Micro management is astronomical now

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FlavourBeans

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I would also add that not all micro is bad per se. Having to mindlessly upgrade 100 mines was bad micro. Having to think how to develop which planet in which way is good micro in my book and gives you something to do besides wars. (Granted, that might be because I tend to avoid wars and play the game more like a city builder in the first place...)

This, totally. There's a difference between pointless micromanagement and meaningful micromanagement. My only complaint with regards to micromanagement is needing to flip through all my planets to see which planets are about to run out of jobs or housing or whatever; it'd be nice to have a warning icon for that that starts yellow and then flips red once you've actually reached the problem. I understand that a little unemployment or a little overcrowding is fine, but it'd be nice to have the heads-up so I can start thinking about it and burn off the resources for it sooner.
 

Askorti

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This, totally. There's a difference between pointless micromanagement and meaningful micromanagement. My only complaint with regards to micromanagement is needing to flip through all my planets to see which planets are about to run out of jobs or housing or whatever; it'd be nice to have a warning icon for that that starts yellow and then flips red once you've actually reached the problem. I understand that a little unemployment or a little overcrowding is fine, but it'd be nice to have the heads-up so I can start thinking about it and burn off the resources for it sooner.
I agree. And getting a yellow warning before a red one would be very nice indeed. Maybe it's just me, but a red warning always makes me drop whatever I'm doing and go check what's wrong. It's always serious business, I hate seeing those and I can't just ignore them.
 

Tibi088

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I think the best solution would be if I could automate the planets. Meaning that after colonization I had the option to select what the planet should be - we already heave the categories. So I select agryworld and automate and after that the planet is handed to the AI who builds up an agriworld while keeping housing, crime and amenities on an OK level. It should notify me if this is done - meaning ha can build nothing more in the predefined direction and notifies that the complet planet is handed back to me. After that I can do what I want with the not filled building slots.

Another solution would be if the player was allowed to create building templates. Than I could decide which of those should be applied for a planet. You are notified next time a templat has been completly built. If you researched a new building level you simply edit the templat and you are done. This would be not as effective as microing but you wouldnt be forced to do so if you dont want to.

You should also be able to set a resource limit - what is the minimum amount of resources the AI must leave for the player. Or stop or at least dont start new building projects if you have a deficit in energy production etc.
 

maxp779

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Precisely this. I see a lot of people here freaking out over a single unemployed pop and constantly building buildings in every available slot, which is silly and will spectacularly crash your economy unless you're going for some arcane "overproduce a rare resource and sell it on the market" style empire.

Your worlds can handle a bit of unemployment. What you need is a healthy balance of basic resources before you start refining them into fancy stuff. Stop checking every planet every three seconds and pumping them full of half-empty buildings.

Plan your economy ahead so you avoid shortages and always make sure you have the basics covered. You should be acting instead of reacting. If you're constantly reacting to shortfalls then something is very wrong with your basic economic setup.

One of the issues with planning is building a building preemptively... then all the pops working the farms abandon their farms and go work at your new building instead. Then they starve to death.

I know I can shuffle the pops jobs, I know this can be done. But Its boring and annoying to do. And if I was to do that I would have to undo it later when there are enough pops to work the farms and the new building.

This kind of thing makes planning ahead a pain in the ass. To even make this work you need to plan and then keep the plan in your head because actually building anything too early will crash the economy.
 

maxp779

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Micromanaging thread #155

Will this time emerge some new concept/criticism? Or will it be full of the same rants/questions/answers we see everyday in the other 154 identical threads?

I see this kind of post across many forums and I've never understood it... The point of a forum is discussion. If there are many threads discussing the same thing what's the issue with that? It's clearly a hot topic of discussion right now. That will change with time. It always baffles me why someone would be tired of seeing such threads yet click on them anyway :confused:

I say let people talk about what they want to talk about and if they want to make a new thread then more power to them.
 

Venom Crusader

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I honestly don't understand why they lobotomized sectors. I know the system already had criticisms before, but at least they were self-sustaining and genuinely worked at reducing micro-management. The game wouldn't harass you with constant warnings, and you could go to war without having to manage everything about every planet, or having to manually feed every single sector that now are even worse than before.

I love the game, but it feels like Pdox just straight up gave up on their original goal of reducing micro, and now the game is unplayable for at least a sizeable chunk of the player base. It baffles me that such huge changes were rushed to release before the new year
 
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Mikhail_Mengsk

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I see this kind of post across many forums and I've never understood it... The point of a forum is discussion. If there are many threads discussing the same thing what's the issue with that? It's clearly a hot topic of discussion right now. That will change with time. It always baffles me why someone would be tired of seeing such threads yet click on them anyway :confused:

I say let people talk about what they want to talk about and if they want to make a new thread then more power to them.

