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Bedurndurn posted:I don't know if this is your specific issue, but I kept getting caught by this exact scenario: lol so don't loving build 10 jobs at once it ain't rocket ...economics
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# ? Dec 8, 2018 01:33 |
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# ? Jun 24, 2024 07:49 |
Jay Rust posted:I just had a president’s mandate be “have a monthly surplus of 20 energy”, I hit +36 and kept it there, election came around and still said I failed, so I dunno I could be wrong, I've failed all the resource ones and only achieved "build some districts" or "build some space stations," but I assumed it was because they dropped in the last few months and I wasn't able to build up in time. An easy way to test the consumer goods mandate would be to shut off labs for the last couple months. The recalculation effect that happens at the monthly switch over might have something to do with it. There's also a few based on the military too I think. I might have succeeded in upping mineral income but I can't remember now.
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# ? Dec 8, 2018 01:34 |
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The planetary features for an Earth start are extremely good.
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# ? Dec 8, 2018 01:36 |
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Gyshall posted:new soundtracks are nice Mine keeps cutting off and I have no idea why. I don't know if it's speeding up / slowing down, or the tutorial voice or the advisor voice or what?
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# ? Dec 8, 2018 01:38 |
Sedisp posted:The planetary features for an Earth start are extremely good. Same. Altho speaking of features I had a kelp blocker over a rugged forest. I like to think it's because alien planets are ALIEN AS gently caress and it wasn't some oversight. This forest obviously is some kinda super misty mangrove zone and the kelps have hydrogen filed air bladders
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# ? Dec 8, 2018 01:41 |
Now that we’re no longer constrained by the tile UI I’d love a mod that expanded the range of planet sizes. I’d be so stoked if every few games I zoned into a solar system with like a size 45 planet, even if it’d probably gently caress late game balance in a way.
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# ? Dec 8, 2018 01:48 |
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Preston Waters posted:lol so don't loving build 10 jobs at once
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# ? Dec 8, 2018 01:48 |
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Something that is easy to miss is that you can adjust your generation rate of commodities and alloys in your policy menu: Even production, or -25% to one for +15% to the other. Some empires don't default to balanced, or if you're struggling to get more of one you could move this around. Also in policies you can change your trade from being 100% energy to being 50% energy and either consumer goods or unity. Also the new expansion tree seems just too rocking to pass up for first tree. Everything is useful given how early you can colonize now, and while the other trees are good nothing else is adding pop growth or reduced starbase influence.
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# ? Dec 8, 2018 01:51 |
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I'm enjoying this into the midgame. It's nice to fight a war and have a big battle and realize I can't just spam replacement ships, making alloys both precious and making wars a bit more decisive and more strategically interesting. It also makes any system with space alloys incredibly valuable. Maybe because I've played a lot of EU4, HOI4, and god help me, HOI3, I don't find this system terribly unintuitive. There's a good reason why my resource production shifts and as long as I have a decent energy reserve I can use the internal/galactic market to make up the shortfall. I will say that I was surprised when my capital, which had a weak chance at becoming the galactic trade market centre, became the galactic trade market centre. Lucky or did the AI not contest the process? Not sure. Consecrated worlds seem to almost always roll well, which I think a developer popped in to say he'd have a look at earlier in the thread. Also maybe there should be a way to "lock" a certain amount of pops into basic resource jobs so building new specialist buildings doesn't cause an empire-wide brownout or crop failure. Dreylad fucked around with this message at 02:00 on Dec 8, 2018 |
# ? Dec 8, 2018 01:53 |
Anno posted:Now that we’re no longer constrained by the tile UI I’d love a mod that expanded the range of planet sizes. I’d be so stoked if every few games I zoned into a solar system with like a size 45 planet, even if it’d probably gently caress late game balance in a way. Also bring back tiny moons but they get a high chance of amazing modifiers from orbiting gas giants or massive ultra poison worlds or turbo mars
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# ? Dec 8, 2018 01:57 |
I got a first pres with both expansionist and the one that makes buildings cheaper and faster. Went hard into expansion and the the ascension that decreases the influence even more. hosed myself tho. A scientist got sniped by the abandoned fortress and I'm restricted by survey speed, not alloys or influence.
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# ? Dec 8, 2018 02:01 |
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Also it seems to me that the AI either doesn't work in a game or it does. Looking at a few planets I was about to bombard they're not built as well as I might be able to, but they've built buildings, they have pops working etc. Dunno.
