At the very least there could be an autoresettle excess pops to X destination setting. But nope.![]()
This a thousand times! And a button to scoop up all unemployed pops to a destination.
At the very least there could be an autoresettle excess pops to X destination setting. But nope.![]()
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.
But with a little planning early game and making decisions on what it is you want each individual planet to produce you will find the micro managing less of a chore.
You don't *have* to micromanage your pops... As soon as the colony is built, no, even before you build the colony ship, you should have an idea based on the planet size what this planet is going to do. Just build enough city districts that you will ever need on the planet, and whenever you see the unemployment icon just go in there and put down a few buildings. Better yet, let the sector AI do the work for you so you don't have to! The only reason that you are micromanaging your pops is because you WANT to micromanage your pops, and if it's not fun to do so then just stop doing it.
I don't want to be mean or snarky but this really stands out to me. What do you imagine to be the distinction between "a plan" and "a plan you keep in your head"?
For me economic planning in Le Guin is like a mental flowchart where I consider, in sequence: my long-term goal -> my short-term goal -> my potentially available resources -> my currently available resources -> my pathway to using current resources to access available resources to achieve goals
I have this stuff in my head all the time when playing any PDX game since they're real-time (with pause). So e.g. I want to conquer my neighbour -> I need a bigger fleet ideally supported by a secure, dedicated shipyard system -> I need alloys -> this world is large and will make a great forge world, but I need more minerals -> that world has minerals and will be a mining world -> I need to feed these people -> this other world will be an agri-world
When developing any of these worlds I don't just spam buildings immediately, I get them "started" with the necessary basic districts and then check maybe every year to make adjustments or expand the infrastructure as necessary.
I never just randomly build stuff, every planet is "for" something. Doesn't have to be a single resource (e.g. I have trade/unity/research worlds and large high-infrastructure housing-district-heavy industrial worlds and sometimes fortress worlds), but every planet's economy is intended to do something specific.
I rarely suffer shortfalls btw but occasionally war or neglected pirates or a poorly-planned expansion (yep I also make mistakes lol) will force me to react to production/consumption imbalances, which is bad, but that's good because imo the economy suffering when you make mistakes is good gameplay.
The whole thing directly relates to how they destroyed sectors in this patch tbh. Working sectors would solve a lot of the issues.
But it is much more micro-intensive than before. The more planets you have, the more you have to manage and click-click-click, because now we can't even rely on sectors to be self-sufficient.
I imagine the game isn't that much worse for people who play tall empires and people who never used the game's automation, but for everyone else it's pretty clear the game now requires much more busywork. It's not even a matter of it being hard, it's just that the bigger you grow, the more unfun the game becomes when your focus is war/diplomacy or anything that doesn't involve managing your pops and directly playing with supply chains.
I'm sure you guys don't mean it this way, but it's a bit condescending to suggest the people concerned about micro are just playing it wrong.
Yeah, and energy, and CGs, and amenities and housing. And POPs to build those buildings. And if, f.e., you can calculate the amount of CGs you'll need in next 10-20 years without over-production just in your head i'm applauding you.I have this stuff in my head all the time when playing any PDX game since they're real-time (with pause). So e.g. I want to conquer my neighbour -> I need a bigger fleet ideally supported by a secure, dedicated shipyard system -> I need alloys -> this world is large and will make a great forge world, but I need more minerals -> that world has minerals and will be a mining world -> I need to feed these people -> this other world will be an agri-world
Visiting a planet every year, it's quite often.When developing any of these worlds I don't just spam buildings immediately, I get them "started" with the necessary basic districts and then check maybe every year to make adjustments or expand the infrastructure as necessary.
How many planets you're talking about? At thta moment of the part? Early game, mid-game? Your GC-producing planet don't have enough POPs to support next factory while you need it now, you're going for resettle?I never just randomly build stuff, every planet is "for" something. Doesn't have to be a single resource (e.g. I have trade/unity/research worlds and large high-infrastructure housing-district-heavy industrial worlds and sometimes fortress worlds), but every planet's economy is intended to do something specific.
