Description
[Libra 3.3.0 Beta][b02d] - "Liberated" new AI empire does not fix economy
Game Version
Libra 3.3.0 Beta [b02d]
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
In the course of this game, the UNEs southern neighbor had declared war and was being a good militarist neighbor. So I decided to use the Imposition of Ideology to simultaneously weaken them and create an ally. This ally - the United Hjannarthi Planets in the attached save - was created several decades ago.
From casual observation I noticed them suffering from a resource shortage, specifically food and consumer goods, so being the good egalitarian xenophile neighbor, I sent them a relief effort of several thousand units of food and CG. Lo and behold, a few years later their problem persisted. I thought alright, let's send them some alloys and minerals too for good measure so they actually have the means to fix their economy. Several more years, and a final re-education of the original militarist neighbor later, I check the Hjannarthi economy again, and they're still suffering from shortages. After tagging over to them, they have some issues.
I'll outline the steps I took to start fixing their economy, the baseline can be seen in the save ("Hjannarthi Broken Economy Observation.sav"). First of all, they have a designated Alloy World while suffering a CG shortage. Then, they have a Generator World while having a mineral shortage - on a planet with a big amount of unbuilt mining districts and the means to build them. These are their principal issues. Last but certainly not least is the commercial zone built on their Agriculture World, and a lack of farming districts there.
This is why allowing the AI to have (non-incidental) clerks isn't great - it's kind of fine when the economy isn't death-spiralling, but when the AI insists on building clerk jobs when it has basic resource shortages it's doomed without intervention. @Offe
I'm not sure why the AI didn't fix their economy after having several thousands worth of minerals, alloys, CG, and food. Having tagged over to them and not having any further influx of materials, it's perfectly possible to fix without having huge resource stockpiles to fall back on.
EDIT: to clarify - the second save is after my manual fixes, to see how long it would take to actually fix the problem.
EDIT2: after giving the problematic AI empire a massive 5k minerals, 5k food, and 2k consumer goods and 10k energy, as well as 10 monthly minerals, CG, and food for 30 years, it seems their economy recovered, having taken 11 years to do so instead of what should be like a couple years. But they're still building commercial zones to employ pops instead of making districts or entertainment complexes.
Steps to reproduce the issue.
???
Force a splinter AI empire to spawn from the colonies of a starting empire?
Watch it deathspiral its economy?
Profit?
Upload Attachment
File(s) attached
[Libra 3.3.0 Beta][b02d] - "Liberated" new AI empire does not fix economy
Game Version
Libra 3.3.0 Beta [b02d]
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
In the course of this game, the UNEs southern neighbor had declared war and was being a good militarist neighbor. So I decided to use the Imposition of Ideology to simultaneously weaken them and create an ally. This ally - the United Hjannarthi Planets in the attached save - was created several decades ago.
From casual observation I noticed them suffering from a resource shortage, specifically food and consumer goods, so being the good egalitarian xenophile neighbor, I sent them a relief effort of several thousand units of food and CG. Lo and behold, a few years later their problem persisted. I thought alright, let's send them some alloys and minerals too for good measure so they actually have the means to fix their economy. Several more years, and a final re-education of the original militarist neighbor later, I check the Hjannarthi economy again, and they're still suffering from shortages. After tagging over to them, they have some issues.
I'll outline the steps I took to start fixing their economy, the baseline can be seen in the save ("Hjannarthi Broken Economy Observation.sav"). First of all, they have a designated Alloy World while suffering a CG shortage. Then, they have a Generator World while having a mineral shortage - on a planet with a big amount of unbuilt mining districts and the means to build them. These are their principal issues. Last but certainly not least is the commercial zone built on their Agriculture World, and a lack of farming districts there.
This is why allowing the AI to have (non-incidental) clerks isn't great - it's kind of fine when the economy isn't death-spiralling, but when the AI insists on building clerk jobs when it has basic resource shortages it's doomed without intervention. @Offe
I'm not sure why the AI didn't fix their economy after having several thousands worth of minerals, alloys, CG, and food. Having tagged over to them and not having any further influx of materials, it's perfectly possible to fix without having huge resource stockpiles to fall back on.
EDIT: to clarify - the second save is after my manual fixes, to see how long it would take to actually fix the problem.
EDIT2: after giving the problematic AI empire a massive 5k minerals, 5k food, and 2k consumer goods and 10k energy, as well as 10 monthly minerals, CG, and food for 30 years, it seems their economy recovered, having taken 11 years to do so instead of what should be like a couple years. But they're still building commercial zones to employ pops instead of making districts or entertainment complexes.
Steps to reproduce the issue.
???
Force a splinter AI empire to spawn from the colonies of a starting empire?
Watch it deathspiral its economy?
Profit?
Upload Attachment
File(s) attached
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