Finally uninstalling this game after many years and no longer buying dlc.

Finally uninstalling this game after many years and no longer buying dlc.

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methegrate

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With popular games, even 4X ones, a relatively small number of userbase uses mods. According to Steam achievement stats, for instance, with Civ5 it's about 20%.
That's a good question. I wonder what the number would be for Stellaris? With myself, for example, I don't think I've played any other games with mods. I would certainly be in the 80% for Civ5, while on the other hand I can't see playing Stellaris without them.
 
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You're over-simplifying what @methegrate said into something incorrect, then declaring that the over-simplified thing is incorrect.

If he had said "there is a formula" and nothing more, then you'd be on solid ground, but he said something a lot more detailed than that. He talked about how Stellaris economy is comparable to balancing inputs on a spreadsheet, which is a linear algrebra optimization at worst and not an NP-complete problem -- so comparing it with an NP-complete problem would not be an accurate representation of his argument.

That said, I had no idea Rubik's Cubes could be NP-complete. Neat, I learned something today.
I very much doubt you can fit the Stellaris economy into a production matrix. You're welcome to prove me wrong, but I don't see how you would do it. There are too many moving parts, it's not just a matter of "plug X asset into resource Y". For once, most resources can be made by several jobs, and also creating more assets introduce a bunch of weird costs like increasing empire sprawl. Even solving a base problem like "is it better to work clerk jobs to save on job slots, or consider them as unemployed" numerically is a nightmare.
 
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What @HFY said. I never said that all numerical problems are easy for a computer to solve. I just meant that the Stellaris economy is a pretty basic spreadsheet problem. It's just multi-function algebra, nothing even close to the exponential complexity of a Rubik's cube.

Again, the problem in Stellaris is simply "what minimum values of W, X and Y result in the maximum value of Z?"

The part where I think we disagree is that you keep treating this as though it were an unknown problem. It isn't. This is a very well known type of problem. Everything you've mentioned does add additional layers of complexity, but only in that they add additional variables. And those new variables are linear. This isn't an exponentially expanding problem. It just adds a new line to the function series.

Honestly some of these things don't even do that. Unlocking a building slot, for example, doesn't create a new variable. It just adds one new entry onto the spreadsheet. It's a linear progression, not an exponential one or even a multiplicative.
Uuuuuh, if you're trying to solve a problem where the number of entries into the spreadsheet is itself a variable that has to be optimized, you're very much not longer solving a linear algebra problem.

Edit: also how can it be a linear problem when a lot of resources effect follow a linear rectified law? Like empire capacity which marginal utility drops to zero when you're above sprawl, or amenities which doesn't do anything above 20% happiness.
 
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It was a fun journey but there are just many problems with the game that i straight out just give up on and im just not enjoying the game anymore.

I started when this game was released and it was amazing and had fun features but over time the game gets directly worse and worse and worse. Alot of things remain unfixed and straight out abandoned or removed instead of improving, alot of things are just straight out RNG. I remember when you had a massive empire in the past... you had sectors and automation you put resources in those sectors and they functioned without much micromanagement.

With the release of the megacorp DLC, sectors have been straight out not working and pretty much abandoned entirely, with this result means that you are going to be micromanaging 90 planets one at a time. Over and over. I played one game where i had 225 planets and i just quit that game cause the micro and constant crime and unemployment pop ups were driving me to insanity. Sectors are still broken to this day every since the release of megacorp and looks like theres no future for this feature. It exists to just exist. The ai to it is now even more awful, spamming housing buildings etc or straight out upgrading every single building to the max so you have an economy crash of -50 gas or crystals or negative minerals. This forces you to micro. Literally forced.

Only way to fix this was to play tall, but guess what... every update seemingly makes the tall playstyle less and less viable then before, pushing wide as superior every time. the admin cap change was proof of that. There is no reason to play tall anymore. When you can just play wide, build admin cap buildings, maintain your admin, get triple the science and resources then a tall empire while suffering no penalty, back in the old stellaris, wide empires were know for their slow tech grow and massive resources, tall empires were known for crazy good science and easy to defend territory. Now its polar opposite, wide empires can make massive tech and massive resources. This puts tall in a very weak spot. Its no point in playing the tall playstyle.

