How is the micromanagement in 2.2.3/4?

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gareaap

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it was supposed to be less micro intensive but i see myself doing allot of times more micro with fixing pop growth, overpopulation, building buildings when pops grow, balancing housing and amenities and prob a couple of other things that i dont remember off the top of my head
 

KingAlamar

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It wouldn't be suboptimal if the icons appeared at 0 and not -1, and you could restrict populations to specific job types in species.

Perhaps instead of complaining about the micro introduced, you should instead make suggestions about how the new system can be fixed like this.


I agree and I've even said there's plenty of room for optimizations to things like JOBS, GROWTH, SPECIES management, etc. Setting priorities / roles [esp. if authoritarian] would be a good way to address some of this. More automation could also be handy. There's room for improvement -- TONS of it. The devs just need to decide that it's worth doing :)
 

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The mid-game is now more interesting as planets are far more detailed, but if you ever get into 40+ planets the game turns into a micro nightmare since planets are never truly "done" like they were before.

While I wouldn't say it's a nightmare, Mastikator is basically right.

In previous versions of the game, planets eventually became "done." You might shift their output later, but once they were full and have all buildings upgraded, you could just ignore them.

Megacorp is not like that all. Most planets go through an initial period of being rural resource generators, then they go through an urbanization process of some kind. The rural planets, even when "full", are focusing on basic resources. But then we go through urbanization and start focusing on buildings for alloys, consumer goods, and research. But then I start converting resource districts over to city districts. Then some planets go from "urban industrial hell holes" to "urban banking center hell holes" when they convert buildings over to commerce buildings, and I suddenly want to support 300 POPs on one planet on clerk jobs.

Then I start building wonders, and 50 planets are shipping POPs to to the Ringworld every year, and the ringworld is desperately trying to employ them all as I constantly build districts there. Oh, and did I mention ecumenoplis? That's a whole other rats nest of development to get into. Great, so I'm building an ecumenoplis. It's finished. Now I start offloading alloy production to it, so I don't have to spam alloy buildings that use special resources. But since it will have 300-400 POPs on it, I have to make careful decisions on how to set it up. And since it has a special POP growth bonus, I really don't want to turn it off, so I end up resettling POPs from it twice a year once it's "full."

Then I get a new technology, and it's time to rethink half the empire's buildings.

Gestalt empires have no problem allocating POPs to jobs. If you don't want someone on a job, just turn it off. Easy peasy. But for regular empires, there are issues where you end up with specialist POPs that won't demote instantly to worker jobs. So, you can't just carpet planets in buildings and districts, or you end up with a bunch of specialists and no one working the mines and farms. Then you enter the spiral of economic death.

It's worth pointing out that because housing and amenities are not global resources, you can't just "template" planets and say "Oh, this is a 15 tile planet with X number of mining districts. I will build it the same way as the other 15 tile planets." Thanks to the effect habitability has on amenities, and how various jobs generate amenities, and how many amenities in various jobs use amenities, it's more complicated.

These aren't bad things. In particular, pacifist empires have more to do. But it also means that the last time I fought a crisis, I just closed the part of the outliner that displayed planets. It was too distracting to see all those employment and housing indicators while I tried to defeat the Unbidden. I'd only look every two years or so and correct as best as I could while I waited for building changes to take effect.
 

~Robbie

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It wouldn't be suboptimal if the icons appeared at 0 and not -1, and you could restrict populations to specific job types in species.

Perhaps instead of complaining about the micro introduced, you should instead make suggestions about how the new system can be fixed like this.
I wasn't complaining. I didn't attach any kind of statement on the game's quality or whether or not micro is good or bad (though personally I am not a fan).

The OP asked the question of "is there more micro? I don't like micro." and so I answered him with "yes there is lots of micro, here is why."
 