Because 155 identical thread repeating the same things over and over and over add nothing. Saying the same exact things in 3 identical threads add nothing. You can take a post from this thread, paste it in another one, and nobody would notice because people are saying the same things over and over with minimal variations.

How many people said how many times that Sector AI isn't working and with a working one micromanaging would be less of a chore? Will repeating it one more time change anything? Will people arguing how the current micromanaging is meaningful or not, better than 2.1.x or not, one more time will change anything?

All that is being discussed here, in a new thread that pushed down something maybe more original, could be discussed in any other identical one. Someone posting here could have read an older post and find some answers, or have an opinion about it and post it. There is literally no reason to start another thread about the same thing, given that absolutely nothing about the issue has changed if both the threads are talking about the latest patch.

Meanwhile, this collection of copypaste has pushed down this thread: https://forum.paradoxplaza.com/foru...mance-analysis-2.1143652/page-2#post-25031584

That is proving to be actuallu USEFUL to someone. And it's almost on Page 2. Tomorrow a couple other identical threads will push it over the line, for no gain whatsoever.
 

THIEFs

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One of the issues with planning is building a building preemptively... then all the pops working the farms abandon their farms and go work at your new building instead. Then they starve to death.

I know I can shuffle the pops jobs, I know this can be done. But Its boring and annoying to do. And if I was to do that I would have to undo it later when there are enough pops to work the farms and the new building.

This kind of thing makes planning ahead a pain in the ass. To even make this work you need to plan and then keep the plan in your head because actually building anything too early will crash the economy.
Well this is exactly what I call the new Micro nightmare.... in the end it simply feels like I end up clicking the same number of times to manage the planet as in Stellaris 1 :)
no instead of upgrading bunch of same kind of buildings, I make a building, then I have to manually manage jobs in order not to mess up basic low end production, and then babysit and add jobs one at a time when pops grow... it just takes too much attention away...

and playing Machine Empires, feeding bunch of unemplyed machine pops with Energy and creating the building after I have enough free pops is also not the best option... those unemployed pests quickly tank & destroy any energy reserves.
 

AlanC9

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This kind of thing makes planning ahead a pain in the ass. To even make this work you need to plan and then keep the plan in your head because actually building anything too early will crash the economy.

Some folks have suggested tagging planet names with a code for what you intend to do with them. It's not like there's anything to remember about making Planet X into a forge world.
 

AlanC9

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I make a building, then I have to manually manage jobs in order not to mess up basic low end production, and then babysit and add jobs one at a time when pops grow.

You're doing it wrong. Build buildings when you have unemployment, and you won't have to worry about the low end.

Doing it your way gets you a little more alloys a little earlier, but it isn't worth it.
 

THIEFs

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Because 155 identical thread repeating the same things over and over and over add nothing....

All that is being discussed here, in a new thread that pushed down something maybe more original, could be discussed in any other identical one. Someone posting here could have read an older post and find some answers, or have an opinion about it and post it. There is literally no reason to start another thread about the same thing, given that absolutely nothing about the issue has changed if both the threads are talking about the latest patch.

Meanwhile, this collection of copypaste has pushed down this thread: https://forum.paradoxplaza.com/foru...mance-analysis-2.1143652/page-2#post-25031584

That is proving to be actuallu USEFUL to someone. And it's almost on Page 2. Tomorrow a couple other identical threads will push it over the line, for no gain whatsoever.

Dude, you just proved yourself that you are not even reading the contents of threads you are posting in. You are way off topic...

For your information, this thread is about lots of micro for players (Player's ability to handle the game)
Your example is about game technical performance ( PCs ability to handle all calculations at high speed)
 

Jman5

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I think the best solution would be if I could automate the planets. Meaning that after colonization I had the option to select what the planet should be - we already heave the categories. So I select agryworld and automate and after that the planet is handed to the AI who builds up an agriworld while keeping housing, crime and amenities on an OK level. It should notify me if this is done - meaning ha can build nothing more in the predefined direction and notifies that the complet planet is handed back to me. After that I can do what I want with the not filled building slots.

Another solution would be if the player was allowed to create building templates. Than I could decide which of those should be applied for a planet. You are notified next time a templat has been completly built. If you researched a new building level you simply edit the templat and you are done. This would be not as effective as microing but you wouldnt be forced to do so if you dont want to.

You should also be able to set a resource limit - what is the minimum amount of resources the AI must leave for the player. Or stop or at least dont start new building projects if you have a deficit in energy production etc.

This is an excellent thought, but I think instead of automatically building districts, we change it. I think it should just be a selector where you choose what sort of district mix you want on this planet and then it's good to go for the rest of the game. So if you select 12 mining districts, new pops will just keep slotting into empty mining districts unless a specialist or leader job is available.

