How long does bombing a world take in 2.2? I remember in 2.1 it took years.I tend to bomb worlds into submission before conquering. Makes sure you don't have a chance for too many specialists. Only rebuild once the districts are filled up again.
How long does bombing a world take in 2.2? I remember in 2.1 it took years.I tend to bomb worlds into submission before conquering. Makes sure you don't have a chance for too many specialists. Only rebuild once the districts are filled up again.
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.
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.
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.*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?
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.
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'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?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 is an ultimatum not a choice.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.
go to the planet - click resettle. and no your pops is where you want him to be.Trying to get your pops to go where you want is akin to trying to herd cats.
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.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.
but... why? build more\less alloy foundries. i'm pretty sure there are wasted\needed buildings on your planets.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.
species -> edit rights -> population control\migration control\slavery\purge\living condition\military serviceFirst, 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.
Maybe you shouldn't just randomly expand. It would be nice if you could use espionage to determine which planets are worth conquering.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.
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.
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.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.