so... a total redesign of the entire economy from the ground up?The market issue could be fixed with a vicky 2 style economy and ACTUAL SIMULATION OF THE PRIVATE SECTOR PLS.
Sounds like good material for the sequel.
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so... a total redesign of the entire economy from the ground up?The market issue could be fixed with a vicky 2 style economy and ACTUAL SIMULATION OF THE PRIVATE SECTOR PLS.
Or fanatic authoritarians.yeah, while I would love for stellaris empires to have private sectors so fanatic egalitarians can nationalize them and run without one, it doesn't seem realistic to expect that kind of economic detail in the current game.
nah, in the stellaris ethics tree modelling of real world ideologies, fanatic authoritarian means private IBM contracts for your slave labour camps.Or fanatic authoritarians.
Either that or a fascist style corpratist economy? Or authoritarian socialism.nah, in the stellaris ethicstree modelling of real world ideologies, fanatic authoritarian means private IBM contracts for your slave labour camps.
maybe calculators can take .5 or 1 minerals on top of their current energy upkeep? i don't know what the issue is, i feel like removing tech rush entirely would be bad but sure a nerf to its costs could be fairWell it was the devs' idea to make Machine empire research stupidly cheap because they changed research upkeep to Energy instead of Minerals. And at that point Energy was produced with 6 Energy base output. Since 3.0, Energy base output for Machine empires has been raised to 8. And since the recent patch, the special buildings which boost raw ressources increase base output even further, which provides crazy high Energy output for Machine or Synth empires.
So in short, everything about the tech rushing problem was made worse by the devs in patch 3.0.
What is important is that in order to achieve that, the enabling factors are problems completely unrelated to tech which are designed into the game and are borderline exploits.
The issue here is that the AI can't play the game well because the game is designed to be convoluted and not as efficient as it needs to be for the AI to play the game well.
When I play with Starnet, for instance, not only am I not anywhere near as far ahead in tech because the AI actually knows how to build labs, but I'm also at constant risk of outright losing the game if I get attacked. The Starnet AI is able to 'check' my builds and as a result I have to play a lot more honestly.
If the vanilla AI were capable of consistently threatening the player like this - and not just in a tiny window around 2210-2215 (wherein sometimes you haven't even finished first contact yet) - I don't think we'd even be having this discussion.
I have nothing against switching the upkeep from Minerals to Energy for Machine empires, it does fit thematically after all. The issue is simply the fact that the base Energy output for Machine Empires is absurdly high, so changing the upkeep from Minerals to Energy obviously translates into heavily reduced upkeep. They could simply increase the Energy upkeep for researchers by a lot to balance this out.maybe calculators can take .5 or 1 minerals on top of their current energy upkeep? i don't know what the issue is, i feel like removing tech rush entirely would be bad but sure a nerf to its costs could be fair
This is actually less important than it seems. You don't need to abuse DA or the energy deficit to reach times like this - these factors just seem to help to make it slightly more consistent on average. Otherwise, you are relying on things like a normal ME getting enough planets to produce enough pops to scale by peaceful expansion alone (under these conditions my best time was 2259, but I was able to colonize 9 extra planets peacefully), or another type of empire finding a megastructure to repair in space, which means your results will vary a lot. Stefan in this video does not have good luck, does not min-max as hard as he would off-stream, and yet still manages to hit a solid time. This is a testament not to tech rushing, DA, Shattered Ring, or the energy deficit 'exploit', but to the overall idea behind the build and his knowledge of the game.
So while I do wish that some of these things will be tuned down a bit, and the energy deficit thing fixed, the 'solution' to tech rushing as I said in an early post is not to focus on these things as much, but instead...
..focus on this. The AI being unable to either punish the player for tech rushing, somewhat keep up itself, or a combination of both is the real 'problem' with tech rushing.
As I said earlier in this thread:
Nerfing the origin seems okay, albeit I'd argue that Void Dweller needs the same. It's almost in the same league. As for "tech rush". The game encourages it in every single last way. Early techs are bad, you're missing critical buildings, ascension options, even technicians/miners and mining stations are far less efficient. Tech rushing is the way to go.Yeah tech rushing can be done with almost any Empire. That's more an issue with AI programming that they seem to be looking into as well.
That still doesn't make Ringworld not incredible overpowered. After the last nerfs they have come down slightly, but it is by far the strongest origin. Of course they shouldn't Nerf it down to like common ground, but turning it slightly down is a good idea. Having an asymmetry in the game is a fun and cool idea.
That postulates that machine empires at large are currently OP. Without the Ringworld start, that's far from true. And they also become progressively worse as time goes on as they lack an ascension path, are locked out from a bunch of things, etc. Don't balance them around the Ringworld start.I have nothing against switching the upkeep from Minerals to Energy for Machine empires, it does fit thematically after all. The issue is simply the fact that the base Energy output for Machine Empires is absurdly high, so changing the upkeep from Minerals to Energy obviously translates into heavily reduced upkeep. They could simply increase the Energy upkeep for researchers by a lot to balance this out.
Machine Empires are far stronger than just Ringworld Origin. They have 100% habitability, so any origin with a forced Celestial Body Preference is meaningless (see meaningful decision making) for them. What happens if regular empires run in the negatives for Food? What happens to a Machine Empire if they run into the negatives for Energy? That's right it's across the board. If MEs require Energy for upkeep. If there's not enough energy, how are some of those pops not in offline mode?That postulates that machine empires at large are currently OP. Without the Ringworld start, that's far from true. And they also become progressively worse as time goes on as they lack an ascension path, are locked out from a bunch of things, etc. Don't balance them around the Ringworld start.
The Ringworld origin is what lets them take advantage of researchers only costing energy. Both because it provides cheap and efficient energy en masse and lots of researcher jobs. Without it they're pretty much in line with other empires.Machine Empires are far stronger than just Ringworld Origin. They have 100% habitability, so any origin with a forced Celestial Body Preference is meaningless (see meaningful decision making) for them. What happens if regular empires run in the negatives for Food? What happens to a Machine Empire if they run into the negatives for Energy? That's right it's across the board. If MEs require Energy for upkeep. If there's not enough energy, how are some of those pops not in offline mode?
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I could see a distinction being made between pop upkeep and job upkeep. If you don't have enough energy to "feed" your primary workers, well, they'll muddle through somehow. But if you don't have enough energy, after pop upkeep, to provide for all of your researcher jobs, the ones that have to go without don't produce any science.Shutting down pops however would have a quick cascading effect where your energy production would likely tank even further. Especially the Ai would never escape such a trap.
It's another bad case of the dev team thinking correlation = causation.
The real reason tech rush is so overpowered as to be mandatory is that the AI is *spectacularly* bad at managing their resources and buildings in a practical manner. The AI's priority isn't going to be tech, or if it is, it doesn't know how to go about it properly since for most empires it's a stage 3 manufactured resource, made from consumer goods that are made from minerals, It's bad at long-term investment for those, and balancing its own economy catering to technology, energy, and alloy production in that order.
The ideal fix would be for the community to do a demonstration about each of the development stages that player empires go through that results in tech booming, since it's a relatively consistent process. Programming the AI's priorities and behavior to better mimic players in the early game means they'll be in better shape to manage their economy around when players do.