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Xoatl

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I like global food, its a huge step in the right direction. Trade can be more detailed a thorough, but it would be tough to do without adding a whole lot more lag to the game. We still don't know a whole lot about global food either, just that it's implemented at some level in the dev build.
 

gajop

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I like the idea of trading food between planets instead, and there's a mod that does that, but the sector AI doesn't know how to handle it so it necessarily leads to a lot of senseless micromanagement. Therefore I stopped using it as well as other mods that try to provide planet specializations - it's just very micro-demanding to use in a wide empire even though it's something I'd like to be able to do on a strategic level.
 

laptor

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So far I read nothing about modifiers for agrar worlds ;)
I have another point to talk about:
Should the surplus of planets food production be taken 1:1 into global? I think it has to be reduced due to expire.
 

henzington

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So far I read nothing about modifiers for agrar worlds ;)
I have another point to talk about:
Should the surplus of planets food production be taken 1:1 into global? I think it has to be reduced due to expire.

I would guess no but you could always make use the food production bonus governor.
 

safe-keeper

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The same as hauling massive amounts of minerals or "energy" no one knows exactly how.
I would actually love to see a logistics update covering this, too.
 

Cannes

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My hope for global food is that there are some meaningful mechanics introduced around it. Instead of it just being a tiny icon at the top of the screen which tells you when its time to build a few more farms on random worlds.
 

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Just did some maths and if say you had two slave techs and last hydroponics farm unlocked, as well as alien species set to livestock and gene modded to be agrarian.

16 Planet Tile + Agrarian + Stimulant Diet + Livestock:
Planetary Center Tile= 2.7.
Slave Processing Plant Tile = 2.7.
14 Hydroponics Farm V Tile = 183.8.
= 189.2.


30% in Slave food production
Live stock = 2.1 per pop
16 Livestocs.
Hydropons Farm V = 8 per farm.


Seems Livestock gives around 2.1 food per pop and only allows them to be good at farming so pretty useful for farming worlds.

This doesn't take in account any tile bonuses and with planetary administration no longer giving food.

Only downside is that if the planet gets blockade your empire could be crippled.
 

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My hope for global food is that there are some meaningful mechanics introduced around it. Instead of it just being a tiny icon at the top of the screen which tells you when its time to build a few more farms on random worlds.
It does open for new strategies. Such as having "bread basket" worlds that produce food for your empire so that your more barren worlds can focus on energy, research, and credits. Or seeking to capture certain enemy worlds first because they produce the bulk of the empire's food.

Having said that, of course I would love some new features built around them, too. Both logistics and blockades would be nice to have.
 

flazeo255

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It does open for new strategies. Such as having "bread basket" worlds that produce food for your empire so that your more barren worlds can focus on energy, research, and credits. Or seeking to capture certain enemy worlds first because they produce the bulk of the empire's food.

Having said that, of course I would love some new features built around them, too. Both logistics and blockades would be nice to have.

Pretty sure Wiz mention blockades affecting food so if your breadbasket bloackaded you empire could be crippled.
 

Everstill

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The same as hauling massive amounts of minerals or "energy" no one knows exactly how. Into batteries? :D

But it's "Energy Credits" not Energy, just like "Carbon Credits". Companies don't trade carbon, it's a currency.

As I understand, a Freighter full of Uranium is "energy credits". And whatever finantial thing in the galacy use this as money. Things like Solar, well, i'm sure they have some sci-fi batteries =p
 

derflensburger

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I think they may be toying with the idea of eventually devoting a patch to creating a transportation/trade system where stuff actually gets transported from producing planet/station to a consuming one. A first step towards this is making the three main resources be treated the same way by the game and AI so that they can all be turned over to the trade/transport system smoothly.

I'm imagining we may eventually have shipping lanes that form organically and that may be pirated abstractly like in EU4 and must be supplied with convoys like in HoI4 (these will cost mineras to build and have the usual ship maintenance). You'll probably be able to assign escort ships like in EU4. Ships in shipping lanes would perhaps only be visible in an abstract way to keep the lag down. There are many details they need to figure out to make this work right, though.

