Amenities and the hive: I have no idea what I'm doing.

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Spectra Twilight

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Oh that just got fixed with the new patch!!!
Now it's @simple_drone_job_weight, which makes it of the lowest priority, alongside raw resource production. I'm not certain I agree, but I suppose as long as the AI does not overproduce Warrior Drone and Complex Drone jobs, it should be fine. Though if it does, then it's going to have massive stability issues.
 

Less2

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I do understand this. What I am trying to convey is how realistic it is to have 20 amenities on a 10 pop planet like what are your districts and buildings in this situation? Do you see what I'm saying? While when your planet gets to 100 pops you need to dump pops in jobs or resettle. Your districts are maxed, your buildings are maxed, so dumping them into Maintenance jobs is to me efficient, because it gives an overall bonus to EVERY job, the building is much cheaper to buy and operate, instead of adding another Alloy Foundry and only getting extra Alloys or only getting extra Research or what have you. Sure if your play style is such that each planet is maxed at one thing I understand how that would be more efficient but if you want an overall bonus to all of your jobs on a planet, dumping excess drones into Maintenance jobs might not be a bad idea once your world is highly populated. Before that it simply doesn't make sense to use high amenities because you don't have enough base production. Additionally, the math is a tad more complicated, there is a 5 Amenities base usage regardless of planet size, so you always pay that, and some traits and techs significantly decrease your Amenity usage.

I am certainly not saying that this area cannot be improved or balanced more.

Also I am personally having somewhat of an issue specializing planets because the economy is so bouncy that I often find myself building for whatever I need at the time wherever that slot is available.

If your entertainers produce 10 amenities apiece, you need 1 extra entertainer to produce the same stability from excess amenities on a 10 pop world as you would need 10 entertainers to produce on a 100 pop world. Either way you are paying 10% of your population to accrue a 6% production bonus.

It's not like amenities gets the tons of multipliers that other resources do, where entertainers on a highly populated world could produce 200% of their normal amount. As I stated earlier, if anything this works against highly populated worlds. Turning 10% of your pops into entertainers is a worse idea when they could otherwise be producing at 200% then if they were at 120%.
 

y2Kaje

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It would be nice if, in the same way we can raise and lower job slots using the arrows, we could adjust priority on a job basis. Or if we could even have a checkbox to just state balance available workers against available worker jobs.
 

mcolder

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If your entertainers produce 10 amenities apiece, you need 1 extra entertainer to produce the same stability from excess amenities on a 10 pop world as you would need 10 entertainers to produce on a 100 pop world. Either way you are paying 10% of your population to accrue a 6% production bonus.

It's not like amenities gets the tons of multipliers that other resources do, where entertainers on a highly populated world could produce 200% of their normal amount. As I stated earlier, if anything this works against highly populated worlds. Turning 10% of your pops into entertainers is a worse idea when they could otherwise be producing at 200% then if they were at 120%.

Ok now you lost me... Entertainers? We're talking about Hive minds. Where Maintenance Drones > Amenities > Stability...

Now it's @simple_drone_job_weight, which makes it of the lowest priority, alongside raw resource production. I'm not certain I agree, but I suppose as long as the AI does not overproduce Warrior Drone and Complex Drone jobs, it should be fine. Though if it does, then it's going to have massive stability issues.

I think that's a good weight for it, it's basically a Hive alternative to a Clerk job. But yea hope the AI behaves a bit better this patch. Looks like they made some changes to its mechanics.
 

DrFranknfurter

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Looks interesting. Haven't tried 2.2.4 yet, but from the notes maintenance drones sound a tiny bit broken.

Is there any way of adding a multiplier (x100 or more, =warrior weight or greater) to hive maintenance drone weight IF amenities are less than 0? (to avoid unstable worlds with too many basic jobs available)
and
Is there a way of adding a second multiplier (x0.01, job picked last) to maintenance drones when amenities are already giving the max stability bonus? (and jobs that just produce more amenities would be wasted, while any other job would actually do something useful)

Also, would the above actually work even if you could do it? or would it have some weird unintended side-effect?
...I worry about all the maintenance jobs instantly switching to miners, then stability dropping, then everyone switching back to maintenance... then stability maxing and everyone abandoning the jobs... (if it calculates all pops at once using the same values rather than doing it one pop at a time - like the difference between market trades when buying and selling 100 units or in large batches causing problems before they fixed it)
 

Secret Master

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I installed the new patch over the game I'm currently playing.