Chthon

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If you used to do nothing while the game was running prior to 2.2 that would be one thing. I already had stuff to do though in 2.1 and earlier:

  • Check tech, tradition, AP progression. Check upgrade path vs. current situation.
  • Check economy from an "empire wide" perspective
  • Try to work trades / diplomacy with my neighbors
  • Review borders, military buildup close to me, etc.
  • Check contacts list for "power rankings"
  • Update ship designs
  • Decide what fleets need to be deployed and where
  • Handing "level 1" developed planets over to the AI to manage
  • Making sure my sectors were doing what I wanted
  • As needed make upgrades on my "core" worlds

Now I'm having to fiddle around planet by planet shutting down some [soldier often] worker jobs so my citizen pops can promote to the specialist jobs that seem to have lower priority than soldier. I'm needing to be concerned with planet by planet decisions on not just WHAT TO DO but EXACTLY WHEN to do it. The lack of automated piracy patrols, ability to set custom patrols the way I'd like, scanning planets to see if "decisions" have run out [that I'm not informed of], etc. all adds too much.

Even though I play on small galaxies I'm thinking of dropping back to very low habitability [0.25??] just so the planet management doesn't take away from the more grand decisions I'd prefer to be making.
I had to spend so much time fiddling with my planets Le-Guin. I hated the tile system so much, but now it feels like the system actively could be made no-micro. There's some features that really need to be implemented, but once they are, I feel everyone would embrace it.
 

KingAlamar

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While I wouldn't say it's a nightmare, Mastikator is basically right.

In previous versions of the game, planets eventually became "done." You might shift their output later, but once they were full and have all buildings upgraded, you could just ignore them.

I ignored planets after I build all of my level 0 & 1 structures on each tile. I'd just pre-build everything as unmanned buildings [via automation] were automatically disabled. I'd just hand the planet over to the Sector AI whose ONLY job was to do the building upgrade and population micro for me.

By the time you get "done" with building now you can be in the end game even on your starting planets.
 

KingAlamar

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I had to spend so much time fiddling with my planets Le-Guin. I hated the tile system so much, but now it feels like the system actively could be made no-micro. There's some features that really need to be implemented, but once they are, I feel everyone would embrace it.

Edit: I don't get the hate for the tile system. Granted it's certainly not in keeping with "grand strategy" per-se but from a more basic 4x perspective it didn't feel too wrong.

There are CRAP TONS of areas that could be improved [automation tools, priorities, adjusting system X due to changes in system Y, etc.] so I think we may wind up in a good place eventually. I just hope that the devs see a benefit in taking their time to get Megacorp humming along.

This is one spot where listening to the fans, working with Glavius (?) and other mod builders, taking more time to gather feedback in playtesting, etc. could create a game 3x more enjoyable than now.
 

SpectralShade

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I would agree if we were talking primarily about multiplayer. It absolutely applies to some of the most hardcore games. However, the beauty of nearly all 4x games is the option to do what you want and see what happens, same with RPGs.
If the game was aiming for us to play optimally, then everyone would just chose the same traits, civics all the time, and have cookie cutter builds. That's no fun.
I certainly don't feel like I'm missing out, or like I'm left behind by being a bit more relaxed with the game.

it's only "optional" becaue the AI is pisspoor.

If the AI had been worth anything, it would have been mandatory to compete with the AI to micro as much as you could.
 

KingAlamar

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it's only "optional" becaue the AI is pisspoor.

If the AI had been worth anything, it would have been mandatory to compete with the AI to micro as much as you could.

I don't understand why the AI isn't already vastly more capable currently. I understand that we have a new system but how one guy [Glavius] can vastly improve AI seems bewildering to me. Just how much was left #TODO??
 

sillyrobot

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Edit: I don't get the hate for the tile system. Granted it's certainly not in keeping with "grand strategy" per-se but from a more basic 4x perspective it didn't feel too wrong.

There are CRAP TONS of areas that could be improved [automation tools, priorities, adjusting system X due to changes in system Y, etc.] so I think we may wind up in a good place eventually. I just hope that the devs see a benefit in taking their time to get Megacorp humming along.

This is one spot where listening to the fans, working with Glavius (?) and other mod builders, taking more time to gather feedback in playtesting, etc. could create a game 3x more enjoyable than now.

