Just finished my first 2.2 game. My thoughts and suggestions (long rants ahead)

  • 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.

QuietusStar

Private
35 Badges
Dec 9, 2018
10
7
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: No Step Back
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Magicka
  • Majesty 2 Collection
  • Cities: Skylines Deluxe Edition
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Cities in Motion 2
Just a warning, this is mostly just rants with some suggestions afterwords. tldr suggestions at the bottom.



I recently finished my first game in Le Guin, and the new pop mechanics are... different. They wanted to make a more indepth economy, and they succeeded in that. Except micromanagement is still incredibly tedious. In fact, I'm willing to say that the new mechanics are even more micro intensive than the old ones. Not only do you have to keep an eye on the housing to pop ratio, but also especially the pop to jobs ratio, which forces you to do some basic math on every planet as you have to find the perfect buildings to build to provide the perfect amount of jobs, but if you build any buildings your workers will leave their old jobs to become specialists. Which is fine, except if you don't have a large income to begin with, as building buildings can temporarily crash your economy, forcing you to micro jobs, which is incredibly tedious. Also, if you plan to have more jobs than pops, all pops will try to take a specialist job first, which leaves you with unworked resource districts, which if you need filled you would have to micro some more. The housing isn't too tedious. Though I always end up with slight overcrowding, and it's almost odd how all of my planets end up with the overcrowding icon in the outliner. Maybe pops should be reluctant to leave their current job if doing so would put you in the negatives. And pops should have a growth malus as they reach the housing limit, perhaps stopping them entirely from growing beyond it(unless you help them too), and maybe make pops start to decline as soon as you've gone over the housing limit(unless you forced them to grow). That should severely reduce the amount of microing needed to stabilize world populations, and so that if you forget a world for a little bit, it won't suddenly decay into a massive crime and drug fueled
homeless orgie popping out more kids to make drugs. As it currently is, though, I don't think I can put up with the amount of microing to colonize even a single segment of a ringworld.



Speaking of megastructures, the habitats were nerfed far too hard in my opinion. Habitats are my favorite megastructure, and I loved the thought that most of my species lived in them. However buildings and resource districts are king now, and habitats have the worst of the lot. Habitat districts are absolute garbage! The leisure district is marginally better than a standard holo district, but far worse than any of it's upgrades, the same goes for for the science district. They are made even worse by the fact that they provide NO housing and that you cannot build research labs or theatres on habitats. Meaning that you LOSE access to two building slots if you build them. Why not just get rid of all but the housing district and let habitats build research labs, holo theatres, and commercial zones, with their respective upgrades. And why not bring back the asteroid mining bay as a building which could provide two mining jobs. Look, I know the devs have said that they wanted habitats to be more like space forge worlds, but could you please just let me specialize the habitats the way I want to?



Going back to ringworlds, I just don't know what to say about them, except ,perhaps, that they are mostly irrelevant. They are absolutely gigantic worlds that provide absolutely no minerals whatsoever. Meaning that if you want them to do more than make literal bread(as energy districts are mostly obsolete with a dyson sphere) then you would have to support their massive planets with valuable minerals from your other worlds, which usually is in short supply already. Machine and hive mind empires have access to nearly limitless minerals with their respective planets, why not make ringworlds have infinite mining districts so that regular empires can have access to nearly limitless minerals, which will also make ringworlds self-sufficient. You can also lower ringworlds back to a size twenty five, and just give them more efficient districts, like how habitats have a plus ten housing district. That would ensure less microing would need to be done to fully develop such worlds, and that developing one wouldn't blow you far past your admin cap.



Another ascension perk I picked was the gaia worlds one. Gaia worlds mostly seem to be a waste of a perk, as terraforming to a gaia world actually DECREASES the planetary features on a world. Meaning that my second most developed world, which produced a good chunk of my resources lost ALMOST EVERYTHING when I turned it into a "perfect" world. I was left with TWO districts in each resource, with only ONE planetary feature per resource. While I'm certain that this is a bug, why not make gaia worlds do the opposite, and give more planetary features.



