I don't understand this game anymore. Need help with the new Economy.

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Nakkivene

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I really don't understand the no generator districts idea. I have a generator world as one of my four worlds, connected every trade value in my empire and with capacity overload I alternate between like +20 energy and -30 energy.

Roughly every system you take costs energy. Is it that you only pick systems that have planets or something? Don't build mining/research stations?

I think I'll just make an Industrial Production Core for my first MegaCorp MP...
 

Makinus

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Early game you do need generator districts, but mid-late game, if you upgraded your trade hubs and as your planets trade values go up your energy will mostly be provided by the trade and you should slowly start replacing your generator districts to farming and mining ones as those are more useful - if you maxed your farm and mining districts on planets you should replace the generator districts with city districts, that provide clerk jobs that produce trade value + amenities.

The important part is that, even if you maxed your farm and mining districts on the planet, a city district is nearly as good as a generator district for energy production thanks to the trade value provided by the clerk jobs, and you get more housing with a city district, that allows more pops per planet.
 

Peter Ebbesen

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Anybody wanting to use enclave bonuses, the powerful energy campaign edicts, to clear tile blockers, use tactical terraforming and the like while exploring anomalies, or have energy spare for buying whatever material is in short supply, will want to run a significant energy surplus for most of the game.

In the early to mid game this is provided most efficiently by generator districts. Later, with a large and booming population, clerks can do the job.
 

evilcat

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Later in the game you can slowly turn your capital and nearby planets in your first sector into full city districts + Commercial buildins + City districts. Keep one fleet around to smash pirates. That is some good income.
But early on just build whatever you need most now.
 

Siven80

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Been reading this thread as i have similar issue.
Im slowly getting used to it, but still think some changes were made just to make the game slower and feel more complex than it really is.

Visually i think the planet screen is terrible now.

What i liked about the tile system was how everything was visual.

I could see a pop growing, i could see if a tile or building was being worked. It was all nice and easy to see and read, and pretty much all on 1 screen.

The new system, while it has potential.....loses the ease of use the tile system had imo.

When you build a building then pops will go to that and you lose workers on the lower jobs......but you cant SEE that easily.
Pop growth is on a 2nd screen, i would love that to be on the first screen too as most of the time you dont need to go to the pop screen unless your micromanaging.
The new system also has really small icons for the resources, again not easy to see.

The new system is better in that i dont have to keep upgrading buildings. A lot less useless micro there.

I dont like that i cant seem to specialize in a specific research like i could pre 2.2. While theres a few buildings increase Society research, theres nothing to boost Physics or Enginerring other than the 20% research tech cards which just replaced the old buildings. Which means im constantly behind on Physics and Engineering.
I find the new techs to be really bland too. There seems to be a lot of 20% research techs (just replacing the old building techs), and also i seem to learn every tier 2 building which requires rare resources....before i have learnt how to harvest that resource. Seems very backwards to me.

Im getting used to the new system, but its far from perfect.
 

evilcat

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If you ever feel stupid with new economy:
In Policies there is a Trade Policy, default is all trade value into Energy, but there is an option for 0.5Energy +0.25Consumer goods. There is also option to change consumer goods for 0.15 unity.
The consumer goods is very interesting. Since market price of goods is around 2 :1, and you save yourself planetary slot. Extra cool feature is that if you are low on consumer goods, then you can switch off some labs and fix economy.
Early on Unity (market of ideas) could also be good for fast rush of interesting tradicions.
 
Last edited:

Pangalactic

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Can you guys also please clarify something? I'm pretty new to 2.2, so I wanted to ask how districts and buildings work.

Do I understand it correctly that districts are the same as buildings (obviously they occupy different spaces on the planet screen, )apart from the fact that districts produce base resources (energy/minerals/food) out of thin air, whereas buildings take some resources and convert them to others?
 

dav77-b

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Some observations on my first experiences with the new economy:

1. As others said, do not rush to fill the building slots of planets, that is a sure way to tank your economy - only build new building as you have pops enough to man them without taking workers from resource districts. A good way to know when you should build something is when the first unemployed pop shows up.

