Micro management is astronomical now

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TheAtreides84

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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?
 

Gabbl

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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.
 

roman566

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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.

That's great advice... for Ensign difficulty without AI mods. Good luck winning, no - surviving, anything higher with that kind of approach.
 

Askorti

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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.
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.
 

Leon12

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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.

Oh, I overproduce sometimes, but that's what the market is for - I can always sell stuff I have an excess of due to poor planning and use it to fund the next step in my expansion.

I can usually keep up to speed with up to 40-50 planets. I rarely have more before the crisis hits. For me just the fact the planets are dynamically renamed ("mining world", "forge world", etc.) and sorted by collapsible sectors in the outliner makes life easier.

I also never play Stellaris in short bursts - maybe once or twice a week, but basically all day in like four-hour "shifts".
 

TheAtreides84

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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.
 

TorquemadaStark

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Well, I love the new economy simulation...but seriously, pops always jumping to the new building upwards is something that should be selectively chosen. Right now, I only build buildings when I've accumulated enough unemployment. Also, hi @THIEFs always nice to see another Latvian here.
 

szmik

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I was micromanaging all planets and all buildings.... until I realized it doesn't matter much if at all, except for early game when one has 3-5 planets total. Once I got to 20+ planets I ignored most, just rebuilt newly acquired to my needs and go to ignore mode. Maybe check for new building slots the low pop planets once in 3-5 years. That said, it would be nice to have a way to group up planets our way, e.g. newly colonized in one group, maxed out in another, ecumenopolis there, and so on.

Built up planets? Meh, ignore, about 10 unemployed pops stops all growth and you can ignore at your peril, they don't have any negative effect anyway.
 

SpectralShade

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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.

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...)


And that was just a quick comparison of some of the changes.

People claiming micro manage didn't increase are seemingly ignoring the huge increased overhead the player needs to do to navigate the interface that is seriously not suited for the task at hand.

Especially when you previously could lay out the groundwork by filling up a planet 'level 1' buildings, and then more or less ignore it untill you had an upgrade available where you did a sweep of upgrading all buldings every time you had an upgrade. The cost to your economy was upfront and somewhat neglieble of this 'planning approach'. Now, trying to do something like that WILL crash your economy and put you in a deathspiral you can only get out of undoing the planning ahead you did by shutting down the buildings (but even then you might be a spiral, as the change from workers to specialists happen as soon as the buildings are ready, but the populations don't want to go back to being workers from specialists before a few years have passed, so you will still have a shortage of common workers even if you shut down the specialist buildings after you built them).

It is somewhat ironic that the game have been designed to actively punish you for planning ahead like a ruler of a grand empire would do, and instead force you to continually play the role of the middle-leader and force you to click at the rigth time for when you want a building to be built instead of being able to just say: "when this treshold is reached, build this building."

I remember being able able to create and use templates to develop colonies as far back as Master of Orion 2. But in Stellaris that would seemingly be unthinkable advanced design.
 

Gabbl

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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.

That is simply not true. After getting to terms with the new economy I started playing on Grand Admiral again and it was the same walk in the park as it has always been. I even tried out Glavius' mod because people praised it as the second coming of Christ, telling everyone that his Ensign difficulty is Paradox' Grand Admiral. But when the midgame started and I started clearing out my neighbouring marauders every empire in the galaxy was pathetic in relative strength. I recently started another one on Admiral, but so far the only empires I've met are equivalent at best.

Have any of you looked at how the standard AI is managing its planets? It's seemingly randomly building districts and buildings regardless of pop count, spending way too much way too early. To me, what people are describing in this thread, that is exactly what they are doing. Empty buildings and districts everywhere because noone can be bothered to wait for pop growth, checking their planets constantly and getting anxious about pops being employed as specialists over workers as a result. The fact is that there is absolutely no need to check your planets every month. In this update they are still very much running on their own accord. all you need to do is get rid of unemployment as well as balance amenities and housing. Are your planets overcrowded in the late game? No big deal, pop growth will slowly decay and stop on its own. 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.

But as you said, it's probably a matter of opinion. I never built up an entire planet all at once even in the previous versions because I regarded it as a waste of credits and minerals to have empty buildings for years, so not much has changed for me.
 

Onkel_Bums

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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.

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.
 

Yaskaleh

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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.
 

Onkel_Bums

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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...)

I personally think they made the decision to not have pops be dragged and dropped around jobs to make it less obvious that the tile system is in fact not gone; instead they made it so incredibly clunky and unintuitive to assign pops that it boggles my mind.

This is something that needs to be revised by the devs, and to be honest, I find it a bit disappointing that no one is really reacting at the moment.
 

Kinkness

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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.

Glavius who does the mega AI overhaul mod says they're both the same AI, so I'm assuming they are.
 

Kinkness

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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.

This honestly would probably help alot. When I first started playing my first few play throughs I'd see the big blood red icons and assume that meant very bad. Wasn't until my third game that I stopped giving 2 fks I noticed nothing bad really happened until it got to a magic number.
 

roman566

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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.

So your answer to 'there is too much micromanagement' boils down to 'micromanage your planets to avoid it'? Because going over 30-40 planets every couple of months is just that - micromanagement.

I don't mind micromanagement, I just want the game to give me proper tools to micro my planets. The current clickfest system is simply bad. Job priorities will only add to clickfest, better bring back drag and drop.
 
Last edited:

AlanC9

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That's great advice... for Ensign difficulty without AI mods. Good luck winning, no - surviving, anything higher with that kind of approach.

Huh? You can't be serious. Waiting for unemployment is the sensible way to deploy minerals, rather than having them tied up in a building or district that isn't doing anything. And a point or two of overcrowding isn't harmful. If anything, it helps push pops to where you want them.
 

AlanC9

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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.


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?