Finally, I went down the synthetic ascension path, which felt almost tacked onto the game now. I only gained a single special building, which turns food into energy, which seems pretty useless. Why not give them access to machine worlds, or some knockoff cyber worlds, which could lower robot housing and consumer goods cost(as they can just live in "cyberspace").





tldr: 1: Pops shouldn't leave their current jobs if doing so would put you into the negatives.

2: Pop growth should be almost hard capped at the housing limit, and decline past it.

3: Habitats should only have housing districts, but gain access to proper research labs, and other buildings.

4: Ringworlds should be a size 25 with more efficient districts and mining districts.

5: Gaia worlds should add planetary features.

6: Ascension paths should be given more love, perhaps with more unique buildings and worlds.
 

Madzai

Lt. General
73 Badges
Mar 30, 2007
1.670
1.979
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Impire
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • A Game of Dwarves
  • Europa Universalis III Complete
  • King Arthur II
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
tldr: 1: Pops shouldn't leave their current jobs if doing so would put you into the negatives.
It's super amusing.
Playing as hive-mind. Wanting to build a Maintains Depot for drones in advance. Building finished. Now 5 Agri Drones rushes to take on Maintains Drones jobs. On your "bread basket" work with huge bonuses to agri production. -50 food per month incoming.
Same planet. Decide to add a Generator district since all Agri ones are full and i don't have enough POPs for building and fill it up bit by bit. Agri drones rushed there, so i have to disable energy jobs and add them back one by one then new POP is born. Totally thought out mechanic and totally not micro-heavy.
 

ciurra

Second Lieutenant
15 Badges
Jan 24, 2017
178
29
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Megacorp
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
About the micro I find it to be good micro as in important and I need to think about what to do as opposed to the upgrade everything and build the same thing everywhere. But when my empire grows it is really start to be difficultto manage everything .
 

KaiserWilhelmI

Von Hohenzollern
80 Badges
Apr 30, 2013
939
356
  • Imperator: Rome
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Third Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Mount & Blade: With Fire and Sword
  • Darkest Hour
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
Here's a thought, how can an artificial world have minerals? You'd have to plant them there when you build the damn thing, but what's the point in that?
I do know that its frustrating, but it's realistic in my mind. Now I do agree that the asteroid mining bay should come back, but you should only be able to build it when the system actually has asteroids.
 

ciurra

Second Lieutenant
15 Badges
Jan 24, 2017
178
29
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Megacorp
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
Here's a thought, how can an artificial world have minerals? You'd have to plant them there when you build the damn thing, but what's the point in that?
I do know that its frustrating, but it's realistic in my mind. Now I do agree that the asteroid mining bay should come back, but you should only be able to build it when the system actually has asteroids.
I would think simply that a lot of the planet stuff is symply use to cover the frame of the ringworld so it simply was never extracted to begin with
 

PaulMClem

Colonel
50 Badges
Sep 21, 2016
944
6
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • 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 III
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis: Rome
  • Rome Gold
  • Imperator: Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
if you build any buildings your workers will leave their old jobs to become specialists
Just come back to Stellaris for 2.2 after a few months of not playing and this was my first question :) So, to clarify, If I have 30 pops and 30 jobs and I build a Research Lab I will then have 30 pops and 32 jobs - will 2 of the already employed Pops move to fill the new Research Lab positions? If so, would these just be ambitious grunts from Districts or could specialists move as well if the new specialist position was deemed more relevant?
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.160
3.273
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Good micro is good. Time in Stellaris is mostly just lookin how it looks, or minimize the game and watch some film, but with some micro you have to do something. Microing buidings, and jobs is a good thing. You dont have to be afraid of unemployement, wait for 1-3 unemployed pops before building new building, or just dont care about deficits. Of course there are some flaws that have to be done, im saying that new system is good, but not perfect.

