300+ Hour Player, Megacorps makes this game unplayable.

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DBS

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Hey, loved the game prior to this current expansion; the game is currently unplayable for me now until the resource problems are fixed. I actually made an account just to give feedback on this.

The game has turned for the worse into a resource bouncing game, and is your primary concern always. The biggest threat to you is no longer other empires, it's the internal management of resources that you have to walk a tightrope on or immediately lose the game.

1. I can't control where a citizen goes: They pop into whatever building or district they please, and I can do nothing about it save turning off the building and waiting 5 years for them to get off space welfare and off to the farm. At first I thought I could force them by only having one district type open at a time, but then your planet overcrowds because you don't have housing, at which point you have to either build a crappy apartment building in your limited building slots, or continue building more districts....I hope you have an open district slot of the same type open, or you're now dealing with random distribution of pops. This could be fixed by allowing me to move workers within a strata, or by increasing resources gained by said structures.

2. You are constantly out of something critical: Every game I have played so far has been an exercise in delaying the inevitable. Eventually, your lack of resources cascades until one of several things happens that ends the game:

--A. Your energy starts to deplete, either because of all the other crap you're forced to build to give you resources, or the ships / army you have to get to stave off invasion. If you are invaded, this exacerbates your energy depletion as your systems are taken to the point where you get -75% damage to all your ships, ending the game as your crap fleet is eradicated; my favorite part is when it happens between jumps when I'm about to attack a fleet. You are unable to build more, because alloy makers take energy which you don't have any of.

--B. You lose consumer goods, either because you don't have minerals or you're trying to stave off the much more critical energy depletion by shutting down your citizen manufacturing centers. Suddenly your entire population flips out and starts invading your own planets. I hope you've been putting 10+ armies on that planet, because otherwise its gone. While I like this gameplay element in theory, combined with all the other ridiculous resource restrictions it's excessive.

--C. You can't afford alloys, which require both a crapload of energy upkeep, plus a crapload of mineral intakes, and a ton of citizens to unlock the building slots in order to actually make the damn things. The amount of alloys you need for ships, colonies, system expansion, etc is obscene compared to slow sluglike pace you generate them at. Attempting to speed up this resource generation will result in one of the other cascading economic effects that result in you getting wrecked by another civ.

3. The above problems might be fixable, except for the fact that the pops grow at a snails pace, and the first pop you grow is a useless ruling administrator who does nothing. I also love that I have 3 useless clerk slots in my capital that also do nothing. I don't want their crappy luxury goods or whatever useless crap they generate, I want to send their asses into the mines to get me some shiny rocks, or the local nuclear plant because I'm -5000 energy trying to make alloys.

It would be great if Paradox could address these issues. There's promise in a lot of the new gameplay, but right now the amount of micromanage-y crap that I have to deal with now (which still results in cascading economic game loses) is ridiculous.
 

Mikhail_Mengsk

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1- Yes, there are several threads about it already. But doesn't make the game unplayable.

2- If you are bad at managing the economy it's not because the game is unplayable.

3- "3 useless clerk jobs" ok, you definitely don't know how to play on 2.2.


Useless threads that at best repeats things already addressed in existing ones, at worst are entirely due on players simply not knoiwing how to play in 2.2, are making the forum basically unplayable because legit complaint and well-organized threads with informed discussion are lost in the constant spam of baseless rants.
 

fourworlds

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It’s actually not that difficult to force people into the jobs you want to be filled, just deprioritize the jobs you don’t want filled and they won’t fill it.

Also, haven’t had that much of an issue balancing the economy. It was harder at first juggling my resources but 60-80 years into the game I’ve got a hang of it now and i’m not having as much of an issue. Yeah, it’s a bit slow going at first but smart use of edicts and decisions helps speed it up.

If you’re struggling, maybe try playing at a lower level until you get it? Not sure what level you play at (and this isn’t a “get good scrub”, I play at very low levels myself so it’s not me judging) but maybe try it at a lower level until you get your head around the new economy and how it works. It took me 9 or so hours to feel like I was really understanding it, and I know I still have some more to learn before I master it.

In the end, the game isn’t unplayable, it just requires you to know how to take full advantage of the new system. Sure there will be some balance tweaks in the next few weeks, but it works once you learn it. Just take some time to learn it.
 

Badesumofu

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You have more control over 1. than you realise. You just have to keep in mind that once a pop promotes it will take years to demote. You can determine which worker job a pop does by closing other jobs off. It's important that you don't create specialist jobs unless you actually want people to do them, though. That's how you control it.

2. This is a problem with you needing to get better at the game. You need to plan instead of just reacting to immediate needs.

3. Clerks aren't useless. There are much better jobs of course, but it gives something for your pops to do until you can create a better job for them. Close clerk jobs if you want to shift them into a mine or farm or whatever. Clerks actually can be pretty useful, too. They're better than they seem at first glance. The job slots for them come into existence essentially for free anyway as a result of building city districts and upgrading the capitol building.
 