I don't want to be mean or snarky but this really stands out to me. What do you imagine to be the distinction between "a plan" and "a plan you keep in your head"?
For me economic planning in Le Guin is like a mental flowchart where I consider, in sequence: my long-term goal -> my short-term goal -> my potentially available resources -> my currently available resources -> my pathway to using current resources to access available resources to achieve goals
I have this stuff in my head all the time when playing any PDX game since they're real-time (with pause). So e.g. I want to conquer my neighbour -> I need a bigger fleet ideally supported by a secure, dedicated shipyard system -> I need alloys -> this world is large and will make a great forge world, but I need more minerals -> that world has minerals and will be a mining world -> I need to feed these people -> this other world will be an agri-world
When developing any of these worlds I don't just spam buildings immediately, I get them "started" with the necessary basic districts and then check maybe every year to make adjustments or expand the infrastructure as necessary.
I never just randomly build stuff, every planet is "for" something. Doesn't have to be a single resource (e.g. I have trade/unity/research worlds and large high-infrastructure housing-district-heavy industrial worlds and sometimes fortress worlds), but every planet's economy is intended to do something specific.
I rarely suffer shortfalls btw but occasionally war or neglected pirates or a poorly-planned expansion (yep I also make mistakes lol) will force me to react to production/consumption imbalances, which is bad, but that's good because imo the economy suffering when you make mistakes is good gameplay.
My first few games were a disaster in 2.2 and I also felt like I had to micro manage my planets non stop because I was running into shortages of consumer goods and energy mostly. But with a little planning early game and making decisions on what it is you want each individual planet to produce you will find the micro managing less of a chore. Now late game when your planets are filling up and you cant resettle, then I can understand the frustration but hey you have all the time in the world to micro your planets because the slow down is shockingly bad and it takes like 30 seconds per month.
I dont find the new economy system that micro heavy at all with planning but the game performance in 2.2 is unacceptable considering the fact they stated that removing the tile system was going to mean less calculations for the AI to carry out which would equal better performance.
To me, it indicates the right amount of complexity and I applaud it that it is even possible to fail. Not a lot of games are able to do this and give you also the tools to correct your wrong doings in the same playthrough, in my opinion.I think the fact that almost everyone from novice to 1000 hour vet killed their economy the first couple times playing indicates there is an issue. In my opinion there are just too many basic resources balancing against one another and it's making the economy just too prone to cascading failures. The game would play a lot better if they just got rid of consumer goods and split its responsibilities into the other basic resources.
As a matter of fact, no, it's not the same AI.The same sector AI that manages AI planets? The one that fails to build buildings and districts, allows rampant uneployment, overcrowding, and whose economy works only because the AI cheats with the market making the entire economy pointless in the first place? That AI?
To me, it indicates the right amount of complexity and I applaud it that it is even possible to fail. Not a lot of games are able to do this and give you also the tools to correct your wrong doings in the same playthrough, in my opinion.
You don't *have* to micromanage your pops... As soon as the colony is built, no, even before you build the colony ship, you should have an idea based on the planet size what this planet is going to do. Just build enough city districts that you will ever need on the planet, and whenever you see the unemployment icon just go in there and put down a few buildings. Better yet, let the sector AI do the work for you so you don't have to! The only reason that you are micromanaging your pops is because you WANT to micromanage your pops, and if it's not fun to do so then just stop doing it.
The whole thing feels like a wobbly jenga tower and I'm extremely skeptical that new players will have the patience to figure out how to balance it before just giving up. Also the fact that the AI's economy will always death spiral after just a few short decades worries me that the system is just too complex.
As a matter of fact, no, it's not the same AI.
Guess what that means? That means that the more planets you have, the more you will click per year in an almost linear increase in order to avoid the game's new cumulative penalties. That's no good for a 4x game, and is pretty much the definition of micromanagement.
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