So, how's the status of the game right now?

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TheAtreides84

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Hello folks, I've purchased the Megacorp expansion but still haven't played it, partly because I'm waiting for mods to be updated, and partly because I've heard complaints about sectors not working and micromanagement through the roof. I don't really have that much time to spend, so I would like to play a reasonably polished game. Worth starting a campaign right now?
 

Awakezzz

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Micromanagement isn't really a problem per say, just a side effect of all the changes. With the new changes planets, pops and such will require a lot more thought and effort in development than previously. You may like or dislike the changes, personal preference.

Sectors work as well, but the problem is that they now auto generate, and the generation of them can sometimes be really dumb, like a single planetary system being generated it's own sector when it's bordering another sector when any player would never choose to do so of their own free will. This probably will be fixed or changed soon.

Some game play issues and performance issues are still a thing. Probably should just check it out yourself and start a campaign to see how you feel about it and if these problems are game breaking enough for you.
 

Etrutian

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Its going to suck until you get the new concepts. Also, don't pay too much attention to admin cap. Its just the old system made easier to read.


I currently play it on my days off work. Find it fun. My first 2 games were garbage though and I restarted after realizing I was trying to micro-balance too much. Deficits are not the end of the world.
 

Askorti

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Well, the game is a bit of a mess right now. Some things don't work the way they should, the performance is rubbish, the AI is dead.... Well, as you can probably tell from the multitude of threads on the forum, it could definitely be better. But with some mods it can still be enjoyable, just not as enjoyable as it should've been.
 

Kahldris

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Get the Glavius AI mod and prepare yourself for some nasty lags and stutters and you're good to go

Glavius mod is awesome and I like alot of the changes however there is on problem... the ai just wont take planets.

Glavius has even said that it's been a problem to figure out. He said hes gotten it to where they should eventually land armies if given enough time but that's really all he can do. Soo paradox needs to go in.and change some ai code is what that means to me and my limited understanding.

I was messing around a few days ago on a game and there was a very large ravenous swarm to the north of me. I put the game in fast when they declared war and just waited to see if they would land armies... they never did. They took plenty of planets from other ai but cant seem to take from the player.

To me honest this is kinda a dealbreaker from me. Itll be hard to not play like the ai cant take my planets... soo why bother with armies or even a navy all that much till I ready to go conquering? Like like I'll lose much. I love your game paradox but your killing me!!!!!!!
 

Custodin

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The Micromanagement issues depend a lot on your game setup / strategy IMO.
TL;DR: Don't try a wide empire strategy (such as devouring swarms, Assimilators, Exterminators etc.) if you don't want a lot of Micro.

In my first campaign I played a Megacorp (fan. xenophile, focusing on Trade, diplomacy etc.. worked actually really well). I replaced the "sector" section in the Outliner with "planets" and for me the Micro was absolutely fine. I had a dozen planets or so to manage, and frankly didn't quite get what all these Micromanagement complaints were all about..
To me making conscious decisions on what to build, or whether or not to upgrade something if it then needs special resources = good micro
Mindlessly clicking stuff (such as upgrading mines on planet tiles or setting up 20 tiles in a formulaic way like all/mostly mines) = bad micro

In my second campaign I tried a Devouring Swarm Hivemind. I found the Micro a bit annoying even in the beginning tbh.
Main reasons being:
- Maintenance drone job Micro
- Hunter-seeker drone job Micro after taking planets
- Too many planets to manage in mid/late game.

Maintenance drone jobs:
I spend a few minutes in the beginning looking at worker outputs and what the different jobs do, and soon realized that having too many maintenance drones instead of miners, farmers, tech drones etc. is really bad. Maintenance drones produce only amenities. High amenities increase pop resource production (up to 20%), while low amenities reduce production, but the difference this makes is nowhere near what you get when working actual resource production jobs. So what I did from the start was constantly adjusting the maintenance drone slots manually, which is the kind of Micro that to me feels bad (suggestion: give the maintenance drone job a low priority if amenities are positive, and high(er) priority if they are negative).
Making sure that enough maintenance drone jobs are available is IMO completely fine for Micro.
Checking every planet every few years and tediously adjusting drone job slots is not however (let me know if I miss something obvious, but typically when I add 5 maintenance drone jobs with a building, I might only want to work 1-2 and not all 5..)