Dug

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As someone who has played over a 1000 hours let me tell you that you need to go back to the drawing board and reassess what you are doing wrong. The UI is not very intuitive and doesn't explain some things I understand this. Though 2.2 is not as hard as people think it to be. Admittedly it asks for a little bit of tooltip reading and getting familiar with the new systems, but once you do get familiar with these systems you won't have as many problems (if any, I've begun to master the new systems and in some sense was in situations where 3 empires combined couldn't touch me). Think of this as a phase where you're basically adapting to the changes. That's why it's a little hard at the moment and consequently why a lot of people are confused.
 

Badesumofu

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Though 2.2 is not as hard as people think it to be.

Yup, it really isn't. It just takes a little bit of thought and some effort to learn the new systems. But people complaining that it's 'impossible' to balance your economy are just lazy players, IMO. GSGs are supposed to require a bit of planning and some effort to learn the game systems. Maybe it's partly because the game has shifted from being mostly a 4X to being mostly a GSG and some people therefore have the wrong expectations.
 

Wintermist

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Yeah I'm sorry to tell you but you must not be playing them to their strengths. They have the capacity to become such incredible powerhouses completely dwarfing the might of anyone else.
 

Alblaka

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600 hour player, Megacorps is the best thing that has happened to Stellaris.

Cept for the Travelling Salesman performance bug, that one does ACTUALLY make the game unplayable by freezing it. But they're on that, so I expect it to be fixed by next week.
 

Secret Master

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It’s actually not that difficult to force people into the jobs you want to be filled, just deprioritize the jobs you don’t want filled and they won’t fill it.

You have more control over 1. than you realise. You just have to keep in mind that once a pop promotes it will take years to demote. You can determine which worker job a pop does by closing other jobs off. It's important that you don't create specialist jobs unless you actually want people to do them, though. That's how you control it.

This is the fault of the UI, to be honest.

I was 90% of my way through my first game before I realized I could open a panel and prioritize jobs. I was halfway through my first game as a hive mind before I realized that "scavenger" drones were the Hive Mind version of unemployed.

The following conversation must have happened a few million times during the first 200 years of gameplay between my ruler and his cabinet.

"Huh, why can't our empire seem to produce enough alloys?"

"Because Peter, Paul, and Mary are too busy recording crappy music albums and not working in the alloy jobs."

"Curses! If only I could move them around to other jobs."

"Should we tell him how to do that?"

"Nah. We didn't tell the 35 other CEOs how to do it. Why change a working formula now?"
 

praftd

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"Unplayable", "broken", and "useless" are words gamers really love to abuse.

"Hyperbole" and "melodramatic" should be added to their dictionary.

The update is buggy to all hell and needs lots of love, but it is far from unplayable.
 

I_am_Nemo

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This is the fault of the UI, to be honest.

I was 90% of my way through my first game before I realized I could open a panel and prioritize jobs. I was halfway through my first game as a hive mind before I realized that "scavenger" drones were the Hive Mind version of unemployed.

Ehh, it's not super obvious, but if you open your jobs panel and poke around, you find it fairly quickly.

It would better if "prioritize/deprioritize" were labled "enable/disable", though. That's just sloppy on their part.
 

brn4meplz

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But... clerks generate trade value. And trade value is energy. Or energy and consumer goods. Or energy and unity.

Trade value is literally so multifaceted that you can change your policy to fit your needs. It’s like Energy without a market fee.

I’m not sure you understand 2.2 entirely. To be fair. I’d not sure anyone has the best grasp on it.

If you had 300+hours or you had 3 hours. Everyone is in the same boat for 2.2. In fact your previous experience might prejudice you against the new format.

People can and have played and won games(the AI is stupid right now which helps)

Most of what destroys an empire historically are internal factors. So I’m not sure entirely what the complaint is regarding that?

Even when a power is defeated militarily, it’s rarely the decision point in the conflict. Chances are it’s the visible effect of a cascade failure economically, or otherwise.
 

Alexander Seil

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Life gets a lot easier once you stop obsessing over full employment autarky.
 

Aotrs Commander

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I found the only resources I've been particulalry struggling with on the own run was minerals, but that's because I was playing a Megacorp and sticking below the admin cap - and that was dealt with just by buying stuff off the market. Everything else has ticked over nicely (especially once I stopped trying to build in preparation for employment, instead of after). And I've only got sub-two hundred hours.
 

Secret Master

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But... clerks generate trade value. And trade value is energy. Or energy and consumer goods. Or energy and unity.

Life gets a lot easier once you stop obsessing over full employment autarky.

Or you can obsess about full employment by using energy credits from trade to move POPs to planets where there is work for them to generate more trade to move POPs to planets with open jobs to generate more trade to move POPs to planets with open jobs.....

Wait, this is confusing. Let me sum up:

2otij5.jpg


(Maybe we should retitle his old show "Pimp my trade value")
 

Vampiresoap

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Or you can obsess about full employment by using energy credits from trade to move POPs to planets where there is work for them to generate more trade to move POPs to planets with open jobs to generate more trade to move POPs to planets with open jobs.....

Wait, this is confusing. Let me sum up:

2otij5.jpg


(Maybe we should retitle his old show "Pimp my trade value")

ROFL!! That's why I play Driven Assimilators. Don't have to worry about trade :p