Conquer a few planets, economy crashes-- 2.2 in a nutshell

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Selling alloys is like 50% of my economy these days. If you can conquer then you have alloys to spare, you should be able to save your economy.

I take it you're at your fleet maintenance cap? Or do you figure that it just doesn't matter since you can build more ships whenever you need them?
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
You came to this thread and completely missed the point I was making, only to response to another comment and miss the point yet again. Now you're making one last attempt to understand when I've already make my point three times now.

So, what are you trying to say, and why don't you understand.

*shrugs* I'm saying that your complaints, as written, are nonsense. Migrating pops after conquest can't crash your economy without incompetent play. They don't crash mine, so why do they crash yours?
 

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.890
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
Vassalize & integrate actually seems a much safer/more stable way of expanding in 2.2

It gives you time to separate the 'drain of war', from the 'drain of annexation', and also works out to be way WAY cheaper on influence.
 

calen

Second Lieutenant
26 Badges
Oct 9, 2014
115
61
  • Darkest Hour
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
*shrugs* I'm saying that your complaints, as written, are nonsense. Migrating pops after conquest can't crash your economy without incompetent play. They don't crash mine, so why do they crash yours?
First, I didn't realize migration was apart of the problem until it was too late, so that's on me. But the main issue is that i had very little control over my pops. If I could have just moved them to were I needed them I could have fix the problem quickly.
 

Catius

Recruit
35 Badges
May 5, 2018
9
0
  • Crusader Kings II
  • Sengoku
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Jade Dragon
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
Recent multi-player session:
> I went into a huge war with AI
> I ensured that I am going to win it quickly
> it still took some time
> this way I obtained the race with Tomb World preference and around 5 random planets they occupied
> retained full citizenship for them and enable migration controls so that they don't leak to any other worlds in mass numbers
> economy crippled for next 10 years
> 10 years later the strongest economy among other players due to the enormous number of pops and my actual efforts

It takes time to stabilize after huge conquests and some small factors like "60% habitability" can feel disastrous if it means x1,4 amenities and consumer goods cost. Once, because of a lack of attention, I dropped to 0 consumer goods. Nevertheless, I can finally successfully utilize wide strategy (which was never touched by me before 2.2 because of +20% research cost modifier per planet). Yes, I prefer to go wide in 2.2, keeping control over my pops with authoritarian ethics and getting resources from the syncretic slaves.

I still have to say that Fanatic Egalitarian + Militarist feels like the best alloys rush in the early midgame for me (would be great to know people's opinions on that).

Finally, my actual advice: it is great to have a plan, but be flexible about your needs. If you have a huge stockpile of minerals then you can suddenly switch production to consumer goods on all your planets within a couple of months. This flexibility is a great strength of wide empires with plenty of raw resources.
 

Delthor

Captain
21 Badges
Aug 15, 2017
310
15
  • Crusader Kings II
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
But the main issue is that i had very little control over my pops. If I could have just moved them to were I needed them I could have fix the problem quickly.

The fact that you feel the need to micro pops like this indicates that you're not managing the macro game well enough. In Le Guin, asking for more ability to micro pops is much like asking for more ability to micro ships in battle. You're supposed to plan everything else such that you don't need to micro, just like fleet battles.

People don't argue things like "Well, if I could just micro my ships, my 8k fleet could kill that 12k fleet." You need to build a 12k or larger fleet to win, unless they have some major design weakness. The economy is now the same. You need to plan and build large enough that you can succeed. Before 2.2, you could do whatever without any thought and make up the difference with pop micro. This just turned the economy into a meaningless micro game, since there was no need for proper planning. Now there is a need for it, and failing to play well in your economics can lose you the game.

This means preparing to absorb conquered planets, preparing for an influx of refugees if you allow them, and so on are just like planning for the Khan or crisis. If you do it well, you win. If you don't, you lose.
 

yerm

Field Marshal
68 Badges
Apr 18, 2013
4.662
4.867
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
The new economic model simply does not go in the red across the board without either massive and widespread unemployment, or extreme planetary management blunders (eg upgraded buildings and tons of special resource producers, or not building farms/mines/gens and spamming cities for clerk jobs). If it looks like you aren't producing something it's because you're producing what isn't where you are looking. Science and unity are examples of things that you manufacture at the cost of upkeep and consumer goods but you cannot sell/trade obviously so an economy focusing these can appear to be weak.