Thus we get to my first point about micromanagement, this pretty much forced meta of "go big as possible" as major consequences. the freaking micro. it ruins every single game i play. When you have micro every planet one at a time and constantly scroll. Dear lord its tedius. It sucks. Its boring. Its lame. And again. The sector system. Still. DOES not WORK. Its crazy how a mod is essential for a semi decent game. Cough tiny outliner. And dont get me started on the pop resettlement garbage. Try resettling pops when you have 150 planets. It is just awful.

Heres another problem. The bugs and bugs and overall AI performance.

To getting randomly calling into a war for no reason by a 2 system AI to getting stuck on a dialog screen forever to invincible fleets after taking a system in war. The game is riddled with bugs, some of these bugs have existed for years and not have been fixed. Especially the invincible fleets and your ships refusing to attack in a single system. I cant tell you how many wars this has costed me. And i cant tell you how many times where im playing solo, no pacts, no guarantees no federation or vassal states and a 2 system or small empire randomly calls me into a massive galactic war cause the notification does not pop up and for some reason auto accepts me... WHY??? JUST WHY? and mind you, these AI usually have massive negative opinion of me. These bugs or just straight out badly designed gameplay mechanics are never fixed.

Lets talk about the AI.... I love myself a random game. I love seeing random empires. I remember when megacorp dlc launched and i created my first megacorp in a large galaxy of 15 ai. I thought i was special.. well guess what. There are like 9 megacorp AI's that match. I create a lithoid empire when lithoids came out. 80% of the empires were also lithoids. I create a necroid and guess what, half the galaxy are also necroids. This not only ruins my immersion but does not make me feel special and the only way to fix the massive rng of AI empires is to create your own and force spawn which ruins the random factor and fun factor for me. I cant tell you the last time i saw a migratory flock, or a decadent hierarchy. Instead the galaxy is riddled with hegemonic imperialists/megacorps/hiveminds. I think its been like over 50 games for me since i saw a single machine empire, even more so for rogue servitor, i saw one ai rogue servitor over the time of 6k hours ive played this game.

The awful war system is another problem but i wont rant about that.

The god awful edict change we never asked for but hurray we got space whaling.

lackluster and straight out annoying and tedius events like the grey tempest which can ruin a game instantly or the khan thats useless and always dies and is never a threat to the galaxy at all.

The awful slow down even on monster computers. Obviously its been way better recently but it will always remain due to the new pop system megacorp released

The rng precursor system. Cant tell you how much i die inside when i get the zroni or irissians or the yuht every game. The precursors used to be fixed to one part of a galaxy so you can keep restarting to get what you want. Do not forget how blatantly overpowered the cybrex has been since it was released and never gets fixed but when first league gave a free ecu that was nerfed asap.

The meta and constantly the same civics and ethics being strong no matter what and we get useless ones added like docile instead of balancing the other garbage species traits. No point playing egalitarian when you can play authoritarian with slaves and outpace everyone. No point playing spiritualist when you can just play materialist and do 100x better in every aspec of the game with robots. No point playing a weak organic hivemind when you can just play a broken machine empire.
Xenophile is still obnoxious to play and i dont even know why the cross breeding thing was added, it breaks and lags the game to hell. And ofc its super weird. When you see a half human snail you know its just straight out vile and disturbing and makes you want to play xenophobe 24/7.

Dont forget every game is practically the same with a different skinned empire and diplomacy is extremely weak in this game. Only fun i get out of this game is destroying everyone. Galactic community is broken too. Unbidden on 25x crisis invading? WELL BETTER DOWN VOTE THE RESOLUTION TO COMBAT IT which most ai do. So you sit there helpless as 5 system useless andy the vassal has his borders to closed to you and you cant get out and save the galaxy. Awakened empires are practically useless and sit there for 100 years after waking up and never touch anyone despite being stronger then everyone around them. Crisis was broken and has not functioned correctly for ages, atleast they fixed it recently. AFTER YEARS SINCE MEGACORP BROKE IT.

List goes on. Im done with the game and done buying dlc. I cant stand it no more. The game for me is gradually getting worse and worse and corporate greed is sucking the game dry with dlc that barely fix anything but add stuff, thus adding more broken gameplay mechanics that barely get fixed. This community is amazing and so is the modders but the company is destroying the soul of stellaris and what made it fun. Obviously this is an opinion of mine. If you like the game, good on you. And im sure you will continue supporting the devs but i refuse to now and i wont.