I've come to the conclusion that even negative amenities isn't too bad for a hive mind. You don't want -26 to stability from no amenities, but if your stability is hovering around 45 on a planet with less than 100 POPs, adding another POP to amenities doesn't help as much as just putting another POP on a resource or job.

Also, if you install the new patch over an old game, your hive mind planets will be all screwed up from maintenance jobs sucking up a ton of labor they weren't taking before due to the new worker priorities. Be warned and plan accordingly.
 

Spectra Twilight

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Looks interesting. Haven't tried 2.2.4 yet, but from the notes maintenance drones sound a tiny bit broken.

Is there any way of adding a multiplier (x100 or more, =warrior weight or greater) to hive maintenance drone weight IF amenities are less than 0? (to avoid unstable worlds with too many basic jobs available)
and
Is there a way of adding a second multiplier (x0.01, job picked last) to maintenance drones when amenities are already giving the max stability bonus? (and jobs that just produce more amenities would be wasted, while any other job would actually do something useful)

Also, would the above actually work even if you could do it? or would it have some weird unintended side-effect?
...I worry about all the maintenance jobs instantly switching to miners, then stability dropping, then everyone switching back to maintenance... then stability maxing and everyone abandoning the jobs... (if it calculates all pops at once using the same values rather than doing it one pop at a time - like the difference between market trades when buying and selling 100 units or in large batches causing problems before they fixed it)

That's a nice thought, but unfortunately not how the job assignment system was designed. The way it works is that job positions are filled from highest weight to lowest weight, with pops that are individually weighted higher (such as due to possessing better traits for working the job) being assigned before lower weighted pops. Where your theoretical models fall apart is the fact that pops can and will be removed from their current jobs in order to fill higher weighted positions that are available.

So, if you had a weight modifier that factored Maintenance Drone job weight by an amount that placed it above all other jobs, then the system would take the highest weighted pops it can find on the planet and put them on Maintenance Drone jobs. If this happens to correct the amenity issue that planet was having, the weight for Maintenance Drone jobs will drop, causing all pops assigned to Maintenance Drone jobs to seek higher weighted jobs that are available, and thus potentially leave their current jobs. With a lack of Maintenace Drones, planet amenities will drop below zero once again. Repeat ad infinitum.

A similar situation would result for dropping job weight if planet amenities are greater than 2x the planet's population.

Stellaris scripting is as cripplingly limited in some areas as it is helpfully versatile in others. It makes some extremely complex tasks much simpler, but also makes some instances of trivial logic impossible to implement (even if you can manage to find the commands to trigger actions that you want to perform).
 

Cronos988

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I just wondered whether the fact that gestalt empires are so bad at producing amenities would make the "charismatic" trait valuable for them. But the bonus seems to be really inconsequential. 20% more amenity production means about one extra worker per 20 pops on a world with decent habitability. On a really large world this might eventually save you 2 building slots (200+ pops), which is great, but that is fairly late into the game. In terms of raw resource production, any of the resource production boni beats it. Might be worth it for late-game gene modding. Start with uncanny (not much of a drag on small planets), mod it out once you can, add communal and charismatic.
 

mergele

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I just wondered whether the fact that gestalt empires are so bad at producing amenities would make the "charismatic" trait valuable for them. But the bonus seems to be really inconsequential. 20% more amenity production means about one extra worker per 20 pops on a world with decent habitability. On a really large world this might eventually save you 2 building slots (200+ pops), which is great, but that is fairly late into the game. In terms of raw resource production, any of the resource production boni beats it. Might be worth it for late-game gene modding. Start with uncanny (not much of a drag on small planets), mod it out once you can, add communal and charismatic.
Oh absolutely. 20% is .8 amenities per maintenance drone, meaning on a 40% hab world 1 extra pop per 2 maintenance drones, 2 additional POP per 3 maintenance drones on 80%. Considering that maintenance drones are the job which will likely have the most drones in it employed anyway boosting is definetly a good idea. Also pick ascetic. Once you have the -10% amenities tradition you get more than one additional POP per maintenance drone on 100% worlds.
 

