• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Jomanda

N00b Extraodinaire
80 Badges
May 13, 2014
13
5
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Ship Simulator Extremes
  • Semper Fi
  • Naval War: Arctic Circle
  • Magicka
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • BATTLETECH
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
After several thousand hours of gameplay, I have uninstalled Stellaris for the first time since release.

I will try to explain why, hoping the devs might take note of this, though I have no illusions they will address them.

First of all, the new planetary management system feels very unintuitive and has massively increased micromanagement. As the player I feel I have lost control. For example I can not build a robot to mine minerals and a pop for a lab. Since I no longer have control of which pop/robot is assigned, there is no point in modifying said robots and pop to specific tasks.

There is far too much clicking. The fact that no less than four tabs are required to control planets, should be an indication that the interface is sorely lacking and unintuitive. After a few dozen hours of playtime in 2.2, I am still frequently looking where ‘that one button’ was located again. It doesn’t help that many of the hotkeys have been changed. (And I have not found the possibility to change those back.)

I do like the idea of much larger planets and the opportunities these offer for tall empires, but the way it has been implemented now feels clunky.

It no longer feels like I’m in direct control of my planets and by extension my empire. I set priorities to pop/robot assignments but I can no longer assign pops myself. If I want to assign a happy pop to critical resource, I cannot do that. As a result it feels like all I can do is ‘tweak’ some settings in a set of algorithms and ‘wait and see’, causing the planetary management to become inconsequential and dull.

The only way I have found to have some direct control, is by constantly changing settings in the planetary interface. So, when the pop is nearly finished growing, in the above mentioned example, I prioritise the labs. And when the robot is nearly done assembling, I prioritise the mines. This requires lots of pointless clicking, going back and forth changing these settings and thus hugely increases micromanagement.
 

FlyingPhoenix

Lt. General
17 Badges
May 16, 2016
1.395
561
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II
I expect the onslaught of disagrees is imminent.

I however agree with the points you have raised, especially about the management required to optimise your economy with the new system, the change made to managing demographics and specialist roles and the clicking. The new system has potential, which is not well implemented.
 

Iam5not8

Sergeant
36 Badges
Oct 3, 2011
81
6
  • Hearts of Iron III
  • Stellaris: Federations
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Semper Fi
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
The only regret I have about pop management is not to be able to assign pops which are considered as slave or maybe residential.
The free ones are let’s say free and therefore it seems normal one has only indirect means to assign them to jobs.
I would like also that job attractiveness is linked to the species traits. I mean the manual prefer to go manual, the clever to research, the charismatic to managament.
I’m more concerner about how pop growth is managed.
 

Eelectrica

Colonel
81 Badges
Nov 12, 2016
924
408
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings II
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome - Magna Graecia
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH - Beta Backer
  • Age of Wonders: Planetfall Premium edition
  • BATTLETECH: Season pass
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • BATTLETECH
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Flashpoint
  • Imperator: Rome
  • Age of Wonders: Planetfall Deluxe edition
Don't try to micro it. There's no need. Build when you need to, upgrade when you have the resources to do so.

Perhaps one thing they could do is when we have access to gene and robo modding we could have a toggle a selection for the jobs we'd prefer that pop to be doing.
 

Surimi

General
89 Badges
May 24, 2014
2.204
4.191
  • Crusader Kings II
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome - Magna Graecia
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Battle for Bosporus
  • Prison Architect
  • BATTLETECH
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
I would like also that job attractiveness is linked to the species traits. I mean the manual prefer to go manual, the clever to research, the charismatic to managament.
I’m more concerner about how pop growth is managed.

It is supposed to work that way, and it partially does. Basically, each job has a weight denoting how much pops will prioritise it, and the weight is modified by traits. Just about every job has some kind of wieght modifier.

However, there are a few obstacles, which are generally there for good reason.

Firstly, if there are unemployed pops of a higher strata, then low strata workers won't take those jobs even if they have better traits. This is generally a good thing, because it prevents high strata pops becoming unemployed, which is often a very bad situation.