Maybe i may return, maybe i wont but it was sure a journey thanks
Why are you playing on so many planets? I find setting it at 0.5 habitable planets, guaranteed turned off and slow technology makes for a good game
 
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Why are you playing on so many planets? I find setting it at 0.5 habitable planets, guaranteed turned off and slow technology makes for a good game
I am also playing at 0.5, but some people like really grand-scale stuff. For those people who like it, the game, supposedly, contains sector automation. Unfortunately, well...
 
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I am also playing at 0.5, but some people like really grand-scale stuff. For those people who like it, the game, supposedly, contains sector automation. Unfortunately, well...
My impression has been that the 0.5 setting conflicts badly with the number of empires and their guaranteed planets. So if you created a galaxy with just you, nothing else, on 0.5, and a full galaxy with 0.5, you end up with far far more planets.
 

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Uuuuuh, if you're trying to solve a problem where the number of entries into the spreadsheet is itself a variable that has to be optimized, you're very much not longer solving a linear algebra problem.

Edit: also how can it be a linear problem when a lot of resources effect follow a linear rectified law? Like empire capacity which marginal utility drops to zero when you're above sprawl, or amenities which doesn't do anything above 20% happiness.
Perhaps it is an impossible problem to make an AI play a perfect game (and it'd be frustrating to play against perfection anyway). But it'd be quite possible to make it significantly less stupid with its economy.

I just want to chime in for Amenities specifically. Currently it's an absolute mess to manage for Gestalt empires. They have Menial Drone jobs that produce amenities and they can easily have massive overproduction or underproduction as your drones swap jobs. I usually end up prioritizing those jobs, then disabling them one at a time until I reach the desired Amenity levels to avoid the planet swinging between 30 and 70 stability from amenities as new jobs open (worst on Ringworlds as they will have the largest number of newly opened job slots during normal play).

But I think even the current rather basic job weight system could handle this with some work.

First calculate amenity requirements on the planet:
Amenities consumed = x
Amenities needed to avoid a penalty = x
Amenities needed for maximum useful bonus = 2x
(...technically less if you have >100 Stability, <0 Crime but I'm trying to keep it simple)

You could divide Jobs into 3 sub-types for purposes of job allocation and weighting:
Essential (high weight) when they are removing the −2% happiness per amenity (with a nice linear relationship, when Amenity production< x)
Normal (default weight) when they are slowly adding a small fraction of +20% Happiness (with another linear relationship, when x<Amenity production<2x)
Reserve (reduced weight) when the amenities aren't changing anything except providing a buffer for growth (so like a thermostat you'd turn off production when you add these jobs, when Amenity production>2x)

That way you could increase the base weight for all of the Essential sub-jobs on a planet to ensure they are taken when possible and not vacated easily. If there aren't enough jobs to meet the essential demand then increase the build priority for buildings and districts that provide that job. If you have any Reserve jobs then reduce the weight for districts and buildings that produce those jobs so you stop overproducing. Simple. It's not perfect, but it's a start (and I'm sure there are better/more efficient/simpler ways of achieving this).

A lot of things could be better if the game knew in advance the actual output of all jobs (often dramatically different from what the tooltips base output suggests).
Base output is fixed and easy to show... but it's almost useless as it quickly stops correlating with reality.
Actual output is a bit more involved...

This requires knowing/guessing which pop will fill the job when the building completes 30 months from now. A decent guess could be:
1. The best Unemployed pop present
2. The best Pop in jobs with a lower weight
3. The best Pops in the empire that could take that job
4. The currently growing Pop on the planet

Then calculating the output of that pop working the selected job.
1. +/-% from Pop traits, planet stability/modifiers/features/designation, technologies and governor skill, edicts, ascension perks etc.

But this is all calculated anyway once the job is filled. Those aren't impossible calculations they are done for every job in the game each month anyway.

