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.
I have 1000+ hours and have had the game since Asimov (pre Leviathans, when there was still 3 type of FTL and you could steal an FE's broken RW through border protrusion abuse), but I'm not gonna say "git gud lol", like I want to, so please give me the courtesy of actually reading my advice and trying it out before flaming me that I'm a dumbxss and that it doesn't work.
1: Multiple threads about this already, I agree that we should be able to manually shuffle pops within strata (if only because its less clicking), and that gestalts and some authoritarians (especially corvee system) should be able to move around pops however they feel like in general.
2: Every game I've played so far has never had this problem: I use the internal, and then galactic market to hold off any resource deficits until I patch them up.
A-- As a regular organic empire, I don't even build energy districts, my clerks make EC at a 1:1 value from trade, allowing me to spam everything else much more easily, selling whatever I have in excess atm, and buying whatever I need atm. I literally make all planet-bound energy off of trade, no technicians whatsoever, especially once I get the tradition that doubles clerk jobs per district. I don't know how you're loosing to the AI atm, it's fxcking braindead rn, and by 100 years in, with a paltry 10k fleetpower I'm always, uncontested, the strongest nation in the galaxy until the Khan busts in (who has been disabled by me until building sizable fleets can work again) I barely produce alloys myself, I just make everything else and buy them off the market until I have the motes to run 3-6 lv 2 alloy plants (depending on mineral availability), and then stay on that until my HW is made into and Ecumenopolis.
B-- This is usually the things I have in surplus that I sell, I legitimately can't understand how you consistently bankrupt them, as I've yet to go under 500 unless I've sold below that amount on a 50+ monthly surplus...
C-- Alloys. As I've said, I don't make more, I just buy them until I have motes. Then I run on 3-6 lv 2 alloy buildings until I get my 1st ecumenopolis, whereupon I replace them with the metallurgist districts and demolish the buildings so I can sell the surplus motes to buy more alloys. They are trying to address it, and the beta has made returns less terrible, but I admit it still needs work.
3. I'm pretty sure base pop growth is 2x faster than pre 2.2, it just feels slower because you need more pops for everything. Since you haven't mentioned a starvation problem, I'd recommend running the encourage growth edict on your Homeworld at all times until your first colony, then as much as you possibly can on your HW and any colonies where the capital is still lv 1. Also take rapid breeders, because growth speed is the new meta atm. Though machine pop growth atm
is literally unplayable, but that's another thread (
here ) Those clerk slots are arguably better than your technicians, because they make amenities to keep your pops happy, and make trade value that becomes energy at a 1:1 ratio on the default policy, or 1:0.5 and 1:0.25 Consumer Goods and Unity (respectively) on other policies available from game start, which would help you with both 2-A and 2-B.
My recommendation is that your HW is primarily spent investing into city districts to make EC from trade, mineral districts, and farm districts. The 1st world you colonize should be the one with the most mining districts available with at least 60% habitability, build 1-2 city districts for housing and then try to max out mining D's on the planet to make it a mining world for the extra 5% boost. Next planet is a farming world, same setup, so you can have enough food to constantly run growth decision on as many worlds as possible, and you can sell extra food in a pinch. Always try to have enough civ buildings to be making 10+ CG, and sell surplus whenever you are above 600, but try to keep a constant stockpile of 500. Use the EC from all your trade to buy alloys as needed, you don't need more than 100-300 at any moment unless you plan on going to war and are stockpiling for replacements. I generally grab worlds for food or mining, depending on which resource I need the most. Eventually you''l be shifting the resource districts on your HW to city districts to house more pops for more special buildings, and if you plan on using Ecumenopli, that's where your first will go. Planets give bonuses depending on what the most numerous job is. Try to concentrate a specific type of industry on each world for small, but beneficial bonuses. Building all civ buildings on one world will make an industrial world, which will give 5% bonus to a world that already makes a ton of CG. Same for a mining world, agri world, tech world, etc.
Lastly, try switching to the beta, they're constantly working to fix all the broken shxt, so you'll have a better time there.
Hope this helps, and sorry for the wall of text.