I build cities and get consumer goods from my clerks. Plus lots of factories for alloys or research labs.surely in those places you would build generator districts, rather than just ignoring the deposits and building nothing but city districts.
I build cities and get consumer goods from my clerks. Plus lots of factories for alloys or research labs.surely in those places you would build generator districts, rather than just ignoring the deposits and building nothing but city districts.
You may have missed my point.Well, yes and no, the price is harder to abuse in 2.2.3, but actually energy is a lot more worthless as things tend to always be running at more than 1 per unit. Alloy in particular is always really expensive, because the Ai likes building ships and doesnt like building enough alloy factories. 2.2.3 encourages the ai to use the market more, which actually means alloy prices are higher in 2.2.3 than 2.2.2. If anything i would say the "fix" is that its impossible to really forcibly drive the price down enough to be able to make a profit on the buy side, so at least alloys are always excellent to make and raw energy is generally bad...
You may have missed my point.
The point is that the market is in flux. Any lopsided strategy which relies on the market for balance is resting on a very unstable foundation. I prefer to try to play as intended rather than finding quirky shortcuts that I know will disappear soon enough.
I am not the one having trouble with it. I have no trouble with the economy at all. I am not trying to mimic the OP's single product economy. I am instead advising others to not be so lazy when I am certain upcoming changes will invalidate that approach.Have you tried a genocidal civic? They keep the internal market for the entire game and even if you avoid exploiting it prices seem to reset to the base prices pretty fast if you unpause.
One of the design goals for the new economy was that you would be able to specialize your economy however.I am not the one having trouble with it. I have no trouble with the economy at all. I am not trying to mimic the OP's single product economy. I am instead advising others to not be so lazy when I am certain upcoming changes will invalidate that approach.
Sounds like your fleet was the reason for your budget issues![]()
For me it's leaders. I have a dyson sphere paying my admirals and governors.
I keep a tile blocker governor around too and a trade value one if I have a sector with a lot of trade.I did give up on governors in my sectors without research worlds eventually. I also kept a 'toolset' - a governor for reducing crime, another for clearing blockers, etc.
The power boost from an admiral is still pretty significant, and you can always relegate the STL boost admirals to your rapid response fleet(s).
I am not the one having trouble with it. I have no trouble with the economy at all. I am not trying to mimic the OP's single product economy. I am instead advising others to not be so lazy when I am certain upcoming changes will invalidate that approach.
I keep a tile blocker governor around too and a trade value one if I have a sector with a lot of trade.
I tend to have one or two admirals for rapid response fleets. It might be worthwhile in 2.2 again to hire more because fleets are more difficult to build now(unless you abuse certain exploits).
I used to field at least a dozen max. size fleets against crisis forces and losing ships was pretty much irrelevant at that point. Losing entire fleets because of different movement speeds was much more of a problem.
Rather contrary to the title of this post, if you do manage balancing your economy ('rare' resources excepted) you end up with a ridiculous amount of oversupply. No exploits needed, unless you consider alloy foundries themselves to be exploits.
Governors do not seem like a worthwhile investment after 2.2 if you are playing wide. Maybe a few for key sectors but not more.
I more or less stopped using admirals after 2.0 because the different STL bonuses they give split my fleetstacks which was suicide against an early 5x crisis and just increased avoidable micro. At best I set all fleets to follow the slowest fleet...
When I read through this thread I see descriptions of a variety of economic strategies that are effective. With effective being in the eye of the player/poster. To me, this sounds like success for the devs stated goals. There are multiple ways to construct your economy.
I used to play 5x crisis 2250 endgame date games if I felt like min/maxing as much as I can. I can't see a way to win this now(with habitable planets and research speed at the base 1x) even if I abuse purging. With the normal endgame date a 5x crisis was not too difficult in RP games with a little bit of planet min/maxing too but now it seems pretty difficult to pull off. Time will tell but I ran into the good old bug that causes a species to purge itself in the two 2.2 in which I got close to the endgame date.
Wait..... isn't research faster now? I'm comfortably out-teching my earlier games.
For that matter, I'm getting to my effective fleet cap as fast as I ever did, if not faster. OTOH, I've never played a style where I take enough worlds to make a 5x crisis fun to deal with, so I don't know if my approach scales.
Or is it just that you can't abuse the current system as much as you could abuse the old one?