So all it would require is adding some "ghost" pops in "ghost jobs" to give more accurate numbers. These ghost jobs only needs to be re-calculated very infrequently, during calculation downtime any time after massive changes occur like species modification, enslaving the species or recalculating a specific job when technology boosts the output. I imagine it hasn't been done for performance reasons, the thought of adding extra 20+ extra jobs is terrifying if they used the old daily job checks, not so bad if they only update the ghost jobs yearly.
...and if the game could calculate how many pops would actually be needed to meet the demand and could turn-off/reduce the weight of the excess jobs. (Enforcers, Bureaucrats, Maintenance Drones, Entertainers, Clerks).

Imagine how much more efficient AI planets would be if they automatically didn't prioritize the filling of all those Reserve/Wasted Enforcer/Bureaucrat/Maintenance Drone jobs)... At the start of the game they'd have a couple of additional pops, but after building a Hive Segment of a Ringworld they'd have up to 48 extra pops that would have been wasted producing amenities far in excess of need and now can actually work that Agricultural Segment.

But also imagine how much the game would be improved if it was clear how many Technicians/Miners/Farmers/Gas Extractor/Artisans/Metallurgists that are Essential to cover upkeep costs. You could build a Research Segment and not have to first disable jobs or prioritize the worker jobs as the farmers required to cover food costs would be Essential and have a high enough weight that they don't automatically switch to newly opened specialist jobs.

Here you could keep a list of resource income and expenditure. First list worked and open jobs (with dummy ghost pops to see the likely output of the unworked jobs). e.g.
+2 minerals x0 (space deposits come first)
+0 minerals from trade
+24 mineral miner jobs x10
+18 mineral miner jobs x6
+14 mineral miner jobs x3
+10 mineral miner jobs x10

With mineral upkeep costs of 300 then you'd have:
+2 minerals x0 (space deposits come first)
+0 minerals from trade
+24 mineral miner jobs x10 (10/10 Essential jobs)
+18 mineral miner jobs x6 (4/6 Essential jobs)
+14 mineral miner jobs x3
+10 mineral miner jobs x10

The same for food:
Potential Job output
+17 Food farmer jobs x20
Food upkeep of 30
+17 Food farmer jobs x20 (2/20 Essential jobs)

Consumer Goods:
+8.4 CG Artisan jobs x2
Upkeep of 6 (Bio-Trophy)
+8.4 CG Artisan jobs x2 (1/2 Essential jobs)

...and so on for all of the upkeep resources: Rare resources, Alloys, Energy, Minerals, Food, CG, Amenities, Housing... and technically Influence (if a future or modded job produced Influence... that's why I say technically, it'd still be nice to future-proof any added system to cover any new or existing resource that is used as upkeep and can cause a shortage the AI should really try to avoid)

...so not Unity or Research as they are the only resources that can never have a deficit.

This wouldn't stop the excess jobs from being worked when you have excess pops or otherwise interfere with normal gameplay. It would simply prevent those jobs from being vacated instantly when opening new jobs. This is most obvious when building an industrial district and upgrading a forge in the new system when it'll open a glut of high priority jobs (2n+2), the same problem Ringworlds have currently (+20 specialist jobs)... I'm afraid the district and building changes proposed will highlight the problem in future.

The game to me is like a great big central heating system with a broken thermostat... one that doesn't know the difference between +20°C and +100°C. The only way for a player to effectively control the temperature (amenities) is to turn the heating on full (prioritize jobs) then turn each individual radiator down or off (disable jobs) until each massive room is at an almost comfortable temperature... then repeat it for the next dozen rooms (lots of habitable planets)... and repeat this every few hours as the weather changes (pops grow). Thermostats aren't a new or fancy thing (they've been around for 400 years.. well closer to 200 years for modern ones... either way it's not a futuristic insolvable problem, far from it).

I really wish someone would take the time to just make it all work as intended. I don't want perfect, I just want better.
 
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anyone who has worked in an open-plan office building will attest that thermostatically controlled HVAC is very much only a partial solution :)
 
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Perhaps it is an impossible problem to make an AI play a perfect game (and it'd be frustrating to play against perfection anyway). But it'd be quite possible to make it significantly less stupid with its economy.

