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i just picked up stellaris again after a couple years. i'm playing as DE robots, with migration policy = off. i've got some planets with unemployed pops which i didn't get around to resettling myself because i was fighting a war. i go back to check on those planets and the pops are gone. where did they go? did they disappear or did they move to another planet?
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# ? May 7, 2021 18:17 |
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# ? May 8, 2024 05:13 |
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Mr. Fall Down Terror posted:i just picked up stellaris again after a couple years. i'm playing as DE robots, with migration policy = off. i've got some planets with unemployed pops which i didn't get around to resettling myself because i was fighting a war. i go back to check on those planets and the pops are gone. where did they go? did they disappear or did they move to another planet? Now that you mention it, does migration policy affect auto resettlement?
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# ? May 7, 2021 18:21 |
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Yami Fenrir posted:"Unemployment is intended to be a thing." If it was meant to be a thing then it should not have a little red pop-up on my loving sidebar. Like literally all they would need to do is remove that indicator or change the color and my brain wouldn't give a poo poo about unemployment anymore.
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# ? May 7, 2021 18:23 |
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Gort posted:It is bizarre that a game set in the far future, where all the trends of automation show us that fewer and fewer actual people will be required to perform work, is rooted in some kind of early 1900s values where leaders look desperately for any way to get their people to breed faster to fill the factories Well it's tricky because any truly simulationist game would be mostly clerks and specialists. It's like how there's as many American coal miners as there are American Panda Express clerks. Still, I'd certainly be interested in what it would be like to rebalance Stellaris or other 4X games to better reflect real-world economies. Viewing the American job market in Stellaris job terms is sort of interesting. Trying to factor in unemployment would be tricky, since US unemployment numbers are kind of crap and also don't include students, but you'd have about as many Unemployed as Clerks or Managers: Education and health services (Culture Worker / Medical Worker): 23% Wholesale and retail trade (Clerk): 13% Professional and business services (Manager): 13% Manufacturing (Artisan): 10% Leisure and hospitality (Entertainer): 8% Construction (Metallurgist): 7% Financial activities (Merchant): 7% Transportation and utilities (Technician): 6% Other services (Soldier): 5% Public administration (Bureaucrat): 5% Information (Researcher): 2% Agriculture and related (Farmer): 2% Mining, quarrying, and oil and gas extraction (Miner): .5% https://www.statista.com/statistics/200143/employment-in-selected-us-industries/ Kaal fucked around with this message at 19:10 on May 7, 2021 |
# ? May 7, 2021 18:23 |
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How are u posted:If it was meant to be a thing then it should not have a little red pop-up on my loving sidebar. You could also just close your planet views. Then you can't see the red icons anymore This saved my sanity more then once
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# ? May 7, 2021 18:28 |
Splicer posted:Buffed? Yes. Good? Nah. They were marginal as a trade empire with the buff clerks are in fact good as trade empire marginal otherwise. Nuclearmonkee fucked around with this message at 18:39 on May 7, 2021 |
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# ? May 7, 2021 18:34 |
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Tarnop posted:It's in the tooltip when you mouse over planet size on the planet screen HelloSailorSign posted:What bothers you about egalitarian runs? Largely the only thing that bothers me these days about democracies are the regular elections. I found you can have all xeno pops on Residence and the egalitarian faction is still largely happy, meaning you can gene mod your main species into good ruler/leader traits and the rest of the xenos into better worker/specialist pops. With shadow council, even influencing the elections isn't that bad at all and, once you get towards mid game, the xenophile +/- egalitarian faction almost always wins so you can somewhat game that system to get a preferred leader in. Then, the auto resettle option made moving pops around not a chore any more, especially with the social welfare/shared burdens/utopian abundance living styles. I can decide to cut down on my planet overabundance by just cutting all the jobs and in a year or so (with a transit hub in the system, which will also slow come new patch but it's still largely fine), everyone's moved off to a different world and the planet goes uninhabited. Yami Fenrir posted:I usually play with rapid breeder and one 2-point trait like intelligent as well as pop housing. I do usually give my pops full citizenship though. So I probably get an egalitarian faction anyway, they're just not unhappy with me. For civics I usually end up grapping Dip Corps and Mining Guilds.
