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ShaTiK

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So, here is the question for the players - how are you finding balance in 2.2 I'm curious in what others think, cause I only played 2 games so far and can't play more. Not right now, sadly, not with how this game is right now, with all performance and AI issues.

So far the stuff I found is limited to this:

- research for bonus minerals from space station is good idea, but it's too weak. There is no way it's enough. I feel like it should be upped from 10% to 20 or even 30 per research. The mineral consumption goes up and up. You have special building to increase mineral production, thankfully, but you don't always have a good mineral-producing planets. Not to mention tall playstyle.

- Idea for upgraded buildings to require rare resources is good, but lack of upgraded versions of rare resource producing buildings really hurts specialized worlds. You could disperse alloy, consumer goods and research all over the empire - and have no real need for rare stuff. Or you could try to specialize - and suddenly you have to pay either lots of money on the market, or lots of minerals, to produce stuff to be able to have lots of t2 and t3 buildings on a single planet. It's not so much a complaint, but rather it's making tall gameplay a lot less enjoyable then it was initially looked.

- speaking of rare resources - the lack of any upgrade/research to increase the yield is a bit sad. It's nice to have +4 rare resource from space stations, but output stays the same, while consumption only goes up and up. Again, market is here to help us, but a research/tradition/starbase module for increased yield would be nice to have. The sense of progression is also a factor in these things.

- Limit of 1 robot assembly plant per planet and lack of upgraded version make robots a bit less fun. But that's a bit complex, since robots are the only way to have 2 pops growing on a planet at the same time.

- Something funky about alien empires ethics distribution. Megacorps and militarists are everywhere. In my 2 normal games and few test ones I rarely saw peaceful aliens. Out of 12 empires 3 would be megacorps (me included), 2 hives/machines, maybe 1 democracy and the rest are various imperialists and hegemonists (if this word even exists). The militarists part is not that bad (thought it makes every game into neverending cold-war scenario), but the megacorps AI have no regards to admin cap. They expand 100% the same as normal empires do, sometimes even bigger. Funny as it might be to see trade consortium directly controlling 20% of the galaxy, this makes no sense on many levels, from their own crippled research rates to the very idea of megacorp.

- Speaking of megacorps, their commercial agreement should either be valued differently or the negative modifier from 'too many commercial pacts' reduced. Very rarely I have an opportunity to have even 1 pact with an empire eligible for megacorp features. Twice I started as megacorp and had to reform - because I had no access to this government form special features! Everyone was either a (mutual) rival, ally of a rival, hivemind, megacorp, or distance+too many commercial pacts. And +100 from giving them gifts was not enough. Which is kinda bad, because trade agreement with megacorp is more valuable for recipient, since megacorp would be placing their stuff at your planets, and this stuff would benefit both parties. And usual trade agreement don’t provide that kind of benefits.

- alloy balance is still wonky, but I can’t say it’s totally bad – there is a chance I’m just not used to the new economy;

- lack of refunds when rebuilding stuff is sad when I want to replace producing districts with housing ones, cause that’s a lot of minerals going nowhere. But the lack of refunds in regards to starbases is very harsh. I’m not saying I should be able to dismantle starbases that I got from devouring swarms for alloys for free (though it would be neat), but some kind of refund would be great nonetheless. 25%, and some research/perks for more. In midgame a lot of minerals going into manufacturing so that mineral surplus is not that great. And buildings and districts cost a lot of minerals. Having some of the costs return would be great

- with all new things and buildings I feel that some techs could be consolidated. It would be too much, but I feel like having all 3 production bonus buildings as one tech is nice idea. Right now we have all these new things and sometimes it takes literally 70 years to get to something like t2 consumer good factory. It might be subjective, but I think tech pool got a lot bigger with no change to research speed, number of picks or tech weights. The whole ‘tech as cards’ system is nice, I’m not saying it should be reworked. Just tweaked to accommodate the fact that we now have around 30 completely new tech cards, while research rates stayed the same.

That’s my observations on balance so far. Really interested in hearing what other players thoughts on balance are right now.
 