I just want to chime in for Amenities specifically. Currently it's an absolute mess to manage for Gestalt empires. They have Menial Drone jobs that produce amenities and they can easily have massive overproduction or underproduction as your drones swap jobs. I usually end up prioritizing those jobs, then disabling them one at a time until I reach the desired Amenity levels to avoid the planet swinging between 30 and 70 stability from amenities as new jobs open (worst on Ringworlds as they will have the largest number of newly opened job slots during normal play).

But I think even the current rather basic job weight system could handle this with some work.

First calculate amenity requirements on the planet:
Amenities consumed = x
Amenities needed to avoid a penalty = x
Amenities needed for maximum useful bonus = 2x
(...technically less if you have >100 Stability, <0 Crime but I'm trying to keep it simple)

You could divide Jobs into 3 sub-types for purposes of job allocation and weighting:
Essential (high weight) when they are removing the −2% happiness per amenity (with a nice linear relationship, when Amenity production< x)
Normal (default weight) when they are slowly adding a small fraction of +20% Happiness (with another linear relationship, when x<Amenity production<2x)
Reserve (reduced weight) when the amenities aren't changing anything except providing a buffer for growth (so like a thermostat you'd turn off production when you add these jobs, when Amenity production>2x)

That way you could increase the base weight for all of the Essential sub-jobs on a planet to ensure they are taken when possible and not vacated easily. If there aren't enough jobs to meet the essential demand then increase the build priority for buildings and districts that provide that job. If you have any Reserve jobs then reduce the weight for districts and buildings that produce those jobs so you stop overproducing. Simple. It's not perfect, but it's a start (and I'm sure there are better/more efficient/simpler ways of achieving this).

A lot of things could be better if the game knew in advance the actual output of all jobs (often dramatically different from what the tooltips base output suggests).
Base output is fixed and easy to show... but it's almost useless as it quickly stops correlating with reality.
Actual output is a bit more involved...

This requires knowing/guessing which pop will fill the job when the building completes 30 months from now. A decent guess could be:
1. The best Unemployed pop present
2. The best Pop in jobs with a lower weight
3. The best Pops in the empire that could take that job
4. The currently growing Pop on the planet

Then calculating the output of that pop working the selected job.
1. +/-% from Pop traits, planet stability/modifiers/features/designation, technologies and governor skill, edicts, ascension perks etc.

But this is all calculated anyway once the job is filled. Those aren't impossible calculations they are done for every job in the game each month anyway.

So all it would require is adding some "ghost" pops in "ghost jobs" to give more accurate numbers. These ghost jobs only needs to be re-calculated very infrequently, during calculation downtime any time after massive changes occur like species modification, enslaving the species or recalculating a specific job when technology boosts the output. I imagine it hasn't been done for performance reasons, the thought of adding extra 20+ extra jobs is terrifying if they used the old daily job checks, not so bad if they only update the ghost jobs yearly.
...and if the game could calculate how many pops would actually be needed to meet the demand and could turn-off/reduce the weight of the excess jobs. (Enforcers, Bureaucrats, Maintenance Drones, Entertainers, Clerks).

Imagine how much more efficient AI planets would be if they automatically didn't prioritize the filling of all those Reserve/Wasted Enforcer/Bureaucrat/Maintenance Drone jobs)... At the start of the game they'd have a couple of additional pops, but after building a Hive Segment of a Ringworld they'd have up to 48 extra pops that would have been wasted producing amenities far in excess of need and now can actually work that Agricultural Segment.

But also imagine how much the game would be improved if it was clear how many Technicians/Miners/Farmers/Gas Extractor/Artisans/Metallurgists that are Essential to cover upkeep costs. You could build a Research Segment and not have to first disable jobs or prioritize the worker jobs as the farmers required to cover food costs would be Essential and have a high enough weight that they don't automatically switch to newly opened specialist jobs.