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# ? Dec 8, 2018 02:06 |
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Turns out all four criminal pops on this shithole are robots.
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# ? Dec 8, 2018 02:12 |
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Psionic shields are worthless now unless you actually have Zro to build it with. Can't even buy psionic cocaine on the market either.
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# ? Dec 8, 2018 02:15 |
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Hey, can anyone confirm that rebels, enlightened species, and other Fresh Starts seem to not build shipyards and thus cant do anything space related? Vassal only started building ships when I gave it a shipyard station, and a species i enlightened never did anything in space and when i integrated them their station just had anchorages for their zero ships. Hot take: remove naval cap now that alloys are precious soooo precioooous
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# ? Dec 8, 2018 02:17 |
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The most entertaining part of 2.2 so far is BaronJutter only being able to 95% optimize their empire and having a huge issue with it.
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# ? Dec 8, 2018 02:18 |
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I'm having a unique issue with crime due to the new pop growth mechanics. Buy slaves to a planet. Slaves raise crime on planet. Build enforcer buildings. Slaves take up my single pop growth slot. I'm now prevented from from growing my own race, and thus can't fill specialist slots (Such as enforcers). I know I can turn on pop controls but this feels kinda dumb.
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# ? Dec 8, 2018 02:22 |
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The AI seems to be working fine for me - I'm playing on admiral and regularly getting wrecked. Also, I can't help but think refugees might be a bit broken - in my latest game I set all refugees welcome, and there's a fanatical purifier purging the far side of the galaxy. I'm gaining pop fast. I'm kind of confused about everyone complaining about being unable to stop population growth, though - even with the refugees incoming my worlds are nowhere near full.
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# ? Dec 8, 2018 02:24 |
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you can set 'priority' races on a planet, im not sure if this counts as a population control or not. It does penalize your pop growth though.
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# ? Dec 8, 2018 02:28 |
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TalonDemonKing posted:I'm having a unique issue with crime due to the new pop growth mechanics. Maybe resettle in some brutes to keep the locals down?
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# ? Dec 8, 2018 02:28 |
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God I hate having a criminal empire on the map. It's like clockwork that I go to war, enjoy a truce period of 0 crime, then they go right back onto all my planets. How do I regime-change these fuckers? They're a bit far away, I wish there was just a simple "stop being criminals" CB that let me change them to some other corporate type. Just like wiz has said in the past that everyone says they want espionage but no one wants it done against them, criminal corporations feel the same way. Fun to play, an annoying pain in the rear end to have on the map otherwise.
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# ? Dec 8, 2018 02:29 |
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SniperWoreConverse posted:What's your generator district situation? Can you build more? Do you have un worked slots in the ones you do have? Try looking at your planets and reducing priority for your non-generator jobs. Idk. Growing colonies don't drain anything, but when they finish they'll be a drain until they get some pops working.
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# ? Dec 8, 2018 02:29 |
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Bedurndurn posted:I don't know if this is your specific issue, but I kept getting caught by this exact scenario: Don't let them all go be artisans. Just tell them to stay in the mines. Then only new pops will start in the artisan factory
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# ? Dec 8, 2018 02:37 |
Aleth posted:
Fuckin hackers got us
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# ? Dec 8, 2018 02:39 |
Realizing a space economy simulator is exactly what I wanted. All the systems seem pretty intuitive to me, and to be honest, the jobs situation is fairly realistic. Opening up more opportunities for people to move up the societal ladder will of course motivate people to move up the societal ladder. One of the chief concerns when it comes to employment in Norway is that a lot of people consider menial jobs to be below them. Rural areas with factory and farming jobs are abandoned because it's very easy to move to urban areas and pursue an academic career. Give the people hiking shoes, and they're gonna hike. Edit: hmm, no they're not. Give the people an elevator and they're gonna elevate.
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# ? Dec 8, 2018 02:40 |
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I built a bunch of the upgraded Alloy Forges, not realizing they required motes for upkeep. My stockpile ran out, and I started taking a -25% efficiency bonus to workers. No big deal I figure, I don't need the alloys all that badly right now. Except turns out that it's every worker in my entire empire. All because I lacked 1 mote.
