MegaCorp ... i am tired and sad

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Crowarior

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A lot of players make a mistake by building "buildings" and by doing that workers that mine minerals, energy and food are automaticaly promoted to work on "buildings" as those require specialist strata and if there is free specialist or ruler job pops from lower strata will automatically go for higher strata job if available leaving you without poor miners.
 

Sifer2

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I wish the planet management screen was twice as large & contained the first & second page on 1 larger main window

Yeah I can agree with that. I mean the second page isn't that critical but sometimes I have to check to see if a pop is unemployed because it's a specialist or worker. And the main screens buildings are too small to see what they are sometimes without mousing over it.
 

LackNull

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I like the new system, but I find it very confusing too. The constant spikes in ressources are very hard to manage, because like OP says it's realy hard to see where the problem come from. The job system is also very anoying, probably because I don understand realy how it work, I find myself with a food deficit and a planet with 3 farmers jobs empty, just because my pops prefer starving as specialist than working in farm.

Is there a solution for this? Can we force a population to get a job without being autoritarian?

Yes. Don't build the specialist jobs in the first place unless you *know* you can support them. Always make sure your basic districts have plenty enough staff first, and only create new specialist jobs when you can afford to lose a few standard workers, because they will leave their old jobs immediately for the higher tier ones, and you will have a hell of a time trying to convince them to go back if you decide you've made a mistake.

I know we've all been trained by the previous (terrible) tile system to fill every slot and build every building, but in the new system new buildings are not automatically good. Pops are happy to promote upwards, but will get very angry if forced to move down. Imagine if you were sat at a comfy office job one day when the boss walked in, handed you a pickaxe, and told you you were a mineral miner now, over in the deadly explosive plasma hole down the road. Oh, and it comes with 90% less pay. Enjoy!

Personally, I love this new system. The old one required 1000s of clicks, but involved almost no actual decision making or strategy. The new one seems to be the exact opposite. Micromanagement is way down, and yet strategy and thought is way up. I'm sure a massive change like this will have tons of flaws, no doubt it will require balancing and tweaking, but at its core for the first time the economy is an actual fun part of a strategy game, rather than a boring chore that needs to be completed to carry on playing. I couldn't be happier.
 

Awoogamuffin

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Yeah if there's one thing I've had to learn is that you want to think long and hard before making any middle class building. I was constantly running out of minerals and food (I guess that's why the market is there!). It's a hard thing to fight the instinct to hit that "upgrade" button.

My main issue now is I can't actually finish any games because my computer just grinds to a halt past 2400 (it was fine in 2.1)
 

208

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At one point i went from +60 energy to -15 in 2 minutes with no idea why exactly and no way to see a detailed report ( the one explaining revenue vs spending was not giving me any help ). And that deficit is very hard to fix also due to systems being bad, very indirect or depending of other parameters.

Stellaris could really use some graphs that show you in detail how your resource incomes/expenditures are changing from month to month, so that you know whether it's a production shortfall or a rise in spending that's caused your net income to drop.
 

exi123

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I really like the new economy in 2.2. It brings so much more logic and management to the game and mirrors different kinds of societies. But, really, the way the jobs are assigned is very frustrating. Whats the point of disabling clerks jobs to micromanage them later on again? Just let me arrange the jobs in the way they should be filled from top to buttom. Mining and farming jobs are simply more important then some clerks or maybe metallurgists... This leads to the point that you have sometimes really no clue what districts you have to build because the simple jobs are not always filled.
 

snegovick

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I agree, before Leguin the game was 80% space stuff and 20% planet manadgement, now it's other way around. Constantly micromanaging several planets is very tiring and annoying. It's not fun anymore for me.
 

Azhcristokos

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Personally, I love this new system. The old one required 1000s of clicks, but involved almost no actual decision making or strategy

This very effectively sums up everything related to economic management in Stellaris pre-2.2.
 

aprogressivist

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I like the structure of the new economy, but I agree that not everything is configured smoothly yet. But it's a major overhaul. Hopefully after a few patches it should be ironed out.
 

Hyomoto

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Something I don't see mentioned a lot is there is a MUCH bigger incentive to use the different policies for your Empire like economic and trade policies. It's highly beneficial to tailor your economy to what you are trying to do. And don't forget your species rights like living standards.

These things can drastically alter your situation and you can easily swap when you shift priorities. Just changing your trade policy can wildly affect your energy and consumer good needs.
 

Gwyn ap Nud

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Can concur, living rights and residency vs citizenship can make a big difference now. High happiness (and thus productivity) but high consumer goods needs? Or low consumer goods cost but less happiness in the lower classes?
 

jfoytek

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Started my second game today after the failed Crime Syndicate game yesterday... That's Just broken!!!

Attempted to play the game with working mechanics from a normal non corporation point of view and I found myself after a 100 years feeling just like the OP
I am just sad the game is no longer fun....
 

Bankipriel

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Something I don't see mentioned a lot is there is a MUCH bigger incentive to use the different policies for your Empire like economic and trade policies. It's highly beneficial to tailor your economy to what you are trying to do. And don't forget your species rights like living standards.

These things can drastically alter your situation and you can easily swap when you shift priorities. Just changing your trade policy can wildly affect your energy and consumer good needs.


