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Kenlon
Jun 27, 2003

Digitus Impudicus
So many things have been made better with 2.0 that the lack of a proper event log and pause option settings is even more jarring than it used to be. Which is a shame.

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Kenlon
Jun 27, 2003

Digitus Impudicus
I really like the fact that you now need to base multiple fleets around your empire once you start to get big. Much better than the old doomstack.

Kenlon
Jun 27, 2003

Digitus Impudicus
I've been watching the complaints about the new economy with bemusement. It's pretty much a textbook simulation of an industrializing economy, just in space.

You start out producing raw materials, and only raw materials, because that's all you can do efficiently. Don't bother building much in the way of alloy/consumer goods production - maybe one of each on every planet, if you must. Dipping into the market will be a regular thing at this point, both for fleet/starbase construction and topping up your consumer goods stockpile. Because you're going to be focusing on raw materials, you can both use the encourage growth decision and run Nutritional Plentitude, giving you 35% growth speed boost.

Once you've hit the point where you are running out of jobs for your pops, even with all districts built on all colonies (should have three or four colonies at this point, most likely), then you can start to really industrialize and move to trade value for energy production. You should never find yourself falling short on resources, outside of emergencies, and even then you should still have a positive income almost all of the time.

Kenlon
Jun 27, 2003

Digitus Impudicus

Demiurge4 posted:

150 minerals is way too much, shut down a mine and build a foundry, you've now turned 2 workers into specialists.

That's astonishingly easy to solve; don't do that.

Don't remove mineral districts. If you want to make an alloy production world, either do it on a completely new world, or build forges on an existing world when you've filled in all the available jobs.

Kenlon
Jun 27, 2003

Digitus Impudicus

TheDeadlyShoe posted:

Extraction focused economies seem much more stable. If you're eking out as many alloys as you possibly can via production your economy is pretty drat fragile, especially when you become heavily dependent on motes and such.

You can be very stable with a heavy consumer goods/alloy focus, you just have to get there after building a very solid base of resource extraction. Almost like how industrialization works in the real world - funny thing, that. . .


Smiling Demon posted:

For me fluctuation is usually due to a job shift. I upgrade, say, the alloy forge and it rips five technicians from their jobs and now I'm down energy. If I'm recklessly building/upgrading multiple buildings things can tank hard.

This is because resource extraction and resource processing don't belong on the same planet. It's very simple to do: All worlds start out as resource gathering worlds - max out all districts, use building slots very sparingly - growth boosters/unity buildings, mineral/energy/food bonuses if there are more than six districts of a particular type - leaving plenty of slots open until you hit the point where you start getting unemployed pops.

From that point, you can start to specialize the planet further. Planets with enough resource districts to max out their district count are best left as they are - use their slots for housing (since you won't have room for cities) and low pop-count buildings. Gas/crystal/mote synthesis buildings, resource silos, fortresses to up your naval cap, all of those are good choices.

Planets with low resource district counts, on the other hand, are your industry/research/commerce powerhouses waiting to happen. You have plenty of room for cities in their district limit, and you can specialize hard into whatever the planet is designated to produce without impacting resource extraction much at all.

This is the most efficient way to do things, but does have vulnerabilities - if you have all your alloy/consumer goods production in a a handful of Forge/Industrial Worlds, then getting those worlds sieged can put a serious hurt on your economy, even if they aren't taken, due to devastation penalties. (This is another reason why Owlfancier's "having consumer goods doesn't add any choices" is utter nonsense, but I digress.)

If you are more concerned with resiliency, and less with getting MAX POWER out of your planets, you can go for a more balanced approach - every planet gets one alloy forge, one research center, one civilian factory, on top of maxing out your resource districts, filling in spare room with commercial districts for heavy trade production so you can get the spare energy to buy up the resources you are inevitably going to be short on due to not hyperspecializing.

Kenlon fucked around with this message at 11:20 on Dec 11, 2018

Kenlon
Jun 27, 2003

Digitus Impudicus

Aethernet posted:

Truth. Perhaps buffing the specialisation buildings would be preferable, to ensure that by midgame you can really ramp up production, but you're still constrained early on.

On maxed out forge worlds, the Ministry of Production is already really drat good. And the resource extraction boosters are ludicrously great when you specialize planets for them. (My Space Communist Utopia has a world with something like 20 mining districts on it, and it can pretty much fuel my entire alloy/CG output on it's own.)

Kenlon
Jun 27, 2003

Digitus Impudicus
Hey, Baronjutter - do you have that demographics/pop growth mod you were talking about up on the Workshop or something?

Kenlon
Jun 27, 2003

Digitus Impudicus

Fister Roboto posted:

There are so many variables in this system now that it's going to be insanely hard to optimize things and be proactive rather than reactive.

Once you've played a few games through, it becomes very easy to tell at a glance if a world is going to be suited only for resource extraction or if it's going to be suitable for development into something else, and if so, what. The only time you have to be reactive is when dealing with wars, pretty much, since both losing and gaining planets are incredibly destabilizing to your economy. (Which I really, really appreciate.)

Kenlon
Jun 27, 2003

Digitus Impudicus
I just wish they'd fix ethic shifting to actually, you know, work.

Kenlon
Jun 27, 2003

Digitus Impudicus

PittTheElder posted:

Minerals crunch? From the instant the Galactic market opens minerals should cost basically nothing. I routinely see them going for .40 energy each.

That's the opposite of my experience. Alloys and CGs are always dirt cheap, with minerals being expensive. Are you using any AI mods?

Kenlon
Jun 27, 2003

Digitus Impudicus

AAAAA! Real Muenster posted:

Oh my god yeah. They really need to do away with the popups and timed events and just have a little window for the "active events and treaties" on the left-hand side of the screen, or something.

I just want a goddamn event log back, but we'll never get that.

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Kenlon
Jun 27, 2003

Digitus Impudicus

And yet they still have not, and probably never will, given us a proper log like we used to have in older Paradox games.

Kenlon fucked around with this message at 03:55 on Apr 18, 2023

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