Secondly, all pops have a significant weight to keep their current job. This is probably because AI shuffling accounted for a lot of slowdown in previous game versions. Generally, the job assigning AI won't try to calculate the most optimal configuration, it will only use weights to decide who should fill a job when it becomes open and who should become unemployed when there are too many pops of a stratum.

Thirdly, there are a lot of weights which might not seem obvious. For example, non-citizen species are strongly disfavoured for specialist and ruler positions, and slaves under domestic servitude tend to get picked last for worker jobs (presumably, so that if there is unemployment they will be available to act as servants).
 
Last edited:

Delthor

Captain
21 Badges
Aug 15, 2017
310
15
  • Crusader Kings II
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
First of all, the new planetary management system feels very unintuitive and has massively increased micromanagement.

So you dislike micro...

but I can no longer assign pops myself.

But you miss the most microy thing in the previous system?

This makes little sense, and you're making mistakes that seem quite common based on the forums. But all you're doing is whining instead of asking for suggestions on how to adjust your play style. So I figure there's not much reason trying to convince you, unless you're actually curious how to better enjoy the new system.
 

ruzen

Lt. General
98 Badges
Nov 19, 2013
1.301
3.300
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings III
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Supreme Ruler 2020
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
Understandable points because it changes drastecly what people used you not everybody has to like it. I say give it another chanse in future when they polish the feature.

Also i agree that lack of influencing pops jobs is really lackluster. There has to be something. Not nessery clicking one by one but politicly or skill based or maybe desire based i dunno
 

LockdownX7

Private
20 Badges
Apr 4, 2018
14
0
  • Magicka
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
Don't try to micro it. There's no need. Build when you need to, upgrade when you have the resources to do so.

Perhaps one thing they could do is when we have access to gene and robo modding we could have a toggle a selection for the jobs we'd prefer that pop to be doing.

Agreed, but that feature should be available from the start of the game, not be limited to gene/robo modding. Then empires with syncretic evolution, or those that start migration pacts early on, can also make proper use of it.
 

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.890
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
I don't agree regarding the pop assignment; besides the bug with slaves out-prioritising robots, the needless promotion/demotion system, pops not always automatically displacing inferior workers, and the inability to prebuild infrastructure, pop auto-assignment works..... ok. o_O

The planet UI is bad though, and as a result of broken sectors, and the inability to prebuild infrastructure, micromanagement of planets has massively increased.
Trade routes are another source of added micro, and while the system adds mechanical depth, it needs streamlining.

"Too much clicking (and scrolling)" sums up Stellaris perfectly.
 

Deggial

Second Lieutenant
58 Badges
May 7, 2012
192
92
  • Stellaris: Necroids
  • BATTLETECH
  • Age of Wonders III
  • Europa Universalis IV
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Age of Wonders: Planetfall
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities: Skylines
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Megacorp
My opinion: The system is better overall. It is more complex and I like this.

However, an increased compelxity requires an exelent UI in order to understand it and interact with the available mechanics.

I haven't played enough to pinpoint each issue and make educated proposals. But just right out of my head, here are some thoughts:

- When tabbing through my planets in order to see where a specific building is missing (e.g. the unity-granting one), it would be desirable if the chosen build-tabs wouldn't close all the time. Right now, multiple klicks are neccesary just to re-enter the tab you were a second ago.
- It would be great, if those "special buildings" (that require a specific planetary feature to be buildable) would have their own tab or at least be highlighted with a golden border in the build menue (consistency in the visual metaphors is good!).
- The tabs in the build menue are great, but due to their tininess hard to use. A small issue (pun intended), but a matter of good UI design nevertheless.
- When applying new designs to robots, an additional subset-choice for robots already working in the related ressource job would be great. I really don't want my farming bots to become advanced mining mashines.

I am sure, there are tons of other improvements thinkable.
Being able to manage (and have a better overview over) the increasing list of planets/their content is certainly one of them. But I want to play and think about it more before I comment.
 

