Because the Interstellar Assembly requires you to build it in your capital system. If the Origin ringworld blocks that, that is quite an undocumented handicap.
It requires no such thing.
Because the Interstellar Assembly requires you to build it in your capital system. If the Origin ringworld blocks that, that is quite an undocumented handicap.
Don't confuse governing ethics with a brainwashing of your entire population. Stellaris doesn't do "planet of hats" sci-fi, where everybody has the same ethical outlook.Seriously. It's freaking insane. Not to mention, why do I even get Spiritualist factions as a Fanatic Materialist at the start? If you give me the tools to design my nation as a player, how does it make sense for the game to just walk over my choice by popping up an opposite faction right at the start, with no way to reduce its numbers? And even if there was such a way, again, why does it make sense?
If I want a spiritualist faction, I'll go Psionic theory, I'll avoid getting robots, but I should just get spiritualists out of nowhere at the game start, when I chose to play the materialists. It's like you start playing a mage and then the game tells you, "hey, you'll have to be a warrior I guess".
You got a bad roll , just restart and pray to rng for better factions.Guys... it doesn't work.
https://imgur.com/a/V7zf5kE
Ethics attraction still doesn't work. I've only stopped suppressing the Spiritualists and promoting the Materialist twice in the entire 90-something year run. For like a couple of months to rush influence for building habitats or elections.
Other ethics are fixed, like I don't have an expected 4% of Pacifists for whatever reason, but I cannot make my pops abandon the Spiritualist faction and switch to either of the other three. My materialists, in the meantime, are expected to be 63%, whereas only 35% of my pops embrace that ethic.
Seriously. It's freaking insane. Not to mention, why do I even get Spiritualist factions as a Fanatic Materialist at the start? If you give me the tools to design my nation as a player, how does it make sense for the game to just walk over my choice by popping up an opposite faction right at the start, with no way to reduce its numbers? And even if there was such a way, again, why does it make sense?
If I want a spiritualist faction, I'll go Psionic theory, I'll avoid getting robots, but I should just get spiritualists out of nowhere at the game start, when I chose to play the materialists. It's like you start playing a mage and then the game tells you, "hey, you'll have to be a warrior I guess".
I do agree with you. However, I would say it makes sense, in regards to gameplay, for these factions to pop up later out of events and contact with other Empires. Not completely randomly, and possibly not containing a large chunk of your population. Because they do make your influence (a large bottleneck to many things these days), and it can be frustrating if a major faction in your Empire is the complete opposite of what you're about. Meanwhile, you can't do much/anything to appease them (because the biggest offenders of what you're doing is what they hate the most), or at least make them switch to other ethics.Don't confuse governing ethics with a brainwashing of your entire population. Stellaris doesn't do "planet of hats" sci-fi, where everybody has the same ethical outlook.
That your governing ethics are fanatic materialist does not imply that nobody has a spiritualist mindset, nor does it imply that a spiritualist worldview influencing people in strict opposition to the governing ethics doesn't exist in your population strong enough to organize in opposition.
If you want everybody to think the same, gestalt consciousness is the way to go in Stellaris, unified in mind and unshackled from ethics.
Because the Interstellar Assembly requires you to build it in your capital system. If the Origin ringworld blocks that, that is quite an undocumented handicap.
It requires no such thing.
What's so ridiculous about this?Sorry, but that's just ridiculous. Why would you even think that?
Because the Interstellar Assembly requires you to build it in your capital system. If the Origin ringworld blocks that, that is quite an undocumented handicap.
It requires no such thing.
It's not a requirement, but it's still my preference to build it in my capital system. And the ability to build it on The Interloper in the Shattered Ring origin was perfect for that.It originally did, but no longer does, and I don't think the change was listed in any of the patch notes.
You got a bad roll , just restart and pray to rng for better factions.
We are all looking forwards to the day pop ethics shifting works right again and on a timely rather than glacial scale.Yeah, I understand. Like I didn't get Egalitarian, Xenophile, Authoritarian and other factions at all, which is rather right. But they said this update would allow pops to actually SHIFT ethics (something was preventing them from shifting them correctly earlier), and as you can see, your actions (promoting factions, suppressing factions) don't really make it change at all.
I'm not trying to blow it out of proportion, but it's a pretty huge issue for me. I'm glad to see the current fixes being put in place, but I think it'd be great to hear more on this issue from the PDX staff.
Guys... it doesn't work.
https://imgur.com/a/V7zf5kE
Ethics attraction still doesn't work. I've only stopped suppressing the Spiritualists and promoting the Materialist twice in the entire 90-something year run. For like a couple of months to rush influence for building habitats or elections.
Other ethics are fixed, like I don't have an expected 4% of Pacifists for whatever reason, but I cannot make my pops abandon the Spiritualist faction and switch to either of the other three. My materialists, in the meantime, are expected to be 63%, whereas only 35% of my pops embrace that ethic.
Seriously. It's freaking insane. Not to mention, why do I even get Spiritualist factions as a Fanatic Materialist at the start? If you give me the tools to design my nation as a player, how does it make sense for the game to just walk over my choice by popping up an opposite faction right at the start, with no way to reduce its numbers? And even if there was such a way, again, why does it make sense?
If I want a spiritualist faction, I'll go Psionic theory, I'll avoid getting robots, but I should just get spiritualists out of nowhere at the game start, when I chose to play the materialists. It's like you start playing a mage and then the game tells you, "hey, you'll have to be a warrior I guess".
Don't confuse governing ethics with a brainwashing of your entire population. Stellaris doesn't do "planet of hats" sci-fi, where everybody has the same ethical outlook.
That your governing ethics are fanatic materialist does not imply that nobody has a spiritualist mindset, nor does it imply that a spiritualist worldview influencing people in strict opposition to the governing ethics doesn't exist in your population strong enough to organize in opposition.
If you want everybody to think the same, gestalt consciousness is the way to go in Stellaris, unified in mind and unshackled from ethics.
This is pretty troubling. Anyone else able to confirm?
Just keep them employed on designated Beurocratic Center colonies so that empire sprawl stays consistently under admin cap? You want tech costs to remain as low as possible at all times, anyway. You don't have to continuously unemploy them and reemploy them all the time.You people disagreeing with me don't read tooltips do you? The only time you ever want to employ a Bureaucrat is when you tech up/edict up etc. at ANY other point in the game it is more economical to put those Bureaucrats into unemployment given the job doesn't provide any relevant value and takes CG upkeep.
Start the game. Disable Bureaucrat job, let month tick and check it. Have fun keeping track of your unity and tech so when the time comes you can employ them or shift them from other jobs to not pay the increase in cost from Administrative Capacity.
Just keep them employed on designated Beurocratic Center colonies so that empire sprawl stays consistently under admin cap? You want tech costs to remain as low as possible at all times, anyway. You don't have to continuously unemploy them and reemploy them all the time.
Sure, if you want to make things needlessly difficult for yourself. And if you want Bureaucrats to, e.g. produce unity, then you can just pick the Byzantine Bureaucracy civic. Easy as that.You dont want that. Instead you sit at 500/50 during the game and once you hit eg. 3000 Society research you go shift your Researchers into Bureaucrats to have 500/500 admin cap, pick the research that costs 3000 and then you shift them back to Researchers.
Your solution (buff bureaucrats) is the wrong one.You people disagreeing with me don't read tooltips do you?