So if your economy is crashing and you are NOT staring at huge unemployment lines, there is going to be a solution:
1. Stop being a socialist. Don't get me wrong, these things are great in the right situation, but if you start up a game and immediately click on nutritional plenitude and social welfare or academic privilege etc... you are demolishing your net economic output.
2. Stop building unity and research buildings. You do NOT need a monument or temple everywhere. Labs come after your bases are covered. These jobs are eating up the consumer goods of both a specialist and their upkeep and returning zero marketable output.
3. Only build cities if you need them, and consider changing how you build in general if you find you keep needing a lot of them. Your other districts should be the basis of your economy.
4. Avoid upgrading buildings to ones that use special resources unless you are certain you need it. Exception is the 25% raw resource generators - those are totally cool.
5. Once your economy is awesome and you know what you are doing by ALL means ignore the above!

At the end of the day you just need to realize that the economy is just 3 tiers: basic resources (minerals, energy, and food) and advanced resources (alloys, consumer goods, specials), and then finished / non-resource outputs (ships, buildings, unity, more pops, amenities, research, etc). Trying to build a big naval fleet and also keep pace in research and also unlock aps and also grow your population and/or robot count... well no kidding your economy cannot support it!
 

Eled the Worm Tamer

Major
30 Badges
Aug 5, 2017
673
481
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Shadowrun: Hong Kong
  • Stellaris
  • Sword of the Stars
  • Magicka
What you did was what historians call 'Winning the war, and loosing the peace"
You can do 1 of 3 things. You can go back to a version you like more. You can go on loosing, or you can learn. Pick one, but dontact like the game is bad for creating the choice.
 

calen

Second Lieutenant
26 Badges
Oct 9, 2014
115
61
  • Darkest Hour
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
The fact that you feel the need to micro pops like this indicates that you're not managing the macro game well enough. In Le Guin, asking for more ability to micro pops is much like asking for more ability to micro ships in battle. You're supposed to plan everything else such that you don't need to micro, just like fleet battles.

People don't argue things like "Well, if I could just micro my ships, my 8k fleet could kill that 12k fleet." You need to build a 12k or larger fleet to win, unless they have some major design weakness. The economy is now the same. You need to plan and build large enough that you can succeed. Before 2.2, you could do whatever without any thought and make up the difference with pop micro. This just turned the economy into a meaningless micro game, since there was no need for proper planning. Now there is a need for it, and failing to play well in your economics can lose you the game.

This means preparing to absorb conquered planets, preparing for an influx of refugees if you allow them, and so on are just like planning for the Khan or crisis. If you do it well, you win. If you don't, you lose.
That's great in theory, but poor in practice. Micro of pops and micro of ships are not the same thing, so your analogy fails. You can build a fleet to counter your enemy easy enough, but building a world where the pops work the tiles you need, not so much. And don't give me that "You just have to build when you have unemployment/ turn off building," First off, that doesn't work because the pops still just do what they want. Second, how is that in any way better then just letting us micro as needed. Much like the sectors from 2.1. They were largely automated but you could manually control them if you wanted. Now that we have a new economy that's suddenly a bad thing?

What you did was what historians call 'Winning the war, and loosing the peace"
You can do 1 of 3 things. You can go back to a version you like more. You can go on loosing, or you can learn. Pick one, but dontact like the game is bad for creating the choice.
That is an ultimatum not a choice.
 

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
Trying to get your pops to go where you want is akin to trying to herd cats.
go to the planet - click resettle. and no your pops is where you want him to be.
if you want to select jobs - disable all unneeded jobs and they'll fill the slots. you just have to think a bit when building and not to build much ahead
 

Rios_

Sergeant
79 Badges
Nov 5, 2016
91
25
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Stellaris
  • Prison Architect
This could be one of those areas where the AI resource bonus comes back to bite the player again, because of the increased production AI planets at higher difficulty levels tend to be more specialist heavy then a player would build, and if you conquer it your stuck with a bunch of bad options unless your authoritarian or xenophobic. You either you have grumpy, unproductive specialists and a planet that drains raw resources (and probably consumer goods as well, or you have very grumpy, unemployed specialists, and the only way out is via relocation (spread the grumpy around your empire so it does not effect stability too much, but its energy intensive), or enslavement.
 