Technically, you can do this right now, but it's massively expensive and time consuming to pre-build districts.

This would allow players to customize their worlds just as much as they can now, but it would frontload a portion of that customization.
 

Venom Crusader

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Because 155 identical thread repeating the same things over and over and over add nothing. Saying the same exact things in 3 identical threads add nothing. You can take a post from this thread, paste it in another one, and nobody would notice because people are saying the same things over and over with minimal variations.

How many people said how many times that Sector AI isn't working and with a working one micromanaging would be less of a chore? Will repeating it one more time change anything? Will people arguing how the current micromanaging is meaningful or not, better than 2.1.x or not, one more time will change anything?

All that is being discussed here, in a new thread that pushed down something maybe more original, could be discussed in any other identical one. Someone posting here could have read an older post and find some answers, or have an opinion about it and post it. There is literally no reason to start another thread about the same thing, given that absolutely nothing about the issue has changed if both the threads are talking about the latest patch.

Meanwhile, this collection of copypaste has pushed down this thread: https://forum.paradoxplaza.com/foru...mance-analysis-2.1143652/page-2#post-25031584

That is proving to be actuallu USEFUL to someone. And it's almost on Page 2. Tomorrow a couple other identical threads will push it over the line, for no gain whatsoever.

Considering that paradox has and continues to try to listen to player feedback, yeah, it's useful. If everyone goes quiet, then it will be way more likely that nothing will be done to fix it.

The fact that so many 'identical' threads are popping up is a testament to how much of an issue this is to to the player base.
 

THIEFs

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You're doing it wrong. Build buildings when you have unemployment, and you won't have to worry about the low end.

Doing it your way gets you a little more alloys a little earlier, but it isn't worth it.

Currently I mostly play Machine empires.... Alloys are pretty much constantly burned for ships, re-fittings (costs insane ammounts), etc...
and keeping unemployed Machines eat up energy supply like crazy....

it is better to spend 1 energy on building maintenance + 1 energy on Machine pop and get some alloys, than waiting for years to grow 2 pops... spend energy on maintenance without any benefit...

What causes the painful micro is that pops automatically jump to the newly built building jobs if it higher on he list... in the above example, the game automatically grabs energy producing pops (lowest in the list), and throws them into alloys on top.. causing even bigger energy crisis ;)

Micro would be far less, if by default pops would stick to their jobs, and under-employed jobs would be populated from unemployed pops and newly built pops. As a player, in case I feel that strategic priority is the new job, then I can still move pops from other jobs by hand. So, if I'm at war and alloys are priority over research, I would simply move pop from research to alloys... without need to deal with energy producing guys to-jumping to the research job...


Right now each job is either active or disabled (if you press minus to push pops to a lower level job). Once you have new pop, you once again need to come back, and re-enable job.

Instead jobs should be... either active(has pop), underemployed(missing pop, high priority), disabled(do not add pop here)

therefore I would be able to plan ahead where priority jobs are for a while and and come back to check on planet once planet has unemployed pop... which would be an indication that my previous plans for the planet have finally been finished.
 
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Kinkness

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This, totally. There's a difference between pointless micromanagement and meaningful micromanagement. My only complaint with regards to micromanagement is needing to flip through all my planets to see which planets are about to run out of jobs or housing or whatever; it'd be nice to have a warning icon for that that starts yellow and then flips red once you've actually reached the problem. I understand that a little unemployment or a little overcrowding is fine, but it'd be nice to have the heads-up so I can start thinking about it and burn off the resources for it sooner.

They just need a screen like Europa Universalis where you can bring up a page sheet of all your planets with all the main info on it all in a row, and be able to to see quickly and easily how much available housing, jobs, etc. etc. each planet has, and how many open districts, and building slots, etc, while being able to catagorize them quickly and easily based on any of these.

That would greatly help diminish micro management andclicking through EVERY planet 24/7. A bonus would be able to build new buildings, or districts from this screen as well.
 

AlknicTeos

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  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Digital Anniversary Edition
  • PDXCON 2018 "The King"
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • PDXCon 2019 "King"
  • Europa Universalis IV
  • Victoria 2 A House Divided Beta
  • Surviving Mars
  • 500k Club
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Victoria 2
  • Victoria: Revolutions
  • Imperator: Rome Deluxe Edition
  • Rome Gold
  • Cities: Skylines
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • March of the Eagles
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Age of Wonders III
  • Majesty 2
  • Magicka
  • Europa Universalis III: Collection
  • A Game of Dwarves
  • Pride of Nations
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
...That would greatly help diminish micro management andclicking through EVERY planet 24/7. A bonus would be able to build new buildings, or districts from this screen as well.
I make a Census every 5 year doing all the stuff needed for 5 further years of productive pops