:33 |
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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,
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# ? Jan 5, 2019 22:12 |
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Descar posted:Built my first colossus, and promptly declared war to crack a planet.. "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?"
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# ? Jan 5, 2019 23:23 |
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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.
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# ? Jan 6, 2019 06:09 |
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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?
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# ? Jan 6, 2019 07:19 |
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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 |
# ? Jan 6, 2019 08:21 |
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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. 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.
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# ? Jan 6, 2019 08:45 |
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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?
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# ? Jan 6, 2019 08:46 |
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Lead out in cuffs posted:Yes, and you have to do this on every planet individually. 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.
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# ? Jan 6, 2019 09:28 |
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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. 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.
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# ? Jan 6, 2019 10:28 |
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I got the Galatron! ...playing with mods
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# ? Jan 6, 2019 15:00 |
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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.
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# ? Jan 6, 2019 17:43 |
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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.
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# ? Jan 6, 2019 18:53 |
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Shugojin posted:I got the Galatron! 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
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# ? Jan 6, 2019 19:25 |
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Would you say the Galatron is.....Pay 2 Win?
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# ? Jan 6, 2019 20:14 |
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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.
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# ? Jan 6, 2019 21:30 |
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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.
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# ? Jan 6, 2019 21:36 |
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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. 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.
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# ? Jan 6, 2019 21:48 |
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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...
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# ? Jan 6, 2019 21:57 |
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Anticheese posted:A thousand worlds were the granary of Trantor... They should’ve just built one ring world
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# ? Jan 6, 2019 22:00 |
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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.
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# ? Jan 6, 2019 22:39 |
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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.
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# ? Jan 6, 2019 22:42 |
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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.
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# ? Jan 6, 2019 22:45 |
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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.
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# ? Jan 6, 2019 22:53 |
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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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# ? Jan 6, 2019 22:58 |
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# ? Apr 24, 2024 08:49 |
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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# ? Jan 6, 2019 23:19 |