Nakkivene

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Balance? Well, I can confidently say that all of traits, civics and ascension perks are completely unbalanced as they have both must-haves and horrible stinkers. Also defense platforms are ridiculously expensive, just one costs roughly as much as a Cruiser.
 

ShaTiK

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Balance? Well, I can confidently say that all of traits, civics and ascension perks are completely unbalanced as they have both must-haves and horrible stinkers. Also defense platforms are ridiculously expensive, just one costs roughly as much as a Cruiser.
Well, defensive play was always a bit of an odd duck. Even before 2.2 you basically had to dedicate a lot towards bases - minerals, ascension perks, unity perks. All to make starbases good - and even after all of that, bases where still 'meh' and investing in bigger fleets was better idea.
Now? With everything in starbase costing presious alloys? The only ones who could use them are really tall and small empires, with totally static borders. So you could invest tons of alloys. But I agree in that defense platforms are very much 'meh'. They can't flee like a ship, they usually got destroyed even if station wins the fight and while on paper they could have even more hp and armor then a cruiser - they are still kinda useless. Buffing their armor and hp would help, I guess. Or making them literal parts of star base, so they don't get blown up, just disabled.
 

MAHak

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Another improvement to defense platforms could be an option to transfer them to other starbases, for a small fee and travelling time. That way you won't have to just delete platforms on a choke point starbase once it is no longer a choke point.
 

faljen_isus

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they could make defense platforms the same as buildings that get ruined: you pay full cost of DPs only once and you only repair them for a fraction of the cost

btw tiered rafinery buildings is a nice idea, because the rafinery planets are just a waste
 

impspy

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Well, defensive play was always a bit of an odd duck. Even before 2.2 you basically had to dedicate a lot towards bases - minerals, ascension perks, unity perks. All to make starbases good - and even after all of that, bases where still 'meh' and investing in bigger fleets was better idea.
Now? With everything in starbase costing presious alloys? The only ones who could use them are really tall and small empires, with totally static borders. So you could invest tons of alloys. But I agree in that defense platforms are very much 'meh'. They can't flee like a ship, they usually got destroyed even if station wins the fight and while on paper they could have even more hp and armor then a cruiser - they are still kinda useless. Buffing their armor and hp would help, I guess. Or making them literal parts of star base, so they don't get blown up, just disabled.
It would be nice if the Starbase Ascension perk gave you a discount on platforms and let you build the massive fortresses you used to be able to make.
 

Starcomet

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I use the rpg specializations traits mod that allows you to pick the tutle trait to make Starbases so powerful that they can rival a massive fleet with over 100k firepower. The addition of the Ion cannon definitely helps make them stronger. Downside is that you get a -100 to naval capacity so no building ships for you!
 

Todie

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Ive done well enough with fortifyibg some borders in 2.2 - the leading example being when i had two fronts against a federation. I sent my main fleet south while balanncing the power of the norghern threat with static defenses and an anti-pirating fleet on standby.

The latter is a factor to consider in this; anti-pirating fleets leave your forces split anyway. The smaller portion is often a sitting duck if alone, but can be just what you need to reinforce a chokepoint when an enemy fleet aproaches.
 

Tech Noir Synth

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Research from stations is neglegible at this point, so it techs that boost research from outposts. I don't get why they increase tech cost from 500 base to 2000 base yet outpost research and anomaly research reward stayed the same.
Tech for harvesting strategic ressources appears way later than it should. You should not get access to a new level of building that consumes strategic ressources when you cannot even harvest or synthesize them.

Sectors are terrible, expect to go back to old system or full rework.

Habitats seem useless. Why do Ringworlds not produce minerals anymore? If I were spiteful, I would accuse Pdx of removing mineral output from them just to sell new dlc with mineral megastructure. Maybe it was their intent, maybe it wasn't. I don't see a reason to construct Ringworlds when instead you can simply settle planets.

I want proper pop management, the AI is terrible at this. Whats the point of slapping thicc long drills on my pops when they rather work a desk job? The AI clearly does not understand the importance of putting your drills to good work.
 