Here you could keep a list of resource income and expenditure. First list worked and open jobs (with dummy ghost pops to see the likely output of the unworked jobs). e.g.
+2 minerals x0 (space deposits come first)
+0 minerals from trade
+24 mineral miner jobs x10
+18 mineral miner jobs x6
+14 mineral miner jobs x3
+10 mineral miner jobs x10

With mineral upkeep costs of 300 then you'd have:
+2 minerals x0 (space deposits come first)
+0 minerals from trade
+24 mineral miner jobs x10 (10/10 Essential jobs)
+18 mineral miner jobs x6 (4/6 Essential jobs)
+14 mineral miner jobs x3
+10 mineral miner jobs x10

The same for food:
Potential Job output
+17 Food farmer jobs x20
Food upkeep of 30
+17 Food farmer jobs x20 (2/20 Essential jobs)

Consumer Goods:
+8.4 CG Artisan jobs x2
Upkeep of 6 (Bio-Trophy)
+8.4 CG Artisan jobs x2 (1/2 Essential jobs)

...and so on for all of the upkeep resources: Rare resources, Alloys, Energy, Minerals, Food, CG, Amenities, Housing... and technically Influence (if a future or modded job produced Influence... that's why I say technically, it'd still be nice to future-proof any added system to cover any new or existing resource that is used as upkeep and can cause a shortage the AI should really try to avoid)

...so not Unity or Research as they are the only resources that can never have a deficit.

This wouldn't stop the excess jobs from being worked when you have excess pops or otherwise interfere with normal gameplay. It would simply prevent those jobs from being vacated instantly when opening new jobs. This is most obvious when building an industrial district and upgrading a forge in the new system when it'll open a glut of high priority jobs (2n+2), the same problem Ringworlds have currently (+20 specialist jobs)... I'm afraid the district and building changes proposed will highlight the problem in future.

The game to me is like a great big central heating system with a broken thermostat... one that doesn't know the difference between +20°C and +100°C. The only way for a player to effectively control the temperature (amenities) is to turn the heating on full (prioritize jobs) then turn each individual radiator down or off (disable jobs) until each massive room is at an almost comfortable temperature... then repeat it for the next dozen rooms (lots of habitable planets)... and repeat this every few hours as the weather changes (pops grow). Thermostats aren't a new or fancy thing (they've been around for 400 years.. well closer to 200 years for modern ones... either way it's not a futuristic insolvable problem, far from it).

I really wish someone would take the time to just make it all work as intended. I don't want perfect, I just want better.
I agree that this kind of heuristic is how you'd make the AI better. But it's not a computer's answer, it's you the human programmer making the AI play the game the way you would do it.
 
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Coconut_Cookie

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Neither StarNet of Glavius actually get the AI working, though. Both improve it, but the AI economies are still not stable in the mods.

As an example, Starnet masks the AI's failings by making it hyper aggressive when the AI still works- the early game. The AI works in the early game because there are fewer pops/jobs to manage, but more importantly with low tech levels building levels are low as well. The AI collapses once buildings begin to upgrade- it can't manage the pops/jobs once it starts upgrading buildings. By ramping up the aggression on the AI in the early game, it allows a few of AIs to snowball. This gives them a larger economic base and delays their collapse, but they still fall flat on their face once the tech tree gets filled out. You can see this more clearly with the friendship submod for Starnet- this just keeps all of Starnets tweaks but keeps the AI on default aggression settings. By 2150 it's as dead as in vanilla. Starnet actually isn't doing a great job improving the AI but is ramping up the aggression to mask the AI's failings. It just delays the collapse.
Starnet also makes the ai use almost all its resources, this makes it far more efficient. Reserves in the bank don't improve your economy. The problem remains that it cannot handle anything more than just standard situations. Also Starnet makes the ai only prepared for conflict (of the military kind).
 
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DrFranknfurter

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I agree that this kind of heuristic is how you'd make the AI better. But it's not a computer's answer, it's you the human programmer making the AI play the game the way you would do it.
Well... it'd make the AI play better... and as an option it relies entirely on how easy computers do things like quickly adding up numbers and sorting lists. It feels like an answer that only works because computers are really good at doing things like this much faster and better than humans can.

A human given a list of 200 jobs with slightly different outputs due to pop rights/traits/factions/happiness (7.2, 7.3, 7.6...) split over 15 different worlds would struggle to do the mental maths of keeping a running total of what all those add up to, where they are and how many of those jobs are needed to reach a moving target like adding up to more than 80 total food (now add 5% to all of them from a tech, or reduce by 5% now one faction is unhappy, recalculate them after ethics shift or new constructions). In the example I was solving the amenities problem on a planet-by-planet basis using trial and error not by calculating exactly how many jobs should be opened or closed, but for a computer it's trivial to do the actual calculation instead.