I don't know. The devs haven't worked a system to maturity yet. They seem more intent on subsystem replacement. Now maybe that was because the original systems were all so very weak and not part of the original vision, but it feels more like the designers changed their vision of the game and are building to something different than the original. If that is the case, I see no reason they won't do the same to the current systems.

2.2 is different, but it can't be objectively better. Every design is a compromise between possibilities. The original system could have been matured as opposed to replaced. Has it been, I'd have more comfort that the devs would continue to improve rather than replace.
 

KingAlamar

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It's crazy indeed.
I honestly can't play without it

Next game I'm toying with the idea of snagging the BETA, going to 0.25x habitability [less planet micro], small galaxy, and Glavius AI mod. Until we get something better this seems like the way to go ... I may even turn over some buildings to the sector AI to see how much micro I could do away with ....
 

KingAlamar

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I don't know. The devs haven't worked a system to maturity yet. They seem more intent on subsystem replacement. Now maybe that was because the original systems were all so very weak and not part of the original vision, but it feels more like the designers changed their vision of the game and are building to something different than the original. If that is the case, I see no reason they won't do the same to the current systems.

2.2 is different, but not it can't be objectively better. Every design is a compromise between possibilities. The original system could have been matured as opposed to replaced. Has it been, I'd have more comfort that the devs would continue to improve rather than replace.

I could be wrong but it seems like Paradox's $ making strategy is to release a game with potential and then modify the base game as a way to sell DLC and constantly generate funds. This is good as it means that a decent game [on release] could become great. This is also bad because the bean-counters are likely going to try to force paid DLC out on a schedule thus not necessarily giving time to get everything to a "mature" state.

While it sets a TERRIBLE precedent I wouldn't necessarily mind paying for a "story pack" [new early, mid, end game crisis events ; Fully "bio-tech" empires ; new anomalies ; something/ anything valuable from a RP perspective] if along side that story pack the dev's released a set of QOL ; AI ; Bug smashing patches. This way I could reward the DEVs after-the-fact and show my appreciation. Also I'm sure I'd simply enjoy the game more too :)
 

Chthon

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I wasn't complaining. I didn't attach any kind of statement on the game's quality or whether or not micro is good or bad (though personally I am not a fan).

The OP asked the question of "is there more micro? I don't like micro." and so I answered him with "yes there is lots of micro, here is why."
I'm sorry if my quoting you made you think my comment was directed at you personally, it was aimed in a more general sense with your comment as a good example.
Edit: I don't get the hate for the tile system. Granted it's certainly not in keeping with "grand strategy" per-se but from a more basic 4x perspective it didn't feel too wrong.

There are CRAP TONS of areas that could be improved [automation tools, priorities, adjusting system X due to changes in system Y, etc.] so I think we may wind up in a good place eventually. I just hope that the devs see a benefit in taking their time to get Megacorp humming along.

This is one spot where listening to the fans, working with Glavius (?) and other mod builders, taking more time to gather feedback in playtesting, etc. could create a game 3x more enjoyable than now.
I hated the tile system because it was the same exact feeling for every single planet. The same hoops I jumped through in the same order, regardless, in order to make the most of the bonuses. I don't feel that way for the new system.

It got to the point that I tried to put everything into sectors and let the inefficient sector management take care of it for me, because I disliked it so much.

I was promised adjacency bonuses, but the only building that provided it was the planetary capital.
I was promised variation because of resource distributions, but in the end I just followed those resources and made no real decisions on my own.
I was promised that I could eventually stop having to worry about it, but with the fact that I kept colonizing as made sense, I never stopped, and it drove me insane.

There you have it, that's why I hate the tile system so much. I hated it almost a year before Le-Guin was announced. It's just a bunch of empty promises with no real hope of salvation. The new system has the ability to be better, and I already feel it is a bit better. It's the right direction to go, and we just need to arrive at the destination and I feel everyone will agree.
 

