Stellaris 2.2 is unplayable right now

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SpectralShade

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sure you can play it. I can also click twice in the trade screen and make money out of thin air. If I do it enough, I can have infinite resources.

It's like playing the one of the old cracked trainer versions on the old commodore 64, in that regard.

It's also an incredibly shallow experience.

And before someone says: "don't do that then", I'll point out that the reason the market is there in the first place, is because the whole economy setup is flawed and NEEDS the ability to pour resources out of thin air into an empires stockpile to reserve any degree of pacing.

I wouldn't have any fleets worth anything if I didn't once in a while click 'sell' on 5000 food or minerals and then click on 'buy' for alloys afterwards. Not because I have tried building a mineral/food heavy economy or anything, but simply because getting alloys in the amounts needed to field decent fleets would require you to focus your economy around it instead of building what your colonies needs (amenities/housing/goods/whatever)
 

AlanC9

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Isn't regularly selling mineral to buy alloys the same thing as building more forges, except less efficient?
 

Alblaka

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I too am curious.

Well, I just... you know, play the game.
Found a couple dozen bugs, reporting them in the respective section, whilst figuring out how to avoid them (those that you can avoid).
The gateway one bulldozed one of my games, but given I was a lategame superpower anyways, it didn't bother me to much, so I simply started a new playthrough, focussed on a small, tall build, with gateways disabled. Worked perfect for getting the Giga-Engineering achievement.

Currently doing a Materialst robot run to see how bad the issue really is.
 

Muramas

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That's why I said "sounds like." My take was that you're expressing yourself very badly, and making your argument sound worse than it is. But yeah, my bad for not explaining why.

You've got an implicit assumption there that things should be less randomized at the start, which is doing most of the work here. That assumption is going to be a tough sell for players who don't play "high tier player multiplayer matches," since enforced parity would make SP worse, not better. Dealing with challenges like not getting a great HW and initial tech options that aren't very helpful is part of the fun.

And some of your stuff is just whining. If you don't think the mining stations have a good enough ROI to be worthwhile early, then don't build them.

The hysterical thread title doesn't help much. "Unplayable" is just silly.

The thread title was a bit baity but I wasn't expecting this much backlash.

One of the issue this game is going to have is balancing SP and MP because AI and players play very different and the need for some kind of similarity is needed. But this means that SP will have less of a story feel, one way this could be solved is by when making a MP this could be part of the generation to make more it more similar.

A lot of my posts are trying to explain how the system at every step currently is in attempt to work against itself. I know they will fix a lot of these and it will be a vastly superior to previous version but right now thing like pops growing on totally wrong planets, unable to select which robots to build or having rulers sit around for 10 years makes the game unnecessarily frustrating. Especially when you do it the first time.

Like I first played Authoritarian and selected default other races to be residents and the saw how it basically forced my race from top down during growth making lots of unemployed people and the next run I made them full citizen and had no issues. This means that I can never play as having other species as slaves or residences because it will just be pure negatives in gameplay.
 

Muramas

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Currently doing a Materialst robot run to see how bad the issue really is.

Good to see that you are trying a new build. Robots are strong, they are like an equivalent to 65% growth speed but you need to keep up with the districts with them.


Isn't regularly selling mineral to buy alloys the same thing as building more forges, except less efficient?

in 2.2 beta they changed alloys from 2 per pop to 3 so each forge makes 6. This makes a much better eco. I did the cost analysis here:

https://docs.google.com/spreadsheets/d/1juvAb-0fl_ikQdFFYF7yxYybkVpVBWGLSAgshkKYvdw/edit#gid=0
 

SpectralShade

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Isn't regularly selling mineral to buy alloys the same thing as building more forges, except less efficient?
limited amount of building slots on a planet. Used up by other stuff. Especially consumer goods seem to be a constant issue, especially if you also use the buildings that use consumer goods as a resource on top of the consumer goods the pops in the jobs uses.

I've started being able to build a few forges by now, but the amount of buildings that produces consumer goods to keep up with the needs of the pops outnumbers my other specialist buildings.
 

Badesumofu

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I simply don't agree that most of those issues are even issues. There a few valid points in the OP and I think all of them are already being discussed in a mixture of dedicated threads and the rolling beta threads.

But stuff like - settling new planets tanks the growth on my home planet - that's not an issue, that's an interesting choice you have to make in the early game. When to start settling new planets? It's an investment for sure, but it's one that pays huge dividends in the long run. Robots are too limited in what they can do is not an issue either - they're meant to be limited. It makes getting Droids a big deal and also makes you put some thought into how many robots you actually should be building early on. A lot of those complaints amount to 'I don't like having to think about what I'm doing' and no amount of 'but I'm a top MP superstar' claims will make them into anything else.
 

Muramas

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and no amount of 'but I'm a top MP superstar' claims will make them into anything else.
Thanks for your post, I think you are misunderstood my tone as I am not complaining and I think a lot of the new systems are a good start. Ideas are things that need to be added and removed until you find something that is really interesting. That is why mutator events are a thing (xcom became a thing because of mutators)

I only claim that I play MP with people who at a high level discuss (excel sheets, debates and use mods to test) and dissect the game to figure out what works, what doesn't and a lot of things are open for debate to find a better solution to these issues. And even if topics are discussed in other places, it is still good to talk about them in other places.

We have done the numbers on a lot of systems to figure out worth of things like expanding but currently the meta is "don't expand, just conquer another race". This meta means that not only do you take their cap, 30+ pops but you save on all the minerals and alloys from expanding also due to the empire cap size that going over your empire size for a few smaller orbitals like 2's increase your research cost more than it has before.

I am not trying to sound like I am complaining, I just wish some of these issues were not an issue because the game is getting in a interesting place where more builds are viable but certain things are blocking them from being more viable / effective.
 

AlanC9

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limited amount of building slots on a planet. Used up by other stuff. Especially consumer goods seem to be a constant issue, especially if you also use the buildings that use consumer goods as a resource on top of the consumer goods the pops in the jobs uses.

I've started being able to build a few forges by now, but the amount of buildings that produces consumer goods to keep up with the needs of the pops outnumbers my other specialist buildings.

Hmmm... so you're optimizing for research speed, and eating the alloy production inefficiency to get there?
 

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None of these are actually bugs except for the AI playing like an idiot. This isn't Starcraft 2, the homeworlds and starting resources don't need to have parity. Even if you start with a size 18 world and I started with a size 16, you won't actually reap that benefit until the mid game or later most likely. And by that time RNG could have already balanced the book in numerous other ways.

The only point you bring up that I agree with is that Egalitarians should be allowed to have full pop control over Robots and Droids, and Synths only if they're set to enslaved or whatever.