Has it gotten easier to screw up?

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Stadtpark

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Or is it just me, finally trying something different?

My very first game since Megacorps went absolutely amazing - the amount of trade I had was making everything easy. Now I've restarted a few more games, and somehow I get myself into game-states where my expansion is stuttering / I get my economy into a tailspin / decades of low growth / expansion slowing down unintentionally without external event etc.

I always thought / felt, that the game was easy enough to be able to play around with different playstyles, bonuses (/boni), government ethics and civics, species traits, policy options, ascension perks etc.: I would always find a way to make it work - or so I remember the good times: the flavour was plenty, and you could try everything out, just the way you wanted, without worrying too much about sinking dozens of hours into a game, that would finally run into the ground / hit a wall.

Sure, some strategies worked slightly better, others just fit my playstyle better, or I just liked one flavor better than the other. - Sometimes I would restart after a while, when I didn't like the hand I was dealt: silly starting position, or unreasonable mix of empire-personalities that I was not willing to deal with etc. - or I would get thoughts: "I absolutely have to try this or that in my next game! - Oh, I guess I just abandon this game and start a new one."
- typical syndrome of a good "sandbox"-game.


Recently the reasons that make me decide to abandon a game and restart anew seem to be of a more serious nature:

Somehow I manage to get my economy in untenable situations: overbuilding driving upkeep costs too high; expanding too fast with new planets and ending up without minerals to expand on their buildings / districts at the same time; not being able to afford governors for all sectors; having my best leaders die 20 or 30 years early, because I didn't research / choose the leader-livespan stuff in the same way as I did in my fllawless playthrough etc.

I simply screw up more often! No more easy sailing. Harsh decisions to be made, to be able to recover at all. - Looking the ugly truth in the eye: I'm simply not good enough at this game anymore!

(Not as bad as I am at playing EU IV: There I can't get things done, because I haven't mastered the game systems: I would have to watch 40h of "Let's play!" again, to even start to be able to achieve things. - But still: Stellaris used to be a "feel-good-game": start your own space empire and do some outrageous stuff and still win the game.)

Sure: I've also seen screenshots of how badly AI manages its planets - these things would never happen to a human player. - Or would they? - It seems I get too greedy on one aspect of the game which makes me screw up another aspect.

The game feels less "self-balancing". You really can run things into the ground. - Which is not a bad thing, it just feels a bit as if I had unlearned how to play: somewhat like the feeling I would get if I started playing World of Warships again, after pausing for 6 months...
 
Last edited:

Chthon

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Most of the time, lack of growth is caused by over expansion too fast. This isn't to say you should stop expanding, but more that you need to pace your expansion with what your colonies can support. Questions you should ask yourself are, "Can I afford this new colony right now?", "Will claiming these systems be worth the cost right now?", "Do I need to take this expansion now, or can it wait for something else?"

These questions may seem like no brainers at first, but to really understand what's going on, a new colony needs at least 15 population before it really starts being able to support itself. Taking new systems also might put you in economic debt if there is little to no energy involved. All of this can really drag down your economy and slow you to a crawl.
 

Novacat

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My general rule of thumb with colonies is...

1: Never build more districts/buildings than you have pops to run them. While it is okay maybe having 1-2 more jobs than pops, any more than that is just a waste. This sounds like a lot of micro, but really the planet window is super helpful. Just keep an eye on it, whenever the red unemployment icon pops up, head over, build a district or two, move on until the next time the planet complains about unemployment or empty building slots.
2: Focus building on things you need at the time. It might be tempting to try to specialize worlds early, but this is a trap. You want to wait until you have a solid enough economy before converting planets to specialists.
3: Remember that new colonies are economically worthless early on.
 

permeakra

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I regularly find myself riding minimal proficit early game. Sometimes it's me stupidly enabling nutritional plentitude, but sometimes it is something less obvious. It seems that getting several early colonies on worlds with bad habitability is a very easy way to accumulate unmanageable pop upkeep. A strong negative modifier for happiness (like a lost animosity war with a few factions annoyed) can easily screw you as well.
 

AlanC9

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You should run nutritional plenitude all the time, actually.
 

permeakra

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You should run nutritional plenitude all the time, actually.
Not really. Oh, if you have multiple barely-10 pop colonies, sure, it might be worth it. But the effect does not scale with population. Furthermore, if you have a choice, it is better to run twice as many growth colonies instead of running nutritional plenitude.
 

TheDeadlyShoe

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Plenitude is nice, but the long term benefits come at significant short term cost. Those short term costs might preclude you from grabbing new colonies, resettling pops, or seizing key systems - which themselves might give you more long term benefit than the +growth mods.

I agree that its way easier to screw up. I had a game where my empire was very profitable economically buying minerals and selling alloys for a very high energy cost on the market. But the wars drew to a close and the sale price of alloys crashed from 11 to 3. My economy broke so hard that I literally had to switch to food rationing just so I could sell the food to buy consumer goods.
 

ShaTiK

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My general rule of thumb with colonies is...

2: Focus building on things you need at the time. It might be tempting to try to specialize worlds early, but this is a trap. You want to wait until you have a solid enough economy before converting planets to specialists.
That's actually a good advice. I aim to have a dedicated forge world as early as possible, to the point of doing it way too early. On the flip side I always lag behind in making second tech world (I always tend to convert my capital into one, which might not be the best idea)
 

AlanC9

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Not really. Oh, if you have multiple barely-10 pop colonies, sure, it might be worth it. But the effect does not scale with population. Furthermore, if you have a choice, it is better to run twice as many growth colonies instead of running nutritional plenitude.

What choice? Why not do both?