Habitats are usless, i agree. Maybe changing hab districts so every would provide housing (its habitat after all) without specialized housing districts?

Ringworlds should not provide minerals. All minerals from system was used to build that things, and "mining" them again would be pointless in best case, and structure damageing in worst. But i think that ringworlds are too small... but this is just an opinion... like everything.

Gaia terraforming is just bugged ;/ but... how it could gives something on a planet? Maybe uncover hidden mines, or such? hm...
 

Playwars

Captain
32 Badges
May 5, 2016
356
31
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Shadow Magic
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
Personally I'd love for ringworlds to have mining districts, if only because they're nearly useless now. Plus I always loved the idea of building ringworlds and then just abandoning my planets one by one before only living on those beautiful megastructures. My own cannon for how you could mine minerals on ringworlds was either that the raw materials were just dumped into the habitable section, or that the support sections had massive astro-mining bays to mine the leftovers of the solar system's planets after the ringworld was built.

But that's just my opinion and justification, I'm curious to hear what other people think on a balance and a RP point of view.
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.160
3.273
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Personally I'd love for ringworlds to have mining districts, if only because they're nearly useless now. Plus I always loved the idea of building ringworlds and then just abandoning my planets one by one before only living on those beautiful megastructures. My own cannon for how you could mine minerals on ringworlds was either that the raw materials were just dumped into the habitable section, or that the support sections had massive astro-mining bays to mine the leftovers of the solar system's planets after the ringworld was built.

But that's just my opinion and justification, I'm curious to hear what other people think on a balance and a RP point of view.
You are right, and everyone is right, bcs every logical explanation is true.
But imagine, that all this raw materials that was existing in the system, was used to make that ringworld, if there could be at lest some to spare, constructors would gather them in the time of constructing ringworlds.
(btw. Ringworlds are too expensive in alloys, most resources are on planets in the systems, building ringworld should take more influence, energy credits, and maybe reaserch, but less alloys)
 

Playwars

Captain
32 Badges
May 5, 2016
356
31
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Shadow Magic
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
You are right, and everyone is right, bcs every logical explanation is true.
But imagine, that all this raw materials that was existing in the system, was used to make that ringworld, if there could be at lest some to spare, constructors would gather them in the time of constructing ringworlds.
(btw. Ringworlds are too expensive in alloys, most resources are on planets in the systems, building ringworld should take more influence, energy credits, and maybe reaserch, but less alloys)

I don't think so, I mean you can tow asteroids and assemble them together but it doesn't mean you magically extract all of the resources out of them, I mean hell there's an actual event that can trigger during the construction where you have to halt the construction to gather up some alloys from a rare deposit. So I'd say the resources aren't exploited, just mashed together and enveloped by the support structure.

Once again, it's only my take on this, and just like you said, everybody's would be justifiable on this. In any case I think I'm gonna do a simple mod to add mining districts to ringworlds when I have time to spare.
 

Jazzbanana

Second Lieutenant
23 Badges
Oct 16, 2017
155
147
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Stellaris
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
I would think simply that a lot of the planet stuff is symply use to cover the frame of the ringworld so it simply was never extracted to begin with
I agree with the other guy. If you take a planet apart to construct a ringworld you surely have a chance to extract valuable minerals in this phase, rather than re-plant them in the ringworld soil and then extract them all over again. It would be like building an island and bury gold in it just to be able to mine it.
 

Playwars

Captain
32 Badges
May 5, 2016
356
31
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Shadow Magic
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
I agree with the other guy. If you take a planet apart to construct a ringworld you surely have a chance to extract valuable minerals in this phase, rather than re-plant them in the ringworld soil and then extract them all over again. It would be like building an island and bury gold in it just to be able to mine it.