2. The most important districts are farming and mining, only build city districts as you need to keep amenities and housing positive and generator districts should only be built if you are negative in the energy generation or does not have anything better to build. Mid-late game, as your trade value increases, you should replace most of your generator districts to more useful farming and mining ones.

3. Agrarian Idyll (spelling?) is very strong now, if you pick it build farming districts until the max the planet allows and only them start building other districts - with agrarian Idyll you do not need city districts anymore for amenities or housing.

4. Be careful when upgrading some buildings, beyond the basic version research, alloys and consumer goods buildings start needing special resources, if you do not have a good supply of these resources you will start needing to buy from the market and the market prices are not worth it - normally you would have more than enough building slots unfilled until late game, so prefer to build 2 of the basic version of the building you need instead of upgrading a single building to the next tier - you should only consider upgrading research, alloy and consumer goods buildings when you start running out of building space on planets - and that will take a long time to happen. The only bulding that is worth it to upgrade asap is the gene clinics, as the increased growth rate is worth buying the needed resources from the market.

5. The best traditions now are prosperity and expansion (in that order) - diplomacy is good for the market discount perk as it will make easier for you to use the market to fill any deficiencies, specially in special resources.

6. Be careful before colonizing low-habitability planets, the increased costs can tank you economy. Migration controls are a must now to stop pop-types moving to low-habitability planets for their species - individual traits from the pops are a minor concern now , but pops moving to low-hab planets for their species can quickly kill your economy because of the increased costs.

7. Trade is very strong now, and by mid-late game should be your main source of energy. You should build two types of starbases to maximize trade: first a trade hub base with trade modules to collect the trade from nearby systems and second a pirate hunting base with defensive modules to patrol the trade routes to you capital as patrolling ships are too inefficient past the early-game. As you increase the stations sizes you will be needing less trade hubs and should be able to dedicate stations for other purposes, but remember that the patrol bonuses from pirate hunting stations stack with each other, so you may want to keep more defensive stations for the stacking effect.

8. Pop growth is the most important "resource" now, you should always maximize it in all your planets - always keep the planetary decision that increases pop growth up, enact and keep the pop growth edict (Healthcare?), and build Gene Clinics asap on all planets (Normally it is my second building built, after the robot factories).

9. Robots are good to quickly get more pops to work districts faster - all your planets should have robot factories built in them (it is the first building i create on new planets), even if they do not have districts for the robots to work on as you can resettle the produced robots to more useful planets. The most important trait now for robots is the one that decreases their production time (Mass-Produced) as it will increase the number of yuor robots.

10. Unity is easier to produce now and you should not rush to unity producing buldings, give preference to growth buildings first (robot factories and gene clinics) and only after you should think about building unity buildings - depending in your situation your research, alloy and consumer goods buildings are better investments - I like to alternate between a research/production building and a unity one.

Increased cost for low habiability isnt a big issue. Just use these planets for worker class jobs.
 

magnate

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Been reading this thread as i have similar issue.
Im slowly getting used to it, but still think some changes were made just to make the game slower and feel more complex than it really is.

Visually i think the planet screen is terrible now.

What i liked about the tile system was how everything was visual.

I could see a pop growing, i could see if a tile or building was being worked. It was all nice and easy to see and read, and pretty much all on 1 screen.

The new system, while it has potential.....loses the ease of use the tile system had imo.

When you build a building then pops will go to that and you lose workers on the lower jobs......but you cant SEE that easily.
Pop growth is on a 2nd screen, i would love that to be on the first screen too as most of the time you dont need to go to the pop screen unless your micromanaging.
The new system also has really small icons for the resources, again not easy to see.
This. I'm quite happy to get my head around the new system, but boy is it obfuscated. Please can someone point me towards the maths? I want to know the base values of:

1. How many energy/minerals/food produced by each worker (I think it's 6) and how many trade produced by each clerk?

2. How many minerals consumed by each metallurgist or artisan, and how many alloys or CGs they create?

3. How many unity/amenities/research created by culture workers/entertainers/scientists and how many CGs they consume?

4. How many whatevers created by each ruler/administrator and how many whatevers they consume?

5. You know, same for police, soldiers, whatever other type of job. I want a "Jobs" screen that lays all this out really simply: one of these jobs turns X of these into Y of these.

