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Kestral posted:This is definitely true. I suppose my complaint is that all that spread-out micro feels no more meaningful than tile-clicking did, but takes up even more time, when I'd rather be doing literally anything other than managing planets, the hands-down least interesting part of Stellaris. If the sector AI in the upcoming patch is good enough to mitigate that I'll be astonished, given its track record, but here's hoping. Here is my most recent game: I am the "Kizgin Katil" Fanatic Spiritualist + Authoritarian Byzantine Bureaucracy + Police State Another advantage of the whole Domestic Servitude thing is that when you colonize a new world you can just immediately dump a couple main species and then up to 10 pops in slaves from your other worlds without negatively affecting your economy by any tangible amount (since there will be a bunch of Slaves not doing any specific job other than making amenities by being unemployed). I dont do Nihilistic Acquisition or Barbaric Despoilers because I just conquer their poo poo, enslave them, ship 'em off to other planets, then just either abandon the planet or keep it with a minimum number of pops until I can terraform it to my preference. Also, I have a naming scheme for my planets - you can see it in the outliner. I start off alphabetically until that becomes an annoyance and I also but something to indicate the type of planet it is to me (regardless of the automated "Mining World" or whatever the game can give it). The single character indicators is one of the three main district types: E for Energy, M for Mining/Minerals, and F for Food/Farming - if it is a bigger planet it can get two of these. Then the sets of two characters is the second tier resource the planet makes based on buildings: CG for Consumer Goods, RD for Research and Development, AL for Alloys, RR for Rare Resources. Thus when I need to build something on one of those planets I dont have to think, I just look at the designation, click what I feel is appropriate at that moment, then move on with my life. I just really wish there was a hotkey for "Next Planet" on the planetary interface. The game badly needs more hotkeys. AAAAA! Real Muenster fucked around with this message at 16:33 on Mar 31, 2019 |
# ? Mar 31, 2019 16:30 |
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# ? Jun 5, 2024 03:00 |
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The game needs to restore the hotkey fpr science rather than the loving expansion planner, the latter I only use about twice per game to find terraforming candidates.
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# ? Mar 31, 2019 17:04 |
The console version has a next planet button (the center pad on PS4) and it owns. I honestly cannot believe how well the console port works. The controls are perfect. Stuttering and slowdown is minimal when it occurs, which isn’t often. There are a few things I miss from Pc version, namely the ability to put an order at the top of the queue, the ability to upgrade a building to its max level, and I can’t find the Jump button for my jump drive ships at all. Tiles suck tho. I also miss aggressive stance for armies, but that wasn’t yet available in the pc version 1.7 either, so I can’t complain too much.
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# ? Mar 31, 2019 17:12 |
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Do Full Citizen pops kick Resident pops out of their jobs? I keep getting unemployed specialists on planets with tons of open worker jobs, and while I could migrate them all to Fen Habbanis, I also don't want to lose building slots.
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# ? Mar 31, 2019 19:26 |
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Well. poo poo. Guess there is a thing as too much armor. The answer is when it loops back around
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# ? Mar 31, 2019 20:11 |
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Guilliman posted:It's really not that bad now though. Where's you used to have to click a lot to upgrade buildings at one time every few techs it's now more spread out. (and I feel it's overall less clicky click micro). The issue is that before at some point you could put literally every planet but your capital in a sector, and the AI would take care of it. You didn't have to worry or think about it, you just let the sector ai deal with everything including building space resources, while you dealt with expansion. You can't do that anymore, which means that the number of clicks stays the same as the game goes on.
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# ? Mar 31, 2019 20:31 |
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dogstile posted:gently caress reading 1100 posts, sorry, questions have likely been asked. ConfusedUs posted:Don't think so. From a few pages back but what's with feudal empires not working? Was about to start a game as one.
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# ? Mar 31, 2019 20:58 |
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Fixed armor issue by editing my save, had to lower "tech_repeatable_improved_armor_output = 33" to 20 Go planet fucker! Go!
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# ? Mar 31, 2019 21:31 |
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gently caress SNEEP posted:From a few pages back but what's with feudal empires not working? Was about to start a game as one. Feudal is explicitly allowing vassals to expand on their own. Its broken where they don't unless its been fixed recently
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# ? Mar 31, 2019 21:58 |
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winterwerefox posted:Feudal is explicitly allowing vassals to expand on their own. Its broken where they don't unless its been fixed recently
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# ? Mar 31, 2019 22:19 |
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winterwerefox posted:Feudal is explicitly allowing vassals to expand on their own. Its broken where they don't unless its been fixed recently I haven't tested it in several versions, nor have seen anyone else talk about it. I believe that it seemed that your vassals don't get teh AI difficulty bonuses, which means their economy gets wrecked hard.