Yeah, the trade policies have been great. I switched to consumer goods while I developed my 2nd & 3rd planets (barely keeping EC income above 0). And then, once I got the colonies developed and employed with some artisans, switched back to trade for wealth. I suspect that once I get a few generator worlds going, I will switch back to consumer goods in order to fuel a cultural boom with culture workers across all my planets. Such great systems.
 

Riftwalker

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hmm, i've been having a fair time of it. just felt like normal new UI blues to me. got used to a lot of stuff pretty quickly. I'm playing a normal empire pushing well over cap and is the leading economic power in the galaxy before I noticed. I'm currently running into struggles of people becoming unemployed due to pop shuffle into higher strata. it;s a pain trying to check whether or not i have unemployed, robots(build mining or agri district or replace robot building), lower strata (build districts), or middle strata unemployed.

I've also noticed I'm teching slower, but so is the AI, is the crisis events moved back, i forgot to check, because i'm pretty deep and my tech feels pretty low. I also like how planets manage now. where i just change this or that here or there as i move resources around into expansion or military. I'm egalitarian, militarist xenophiles with a consumer based economy for cleric jobs into consumer goods. people constantly want to be my friend and get trade pacts.
 

Askorti

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One tip: If you have a problem with pops jumping strata, get yourself another species and make them have lower living standards. They will automatically gravitate towards worker jobs and not promote to technicians. This makes playing with syncretic evolution a bit easier to manage in a way, as the subject species *never* jumps strata to technician on me. The downside is that both species grow at exactly the same rate whether you like it or not, so if you have more technician jobs than worker ones, you're fresh out of luck, you'll be seeing empty job positions in technicians and unemployment in workers.
 

DCParry

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I want to add my own disappointment to the OP's. I had taken a long break from Stellaris. Came back with the update, played through the tutorial, and I seriously have no idea what the hell I am doing. The UI is opaque, the economy system is over complicated for me, the fact that values only seem to update at month's end is the height of frustration.

Before, one could get a handle on a general idea of how to play the game and then develop a deeper understanding of mechanics over time. Now the bar is so high that even though I had almost 1000 hours logged in the game, I just have no idea of what is going on when I am playing. Am I going to have to watch a 12 part youtube series just get some sense of what I should be doing?

I feel a little stupid for buying the expansion now.
 

Askorti

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I want to add my own disappointment to the OP's. I had taken a long break from Stellaris. Came back with the update, played through the tutorial, and I seriously have no idea what the hell I am doing. The UI is opaque, the economy system is over complicated for me, the fact that values only seem to update at month's end is the height of frustration.

Before, one could get a handle on a general idea of how to play the game and then develop a deeper understanding of mechanics over time. Now the bar is so high that even though I had almost 1000 hours logged in the game, I just have no idea of what is going on when I am playing. Am I going to have to watch a 12 part youtube series just get some sense of what I should be doing?

I feel a little stupid for buying the expansion now.
Well, it came out two days ago. I think I have a fairly good grasp of what is going on. Not the nitty-gritty, but I understand how the pops and jobs work already. And I'm not the brightest person around. Give it time, you will figure it out.
 

Rayzen10

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Well its a new day and i am gonna give it another go.

I need to say that my last game was MegaCorp criminal syndicate with Gospel of the Masses. Was playing on grand admiral with 20 all advanced AI. I had a pretty bad starting position regarding amount of minerals but very good planet wise. Everything went fine tho extremely slow first 50 years with me looking at the screen waiting for pops. After 1000 hours of Stelaris on steam (and prob another 1000 off, so close to 2000 hours of play) with watching many YouTube games on new systems i had a decent idea how to play.

AI was not a problem. I can say that the start its very slow to the point of being boring ... and i like slow starts but not ones were you have mostly nothing to do then stare at the screen and wait for pops to grow. I have managed to balance most of my economy pretty well only problem i had was power when it suddenly dropped for no apparent reason so much. What i can say on this settings with AI eco boost if you get 2 mega corps into your game you can bet your ass that most empire capitals will already have Branches on them and you can't get them out from what i have seen ( other planets will not worth the investment until they get more pops).
I have not failed my game, not did i came close of loosing but to sum it up first part was boring ( and i almost never get bored of strategy games ) and then i remember second part was very tedious to the point of making me tired. Btw i was using the market from the start, that is a very nice addition.

Anyway i will give it another try and see how a normal empire would do.
Thanks for the comments!
 

DeadEyeTucker

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I have not had a problem with workers going to specialist slots. First few games as a MegaCorp and I am rolling in minerals and energy. Food is iffy sometimes but only because I was only letting robots work farms and was having a hard time getting enough robots out. If anything I need MORE specialists to keep my consumer goods industry up.

Two big issues I see with the pop jobs are:
1) It's annoying resettling a robot to a world with open farm jobs and he just decides to take over a bio pop's mining job and push the bio pop to a farm job.
2) Hive minds unemployment is broken. B/c hive mind pops take on "scavenger" job converting 1 food to 1 mineral a month, they don't have the red briefcase Unemployment icon on the overview. My friend had to check their planets every few months to make surer there were no scavenger pops.