_Chrysippus_

Private
19 Badges
Dec 7, 2018
16
0
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Way of Life
  • Crusader Kings II: The Old Gods
I don't agree regarding the pop assignment; besides the bug with slaves out-prioritising robots, the needless promotion/demotion system, pops not always automatically displacing inferior workers, and the inability to prebuild infrastructure, pop auto-assignment works..... ok. o_O

The planet UI is bad though, and as a result of broken sectors, and the inability to prebuild infrastructure, micromanagement of planets has massively increased.
Trade routes are another source of added micro, and while the system adds mechanical depth, it needs streamlining.

"Too much clicking (and scrolling)" sums up Stellaris perfectly.
I don't see how trade routes are additional micro, they autogenerate and almost NEVER require you to route them yourself. Sure you have to watch out for pirates and make sure your starbase can suppress enough. But how is that different from having to make sure you don't have open areas where pirates can spawn or building defense platforms to kill any that do spawn?

I think people are mistaking having to actually make decisions for micro.
 

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.890
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
I don't see how trade routes are additional micro, they autogenerate and almost NEVER require you to route them yourself. Sure you have to watch out for pirates and make sure your starbase can suppress enough. But how is that different from having to make sure you don't have open areas where pirates can spawn or building defense platforms to kill any that do spawn?

I think people are mistaking having to actually make decisions for micro.

Building & routing patrol fleets isn't decision making; the UI tells you how many ships you need, it's common sense that you'll use the cheapest design possible to minimize maintenance. After that point you're just fighting the UI;
- Drag-selecting fleets doesn't work while the trade map mode is up,
- Pathing algorithm is not stable meaning patrol routes don't always match trade routes,
- There's no warnings/notifications when trade increase leads to your patrols being inadequate,
- There's nothing preventing patrol fleets from being caught up when drag-selecting other fleets.
- piracy icons in the trade map mode are meaningless; appearing red whether there's 0.01 piracy (well below protection threshold), or 1000 piracy (stealing all your trade)
- ....and then you have to go through the whole process again if/when they get destroyed/refitted.

It's menial busy work, not remotely interesting, challenging, or entertaining.

It really doesn't need to be this way though; it could be quite simply streamlined without sacrificing any functionality.
 

Razzlie

Re-Blorgalicious!
69 Badges
Feb 1, 2015
966
277
  • Cities: Skylines - After Dark
  • Stellaris: Galaxy Edition
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall Deluxe edition
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Cities: Skylines - Campus
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Snowfall
  • BATTLETECH: Season pass
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Stellaris: Leviathans Story Pack
I agree, but only because of the stuttering issue that's currently making it literally and genuinely unplayable for me. :(

But it's okay, I have other things to do while I wait for patches to roll in. :)
 

sillyrobot

General
Jul 18, 2015
1.859
3.584
I don't see how trade routes are additional micro, they autogenerate and almost NEVER require you to route them yourself. Sure you have to watch out for pirates and make sure your starbase can suppress enough. But how is that different from having to make sure you don't have open areas where pirates can spawn or building defense platforms to kill any that do spawn?

I think people are mistaking having to actually make decisions for micro.

I expect much of the complaint about microing trade routes comes from the continuous increase in piracy level and thus the need to flip into trade view and manually verify every little skull is still white and figure out how to fiddle the anti-piracy patrols to cover that one system a little bit more frequently or longer.

Heck, I didn't even realise there was a trade route view or that trade piracy was a thing until about 50 years into my most recent game. I spent the next few hours working out how to patrol, where to patrol, and how much to patrol using 75% of my fleet budget before I discovered a single star base with lots of hangars would cover 90% of the trade route.

Now that's been built, I still have to flip back occasionally to verify the slowly building piracy ratings are still wholly suppressed. It's not like the game tells you about your losses to piracy unless you know enough to ask.
 

SAS

20+ Years on the Forum
Moderator
203 Badges
Jan 13, 2002
8.051
694
  • Diplomacy
  • 200k Club
  • 500k Club
  • Paradox Order
  • Humble Paradox Bundle
  • March of the Eagles
  • Europa Universalis: Rome Collectors Edition
  • Imperator: Rome Deluxe Edition
A notification when there's a pirate skull going red, would be nice.

That is a good idea, there is a suggestion sub forum. Might be worth a post.