These are really basic equations and should be screamingly visible somewhere in the game. So far I have found the maths for housing, pop growth and trade spend (but not trade creation), but none of those are obvious either, except perhaps housing.

Ah wait a second. If you click on the conversion equations in the Jobs panel of the Population tab of the Planet screen (still with me? - don't click the graphic showing the caste, you must actually click on the equation) you can expand the caste into its constituent jobs and see the individual conversion equations for each job type. If you then click minus enough times that there is only one of that job type, you can see the basic conversion equation (but I think when you click plus to get back to where you were, the pop doesn't immediately return to its former job so this might cost you something). So, it's there but it's obfuscated, as I said.
 

evilcat

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Jul 24, 2015
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Can you guys also please clarify something? I'm pretty new to 2.2, so I wanted to ask how districts and buildings work.

Do I understand it correctly that districts are the same as buildings (obviously they occupy different spaces on the planet screen, )apart from the fact that districts produce base resources (energy/minerals/food) out of thin air, whereas buildings take some resources and convert them to others?
More or less.
City districts also create clerk jobs, which produce trade value and amenity.
Some buildings could create basic jobs, like farm, commerce center (clerks). There are also buffing buildings which create basic job and give bonus to output of base resource.

And the buildings or districts do not produce out of thin air but create jobs. You need pop to fill the slot.
Specialist slots have priority over working class, so be careful when creating specialist slots, since it could be hard to move specialist back to worker position.
 

ZeroAffex

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After putting some hours into 2.2, I LOVE it.. the Beta build is what sold me on it finally (if your not using it, USE IT), cleaning up the UI and making it so everything makes sense finally and is no longer sensory overload as it is currently for 2.2 non Beta. Once you figure out districts and trade, it's amazing how much depth and customization you have to tailor your empire. I figured out that you don't need to have fleets patrolling trade routes (99% of time) using armed star bases on the route instead and that once you get off world trading, you can make trade value (aka $) out of thin air again as it gives each trading hub value. Before I thought you could only get TV ($$$) from designated spots in a sector... I also used to think planets could not have - negative resource output and would drive myself nuts trying to constantly balance the planets districts to make everything positive, now I only need to pay attention to planet amenities/housing and empire wide resources. Wow, it's been so much fun since figuring this all out.. except one thing..

What the heck do you do when your planet has built every district and every building yet continues to grow in populace? My capital planet is maxed out but people keep coming/breeding. I've slowly traded my districts that produced resources into "city" districts to get +5 housing (still give + jobs though.. IRONY) and once great buildings that allowed for production of alloys or consumer goods into now lowsy "luxury" buildings that offer + 3 housing or w/e.. If I enact population control, stability goes down, crime goes up.. If I don't give them houses, crime goes up, stability goes down.. Are all planets eventually doomed into being nothing but places where people live unproductively sapping your empire dry? I feel like there is no way to break this cycle and that every planet I have will eventually be worthless in the end. Please help me.. lool

Other than this, I am so in love with Stellaris all over again. 2.2 at first rubbed me the wrong way, it seemed overly complicated and I really felt like planets and playing wide overall were nerfed. I've come to realize I am wrong, so very wrong.. but.. there are little nuances like that I just described where planets that were once bustling with productivity are slowly chipped away at until they are worthless. I feel like there is something I am missing that doesn't require me to constantly resettle pops. Thanks for your help in advance! :D

-ZA
 

veryalien

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I would be purifying the universe of xenos (since I'm playing fanatic purifier) but I'm too busy dealing with my empire... ITS SO MUCH WORK!
 

evilcat

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Jul 24, 2015
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I generally manage.
Some of troubles come from trying to build a lot robo factories, gene labs, clone vats at once. It is doable, but put a lot of pressure on economy, and results with insane pop growth which means even more building.

The essence of problem is strate transition time. Is it like 10 years? So every time you make a mistake and build reaserch lab too soon you are screwed.

The obvious solution would be to reduce starta migration time to 1 year,