I don't think you so much take them apart than you smash them together to make the habitable sections, and use a minimal amount of them combined with your alloys to make the frame.
 

Jazzbanana

Second Lieutenant
23 Badges
Oct 16, 2017
155
147
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Stellaris
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
I don't think you so much take them apart than you smash them together to make the habitable sections, and use a minimal amount of them combined with your alloys to make the frame.
Aye, in the end it boils down to how you imagine it to work I guess. In my 'headcanon' a feat of astro-engineering the scale of a ringworld is carefully controlled by thousands of top tier specialists, its soil composition and density accurately planned in the most cost-space efficient way possible. This is why it's hard for me to immagine something as 'inefficient' as cramping some planets together without an idea of what valuable resources might hide inside them. If it was this way tho, perhaps mining districts of the original planets could be transferred to the new body somehow? Dunno man, it feels whacky in my personal opinion and I'm happy the way the devs made it.
 

Scorpio_Shirica

Second Lieutenant
99 Badges
Oct 23, 2013
158
328
  • Stellaris
  • Europa Universalis IV: Res Publica
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Tyranny - Tales from the Tiers
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • 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
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • King Arthur II
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I've experienced a lot of the same since playing 2.2. Did the devs say they wanted to make habitats and ring worlds worth less (not worthless, just worth much less than they used to be) or was that just an accident/ oversight from rebalancing?
 

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
tldr: 1: Pops shouldn't leave their current jobs if doing so would put you into the negatives.

Yes, they should. Don't add specialist jobs to planets where you can't afford to lose workers. Plan your economy better.

2: Pop growth should be almost hard capped at the housing limit, and decline past it.

You can cast the 'discourage growth' edict on a planet for the low, low price of 25 influence and it toggles on and off. I am prepared to agree growth should slow down once you've filled out all the districts and building slots, though.

0Habitats should only have housing districts, but gain access to proper research labs, and other buildings.

Agree, there doesn't seem to be much of a niche for them right now.

4: Ringworlds should be a size 25 with more efficient districts and mining districts.

No.
 

sillyrobot

General
Jul 18, 2015
1.859
3.584
Here's a thought, how can an artificial world have minerals? You'd have to plant them there when you build the damn thing, but what's the point in that?
I do know that its frustrating, but it's realistic in my mind. Now I do agree that the asteroid mining bay should come back, but you should only be able to build it when the system actually has asteroids.

The jobs wouldn't be mining the habitat, they're asteroid miners; they mine rocks in space -- even outside a belt they are bunches of rocks orbiting the sun -- or mine whatever body the havitat is orbiting. Last I checked, habitats have to be built over a system body; mine that.
 

sillyrobot

General
Jul 18, 2015
1.859
3.584
Just come back to Stellaris for 2.2 after a few months of not playing and this was my first question :) So, to clarify, If I have 30 pops and 30 jobs and I build a Research Lab I will then have 30 pops and 32 jobs - will 2 of the already employed Pops move to fill the new Research Lab positions? If so, would these just be ambitious grunts from Districts or could specialists move as well if the new specialist position was deemed more relevant?

Lower strata jobs will be abandoned to fill higher strata positions (worker->specialist->ruler). Which workers promote and which workers in that strata will take which jobs seems... arbitrary right now.
 

Scorpio_Shirica

Second Lieutenant
99 Badges
Oct 23, 2013
158
328
  • Stellaris
  • Europa Universalis IV: Res Publica
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Tyranny - Tales from the Tiers
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • 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
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • King Arthur II
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
The jobs wouldn't be mining the habitat, they're asteroid miners; they mine rocks in space -- even outside a belt they are bunches of rocks orbiting the sun -- or mine whatever body the havitat is orbiting. Last I checked, habitats have to be built over a system body; mine that.

And ring worlds are built out of the planets and asteroids in the system, there's plenty of buildings or jobs that could be created to make them more useful. Or buildings that synthesize minerals out of rare resources.