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# ? May 7, 2021 20:00 |
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I believe firmly despite my inability to prove it that any energy or resources spent on trying to match pops to their ideal jobs will never, ever pay off dividends worth the time and energy expended. I trust the algorithm to handle that poo poo and gene/robomod everyone into generally useful traits. Rakket want to join? Sure fine whatever, better than an empty seat.
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# ? May 7, 2021 20:19 |
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I really liked how robot pops worked on tiles, you could specialize them real well, and then shortly after they introduce robot gestalts they remove tiles "robots can easily be specialized for their jobs by using drill attachments to mine" flavour, gone
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# ? May 7, 2021 20:25 |
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It was a micro-intensive nightmare back then, too.
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# ? May 7, 2021 20:29 |
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The way forward is to give up the flesh for the gleaming efficiency of an all robot populace.
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# ? May 7, 2021 20:33 |
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Cease to Hope posted:It was a micro-intensive nightmare back then, too. nah. early on it was a bit, but early on nothing's really happening anyway, and later on you colonized the planet and clicked up to 25 times depending on tile count and that was it i'm not saying tiles were better but robots definitely lost something when they removed them
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# ? May 7, 2021 20:35 |
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Truga posted:nah. early on it was a bit, but early on nothing's really happening anyway, and later on you colonized the planet and clicked up to 25 times depending on tile count and that was it The fact that you aren't seeing the faces of the pops in your empire constantly certainly takes something away in terms of attachment
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# ? May 7, 2021 20:49 |
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Truga posted:shortly after they introduce robot gestalts they remove tiles I mean, it was like a full 15 months between those two things. Though that is but a fraction of the total time Stellaris has been in active development so I kinda get where you're coming from
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# ? May 7, 2021 20:51 |
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Thanks to machine worlds I'll just make the planet into a robot. Problem solved. Also I didn't even consider trying Ringworld Robots until yesterday and it's a *very* powerful start for machines. You begin the game already producing 20-something alloys and a fuckton of energy creds, with all building slots unlocked.
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# ? May 7, 2021 20:54 |
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So one of the reasons I really liked the empire-wide pop soft-cap was that it reduced the amount of planet micro by making it more viable to play with fewer planets ... afaict that’s been born out in actual play but I’m curious what others experience has been
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# ? May 7, 2021 20:55 |
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LordMune posted:I mean, it was like a full 15 months between those two things. Though that is but a fraction of the total time Stellaris has been in active development so I kinda get where you're coming from Hey LordMune, just wanted to pop in and say the latest beta patch owns, the slider for empire pop-penalty is great since that that was literally the one thing I hated and now I can remove it and still get cheevos Snagged "No Khan Do" just now on a Rogue Servitor game! The less jobs is also great! I did conquer an AI planet with like 25+ unemployed pops, they where a small Egalitarian empire that had been invaded a bunch of times tho so I think it was refugees filling it up.
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# ? May 7, 2021 20:57 |
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fashionly snort posted:So one of the reasons I really liked the empire-wide pop soft-cap was that it reduced the amount of planet micro by making it more viable to play with fewer planets ... afaict that’s been born out in actual play but I’m curious what others experience has been Even when I pick up more planets I only have to manage a few of them since I can fire and forget a bunch of them as ~25 pop sex planets that spit out farmboys to go work in my big city specialist planets.
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# ? May 7, 2021 21:02 |
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Yeah, I don't want my persistent bitching to detract from the game being loving awesome now.
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# ? May 7, 2021 21:03 |
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Noir89 posted:Hey LordMune, just wanted to pop in and say the latest beta patch owns, the slider for empire pop-penalty is great since that that was literally the one thing I hated and now I can remove it and still get cheevos Snagged "No Khan Do" just now on a Rogue Servitor game! Thanks, glad you're enjoying it! That is a lot of unemployment so refugees sounds like a likely cause, but we're continuing to tweak the AI.