Retry

First Lieutenant
47 Badges
Jan 21, 2018
202
2
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Cities: Skylines - Snowfall
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • Knights of Pen and Paper +1 Edition
  • BATTLETECH
  • Shadowrun: Hong Kong
  • BATTLETECH: Season pass
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
This is the best thing that ever happened to Stellaris after release. I thought i didn't really liked micromanagement. It turned out i do somewhat, just not mindless 1000 clicks every hour. If i wanted that, i would play a clicker game. Also great thing about new system is that you don't even really have to micromanage much if you just pay attention to pop/jobs number.
My tall-ish game wasn't too much of a problem. My ultra-wide game as the local Space Jerk (Fan. Xenophobic Spiritualistic Fanatical Purifier "Dark Elves"), I have to take frequent breaks to not go insane. There's so many uncolonized worlds within my borders that I haven't bothered with for the sole reason that I'm tired enough managing >75 planets and >30 separate systems (especially annoying for 1-planet sectors), forever increasing due to my constant Crusading across the other half of the galaxy. Whereas I used to be able to put 2 or 3 sectors for AI to manage all those planets and called it good, I have to either manage every single planet myself or at least manage the auto-generated sectors.

I'm not sure I trust the AI to do the resource managing thing in this much more complex economy. I'll probably do it anyways just to take the load off but that still means I have to go into my Sector list, fill the 30+ sectors with minerals (and strategic resources IIRC?), check them periodically for more sectors that I have from more planets that I acquired through Crusading and fill those up with minerals and such, and also check to see if my other sectors have run low on resources and replenish them if so, and even that micro-reducing measure looks like a major headache. If only the sectors could keep a portion of their production, or even if I could just decide to give a monthly stipend to the governors for development instead of lump sums I have to check on every now and then. But alas.

Similarly with some of the planetary decisions, specifically the Pop Growth, which needs a lump sum of Food and then expires without so much as a wimper every 10 years. Unless I wish my stockpiled food to spoil I need to go to each planet myself, check if it's still active, open the decisions tab if it isn't, possibly do some scrolling, and activate it manually. I can't lean on my Sector AI to do this either, manual is mandatory. This one (and "Distribute Consumer Goods") should really be persistent decisions with monthly food/CG drain, not 10-year edicts with big up-front costs. In fact there's not very many planetary decisions overall, so why do two-to-three of them fill up the Decisions sidebar? You could probably downsize their icons a ton and get rid of that scrollbar...

And to think I started this playthrough because I was annoyed at my multi-species tall empire growing equal sized populations of every single species on every single planet, including ones they weren't well acclimated to, driving consumer goods and food consumption way higher than it probably should have been.

This patch did a lot of good things, including making planetary management more interesting, but I certainly would never, ever describe it as less micro-intensive.
 

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
Selling alloys is like 50% of my economy these days. If you can conquer then you have alloys to spare, you should be able to save your economy.
but... why? build more\less alloy foundries. i'm pretty sure there are wasted\needed buildings on your planets.
in the worst case you can build another fleet (building over the cap is ok) or give them to AI for diplomacy boost.
First, I didn't realize migration was apart of the problem until it was too late, so that's on me. But the main issue is that i had very little control over my pops. If I could have just moved them to were I needed them I could have fix the problem quickly.
species -> edit rights -> population control\migration control\slavery\purge\living condition\military service

I, for example, play with slavery in intentionally suboptimal way (every xenos is slave except genemoded by me) so I always turn off their ability to move and procreate. also I don't want my soldiers to be weak or just normal.
 

Stars_and_Bars

Viscount
88 Badges
Dec 22, 2012
1.905
1.035
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Divine Wind
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome - Magna Graecia
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
Since 2.2.2 is now live I thought I would give the game another try, unfortunately, while there where far less bugs, the core issue I had with the update remains. That being the economy. It still feels like I'm a one legged man trying to walk a tightrope.

During the early game my economy was going up and down but I managed to stabilize it and build a nice fleet to attack my neighbor with. I won the war and took 3 planets, added to the planets I own for a total of 7, and as the titles says it crashed my economy to the point where I'm red in everything. I tried various things to fix it but it only delayed the fall. By year 2300 I had zero resources in everything. At that point I quit the game, there was no point in continuing.

I just don't know what to think about this game anymore. I like the idea that the economy overhaul presents, but it's implemented so poorly that I can no longer play it. You know I never quite understood the controversy over the 2.0 FTL removal but I think I get it now, because this is not the game I bought. I don't want to play an economy simulator. I really hope something is done about this because you shouldn't need to have OCD to keep your economy from crashing on you.

Note: Please refrain from the worthless comments of "You are not playing right, you have to do X, Y, Z" If you have to play Stellaris like a game of connect the dots than 2.2 has failed in more ways than just the economy.

