Haven't played this yet... so, you're saying me the patch meant to reduce the already insane micromanagement managed to make said micromanagement ever more insane? Really? How did this happen?
Haven't played this yet... so, you're saying me the patch meant to reduce the already insane micromanagement managed to make said micromanagement ever more insane? Really? How did this happen?
No...the micromanagement only increased for people who were always obsessed by it. In the end, all you need to do is wait for the unemployment or overcrowded icon to show up, and then build a district or building depending on your needs or plans.
All this talk about shuffling pops only applies to you if you can't live with a deficit in a resource for a few months or years and don't want to set up trade deals on the market.
In the previous version, after the planet filled up with pops and you built all the buildings, it was done and you didn't have to give it another look. Ever. Now there is almost no such thing as a done planet and you're forced to babysit them all pretty much indefinitely. Sure, having to click on all the upgrades every time you researched a new building tech was a pain, but it's exactly the same now, only on top of that you also have to build new buildings every time you hit a new pop threshold and manage amenities and living space. Again, indefinitely. If this is not more micro than before, then I don't know what is.No...the micromanagement only increased for people who were always obsessed by it. In the end, all you need to do is wait for the unemployment or overcrowded icon to show up, and then build a district or building depending on your needs or plans.
All this talk about shuffling pops only applies to you if you can't live with a deficit in a resource for a few months or years and don't want to set up trade deals on the market.
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.
In the previous version, after the planet filled up with pops and you built all the buildings, it was done and you didn't have to give it another look. Ever. Now there is almost no such thing as a done planet and you're forced to babysit them all pretty much indefinitely. Sure, having to click on all the upgrades every time you researched a new building tech was a pain, but it's exactly the same now, only on top of that you also have to build new buildings every time you hit a new pop threshold and manage amenities and living space. Again, indefinitely. If this is not more micro than before, then I don't know what is.
Oh, and by the way, I don't actually mind it all that much, but one's opinion should not get in the way of facts. It is more micro than before no matter how you look at it.
Well, that pretty much seals the deal. Personally hate micro with a passion, was overjoyed when the dev team said they were going to reduce it. No more money from me till they fix it. I actually regret I can't ask for a Megacorp refund because of the two weeks limit.
That's great advice... for Ensign difficulty without AI mods. Good luck winning, no - surviving, anything higher with that kind of approach.
In the previous version, after the planet filled up with pops and you built all the buildings, it was done and you didn't have to give it another look. Ever. Now there is almost no such thing as a done planet and you're forced to babysit them all pretty much indefinitely. Sure, having to click on all the upgrades every time you researched a new building tech was a pain, but it's exactly the same now, only on top of that you also have to build new buildings every time you hit a new pop threshold and manage amenities and living space. Again, indefinitely. If this is not more micro than before, then I don't know what is.
Oh, and by the way, I don't actually mind it all that much, but one's opinion should not get in the way of facts. It is more micro than before no matter how you look at it.
Do you have unemployment but no way to create new jobs? No big deal, you have decades until people start revolting because of it, and that is only if they can't migrate anywhere else. And if you can still upgrade all of your buildings every time you research a new tech I envy your vast amounts of wealth because I have no idea how to get that many strategic resources without crippling my entire economy.
well it's pretty factual that it isn't reduced, nor have tiles gone away.
The interface just got a whole more bothersome.
Before, when you clicked on a planet there was the tab with planet overview where you at a glance could see build possibilities, what your pops were doing (which jobs they had), how happy they were and how close to getting new populations of the different species on that planet you were.
Now, you have the tab with 'overview' where you can
-see build possibilities - but you can only build at specific time intervals, either because it's hardcoded that way (buildings) or because queueing up things hits your economy hard enough that some people have simply had their games end in economic collapse by queueing up too many things.
then you can select another tab called population control where you can
-click on job types to open up looking at specific jobs so you can see which populations are actually assigned to the different jobs.
-click on a pop in a specific job to see how happy it is.
-see how close to getting one new pop you are (which usually would be the species from your empire least represented on that planet [which includes species in your empire but not onthat planet], because developer reasons...)
Has this been changed? I have been told it is the same but that was before this patch.
Thats why I never used an AI mod for a more than a test game before 2.2 because sectors always started doing their own thing.
Plus, with social welfare unemployed pops produce unity. slap utopian abundance on top, and they produce unity and research in all 3 fields.
I think what needs to change is the colour indication. -1 housing or 1 unemployed pop is hardly that bad that it warrants a red number. keep it yellow until the chances for revolt or bad outcomes become imminent, and turn them red then. I was panicking when I saw red numbers and tried to get them back to green. This is something that woul dhelp I think.
You only have to babysit it if you're horrible at planning ahead and keeps on making bad decisions when planning the growth of your economy, like building more than your current population can handle thus getting a deficit in consumer goods and resources.If you have the stratified economy or decent living standards then having unemployed pops is a waste of resources. With Welfare your pops will have normal happiness and will generate Unity thus not being such a loss to have a few pops being unemployed. Just check your planets at the start of every month, or second or third and then resettled pops to planet that need workers etc. If you're running out of consumer goods you've simply built too many buildings such as research buildings, temples and holo-theatres compared to how much consumer goods you produce. only build and upgrade when you know your economy can handle it, which is best to look into at the start of a month as the new numbers comes in if you got a surplus or a deficit. Personally I have a much, much easier time handling 30+ planets and habitats compared to before Le Guin which was just an aneurysm to keep check on 10+ planets with all the deposits, building upgrades etc.
2.2 was the best thing to happen to Stellaris imo but there's a lot of stuff that needs to be tuned and looked into for it to be as good as it could be.
That's great advice... for Ensign difficulty without AI mods. Good luck winning, no - surviving, anything higher with that kind of approach.
In the previous version, after the planet filled up with pops and you built all the buildings, it was done and you didn't have to give it another look. Ever. Now there is almost no such thing as a done planet and you're forced to babysit them all pretty much indefinitely.
Move excess pops to where they can be of better use for one.I'm a little confused by this. In 2.2, once the planet is filled up and built out, I don't do anything with it. I wasn't aware there was anything to do. What do you do?
And once that overpopulation kicks in you find yourself re-building to lower crime / increase amenities.Move excess pops to where they can be of better use for one.