AlanC9

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If you used to do nothing while the game was running prior to 2.2 that would be one thing. I already had stuff to do though in 2.1 and earlier:

  • Check tech, tradition, AP progression. Check upgrade path vs. current situation.
  • Check economy from an "empire wide" perspective
  • Try to work trades / diplomacy with my neighbors
  • Review borders, military buildup close to me, etc.
  • Check contacts list for "power rankings"
  • Update ship designs
  • Decide what fleets need to be deployed and where
  • Handing "level 1" developed planets over to the AI to manage
  • Making sure my sectors were doing what I wanted
  • As needed make upgrades on my "core" worlds

Now I'm having to fiddle around planet by planet shutting down some [soldier often] worker jobs so my citizen pops can promote to the specialist jobs that seem to have lower priority than soldier. I'm needing to be concerned with planet by planet decisions on not just WHAT TO DO but EXACTLY WHEN to do it. The lack of automated piracy patrols, ability to set custom patrols the way I'd like, scanning planets to see if "decisions" have run out [that I'm not informed of], etc. all adds too much.

Even though I play on small galaxies I'm thinking of dropping back to very low habitability [0.25??] just so the planet management doesn't take away from the more grand decisions I'd prefer to be making.


*shrugs* You think I wasn't doing all of that too?

Dunno about the soldier thing; I just about never build those. But piracy, yeah, that's a bore. Not something I concern myself with too much since my empires typically aren't trade-based; though.
 

AlanC9

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While I wouldn't say it's a nightmare, Mastikator is basically right.

At 40 planets? Sure. I suppose my whole perspective on this is constrained by my rig not being able to handle anything larger than a medium galaxy at acceptable performance. By the time I've got 40 planets up and running, efficiency isn't something I need to care about anymore.

It's worth pointing out that because housing and amenities are not global resources, you can't just "template" planets and say "Oh, this is a 15 tile planet with X number of mining districts. I will build it the same way as the other 15 tile planets." Thanks to the effect habitability has on amenities, and how various jobs generate amenities, and how many amenities in various jobs use amenities, it's more complicated.

Hmmm.... most of the time I don't have to think about amenities. Of course, I often play xenophiles who never have that many pops who don't like their planet. But between a gene clinic, capitols, and a ministry of production/ research institute, I'm typically in the green or only a couple points down. I've been thinking that the system needs to be tightened up, actually.
 

Chthon

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*shrugs* You think I wasn't doing all of that too?

Dunno about the soldier thing; I just about never build those. But piracy, yeah, that's a bore. Not something I concern myself with too much since my empires typically aren't trade-based; though.
The only problem I have with Piracy is when trade's taken route A for years, and I have that route protected, but now suddenly trade has decided to take route B which is not only longer, but also not protected, and I suddenly have pirates popping up for no reason.
 

sillyrobot

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I'm sorry if my quoting you made you think my comment was directed at you personally, it was aimed in a more general sense with your comment as a good example.

I hated the tile system because it was the same exact feeling for every single planet. The same hoops I jumped through in the same order, regardless, in order to make the most of the bonuses. I don't feel that way for the new system.

It got to the point that I tried to put everything into sectors and let the inefficient sector management take care of it for me, because I disliked it so much.

I was promised adjacency bonuses, but the only building that provided it was the planetary capital.
I was promised variation because of resource distributions, but in the end I just followed those resources and made no real decisions on my own.
I was promised that I could eventually stop having to worry about it, but with the fact that I kept colonizing as made sense, I never stopped, and it drove me insane.

There you have it, that's why I hate the tile system so much. I hated it almost a year before Le-Guin was announced. It's just a bunch of empty promises with no real hope of salvation. The new system has the ability to be better, and I already feel it is a bit better. It's the right direction to go, and we just need to arrive at the destination and I feel everyone will agree.


Really? I haven't played 2.2 an awful lot, but I already have the exact same hoops I jump through every colony to get the most out of the world. I notice little difference in paradigm between 2.2 and pre-. There a matter of degree, of course, There are a couple of additional layers, but its mostly the same basis. The biggest differences is there are some few colony types that act differently or are more restricted (ecumenopolii, resort worlds, ringworlds) and I am forced to space the hoops out over decades rather than being allowed to make them all at once.

Prior, I could stop worrying about an individual world once the hoops were done. That luxury is now gone. That is beginning to drive me insane.