So I guess we both had worthless comments that didn't have a point. Here's an idea: How about we both stop doing that.But his was much cleverer and actually had a point that addressed the original complaint.
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So I guess we both had worthless comments that didn't have a point. Here's an idea: How about we both stop doing that.But his was much cleverer and actually had a point that addressed the original complaint.
When you have pops that can be promoted intently to specialist but take year to go to worker, that's a broken system. I don't understand why so many people are defending this system.In Le Guin, they are the same. They've all but removed the ability to micro pops, and pretty much all of the economy happens at the planet level, with buildings and districts. Pop management is about balancing housing, amenities, job count, and pop number, not about dragging pops to the matching tile like it's glorified Candy Crush.
I neither wait for unemployment or turn buildings off. Just keep the number of empty jobs on a planet in the 2-3 range, and pops will naturally work the jobs needed. It's really easy. It takes some attention for developing colonies, but that just means you need to learn when to call a colony "done" and stop growth so that that colony's pop growth gets redirected to a more useful place. If you have an empire of 70 planets and all of them are still being actively developed, you're playing wrong. Just because every planet can support 100+ pops doesn't mean they all should.
Pops doing whatever they want is part of the system. You now have to play with and work around pops that you don't have fine tune control over. Once you give up trying to get that back and learn to make the new system work for you, the game is much, much better than the old game. And that's why it's better. It improves the game by removing micro that was really meaningless. Now you have to plan and think around your pop behaviors, and that play is much more enjoyable than the glorified Candy Crush drag and drop tile system.
now we agreeSo I guess we both had worthless comments that didn't have a point. Here's an idea: about we both stop doing that.
Many of us are defending it because it is much more interesting than the old system which excelled in blandness and in micro with little meaning. yes the new system has a lot of micro too, but I feel like it is micro that involves decisions instead of involving only a long series of no-brainer clicks.When you have pops that can be promoted intently to specialist but take year to go to worker, that's a broken system. I don't understand why so many people are defending this system.
I'm not saying we should go back to the old system, only to let us have more control on the system we have now.Many of us are defending it because it is much more interesting than the old system which excelled in blandness and in micro with little meaning. yes the new system has a lot of micro too, but I feel like it is micro that involves decisions instead of involving only a long series of no-brainer clicks.
I think the control is there, it just requires a bit of foresight.I'm not saying we should go back to the old system, only to let us have more control on the system we have now.
Can you share the save with me? i would like to see whats happening.I was a Fanatic Militarist and Materialist, imperial empire. A basic set up I use for most games.
When you have pops that can be promoted intently to specialist but take year to go to worker, that's a broken system. I don't understand why so many people are defending this system.
I "dodged" it because I've already addressed it, and I'm tired of going around in circles with people on this crap. You and about everyone else are just rephrasing the same arguments over and over again. The system is not "rewarding" unless you like this type of economy simulator, if you do that's fine, have fun. But this is not a good system. It is a connect-the-dots play style, and if you do anything other than follow the path you will fail.You're dodging my arguments. Instead of addressing the main subject of micro limitations vs good macro planning, you're shifting to a detail that's not the main thrust of your argument. Your issues are not solely based on pop demotion, unless everything else you've said was superfluous, including the original post, as pop demotion wasn't even mentioned. Regardless, it's just another element of limiting your direct control over your pops to force you to shift your focus to the macro building/district game instead of doing that part haphazardly and then making up the difference with pop micro.
If a system rewards good, intelligent play while punishing sloppy, poorly thought out play, it's a good system. I understand longing for the 2.1 days where you could micro your way out of any situation, but I'm glad that option is gone. It makes the economy a much more meaningful, but less tedious part of the game.
For example, letting us drag-and-drop pops.
So basically fuck the people who don't like what you like. Great logic. I'm done with you.Regardless, if you don't want to play a game that includes major economic elements, then fine. Leave.
There's definitely situations you'd want more control. Ex: I'm playing genocidal Space Elves, and every time I conquer a big planet, a handful of my pops arrive, some become ruling-class and some become administrators. But the Specialists often don't become enforcers, which I need to lower crime enough to stop the crime events which causes big negative effects like lowering stability (which would substantially reduce production on the planet of the former occupants being worked to death even more than it starts out as). If I want to do it myself I currently have to deprioritize whatever specialist jobs they're on until they get on the job I want them to have, and then I have to eventually reactivate them. This can easily require up to 30 or so clicks, depending on how cooperative my pops want to be and depending on the level of development of the planet I conquered. Drag&Drop would have reduced the overall number of clicks I would have required to do this, as well as cut time.This is just letting players micro their way out of poor decision making. If you want to reduce the time spent managing your economy, that's the opposite of what you want. Shouldn't you want less clicks on your planets and pops, not more?
well...someday I hope either paradox will implement a POPs dragging(or normal priority..which will be a priority, not open slots) or someone will make a mod doing this.Pops doing whatever they want is part of the system. You now have to play with and work around pops that you don't have fine tune control over. Once you give up trying to get that back and learn to make the new system work for you, the game is much, much better than the old game. And that's why it's better. It improves the game by removing micro that was really meaningless. Now you have to plan and think around your pop behaviors, and that play is much more enjoyable than the glorified Candy Crush drag and drop tile system.
So basically fuck the people who don't like what you like. Great logic. I'm done with you.
There's definitely situations you'd want more control. Ex: I'm playing genocidal Space Elves, and every time I conquer a big planet, a handful of my pops arrive, some become ruling-class and some become administrators. But the Specialists often don't become enforcers, which I need to lower crime enough to stop the crime events which causes big negative effects like lowering stability (which would substantially reduce production on the planet of the former occupants being worked to death even more than it starts out as).
A way for the player to re-draw sectors (with some constraints) would be good for sector management
well...someday I hope either paradox will implement a POPs dragging(or normal priority..which will be a priority, not open slots) or someone will make a mod doing this.
and then 2.2 will be perfect (even if it'll be implemented for people with Migration Control, or even tied only to Authoritarians and Hiveminds)
I "dodged" it because I've already addressed it, and I'm tired of going around in circles with people on this crap. You and about everyone else are just rephrasing the same arguments over and over again. The system is not "rewarding" unless you like this type of economy simulator, if you do that's fine, have fun. But this is not a good system. It is a connect-the-dots play style, and if you do anything other than follow the path you will fail.
keep saying that, maybe after a few more patches it will be true."The path?" That doesn't make much sense. There are plenty of ways to play the current economy well.