Showing the player that information would make a human play much more efficiently too. Looking at a list of job outputs they could see that the world GreenParadise, despite having -20 total food at the moment is home to a single farmer that's actually the most efficient in your empire (Agrarian, proles, chattel slave, Gaia world, high happiness, high stability, positive planet modifier and the farmer job is coming from Food Processing Facilities you can't actually build yet and only have through conquest)... and in that list you'd also see that your main farming world is actually producing less food than the average due to the pops having 75% habitability, relatively low stability and unhappy pops from a displeased faction (even though it has lots of agricultural districts). If you could also see the "Ghost" pops and Potential Jobs and you could see what a world would be best at producing with the current bonuses and pops that live there, which would make specialising worlds much quicker and simpler for humans and the AI.

It doesn't solve things on its own. But the thermostat analogy was all about having a functioning sensor. Imagine trying to keep a batch of chicken eggs alive... or perhaps instead trying to get them perfectly cooked if you couldn't tell how warm they were, just that it probably wasn't freezing? Stellaris makes you work hard to work out how warm any part of the economy is, and as a result it either over or under cooks those eggs (overproduction and waste, or deficits and death-spirals).

The AI has problems, but these aren't all computationally complex tasks. Some of them are extremely simple and just require things like having resource production in a sortable list, tracking job outputs and doing a little extrapolation in places if it turns out to be too expensive to simulate them directly, maybe even adding some graphs where it'd be helpful to do so (like market prices being tracked over time so you can see if it's hit rock bottom or is really high) all of these are things you can do in most computer programs and all good spreadsheet programs... because computers are really, really good at doing them.
 
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andriy.gerasika

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I play default planets, max galaxy size. Ive toned it down and its still awful.
0.25 planets, no primitives, no guaranteed worlds -- still wanna find a mod that tones # of habitable planets to 0.1 :)

The answer is your pain is proper kind of mods:
1) Tiny Outliner obviously (& Improved TopBar Medium)
2) StarNet AI -- fixes the AI
3) Stefan's Perfectly Balanced Mod -- fixes the balance

I am thinking about putting together a list of must-have bug-fixing mods, i.e. above three and maybe some more, however, Guilli's Planet modifiers won't make the list, NSC2 won't make the list, MODJAM won't make the list -- we do not need more content, we need more bug-fixes
 

pliznobn

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anyone who has worked in an open-plan office building will attest that thermostatically controlled HVAC is very much only a partial solution :)
Though in this analogy, the current system is that the office is on fire but there a vague plans to put some of it out if you buy a new vending machine.
 
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oreopirate

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I play default planets, max galaxy size. Ive toned it down and its still awful.
I play on 5x planets with 5x primitives, Free Haven, and I liberate slaves from the market. I colonize every single rock, and replace almost all mining/research stations with habitats, and I usually only have to touch my planets more than every ten years. Did you ever make sure to prebuild with districts?
 

ChillB

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I play on 5x planets with 5x primitives, Free Haven, and I liberate slaves from the market. I colonize every single rock, and replace almost all mining/research stations with habitats, and I usually only have to touch my planets more than every ten years. Did you ever make sure to prebuild with districts?
5x planets and x5 primitives... you mad man....
 

Ragnarok Ascendant

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I play on 5x planets with 5x primitives, Free Haven, and I liberate slaves from the market. I colonize every single rock, and replace almost all mining/research stations with habitats, and I usually only have to touch my planets more than every ten years. Did you ever make sure to prebuild with districts?
Okay Mr. Nasa Computer.
 
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Rezca

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Do you often reach the Crisis in your games, or do you leave/finish them before it appears? I'm asking this because the Unbidden and the Contingency in my tests are still often bugged to the point almost everyone should notice.
I actually hadn't played in many months, suffered from a whole lot of burnout and there were other games I wanted to play too. With the talk of an upcoming update going around though I started playing again - haven't quite reached that point yet. I usually make it to the crisis when I play but I can't remember too much of what they were like behavior-wise since it's been so long.
 

Astax

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Holy cow guys, I play .25 hab, and no additional planets, and I fidn that there are way too many planets LOL. I mean at these settings you just basically playing a pop-up blocker.
 
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