Is the 'Governer Shuffle' the intended way to play?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HFY

Field Marshal
28 Badges
May 15, 2016
8.606
20.143
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
Pre 3.8 had sector-wide governor traits, so there was no need to shuffle (or at least no need to shuffle that much), now we have useless planetary governor positions and sector governors essentially had been nerfed.

Oh there was some value in shuffling governors between sectors, particularly your first early conquest.

It's just that now it's even more rewarding and it's even more micro.
 
  • 2
Reactions:

Nerisande

Second Lieutenant
26 Badges
Sep 23, 2017
154
434
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
Did you do this pre-3.8, shuffling them between sectors?

No?

THEN DON'T
Do you remember the exploits with negative resource economy (when you can play with zero energy and -786 EC income and it feels okay) or market exploits (sell energy credits for energy credits to get infinite resources). Also there was a funny glitch, which allowed you to move the science ship into someone's capital (as well as any other system you can reach) during summoning the Eldritch Horror to get the system nuked into oblivion.

Why PDS even fixed all of this? Players can "jUsT noT uSe iT LmAo" and there will be no problem.
 
  • 2
  • 1
Reactions:

Calvax

General
47 Badges
Jan 23, 2017
1.924
5.904
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria: Revolutions
  • Stellaris: Megacorp
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
Has anyone found the pioneer vet class useful? Unless im rushing XP, i've already got to the point where i'm industrialising economies by the time I have a "decent" rank 4 governor. And by then, if i'm attempting to stay near to the leader cap, i'm going to be dropping a governor on my forge/factory world, over a random bumpkin colony.

I've not but that might be down to the harsh leader cap and changes to how traits apply. In principle I like the idea of specialising at least one governor that way and they can move as I expand, but it's a struggle to even fill sectors at the moment let alone have a governor specialised for just new worlds.

Did you do this pre-3.8, shuffling them between sectors?

No?

THEN DON'T

I did occasionally but the need was less because traits applied sector wide. If I founded a new sector later in the game I would shuffle a governor with these traits to it so I could clear a sector's worth of blockers for cheap. It wasn't ideal then but it wasn't too much of a hassle.
 
  • 3
Reactions:

Thiend

Major
45 Badges
Mar 23, 2022
522
1.339
  • Stellaris: Distant Stars
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Impire
  • A Game of Dwarves
  • Majesty 2 Collection
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • War of the Roses
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
I would approve of either:
1. Planet traits are drastically better, like 3x the effect, but moving governors now incurs the same cooldown as does moving envoys.
2. Go back to sector effects, remove all planet effects.
Separately, with leader pools this small rolling no leaders without the tiny flat resource income traits is both common and excruciatingly painful if you're past about 2225 when they fall off hard. I here bring up a proposal of mine from some time ago: let us pay more unity to just choose a starting trait. Or, with the new leader system, make an agenda allowing replacement of traits.
 
  • 1Like
Reactions:

Pancakelord

Lord of Pancakes
43 Badges
Apr 7, 2018
3.309
11.840
  • Cities: Skylines - Green Cities
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Ancient Relics
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - After Dark
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Stellaris: Necroids
  • Crusader Kings III
  • War of the Roses
  • Cities: Skylines
  • Stellaris: Federations
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines - Snowfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • March of the Eagles
  • Darkest Hour
I would approve of either:
1. Planet traits are drastically better, like 3x the effect, but moving governors now incurs the same cooldown as does moving envoys.
2. Go back to sector effects, remove all planet effects.
Separately, with leader pools this small rolling no leaders without the tiny flat resource income traits is both common and excruciatingly painful if you're past about 2225 when they fall off hard. I here bring up a proposal of mine from some time ago: let us pay more unity to just choose a starting trait. Or, with the new leader system, make an agenda allowing replacement of traits.
Not sure how I feel about locking down governors (not opposed to it but it would need to be tested, such as with elections often buggering things up).
Edit: The game also has the concept of "effective levels" - only for councillors right now - but in theory this could be extended? so leaving a governor in one place long enough could give them effective levels (or increases trait effects, making a T1 trait act like its T2, if one exists), making them ultra effective on that planet, as they get used to their world. But moving them wipes out that bonus.

I am confused by them releasing the resource traits like this. Like, they dont even scale with leader level (there was a video with eladrin and aspec where they mentioned maybe adding larger tier 2+ upgrades) - or in the case of governors, scaling with something like the population or trade value of the colony, rank of the capital building or even just raw planet size (as a multiplier).
 
  • 3Like
Reactions:

Dr. B

General
44 Badges
Apr 13, 2007
2.498
1.777
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
I have a sneaking suspicion that the only reason we don't have travel time for leaders, is that the AI would screw that up something terrible. A cunning human could easily exploit and crush unled AI fleets (and armies). It is a pity.
 

Meneye

Clown College Dropout
61 Badges
Apr 1, 2015
667
2.814
  • Crusader Kings II: Charlemagne
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Well I've never done it for architectural interest governors, as that seems like way too much micro, even if it does bring less mineral costs. It doesn't seem like that significant of a benefit anyways since it only concerns minerals, but nothing's stopping you from doing what you want.
 

Franton

Lt. General
1 Badges
Aug 9, 2019
1.348
1.221
  • Stellaris
I agree that traits which reduce a one-time cost are weird, and like the suggestion to break down one-time costs into monthly rates, However, doing that wouldn't solve the central issue that the players is forced to choose between two unfun alternatives. If neither is fun to do, then i'd rather not have to decide at all!