Feedback about 2.2: rare resources, alloys, fleet updating

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Barone Orfeo

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Goodmorning everyone. I start with the premise that 2.2 with the update "Le Guin" and the expansion "Megacorps" absolutely reflect the expectations. The new population system is compelling and immersive and the game has unlocked further depth of roleplay.

After some attempts to see the new mechanics I tried a run with an empire of Barbaric Despoliators. It was a succession of massacres, purges, raids, khans, coups, civil wars: a very addicting and fun game. I decided to end it when my colossus detonated the capital of my most fierce enemy in the year 2410. :cool:

Now I would like to list which are, in my opinion, the only shaky points of the new version:

  1. Rare resources. It's nice that there are these three resources that push the midgame to obtain them, just as the earlygame is focused on the production of "primary resources". The problems (in addition to the expandable menu) come when I realize that every single advanced building requires not only a fixed quantity of these resources, but also a maintenance proportional to the level of the building itself. Initially it was not problematic, with a handful of planets I could manage the problem by choosing which buildings to upgrade and which not (but it felt always bad not being able to upgrade a building for this reason). Later I bought the missing resources in the market but it becomes annoying, having to micromanage every purchase change to maintain efficiency. Moreover, the cost in energy becomes exorbitant, at the end of the game I bought no less than 30 resources for each type at the market, about 1170 energy is not an easy price to manage without a dyson sphere, so I built dedicated generator planets, when it was not enough I sold all food and consumer goods surplus on the market. Finally, I built special refineries converting mineral into the resource, but the technologies to build them arrived late. I prepared some "refinery planets", with the sole result of collapsing the production of precious mineral. I would be willing to pay ten times the construction price so as not to have to pay the maintenance price, at least on the intermediate level of buildings. This is the first thing that, according to my opinion, needs adjustments.
  2. Alloys. I liked the alloys conceptually but in the course of the game they proved to be a too tight bottleneck. I had difficulty updating the fleets on several occasions. Building a colossus turned out to be a really titanic enterprise, for which I had to neglect the habitats (although I could do them I was never able) and the reconstruction of the gateways in my empire.
  3. Fleet upadating. As a Barbaric empire I was almost always at war. Plundering populations, subduing tributaries, defending from the federation of offended xenophiles, containing the khan, I did not have time to rest and it was fun! The most annoying moments were always those of the fleet upgrade, in which I could not declare war even for five or six years. The pleasure of updating ships to try out new weapons has been supplanted by the nuisance of having to suspend hostilities for colossal times. I hope that, in the future, uptating time could be reduced, at least in shipyard dedicated starbases.
Hoping it will be useful. Stellaris approaches every expansion to the perfect gaming experience, bye :)
 

FonVegen

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I got the rare resource production techs relatively early on, so those were never an issue to obtain one way or another, so in that regard I assume you had rather bad luck when drawing tech cards or didn't realise how important those techs later on would be, which is something I personally am guilty of for example. Apart from that, I like having to think about what buildings to upgrade on which planet so that I don't overextend and run a deficit of motes or gas.

Alloys got fixed in the current beta branch and soon to be 2.2.2 (I assume). Every metallurgist job now produces 3 alloys instead of 2, relaxing the bottleneck somewhat.

No comment on your third point at all except that I agree wholeheartedly. Upgrading ships takes forever and is also too expensive (as others on these forums have also pointed out).

All in all, I do think it was good that alloys are now more readily available, but I like having to ration what you have and work towards what you do not have, even if you have to scrape by with low tier buildings until you can produce more of the necessary stuff to keep it running.
 

SectorsAreOkay

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Don't upgrade buildings if you can't afford the rare resources. The upgrades aren't necessary since the upgraded buildings don't do anything the non-upgraded buildings can't already do.

Alloy production is apparently fixed in the beta branch.
 

Bezborg

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I also think the rare resource upkeep is a bit too harsh, it’s on every type of building that tiers up... I don’t know, it’s a bit steep. Either reduce/remove the upkeep (and raise the building upgrade price to compensate) or raise the amount of resources...

I’m 97 years in and I only have 5-6 gasses available... that’s 5 civillian industries level 2?

Meh
 

Morthra

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At least the default strategic resources seem to be relatively common. I often go multiple entire games without seeing a single Zro deposit - and Zro is way more important now because all of the Psionic ship components (Psionic Shields, Psi Jump Drive, Precognition Interface) require it.

Zro at least should not be a requirement for the Psionic ship components and instead give you an edict (which would have synergy with Spiritualists anyway) that increases their effects.
 

Serenity84

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I haven't had an issue with getting the synthetic techs. Maybe I was also lucky, but in most of my games I had a lot of them in space and on planets. In my first game I also expanded in space a lot further than I originally intended just to get them. So I only got into synthesizing them pretty late.

The upgraded version have the advantage of not costing additional energy upkeep and scaling better with jobs (2 -> 5 -> 10). But if you don't have the strategic resources there is no harm in building more basic buildings instead.

Fleet upgrading time is definitely out of whack. It shouldn't be so short to be irrelevant, but taking many years is not great either. Especially in a fully upgraded station with 6 shipyard modules
 

Caius Cato

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I never had problem with rare ressources, as you can create them anyway. Sure, it put a little pressure on your mineral production, but that's ok. I didn't have problem with alloys too, but obviously AIs seem to (by the look of there fleet). Every game I had an ecumenopolis. IMHO, it's mandatory now, as it help to produce a lot of alloys and CG without the rare ressource cost.
About the fleet upgraping, a workaround is the split your fleet in as much shipyard you have. Stil, it's annoying.