Gratak

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So, here is the question for the players - how are you finding balance in 2.2 I'm curious in what others think, cause I only played 2 games so far and can't play more. Not right now, sadly, not with how this game is right now, with all performance and AI issues.

So far the stuff I found is limited to this:

- research for bonus minerals from space station is good idea, but it's too weak. There is no way it's enough. I feel like it should be upped from 10% to 20 or even 30 per research. The mineral consumption goes up and up. You have special building to increase mineral production, thankfully, but you don't always have a good mineral-producing planets. Not to mention tall playstyle.

- Idea for upgraded buildings to require rare resources is good, but lack of upgraded versions of rare resource producing buildings really hurts specialized worlds. You could disperse alloy, consumer goods and research all over the empire - and have no real need for rare stuff. Or you could try to specialize - and suddenly you have to pay either lots of money on the market, or lots of minerals, to produce stuff to be able to have lots of t2 and t3 buildings on a single planet. It's not so much a complaint, but rather it's making tall gameplay a lot less enjoyable then it was initially looked.

- speaking of rare resources - the lack of any upgrade/research to increase the yield is a bit sad. It's nice to have +4 rare resource from space stations, but output stays the same, while consumption only goes up and up. Again, market is here to help us, but a research/tradition/starbase module for increased yield would be nice to have. The sense of progression is also a factor in these things.

- Limit of 1 robot assembly plant per planet and lack of upgraded version make robots a bit less fun. But that's a bit complex, since robots are the only way to have 2 pops growing on a planet at the same time.

- Something funky about alien empires ethics distribution. Megacorps and militarists are everywhere. In my 2 normal games and few test ones I rarely saw peaceful aliens. Out of 12 empires 3 would be megacorps (me included), 2 hives/machines, maybe 1 democracy and the rest are various imperialists and hegemonists (if this word even exists). The militarists part is not that bad (thought it makes every game into neverending cold-war scenario), but the megacorps AI have no regards to admin cap. They expand 100% the same as normal empires do, sometimes even bigger. Funny as it might be to see trade consortium directly controlling 20% of the galaxy, this makes no sense on many levels, from their own crippled research rates to the very idea of megacorp.

- Speaking of megacorps, their commercial agreement should either be valued differently or the negative modifier from 'too many commercial pacts' reduced. Very rarely I have an opportunity to have even 1 pact with an empire eligible for megacorp features. Twice I started as megacorp and had to reform - because I had no access to this government form special features! Everyone was either a (mutual) rival, ally of a rival, hivemind, megacorp, or distance+too many commercial pacts. And +100 from giving them gifts was not enough. Which is kinda bad, because trade agreement with megacorp is more valuable for recipient, since megacorp would be placing their stuff at your planets, and this stuff would benefit both parties. And usual trade agreement don’t provide that kind of benefits.

- alloy balance is still wonky, but I can’t say it’s totally bad – there is a chance I’m just not used to the new economy;

- lack of refunds when rebuilding stuff is sad when I want to replace producing districts with housing ones, cause that’s a lot of minerals going nowhere. But the lack of refunds in regards to starbases is very harsh. I’m not saying I should be able to dismantle starbases that I got from devouring swarms for alloys for free (though it would be neat), but some kind of refund would be great nonetheless. 25%, and some research/perks for more. In midgame a lot of minerals going into manufacturing so that mineral surplus is not that great. And buildings and districts cost a lot of minerals. Having some of the costs return would be great

- with all new things and buildings I feel that some techs could be consolidated. It would be too much, but I feel like having all 3 production bonus buildings as one tech is nice idea. Right now we have all these new things and sometimes it takes literally 70 years to get to something like t2 consumer good factory. It might be subjective, but I think tech pool got a lot bigger with no change to research speed, number of picks or tech weights. The whole ‘tech as cards’ system is nice, I’m not saying it should be reworked. Just tweaked to accommodate the fact that we now have around 30 completely new tech cards, while research rates stayed the same.