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# ? Dec 8, 2018 02:43 |
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I think exploration->domination, as long as you're not needing to go fight a huge war right away, might be my favored opening. I'd love to see an argument for anything over exploration as it stands. Domination isn't as strong as some of the other trees in some aspects, but +1 influence is huge, and the straight -33% tile blocker cost is something you're going to want sooner or later.PittTheElder posted:I built a bunch of the upgraded Alloy Forges, not realizing they required motes for upkeep. My stockpile ran out, and I started taking a -25% efficiency bonus to workers. No big deal I figure, I don't need the alloys all that badly right now. You should be able to turn off your upgraded forges and maybe retool some of them back to normal ones while you work out how many you can actually afford.
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# ? Dec 8, 2018 02:49 |
First time encountering the caravaneers, bought enough coinz for one loot box and scored 2000 society research. Ace.
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# ? Dec 8, 2018 02:50 |
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Are you allowed to accept refugees from rival empires? It's relatively early-game and I'm playing xenophile space communists with refugees welcome. Anyways, we ran into a criminal megacorp and rivaled them for being disgusting capitalists (and for criming up my previously pristine homeworld), had ourselves a nice little cold war and tensions were escalating some, and then out of loving nowhere these Fanatic Purifiers blast in, completely crush them, and start genociding them. They deserved it, obviously, but I do feel bad that this entire species is about to go extinct, especially because I was planning to invade and absorb them for colonizing cold planets with. Because of the rivalry, am I just not going to get refugees from them despite being right next door with refugees welcome?
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# ? Dec 8, 2018 02:53 |
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Man, at some point your housing/jobs just go through the roof. Like, I went from having to check all my planets for ones that were almost full up on jobs or housing every five minutes to only needing to do it for my newly developed colonies because suddenly city districts give 3 more housing and one more job each. I have 15 extra jobs and 20 free housing in my capital. Also, resort worlds are great. Giving up one planet's worth of useful stuff in exchange for 25% migration everywhere else is absolutely worth it.
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# ? Dec 8, 2018 02:54 |
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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.
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# ? Dec 8, 2018 02:59 |
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Can anyone explain how vassalize CB's work exactly? I was under the impression from past experience and the tool tip that in a status quo peace any colonized systems I took would break off and become a vassal. I just invaded all but one of the criminal empire's worlds and sued for a white peace and nothing happened, they are whole. Did I need to have had claims on those systems? They'd cost like 999 each! I know that newly created vassals will have your own ethos/government, but if you're vassalizing a criminal empire whole does it switch them away from a life of crime? Are you at least protected from your vassal's criminal activities?
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# ? Dec 8, 2018 03:03 |
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ZypherIM posted:You should be able to turn off your upgraded forges and maybe retool some of them back to normal ones while you work out how many you can actually afford.
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# ? Dec 8, 2018 03:05 |
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PittTheElder posted:Yeah I did that, plus I just bought some motes on the market. But drat, it's a bit insane that missing a single rare resource cripples everything else in your economy. Well running out of any resource hits you really hard. In other news, it looks like culture shock is a flat amount, instead of scaling based on how advanced they were. These medieval birds are taking as long to integrate and some post-atomics from another game I invaded.
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# ? Dec 8, 2018 03:09 |
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ZypherIM posted:This was from last night, but I believe as long as you have the tech you don't need to build anything. Go into your specialization workers and see if you've got a dude working the gas well job. That is how it worked for the odd factory I got from that event (just generated 1 specialist job that made 4 alloys for whatever upkeep). I got the goddamn odd factory on a barren world for some reason. It wasn't the only one either -- I've gotten several modifiers on inhospitable planets that are obviously meant for ones you can colonize. And no, they aren't terraforming candidates neither.
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# ? Dec 8, 2018 03:10 |
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There desperately needs to be a "branch office planner" interface that shows all available worlds for Branch Offices and their value like a colonization planner. Having to manually search each planet for the best return is maddening.
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# ? Dec 8, 2018 03:13 |
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"All available worlds" is literally every single planet in a normal empire in the galaxy so that would probably get unmanageably crowded, but something to sort the top dozen most valuable or something might work
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# ? Dec 8, 2018 03:15 |
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I used 3x habitable planets and that seems excessive with this new update. o.o
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# ? Dec 8, 2018 03:16 |
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cheesetriangles posted:
build your borders next to them and enjoy the free poo poo you get from their events
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# ? Dec 8, 2018 03:19 |
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# ? Jun 24, 2024 07:49 |
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Fun fact: If you Vassalize a criminal syndicate they keep all their branch offices on your worlds.
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# ? Dec 8, 2018 03:25 |