Hunter-seeker drone jobs:
Naturally when taking planets by force there is low stability on the planet. That's what the Hunter-seeker drones are for. For some bizarre reason, they have a really low job priority however, even when instability is at 100%.. So guess what I do, closing every other job (+ possibly resettling a few pops from other planets) until finally the Hunter jobs are filled.
Of course this also means that you'll have to re-visit that same planet later on to re-open the jobs you deactivated previously.

Too many planets:
Normally this is where sectors come in. At some point I do no longer care that much about efficiency, and would previously just drop planets to sectors and give it enough resources to operate - maybe occasionally doing a check if the AI build stuff I consider important. It's no-where perfect but worked well enough.
Now with the new sector system, for some reason sectors are really tiny. As I had 60 planets at some point I actually counted my sectors and found that for the 60 planets I had 35 sectors (!) Sorry but this is way too many and not helpful. Instead of managing 60 planets I would now have to manage 35 sectors (selecting settings, allocating resources etc.) and in the end probably still have to do some micro on the actual planets. I don't see the point in that..
I abandoned that particular game to start a new one (again with Tall play stile - I consider 10-15 planets still tall, even if you exceed your admin cap quite a bit)
 

Agamemnic

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There are various '#todo' comments in the scripts. It's very obvious they didn't finish. The micro, AI and sector concerns are justified in my opinion. Personally its just micro for me but I've noticed the other issues.
 

Ridixo

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When patch 2.2 gets out i compared to Starship Trooper's Klendathu for the number of bugs. After some time i retire what i said. 2.2.X is like Starship Trooper's Klendathu for what the patch is doing with the economy and game mechanics :(
 

ArmChairAttila

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Good concepts. I like the new economy I really hope they don't cave into the crying and keep resources relatively tight. This aspect adds some strategy to resource management and real value to the market and trading with people in MP games. I really do not think the micro is that bad, it seemed like it at first but now that I am used to everything the micro does seem a "bit" less than pre 2.2. It took me a while to get there though so be prepared for that lol. At first having only ~10 planetary systems seems like you're going to lose the game. After understanding all the buildings and perks you realise you can build a 10 planetary system way more powerful than a pre 2.2 20+ planetary systems. So Pdox succeeded in making "tall" strategies work but that does not mean you get a free pass. The new "tall" in stellaris is having rural worlds population feeding a few super powerful urban world like tech or industry. Playing "wide" means you have a bunch of rural worlds with tech and industry sprinkled in here and there. They both work fine, I tend to go tall in SP and wide in MP. Wide play work great in MP unless you are in a reliable and good federation.

Now the bad :( .... This is probably the worst release of a expansion for stellaris in regards to stability and quality control. I have no proof of this but it seems like they rushed this out before it was ready for the Christmas sales season. The AI is in horrible situation right now. I also use the Glavius Mod and the latest beta patches which helps significantly in the early and mid game but the late game AI is just about useless/broken, literally. Many UI elements like the slave trading screen, market screen and new city management screens need some serious help. They really need to clean them up and make them more user friendly. That particular issue has always been a weakness for paradox though and they will eventually get around to cleaning them up.

Overall the game is heading in the right direction. There will need to be a couple of big "fix it" patches to clean up a lot of the problems. I expect it to take several months.
 

Ninaran

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I personally don't enjoy going to every planet every few months to drag unemployed pops over to a planet with jobs, or a habitat. Not being able to automate something like that is.. kinda awful.
 

AlanC9

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Well, emigration is automated. It's just very slow.

I find this is a selling point for Egalitarian now. You shouldn't be resettling anyway (although IIRC the policy is still bugged), so just don't sweat it.