I just wanted to disagree with you again so I wrote a post:
- I don't know where this 5 pop growth / 20 month figure came from, even in 01.02.2200 I already have a 5.5 PG/19M (or even 7.5 with mechanist) and mid game i'm at 10-15PG/10-7months so I'd average it at 7.7PG/13M or else you're being dishonest
Perhaps I was wrong to try using maths when I should really have been talking about emotions, impressions, the flow of the game and the feel of it. But it's hard to explain or quantify those so instead I went with numbers.
I gave values for +2 to +10 growth per month so that's hardly giving "dishonest" figures. Either way it only makes the figures 0.5x or 2.5x times as big, like I said. The loss from using unemployed pops is still there for most empires. I started working with +5 because the save in question had a planet at +5 (the decision had run out and I hadn't noticed) and I was going to use nice round figures. In another save I have planets from +7.05 to +2.62 (Ecumenopolis to New colony). These are without emigration/migration treaties because that's just borrowing growth from other worlds. Also because after the agony of dealing with dozens of species I've been making sure not to allow migration treaties or for slaves to grow for that matter.
I used technicians as an example because of how bad they are, to show that even with poor output you'd lose a great deal by keeping a large pool of unemployed workers. It was also meant to be a useful comparison just keeping energy and minerals in mind (not apples and oranges comparisons). I could have used food converted to energy via the market but then it would have opened the argument up to being derailed by discussions of the exchange rate on the market, price per unit and lots of other confusing variables. (The post already felt far too big without those additions)
e.g. 1000 food would be worth 1205 energy in that save, 900 energy credits in another. All you're arguing here is that I was *understating* the loss by having technicians auto-promoted rather than using farmers instead.
I also didn't include the loss of output moving from utopian abundance unemployed to specialists... but you could add in another couple of rows for lost science and unity that isn't shown to the player as well if you want.
I may be an idiot, a retard or whatever other insult you wish to throw at me. But whatever I am, I did mess up (kinda) my first few games despite 1000+ hours in Stellaris. I've had a few games where it wasn't building said specialist buildings but instead capturing them that tanked my economy into a position where it just wasn't fun trying to figure out how I should go about fixing it (made more confusing by pops not working jobs that match their traits and a dozen other minor distractions)... The funny thing is, loading up those saves I was more than twice the economy score of any rival empire yet in no game since 2.2 have I felt good about my economy. I was in a great position in every save, the problems were fixable with a bit of playing with automatic market purchases, selling stuff or simply banking a larger emergency fund... but I felt like I was being attacked constantly. It just feels super stressful when for 1000 hours, since hour number 1 it's felt nice and relaxing. The same amount of play-time for each game in 2.1 vs 2.2 also has a completely different number of in-game years passing. In 2.1 with the same races, same time spent playing I was about 20-60 years further in the game (my Butterfree Barbaric Despoiler (butterflies) and Hawklon Star Technocracy respectively). That's also me abandoning the games 20-60 years sooner as I didn't want to go back to those frustrating economic simulations.
I understand you have a very different view. We all have different reasons for being excited (I love the possibilities in the new system and the room for improvement) as well as different reasons for feeling... *off* about the new systems. I was trying to work out what feels off for me. To be honest it's hard to pin it down. It's not that if I play a certain way I'm 1000 minerals down and that bothers me (it doesn't)... it's more that I can play in a way that puts me in the lead within the first decade and for the next century I feel like I'm working as a part-time accountant roleplaying as
Ebenezer Scrooge. But even when everything is going smoothly I have to be hyper-vigilant not to make a tiny mistake with massive consequences (and I always play as a tired human being in the evenings rather than bright and shiny in the mornings). I feel like I'm walking on a tightrope when before it was a bridge with a lovely view. The AI in the game isn't any harder... so actually I'm doing even better than 2.1 relatively speaking even in first games where I was sure I'd messed up. It's just that the skill ceiling has gone up and I feel a little sad about that even when I'm happy about it.
Put it another way. I play Dominions 5 when I'm feeling alert and smart (very rarely), I play Conquest of Elysium 4 when I'm tired (almost always sadly). Both by the same developers, one just has a deeper economic, battle and logistical system. I love the simple system because it fits me better when I'm not mentally up to the deeper system. It's great the deeper system exists. But I'm just overjoyed that there's something easier that I can play on bad days, or to play with kids. I feel like Stellaris went from CoE4 to Dom5 overnight... it's great, deeper and more interesting. But I also feel like I lost my beloved simple game. I'll still play it, but for less time, only on good days otherwise it'll just give me a headache. It's also raised the recommended age up a good few years, cutting out a younger audience just as it's being ported to the switch and that new audience. I'd have made Megacorp and Stellaris two seperate games, one simpler and one more complex. (But both with ongoing development, bugfixes and new features). Having one turn into the other feels bad for me... even though I'm still playing (just playing less, slower and having less fun).