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# ? May 7, 2021 21:07 |
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I forget the name but in my current xenophobe/slavery game I've got whatever it is that lets you move pops around with no influence cost (and the energy cost is certainly not limiting). Not actually authoritarian, but I'm micromanaging colonies so no influence ties in with the style. I think a better equivalent for egalitarian would be to display it better more than anything else - sort of like the old way pops migrated where they decided to move and then got a progress bar. So they could decide straight away to move planets, there's a bar filling up for when that actually happens (and you can affect the rate through tech/policies etc). It could even add a variable amount of progress each tick if you want it to be a bit less rigid. And while they are moving like that, have a panel somewhere which shows the queue, and let me click the pops in the queue to instantly transfer them for an extra fee. If you wanted, you could get the egalitarian flavour on it by not allowing the player to move pops who haven't chosen to move themselves, as long as those other bits were painless enough. Scikar fucked around with this message at 21:24 on May 7, 2021 |
# ? May 7, 2021 21:22 |
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This single-system game is hilarious. I found Shallash and... moved. Fun Fact: The Horizon Event repairs every moon! You end up with two 25-ers and six habitable moons.
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# ? May 7, 2021 21:27 |
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Aethernet posted:Yeah, I don't want my persistent bitching to detract from the game being loving awesome now.
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# ? May 7, 2021 21:47 |
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I still struggle at endgame but in the interim I'm getting some hilarious stories. My most recent game playing a Megachurch got the event where I was gifted 4 Ratchet pops. I used them to colonize some tomb worlds and then genetically modified their bad traits away. Now there are more of them than my original race and they run the corp. Also they're psionic now and one of them is the chosen one.
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# ? May 7, 2021 21:58 |
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LordMune posted:Thanks, glad you're enjoying it! I am almost 100% sure it was, this is not a very nice galaxy for refugees! 2 Hiveminds, 3 Machine Intelligence, a bunch of my old Authoritarian civs and two poor egalitarians, both my old civs and both ravaged by wars
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# ? May 7, 2021 22:21 |
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scaterry posted:It's a negative binomial distribution with p = 0.95, right? So the mean is pr/(1-p) = 19 months, the standard deviation is sqrt[pr/(1-p)^2] ~ 19 months. Considering resettling a pop requires 100 energy and 10 influence, that's sorta like employing them as a 5 energy, 0.5 influence job to move somewhere better. With a 10% resettlement chance, it was a 10 energy, 1 influence job, so I think the nerf is justified. Good point Also really glad that they're addressing the crime lord deal; that's been a problem for way too long.
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# ? May 7, 2021 22:58 |
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Aethernet posted:Yeah, I don't want my persistent bitching to detract from the game being loving awesome now. 100%. There are a lot of ways Stellaris could still use more depth and interaction, but the recent changes are so drat good. Dev team is doing a lot of great work.
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# ? May 7, 2021 23:06 |
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AAAAA! Real Muenster posted:I like playing monospecies empires because of some form of OCD, I guess. The game makes me feel like I need to manage what pops are where, and if I have multiple species where some have bad traits I just want them gone because I dont want to deal with it. I like painting the galaxy map not dealing with pops. If I could make sure that my pops with Traditional worked Unity producing jobs and pops with science traits worked science jobs I would care a lot less. Ah, yeah, I'm almost exactly the opposite. I absolutely love having a highly diverse population, and I try to maintain some flavor of each species when I gene mod them. I don't just do a one and done for every pop that's not in the ruling species. So for example, species that came with the traits for better farmers/miners/technicians, each species will keep that, gain Robust, maybe strong/very strong, and then some flavor. Maybe the farmers have solitary. Maybe the miners get communal. Species that came with +science tech keep those, the society ones get traditional, the physics ones might also get ingenious. The strong or +defensive army havers? They get gene modded into super soldiers. Just this absolutely chaotic collection of maintaining some of their old manners yet becoming better. Since I usually have large Gaia, ecumenopoli, or ring world colonies as major production centers, they wind up taking pops from everywhere and it seems like folks pick the jobs they're good at? Except in the ruler and leader pops, they get Erudite, Fertile, traditional, and charismatic. Sometimes I'll throw decadent on there. Splicer's got a good point about not fully abandoning planets. I've been doing that. I should make them breeder worlds instead. Good point.