Madzai

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Oh absolutely. 20% is .8 amenities per maintenance drone, meaning on a 40% hab world 1 extra pop per 2 maintenance drones, 2 additional POP per 3 maintenance drones on 80%. Considering that maintenance drones are the job which will likely have the most drones in it employed anyway boosting is definetly a good idea. Also pick ascetic. Once you have the -10% amenities tradition you get more than one additional POP per maintenance drone on 100% worlds.
With how amenities work ascetic is indeed much better than Charismatic and actually borderline mandatory for a successful runs. I still think they need either to revert this changes to maintenance drones back, or introduce some mid-late game jobs that produce more amenities. 20% of all Drones being Maintenance ones isn't that great. It may have work if Hive Mind "producing" drones jobs were better that normal Empire ones, but, instead, they just have more of them. "Strength in numbers" don't quite work if part of those numbers do nothing (as normal Empires amenities produces also produce other useful resources). But, for HM it's tolerable. I imagine it's nerfing ME to the point of being useless, as they receive no bonuses at all aside from being able to colonize everything.
 

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Oh absolutely. 20% is .8 amenities per maintenance drone, meaning on a 40% hab world 1 extra pop per 2 maintenance drones, 2 additional POP per 3 maintenance drones on 80%. Considering that maintenance drones are the job which will likely have the most drones in it employed anyway boosting is definetly a good idea. Also pick ascetic. Once you have the -10% amenities tradition you get more than one additional POP per maintenance drone on 100% worlds.

I have been running ascetic frequently as a hive mind.

But I am also considering running charismatic on ecumenopolis only. My Fen Habbanis right now is facing a problem where I have 300+ POPs (good), but I'm running out of room for maintenance drone buildings and sentinel buildings. I deleted the spawning pool and clone vats already (cutting POP growth) just to put up more maintenance and sentinel buildings. At this point, the only non-arcology buildings Fen Habbanis has are the capital, a synaptic node, maintenance depots, and sentinel buildings. And I still have room for 30-40 more drones working alloys.

And I already put up an art installation from the artisan troupe giving me +15% amenities for no cost in building slots. With no access to resort worlds, I'm at the point where to finish filling out the planet, I need POPs to be charismatic to make it possible with limitations on building slots.

Or I have to eat deviancy or low stability penalties.
 

Arkton

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With the current nerf to maintenace drones, +20% Amenities is mandatory from my point of view. Same holds true for +assembling speed (talking ME Empires in 2.2.3), because the construction speed bugs are only adressed in 2.2.4 due to patch logs. I'm currently in the state, where all my traits are to offset the huge maintenance cost and slow building speed. But to be fair, there are almost no other relavant traits anyways.

For 4 robots, you currently need 2 robots in amenites and energy production. Not counting in deviancy here, which would add another 1/5 robot, plus housing, which in return requires more energy robots. But while you can vastly improve the efficieny of energy workers, amenities stay the same the whole game. And as increasing amenities is not a viable strategy (higher costs than profits), they can as well just remove this feature completely. I don't see, what this adds to the game at any point.
 

Cronos988

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With the current nerf to maintenace drones, +20% Amenities is mandatory from my point of view. Same holds true for +assembling speed (talking ME Empires in 2.2.3), because the construction speed bugs are only adressed in 2.2.4 due to patch logs. I'm currently in the state, where all my traits are to offset the huge maintenance cost and slow building speed. But to be fair, there are almost no other relavant traits anyways.

For 4 robots, you currently need 2 robots in amenites and energy production. Not counting in deviancy here, which would add another 1/5 robot, plus housing, which in return requires more energy robots. But while you can vastly improve the efficieny of energy workers, amenities stay the same the whole game. And as increasing amenities is not a viable strategy (higher costs than profits), they can as well just remove this feature completely. I don't see, what this adds to the game at any point.

The nerf made the trait worse too, though. It still only saves you one maintenance drone out of five. At the start of the game, this hardly seems worth it.