They may also decide it's too complex for the scope of the game and keep global production and consumption as it is (with global food).

I really like this combination:

1) All the trade between planets requires "convoys" as in HOI4, meaning you need to build frighters which go into an abstract convoypool from which the ai takes the required transports to get your trade going (I don't want to organize that myself, so this needs an "auto-function", although the additional possibility to prioritize should be available).

2) I can build "normal" warships as before in Stellaris but assign a certain number of them to convoy duty, i.e. they (again organized mainly by the ai) escort transports. This may require to make it possible to assign those convoy escorts to certain trade sectors (or again: let the trade ai do it).

Additionally I'd like to point out: I consider it to be good being able to automate a lot of things but not having to.
 

Seomis

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I like the idea of trading food between planets instead, and there's a mod that does that, but the sector AI doesn't know how to handle it so it necessarily leads to a lot of senseless micromanagement. Therefore I stopped using it as well as other mods that try to provide planet specializations - it's just very micro-demanding to use in a wide empire even though it's something I'd like to be able to do on a strategic level.

Sectors now accurately manage and adjust their own import demands.
 

blackchoas

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It does open for new strategies. Such as having "bread basket" worlds that produce food for your empire so that your more barren worlds can focus on energy, research, and credits. Or seeking to capture certain enemy worlds first because they produce the bulk of the empire's food.

Having said that, of course I would love some new features built around them, too. Both logistics and blockades would be nice to have.
that also opens up new strategies in war though, since planets apparently can't tap or add to the galactic supply while blockaded

which means blockades of none food producing planets are even worse for that planet, however if you do have a single bread basket planet and that planet is blockaded or taken it could lead to starvation throughout the entire empire if you can't liberate it before your stockpiles run out
 

Ixal

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To sum up the infos from the stream.

- Food is now shared like energy and minerals.
- The size of the stockpile can be set by your policy.
- Excess food fills up the stock pile.
- Once the stockpile maximum is reached, excess food speeds up pop growth.
- Planetary capitals do produce energy now (no more capital slaves for caste systems).
- Blockaded planets do not add their food to the global stockpile (unsure if blockaded planets can still receive food from other planets/the stockpile).
- If you have negative food and your stockpile is reduced to 0 people start to starve with ever increasing penalties.
 

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That would make sense, since hauling massive amounts of food many light years between star systems is quite an undertaking.

HOI-style convoys confirmed? ;)

So far I read nothing about modifiers for agrar worlds

Heck, you wouldn't need new ones. There are plenty of existing ones.

Farm subsidies, governors, tiles with food on them, slave bonus to food production, slave processing facility further increasing food output, and so on.

With global food, I could use exiting mechanics to make some real breadbaskets, especially if I am a slave owning empire. Oh, I conquered some filthy xenos who live on a world with poor mineral content? Get in the fields and pick my potatoes, cretins!

EDIT: I completely forgot the currently pointless species trait that increases food.

You live on a world with 8 food tiles? Congratulations! You just "volunteered" for gene therapy to make you better at farming. It's like a dystopian version of Green Acres. You'll love it! It's the best!
 

Dalinski

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I also hope they abstract the Convoy - Raiding - Escort system out. It would become an interesting mini game which could be affected by many game systems.

It would be very frustrating having tiny fleets of physical ships on your strategic map everywhere constantly nibbling at your convoys.
 
Last edited:

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HOI-style convoys confirmed? ;)
Or something abstracted like "build one 'Merchant Fleet' for one trade lane". Then if they are lost the game spend minerals to "repair" (replace) them and they are gone for a time.
 

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Or something abstracted like "build one 'Merchant Fleet' for one trade lane". Then if they are lost the game spend minerals to "repair" (replace) them and they are gone for a time.

Space Donitz approves of this message.

Might help a bit with the doomstack issue some players dislike. If merchant fleets can be raided, and planets with food blockaded, you might be able to raid enemies to weaken them even if their overall strength is greater.