I don't have a grand take away or a broad insight to offer, but I just experienced a 'death by a thousand cuts' via my economy. First off, I would like to say I'm definitely engaged: the new systems and the fact I could even have this happen makes things quite a bit more interesting than they were before so this isn't an angry rant. Some of this was bug-related, some of this was information related, and some of this was balance related. Because of that it's kind of hard to understand how much of a role I played in my demise. When I say economic death I mean most of my resources are either too low to sell, or in the red and actively causing unhappiness, thus compounding the issue. But I want to be clear: I'm not commenting on how to fix my economy, I'm want to describe some of how it got that way.
The marketplace. It seems to omit some critical information. If I choose a monthly transaction on the market, and let's just say I sell motes and specify no minimum price: how much are my resources selling for? How many of them are being sold? If I'm buying and I set a maximum price: how much am I paying? How many am I buying? Compounded with the UI resource bug that's been acknowledged, I see wild swings in my economy and am unsure what state it's actually in sometimes: does something need fixing? Or do I just wait? I can have +17 energy credits one moment and -57 the next, and I have no idea why. Part of that is because I don't know if my resources are selling, and if they are, for how much. It's hard to get even a general view of it, as far as I can tell, because I think it just shows up under 'trade' in your income.
The new commercial trade and research pact layouts. If you are the requestor you see the benefits of the pact, technologies and trade changes. If you are being offered, you get no information whatsoever. I'm sure this isn't the only place this happens, but it's the two places I noticed it the most. This is definitely a glaring omission, as previously when you were offered a research pact, the trade screen came up, you could mouse over it and see what they offered versus what you were getting. I get a lot of requests but I have no idea if I even want to accept them, what are they offering?
Branch offices. The commercial pacts are also pretty vague and need more information about what the other side intends to build. I did originate the trade offer, an I was supposedly going to receive a boost in trade. I'll be honest: I didn't see it at all, but I did see a downswing in my resources. A chunk of my workforce went to go work in the branch office jobs they created immediately, and thus abandoned their posts producing goods I needed. Worse, they were priest jobs to create spiritualist attraction: so basically dead pops in a materialist society.
Robots. How do we choose which one to build? Seriously. Even after robomodding all of them, I continued to produce the original models. This didn't wreck my economy, I don't think, but I'm including it because it's part of a theme of 'the interface doesn't give me information I need sometimes' theme 2.2 has.
Anyways, this was my first game of 2.2 Stellaris and I quite enjoyed it, but there's some glaring omissions I look forward to, and very much hope for, being addressed.
The marketplace. It seems to omit some critical information. If I choose a monthly transaction on the market, and let's just say I sell motes and specify no minimum price: how much are my resources selling for? How many of them are being sold? If I'm buying and I set a maximum price: how much am I paying? How many am I buying? Compounded with the UI resource bug that's been acknowledged, I see wild swings in my economy and am unsure what state it's actually in sometimes: does something need fixing? Or do I just wait? I can have +17 energy credits one moment and -57 the next, and I have no idea why. Part of that is because I don't know if my resources are selling, and if they are, for how much. It's hard to get even a general view of it, as far as I can tell, because I think it just shows up under 'trade' in your income.
The new commercial trade and research pact layouts. If you are the requestor you see the benefits of the pact, technologies and trade changes. If you are being offered, you get no information whatsoever. I'm sure this isn't the only place this happens, but it's the two places I noticed it the most. This is definitely a glaring omission, as previously when you were offered a research pact, the trade screen came up, you could mouse over it and see what they offered versus what you were getting. I get a lot of requests but I have no idea if I even want to accept them, what are they offering?
Branch offices. The commercial pacts are also pretty vague and need more information about what the other side intends to build. I did originate the trade offer, an I was supposedly going to receive a boost in trade. I'll be honest: I didn't see it at all, but I did see a downswing in my resources. A chunk of my workforce went to go work in the branch office jobs they created immediately, and thus abandoned their posts producing goods I needed. Worse, they were priest jobs to create spiritualist attraction: so basically dead pops in a materialist society.
Robots. How do we choose which one to build? Seriously. Even after robomodding all of them, I continued to produce the original models. This didn't wreck my economy, I don't think, but I'm including it because it's part of a theme of 'the interface doesn't give me information I need sometimes' theme 2.2 has.
Anyways, this was my first game of 2.2 Stellaris and I quite enjoyed it, but there's some glaring omissions I look forward to, and very much hope for, being addressed.