"You can go back to X version," This is a band aid fix at best and should not be the go to solution.
Maybe you shouldn't just randomly expand. It would be nice if you could use espionage to determine which planets are worth conquering.
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
but... why? build more\less alloy foundries. i'm pretty sure there are wasted\needed buildings on your planets.
in the worst case you can build another fleet (building over the cap is ok) or give them to AI for diplomacy boost.

1 miner in early game: ~6 minerals.
1 metallurgist in early game: -6 minerals for ~3.2 alloys. These alloys can almost always be traded to the AI at a 5:1 ratio for a total of 16 minerals, a profit of 11 minerals per miner.

It gets even better over time. By the mid/late game you might have miners producing 10 or 11 minerals, but your alloy makers are producing ~6 alloys to be traded for 30 minerals, profit of 24. This is even more true if you get a lopsided market, which in my experience happens fairly consistently with the AI. 1 alloy regularly trades for 10-15 energy, which is kind of insane. If/when the market gets sufficiently depressed you can start trading alloy for energy with the AI at the same 5:1 ratio.

In my current game Fen Habbanis in 2335 produces almost 1.4k alloys. I trade around 400 alloys a month to around 15 AI empires for the base resources needed to power an ecumenopolis producing 1.4k alloys a month, along with most of the rest of my empire and my huge fleets needed to stomp awakened empires.

Also, you can sell exotic resources to the AI at 30:1. Doing this a single worker producing ~3.5 gas gets you over 100 minerals. Completely nuts. I don't do it since it seems like an exploit.
 

dessoul

Captain
69 Badges
Mar 13, 2009
426
197
  • Cities in Motion 2
  • Stellaris - Path to Destruction bundle
  • Magicka 2
  • Europa Universalis IV: Pre-order
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sengoku
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Impire
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Ancient Space
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Hearts of Iron III Collection
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • BATTLETECH
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
1 miner in early game: ~6 minerals.
1 metallurgist in early game: -6 minerals for ~3.2 alloys. These alloys can almost always be traded to the AI at a 5:1 ratio for a total of 16 minerals, a profit of 11 minerals per miner.

It gets even better over time. By the mid/late game you might have miners producing 10 or 11 minerals, but your alloy makers are producing ~6 alloys to be traded for 30 minerals, profit of 24. This is even more true if you get a lopsided market, which in my experience happens fairly consistently with the AI. 1 alloy regularly trades for 10-15 energy, which is kind of insane. If/when the market gets sufficiently depressed you can start trading alloy for energy with the AI at the same 5:1 ratio.

In my current game Fen Habbanis in 2335 produces almost 1.4k alloys. I trade around 400 alloys a month to around 15 AI empires for the base resources needed to power an ecumenopolis producing 1.4k alloys a month, along with most of the rest of my empire and my huge fleets needed to stomp awakened empires.

Also, you can sell exotic resources to the AI at 30:1. Doing this a single worker producing ~3.5 gas gets you over 100 minerals. Completely nuts. I don't do it since it seems like an exploit.

You can of course, do everything by concentrating on one special resource (like alloys) and then go constantly to the market and sell it for the other resources you need. But i actually like to avoid this. i rather have only 500 alloys every month and some constant good plus in the other areas, than a big minus in one field, which i constantly have to restock from the market.

And when we are at the market, i agree to one of the other guys, complaining about, that the market system has a big flaw: you just sell on some high price, the price drops. you buy at the lower price, the price raises up again. you sell at the higher price again.... if you need to, you have unlimited resources this way. Its too easy to exploid.
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
This isn't the market, this is direct trading of monthly income (30 year deal) with the AI. I agree that screwing with the market to generate free resources is an exploit, but this is fair trading with the AI at the rate Paradox decided Alloys should be valued at.
 

nfmarque

Captain
44 Badges
Mar 1, 2011
463
120
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
You can of course, do everything by concentrating on one special resource (like alloys) and then go constantly to the market and sell it for the other resources you need. But i actually like to avoid this. i rather have only 500 alloys every month and some constant good plus in the other areas, than a big minus in one field, which i constantly have to restock from the market.

And when we are at the market, i agree to one of the other guys, complaining about, that the market system has a big flaw: you just sell on some high price, the price drops. you buy at the lower price, the price raises up again. you sell at the higher price again.... if you need to, you have unlimited resources this way. Its too easy to exploid.
Its trading with the AI, not using the market, i do the same with consumer goods, i trade with 80% of the galaxy, in 2.2+ trade between empires is severally underestimated.
I take a lot of time making trade deals with the other ai empires exporting consumer goods for alloys/minerals/energy, each empire will make a different deal according with their production/needs.
the ferengi rules of acquisition do make sense now.