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Boot and Rally
Apr 21, 2006

8===D
Nap Ghost
I'm confused about how to manage worker pops. How do I move a pop from Technician to Farming? I can reduce the priority of technician but I have no control over where that pop goes.

E: I see it now, you have to very carefully manage which jobs are available. The Dev Diary said they wanted to reduce the micromanaging aspect of the population, but this seems to have turned one click into 10+ clicks. Weird. Maybe I'm not supposed to worry about it at all and let my resource production be inefficient?

Boot and Rally fucked around with this message at 19:36 on Dec 9, 2018

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Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

ZypherIM posted:

You don't worry about it. You should only have a couple open job slots at a time anyways, so the 'inefficient' production should be very minimal. Like you build a farming district, that opens 2 farming jobs. If you have a poo poo-ton of miners you might have one or even two move over to try to balance out the production a bit, but otherwise those jobs will fill as your dudes grow.

What you don't want to do is to build a bunch of farm districts at once. Remember that you're paying upkeep on every district you build, so you're literally pissing money away and micromanaging extra for no reason.


If you flood yourself with jobs higher up on the strata (specialist, ruler) then pops will want to go work those jobs. Why toil in the mines when you could be a doctor? So you can tank your resource production if you provide too many jobs that get people to move up. Also it takes a while for pops to move back down, they'd rather be unemployed and looking for work in another nice job.


They should have tomb world preference I think though? That gives them 60% on every planet, which means you can use them to snap up a lot of planets for a not terrible penalty. And eventually gene modding should let you fix them right up.

Thanks, that makes sense. Now I have to check my planets more than before which seems antithetical to the stated goal of making it less micromanage-y. Maybe I just never played the game right.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

Strobe posted:

The goal wasn't "less micromanagement", it was "upgrading buildings is a non-choice and a pointless exercise in clicking yellow arrows; let's fix that."

The Dev Diary said otherwise, which is why I bring it up.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

AAAAA! Real Muenster posted:


"The Dev Diary" is kind of vague - could you share where you saw this?

Stellaris Dev Diary #122.

E: I'm not sure they reached the goal of less micro, it is just different. If you need energy and build a Generator you still have to go through to the Population tab and set priorities to get the worker to move. Is that better then moving a pop from one tile to another after building a power plant? I don't really think so. I do like the overall change in the economics as it offers new and different challenges.

Boot and Rally fucked around with this message at 22:57 on Dec 9, 2018

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

turn off the TV posted:

Why are you needing to do this in the first place?

Are you asking why people build Generators?

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

turn off the TV posted:

Why are you building generators when you don't have pops to work in them?

For any reason a player would need to increase energy production right then, and not wait for population to pop. For example to support a fleet because war were declared.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost
My brother and I were plonking along, taking over the galaxy when he went -200 each in energy, minerals, food and consumer goods as well as -50 in alloys. Before the "happening" he was 50+ in each of the categories. We aren't sure what happened, there weren't any events like integrating a vassal or winning a war. What can cause this?

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost
Hey guys, thanks for all the suggestions. None of them were the cause of the problem. We're just going to have to start a new game.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost
Started a new game and somehow avoided an unexplained economic death spiral this time but now we have about 1314 planets in 600 sectors so managing them is impossible. Also, the game is so laggy it has ground to a halt. Blarg.

At some point does population stop growing on planets? I find I have to run around to all my planets and manually move people to new planets, or they just grow to +10 over housing and jobs and get miserable (the planet is maxed on districts/buildings). They don't move nearly fast enough.

The whole update seems geared to early play. Tiles were super easy in the late game and I'm not sure the new setup reduced the micro.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

ConfusedUs posted:

There is a Decision to stop growth. It won’t stop on its own.

Doesn't that also create unrest and cost me expansion potential (due to not having people for new colonies)?

What I really meant was "why don't people just move"? I want the population growth because I'm still expanding, but it isn't clear why I have to tell people that they should leave a planet with no housing and jobs for a planet with tons of free space and jobs. As it is I have to click through each of 10+ sectors and 20+ planets, then go to the resettle button, then select the right target planet from the drop down, then scroll to find the correct pop and finally resettle them.

A bit of that could be solved by sorting the list for the "from" planet and putting unemployed people at the top and sorting the drop down for the "to" planet to being topped by planets with free housing/jobs. It could also be solved by adding an edict called "move your rear end" that strongly encourages populations to move to place where there are jobs and housing.

It would also be nice to be able to restructure sectors to not have tons with only one planet or have the unemployement indicator on the sector label so I don't have to open and close all the sectors to see what is going on or have a sector/planet list a mile long.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost
Oh, and while we are requesting fixes:

Can the way in which independence is managed be handled better when someone is at war? In my last game I was one sector away from subjugating a hostile empire and while bombing the planet it declared independence, closed their boarders to me and scattered my fleets and transports to the galaxy. It took 30 minutes of wall clock time to get my ships back into position because the game was lagging so badly at that point. I have no idea what causes that lag, but the streaming ships certainly can't help.

This is similar to a problem in CK2 where two wars are started for the same claim and no one can reach victory conditions.

Also, ships will try to route through wormholes that haven't been charted yet.

Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

OwlFancier posted:

They do, it's abstracted by emigration. If your planet is overpopulated and has unemployed people it generates emigration push which subtracts from its pop growth and adds it to planets with immigration pull.

I noticed that number somewhere but it doesn't seem to do anything. I've been trying the thread ethos of "check planets every few years" and I find my colonies have barely grown and I have about 20 pops to manually distribute on fully developed worlds.

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Boot and Rally
Apr 21, 2006

8===D
Nap Ghost

MegaZeroX posted:

I haven't played Stellaris since 1.9, and want to get back into it. However, I've heard there are major performance issues right now. Is it only with the Megacorp DLC, or is it 2.2 in general?

My game grind to a halt around 2300 and I do not have the megacorp DLC.

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