Love how excited everyone is for this, however, we're going to have a more structured approach to feedback in the open beta, just so everyone is aware.
Don't tire yourself out leaving feedback here..
feel free to do so, but be sure to leave feedback in the appropriate space at the appropriate time,
after playing 3.0.3.
Well, if we are encouraged
This is more a suggestion that will not apply to 3.0.3., as I don't think such big changes will be done in a minor patch, but given the issues with pop calculations an approach that I think would work within the game (My knowledge is limited to that of a not-PDX-Dev of course).
Restructure how jobs are filled. One of the patches since 2.2. changed job calculations from daily to monthly as when planets grew calculations increased exponentially.
My suggestion would be to have 1 job do its calculation per planet per day. Instead of the current monthly hundreds jobs times hundreds pops times hundreds planets each month, this would decrease calculation by a lot. Even the biggest galaxy would then have only thousands of calculations, which shouldn't demand that much computing power, instead of the hundreds of thousands that ecus and ringworlds cause each month currently.
The game already needs a way to address each job slot anyway, so all this change would need would be a "next job to check" flag as it goes down the list.
To facilitate this demotion timers would be removed, and job weights too, Instead the system would simply check the raw outputs. So the first best pop would be selected to fill it from unemployed pops and pops employed in jobs further down the chain (to not create an endless cycle). The previously employed pop would then take over any now free job, until the calculations get down to it.
We could combine this with other pop-based calculations also being done just at that point, like ethics drift being simply done then.
Some exceptions would be needed for assimilation and purges (But those usually are quite limited), and newly grown/assimilated pops would simply fill the first job that's free on spawn. And of course pops shouldn't leave their jobs if that would create a deficit.
Such an apporach would have many benefits in my mind, and few downsides. For example it would simply reduce the amount of job calculations and the corresponding cause of lag linearly with settled planets instead of the current monthly exponential curve.
Removal of the weights and instead of the ranking by output would simply get pops into the jobs they fit best in, and remove the current stickyness of less-suited pops. Removal of demotions would add flexibility, and an anti-deficit check would prevent new players and the AI from getting into supply issues as is currently the case.
Downsides would be that pops could spend a time in suboptimal jobs and the rearrangement is slower on bigger worlds, but IMO that would even be flavorful. Big massive sprawling planets would take time to optimze, and slowly shift ethics, whereas frontier and rural worlds would optimize faster and could shift ethics and other aspects quickly if something happens (like ethics drift events, happiness losses, etc..) This would make the resource worlds that fuel your economy susceptible to unrest and rebellion, whereas big production hubs would weather short disruptions, but become much harder to manage if issues are left unadressed.
And with pop-based calculation limited this way, pop reduction like is currently attempted wouldn't be necessary.
Ok, I didn't know that you can't "Acquire Assets" without Nemesis. The operation should be in the base game, then.
The only operation available in vanilla is "Gather Intel", which with its cost also reduces the intel floor due to lower infiltration.
It is of dubious use.
You shouldn't pre-build forge/industry you don't need due to upkeep and reducing capacity.
This is true. And it is a bad thing.
If you prebuild specialist jobs like industrial districts or research labs you get three downsides:
- More upkeep for unused districts/buildings
- lower capacity (in case of all non-housing districts) and thereby less growth
- Pops move "up", not producing the raw resources your economy might need and instead consuming them in their new jobs, so a double reduction. In addition the demotion timer prevents them from going back down when necessary.
However, this inability to prebuild planets changes planetary management from "visit, fill the queue, visit again much later" to "visit regularly to check if you can build the next building/district". That is more micro and less micro is the goal.