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# ? Mar 31, 2019 22:33 |
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binge crotching posted:The issue is that before at some point you could put literally every planet but your capital in a sector, and the AI would take care of it. You didn't have to worry or think about it, you just let the sector ai deal with everything including building space resources, while you dealt with expansion. Who actually put all their planets in a sector though, the sector AI was infamously bad
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# ? Apr 1, 2019 01:02 |
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ZypherIM posted:I haven't tested it in several versions, nor have seen anyone else talk about it. I believe that it seemed that your vassals don't get teh AI difficulty bonuses, which means their economy gets wrecked hard. Yeah AI vassals get the player bonuses which leads to them being useless. Dynamic Difficulty (mod) can change this though and I'd highly recommend at least one run with it.
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# ? Apr 1, 2019 01:09 |
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Crazycryodude posted:Who actually put all their planets in a sector though, the sector AI was infamously bad I did, but only after the first say 5-6 planets were developed by hand (my core worlds). After that it was all sector, all the time.
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# ? Apr 1, 2019 01:18 |
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Crazycryodude posted:Who actually put all their planets in a sector though, the sector AI was infamously bad Yeah I really only put the already developed worlds into sectors to click the yellow arrows for me. Worlds that were being filled I've always managed manually.
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# ? Apr 1, 2019 01:55 |
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I wish you could queue up a few things to build and set it to make the next one whenever an unemployed pop appears. Part of that would be reliant on getting rid of gating building slots behind pop numbers, though, but good riddance to that stuff anyway. And especially good riddance to that artificial 10 pop half growth start to every planet, that poo poo needs to go too.
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# ? Apr 1, 2019 02:40 |
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What do I do when my planets don't have housing for everyone? I've gotten all the techs that add housing and my only solution right now is to replace stuff with Luxury Housing, but that's not going to work for long unless I want to completely remove all my resource sources on planets.
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# ? Apr 1, 2019 03:33 |
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twistedmentat posted:What do I do when my planets don't have housing for everyone? I've gotten all the techs that add housing and my only solution right now is to replace stuff with Luxury Housing, but that's not going to work for long unless I want to completely remove all my resource sources on planets.
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# ? Apr 1, 2019 03:39 |
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AAAAA! Real Muenster posted:You named your only options. Otherwise you can let the pops overflow the housing and job availability which will generate emigration push but not do much else. I would just pay to move the pops offworld. Guess I'll start building more habitats. Everyone wants to live in my Fully Automated Luxury Space Communist empire. Its clearly not gay because there's a lot of kids being born.
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# ? Apr 1, 2019 03:45 |
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twistedmentat posted:What do I do when my planets don't have housing for everyone? I've gotten all the techs that add housing and my only solution right now is to replace stuff with Luxury Housing, but that's not going to work for long unless I want to completely remove all my resource sources on planets.
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# ? Apr 1, 2019 03:47 |
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Could you post a screenshot of one of your planets that's having this issue? It's hard to figure out what you could be doing with all those pops. Ultimately the answer is city districts. Resource districts only give enough housing for their workers, so you need to build cities to house the workers that run your buildings. Are you specialising your planets? If not, you should be - you don't need to utilise every basic resource district available; and even if you do use them early on, it can be a good idea to pave over some of them for more cities as the planet grows.
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# ? Apr 1, 2019 03:47 |
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Anyone tried Planetary Diversity's "unique worlds" starts? The mod advertises them as having special districts, deposits, and unique jobs, but after several restarts to test them with no other mods enabled, all I'm seeing are slightly larger (Size 23-26) planets with admittedly very cool visuals. Do the planetary uniques spawn with event chains, something like that? Edit: To clarify, I'm seeing the +4 Agri/Energy/Minerals districts on the unique worlds, but nothing else. Kestral fucked around with this message at 04:07 on Apr 1, 2019 |
# ? Apr 1, 2019 03:55 |
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Jabor posted:Could you post a screenshot of one of your planets that's having this issue? It's hard to figure out what you could be doing with all those pops. It's most of them so I was looking for more general advice. I am producing tons of everything so I can probably replace some of the energy and food districts with city districts. My Empire got penned in, and they're super nice hippies so they aren't going to go on wars of conquest, and am not in any risk of being invaded by any of my neighbours so no wars there. Maybe something will happen where I can get some new territory, but rigt now I'm limited by Habitats and once I unlock my last ascension slot, ringworlds and Dyson Spheres.
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# ? Apr 1, 2019 04:11 |
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Well you only need to hyperurbanize a handful of worlds. Do you have an Ecumenopolis? If not, get one, make all your surplus workers Metallurgists, and go conquer some more space.
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# ? Apr 1, 2019 04:16 |
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I think I found one, I'll have to check next time I play. Funny thing, I have a planet that is not growing, its a Tomb World (it wasn't origonally, I had robots blow it up when I invaded to retake it from them).