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# ? May 7, 2021 23:35 |
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If you only have one system, the Chameleon Field event can pop without giving you the archaeological site.
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# ? May 7, 2021 23:50 |
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Has anyone ever made a mod where you can pacify the amoebas or the crystals without being Xenophiles or Pacifist?
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# ? May 7, 2021 23:51 |
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Cease to Hope posted:Also, Research Institutes (the non-gestalt one-per-planet lab booster building) aren't destroyed when you conquer a planet, and stack with your Planetary Supercomputer. I'm going to be really mad if the 6 script bugs I've reported and included fixes for go completely ignored in the bug reporting forum and don't get cleaned up this patch cycle, but it looks like Devs/QA are actually active in the forums now
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# ? May 8, 2021 00:12 |
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ShadowHawk posted:This is clearly a scripting bug. I went ahead and reported it - it looks like it probably applies to the inverse case as well. Please add your comments / bugs to the AI feedback thread if relevant, I feel like this is the last chance to fix the AI
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# ? May 8, 2021 00:21 |
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Any pop mechanics based on jobs or housing or migration paradox tries to implement are immediately undermined by manual resettlement and manual job management. Both of those things need to go for the planet mechanics to ever get to a fun place.
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# ? May 8, 2021 01:53 |
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I'm playing unmodded, Conformist, Fanatic Materialist + Egalitarian, Intelligent, Natural Engineer, Repugnant, rock people who took One Vision as their first Ascension Perk. Are you guys telling me that none of you ever have to deal with this bullshit? Because I will *never* be able to get rid of these factions now. edit: like... I thought going with the Traditional perk made getting spiritualist pops more likely but maybe I'm just broke brained. I dont loving know anymore but I'm really tired of my games getting derailed by having to deal with 45% of my pops being in wrong-ethics factions 15 years into a game. This is a permanent handicap on all of those pops' happiness and therefore productivity and it pisses me the gently caress off. AAAAA! Real Muenster fucked around with this message at 01:58 on May 8, 2021 |
# ? May 8, 2021 01:56 |
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Not really! I tend to play authoritarian/slavers and so factions happen to other people; I just get ~2 factions at max happiness as everyone else is a slave and has no say. edit: rarely I'll play something else, and I'll end up being really ban-happy on the faction suppression. Seriously fek dissenting opinions, I'll burn the empire down rather than deal with pissants being pissy. Serephina fucked around with this message at 02:02 on May 8, 2021 |
# ? May 8, 2021 01:59 |
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What do the tooltips on the ethics at the top of the factions screen say? Sometimes it's just temporary and they'll sort themselves out over time (but you have to reload to update their happiness because of another bug), but some of the reasons for ethics drift aren't immediately obvious, like having charismatic alien pops on your planets seems handy for entertainers, but they'll cause a drift towards xenophile. I thought that was kind of the point though, if you want a harmonious and uniform society you have to beat it into shape. I would have thought conservative + one vision would keep you in decent alignment though.
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# ? May 8, 2021 02:16 |
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hasn’t pop shifting been broken for years or was that really fixed
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# ? May 8, 2021 02:23 |
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pmchem posted:hasn’t pop shifting been broken for years or was that really fixed Once the faction exists, it's hard to kill it dead even if you suppress it the entire game and take literally every +governing ethics attraction modifier the game offers you. The "faction exists" is just that strong. Due to a separate bug (that honestly I hope doesn't get fixed) it looks like suppressing a faction doesn't actually cost influence any more. However my preferred fix would be to lower the built-in attraction from active faction (or remove it entirely), and make suppression cost influence again.
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# ? May 8, 2021 02:30 |
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Serephina posted:Not really! I tend to play authoritarian/slavers and so factions happen to other people; I just get ~2 factions at max happiness as everyone else is a slave and has no say.
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# ? May 8, 2021 02:36 |
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# ? May 8, 2024 05:13 |
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AAAAA! Real Muenster posted:Thats why I'm so annoyed! When I play Authoritarian and I enslave people, 50%+ of my pops go Egalitarian! And I keep it so my species is the only species not enslaved!! First galaxy slaver problems
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# ? May 8, 2021 03:00 |