That’s my observations on balance so far. Really interested in hearing what other players thoughts on balance are right now.
Surprised that I have to disagree with almost every single point.
1. AFAIK, minerals from stations research does also increase the amount of rare resources you get. And even without, it is useful if playing with low planet numbers.
2. No, if you don't use the upgraded buildings, you can fit way less people per planet. Thus, you would be way less effective. Though I disagree with their nerf of the tier 3 buildings in 2.2.2
3. See 1.
4. Pop growth with organics and robots together is pretty fast. I think it does make sense to restrict it a bit. Though I don't think that they actually "fixed" what Kaiser Johan did in the dev clash. Having double growth from the start of the game (i.e. assimilators or organics starting with robots) it pretty OP in growth terms.
5. That called random. True randomness appear non-random to humans.
6. See 5.
7. Don't think alloys are the problem anymore. There are much bigger issues with economy (for example energy for robots being much harder to get than food)
8. They do have refunding. IIRC, the machine finisher of diplomacy tree. Though the could really at other ways to get it.
9. That just meant that you did little research focus. Though as I wrote in 2., the T3 buildings are very weak now. They give the same number of jobs per rare research as the T2 ones, so there is really little reason to do the extra research.
 

Nakkivene

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It would be nice if the Starbase Ascension perk gave you a discount on platforms and let you build the massive fortresses you used to be able to make.

Yes, this a thousand times.

I want proper pop management, the AI is terrible at this. Whats the point of slapping thicc long drills on my pops when they rather work a desk job? The AI clearly does not understand the importance of putting your drills to good work.

Yeah, though imagine a Drill Man destroy a bunch of boring forms and paperwork. Never wanted to do that?
 

Piotrzeci

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I think the thing that needs rebalancing the most is pop growth speed. It's a flat value that doesn't actually take under consideration the number of pops, that actually spawns it. The optimal way is to just colonize as much as you can, because each planet means new place to create pops; it makes no sense, because as long as there is no overcrowding, one planet should have the same output as few worlds but with a split population. It was fine for the old system, but not anymore. On top of that immigration/emigration mean space eats or spawns pops, I have played a game where I decided to give Nomadic to an uplifted Voidborn specie and the effect was... well they quickly overtook my main specie in numbers. I think it was fine to just have pops actually moving out of planets.
Then there is the weird new habitability. I like the idea, as it actually has a drawback to +80% (as previously it was a value you wouldn't really get to in happiness anyway, so it was equal to the 100% habitability), but it would be nice to have more of a drawback to colonizing bad planets; maybe bring back the happiness cap, but have it on 2x habitability.
 

RoverStorm

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By far the most common complaint I see with balance is that minerals are balanced in the early game and then never grow in production late game. You have SO many things that needs minerals late game and nowhere near enough mineral production to make up for it. To make matters worse, the almighty ringworlds no longer produce minerals; because now we shoot every single gram of metal ore when building ringworlds into the sun just because you can't use them to farm. The maybe +50% minerals from techs and the special buildings is nowhere near enough to make up for the quintupled mineral demands by alloy producers, researchers, refineries, and any specialist-tier unity workers as you upgrade their buildings. Food upkeep never gets worse, and energy scales with your trade thankfully, but minerals is doomed to always fall behind in other resources. I have found that late game it's not even a question: you HAVE to go consumer benefits trade policy to be able to free up thousands of minerals in consumer goods.
 

Nakkivene

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Funny, I have found that I produce a surplus of 1k minerals as an allegedly unplayably bad machine empire in the mid-late game, when I also make more alloys than I want to spend (due to slowdown).
 

impspy

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They really want you to build that Matter Decompressor; now I just need a black-hole...