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# ? Apr 1, 2019 04:36 |
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twistedmentat posted:It's most of them so I was looking for more general advice. I am producing tons of everything so I can probably replace some of the energy and food districts with city districts. My Empire got penned in, and they're super nice hippies so they aren't going to go on wars of conquest, and am not in any risk of being invaded by any of my neighbours so no wars there. Maybe something will happen where I can get some new territory, but rigt now I'm limited by Habitats and once I unlock my last ascension slot, ringworlds and Dyson Spheres. Yeah, if you're just running out of housing but have plenty of jobs or districts to spare then just build some city districts. Even a completely rural world is going to need at least a few city districts just to house the people working for your non-district buildings
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# ? Apr 1, 2019 05:12 |
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Also I find luxury housing is a niche thing to build, and you should probably avoid most of the time. Does too little to be worth a whole building slot. The only times I find it to be worth it is on tiny resource worlds with +15% mineral modifiers or whatever; in that case it's useful.
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# ? Apr 1, 2019 05:44 |
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I generally let my planets stop growing at around 80 pop for small ones or until I run out of district slots for larger worlds. You get the last building slot at 75 pop and the capital building at 80, so they get pretty sharply into diminishing returns there - you can keep growing them by converting districts to cities (for housing/amenities) and upgrading buildings (for jobs) but I usually find it not worth the micromanagement. I'll agree that I seldom build luxury housing - I need those building slots for jobs more than housing. I guess it might be a niche use on a small size planet with room for lots of resource districts, so you don't want cities. Letting them keep growing and resettling the pops is also an option if your empire policies allow resettlement. Bremen fucked around with this message at 06:02 on Apr 1, 2019 |
# ? Apr 1, 2019 06:00 |
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PittTheElder posted:Also I find luxury housing is a niche thing to build, and you should probably avoid most of the time. Does too little to be worth a whole building slot. The only times I find it to be worth it is on tiny resource worlds with +15% mineral modifiers or whatever; in that case it's useful. Totally. Sometimes I'll build luxury housing as the very last thing that I do before turning off population growth. Since it provides housing and a little bit of amenities it can be a tiny bit of optimization to build 1 luxury housing instead of 1 specialist building for amenities + 1 housing district Also, resort worlds
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# ? Apr 1, 2019 06:05 |
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I have to say, it has been a delight watching the carefully crafted web of federations in my galaxy come tumbling down. My game just reenacted the start of WWI in space.
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# ? Apr 1, 2019 06:21 |
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I have been demolishing the resource districts on a lot of planets and replacing them with cities, and its working. But I can't build Cityplanets because I didn't take the perk. Oh how the hell do you get nanites? I have played dozens of a games of this and have literally never seen them anywhere. I would think they'd be in the L Gate Builders area, but nope.
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# ? Apr 1, 2019 07:55 |
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twistedmentat posted:I have been demolishing the resource districts on a lot of planets and replacing them with cities, and its working. But I can't build Cityplanets because I didn't take the perk. I’ve found Nanites twice in a row in the L-Gate system. Maybe you were bugged or just unlucky?
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# ? Apr 1, 2019 09:23 |
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twistedmentat posted:What do I do when my planets don't have housing for everyone? I've gotten all the techs that add housing and my only solution right now is to replace stuff with Luxury Housing, but that's not going to work for long unless I want to completely remove all my resource sources on planets. Automatic pop migration. Very handy if you have planets that just crank out pops and you don't want to manually tell them "well move to another planet, idiot!" https://steamcommunity.com/sharedfiles/filedetails/?id=1617534169 Gigastructures! https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237 Orbital Arcology adds city districts to a world Or you could build Gigaringworlds!
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# ? Apr 1, 2019 10:27 |
Ak Gara posted:Automatic pop migration. Very handy if you have planets that just crank out pops and you don't want to manually tell them "well move to another planet, idiot!" When you're over compensating.
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# ? Apr 1, 2019 11:13 |
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Communist Bear posted:When you're over compensating. I mean even as a species with mega boosts to reproduction rate the regular ones take too long to fill up. It's cool though. Also I'm pretty sure I made this as a ship in GalCiv 2 with each ring rotating slightly differently. GOD I miss Spaceship Lego Game
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# ? Apr 1, 2019 11:19 |
Ak Gara posted:Automatic pop migration. Very handy if you have planets that just crank out pops and you don't want to manually tell them "well move to another planet, idiot!"
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# ? Apr 1, 2019 11:26 |
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Ak Gara posted:Automatic pop migration. Very handy if you have planets that just crank out pops and you don't want to manually tell them "well move to another planet, idiot!"
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# ? Apr 1, 2019 12:38 |
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I've yet to hit problems of running out of houses across the galaxy, but I also take city-planets every goddamn game because you are an absolute fool if you don't. EDIT: Ringworlds are trash also why would you want more of them??? ProfessorCirno fucked around with this message at 13:00 on Apr 1, 2019 |
# ? Apr 1, 2019 12:46 |
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That’s just taking the worst part about ringworlds and multiplying it. Just make ringworlds a single unit with custom districts already.
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# ? Apr 1, 2019 12:48 |
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# ? Jun 5, 2024 03:00 |
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Make the UI capable of handling arbitrary amounts of buildings. Set ringworld buildings and districts to 255 You get one extra planet unique slot for every 15 other buildings
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# ? Apr 1, 2019 13:02 |