That being said, MD+Dyson Sphere combined with Agrarian trait meant my empire never wanted for raw materials for the rest of the game even with the ecomenopolis running at full production.
 

krios41

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- research for bonus minerals from space station is good idea, but it's too weak. There is no way it's enough. I feel like it should be upped from 10% to 20 or even 30 per research. The mineral consumption goes up and up. You have special building to increase mineral production, thankfully, but you don't always have a good mineral-producing planets. Not to mention tall playstyle.
market
- Idea for upgraded buildings to require rare resources is good, but lack of upgraded versions of rare resource producing buildings really hurts specialized worlds. You could disperse alloy, consumer goods and research all over the empire - and have no real need for rare stuff. Or you could try to specialize - and suddenly you have to pay either lots of money on the market, or lots of minerals, to produce stuff to be able to have lots of t2 and t3 buildings on a single planet. It's not so much a complaint, but rather it's making tall gameplay a lot less enjoyable then it was initially looked.
wtf are you talking about? disperse production and don't need upgrades, or concentrate and do need upgrades?
upload_2018-12-26_17-4-51.jpeg

Wether disperserd or concentrated you don't need to upgrade the buildings at all. Its 100% optional. The only benefit concetrating production/research has is that your planet will get a special tag with a minor production/research bonus. I don't see why you suddenly should pay trough the nose on the market for upgraded buildings if you decide to concentrate production.
speaking of rare resources - the lack of any upgrade/research to increase the yield is a bit sad. It's nice to have +4 rare resource from space stations, but output stays the same, while consumption only goes up and up. Again, market is here to help us, but a research/tradition/starbase module for increased yield would be nice to have. The sense of progression is also a factor in these things.
For space mining? Disagree, plentyfull enough in sapce but there defenitly should be an upgrade for planet side extraction or syntehthic fabrication of rare rescources... (and one that doesn't cost rare rescources in upkeep, otherwise it would defeat the point of upgrading)
- alloy balance is still wonky, but I can’t say it’s totally bad – there is a chance I’m just not used to the new economy;
Buy them on the market or just start producing more, alloy cost is fine (except if we're talking defensive paltforms, they should be dirt cheap because they're a paper tiger)
 

permeakra

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2. No, if you don't use the upgraded buildings, you can fit way less people per planet. Thus, you would be way less effective.
Debatable, at least early-mid game.
Rare resource production building consumes quite bit of minerals, so by building advanced building to pack more people on one planet you are sacrificing a) mineral income (which is a very limited resource as it cannot be harvested from habitats/ringworlds) or b) 1-1.5 district on another planet dedicated to fuel said building.
I'm fairly certain that mid-lategame you don't want advanced buildings consuming rare resources except mineral booster. (it might change once you run enough repeatables for mineral production) I also don't think that you should pack planets with people, all mineral districts and probably most food districts should be built, because again, minerals are a very limited resource.


That said, realistically speaking rare resource production should cost way more energy credits than minerals in my opinion.
 
Last edited:

permeakra

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So, here is the question for the players - how are you finding balance in 2.2 I'm curious in what others think, cause I only played 2 games so far and can't play more. Not right now, sadly, not with how this game is right now, with all performance and AI issues.
I dislike current pop growth/decline mechanics. First, where is my proportional growth? Second, yeah, space swallows/spits pops, that's not a way to go.

I think I like other aspects of the planetary management.

Also, when will they finally do something about late-game exploration?
 

Nakkivene

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I dislike current pop growth/decline mechanics. First, where is my proportional growth? Second, yeah, space swallows/spits pops, that's not a way to go.

I think I like other aspects of the planetary management.

Also, when will they finally do something about late-game exploration?

I don't think it's unreasonable that people breed or exit during space flight to other worlds as it's not instaneous, also I can live with constant of pop growth along pop sizes as you'd think a fresh colony has better opportunities for your offspring / less porn to watch while a larger population with high living standards would get a kid and resume playing Stellaris.

Late-game exploration would be so great. Like other galaxies, systems barred before a stardate or just something.
 

permeakra

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you'd think a fresh colony has better opportunities for your offspring / less porn to watch while a larger population with high living standards would get a kid and resume playing Stellaris.
That would be oh so better simulated by adjusting proportional growth for pops in certain jobs.

Sure, you can live with current model, but it does lead to some frustrating effects reported on this forum.