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If this game doesn't have pie charts I will be disappointed. Every strategy game worth playing has at least one pie chart.
 
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Pops could be like Vicky I. Each pop represents actual numbers (1-1,000,000), once the pop grows big enough (eg: 900,000+), it splits in two. This way you get both the ppt (pop per tile) and actual population figures at a glance.

(You could go on manual pop splits like in Vicky, but that was micro nightmare and although I enjoyed it I know many didn't)
 
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A scientist might. But are you going to go halfway across the world to work the mines of Chiron Beta Prime ?

If there's an economic incentive and the voyage is affordable, you can be sure that migration will happen. Maybe those mines yield rare, valuable metals?
 
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Space Empires IV

just thought I'd leave this here.

Stellaris seems to me more and more of an improved version of SE IV. The basics are the same, from the ships to the resources, from the buildings to the races, from the racial traits to everything else.

Not that there's anything wrong with it. It's just that it is one of my all time favourite games.
 
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If there's an economic incentive and the voyage is affordable, you can be sure that migration will happen. Maybe those mines yield rare, valuable metals?

So you mean like, I don't know, basically every mining town in history? People went long distances, including crossing oceans, to find meaningful employment and an increase in quality of life (or the hope of it) all throughout the modern era. Then there's also the reverse - kids born in some mining town or steel worker community don't always end up doing the same job; some brilliant coal miner's son might end up working the same shafts, or they might end up going to school elsewhere and moving far away.

That's how modern economies work, and there's zero good reason to assume that a futuristic economy would move backwards to some kind of pre-enlightenment type of manor system and away from rational modern economics, . The only reason to have some kind of rigid locked (what I keep calling serfdom) economic system is either your game is mostly built around that (eg civilization starting in 4000bc) or you don't care about economic systems and want simplicity. If you care about economic systems, have a modern or future era game, and still implement a pre-industrial economics structure... that's bad or lazy design. I certainly hope Stellaris doesn't do that.
 
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dude, are you out of your mind? You talk about Stellaris wont do taht and taht and be lazy about that.Over a Screenshot? With no information wahtsoever?

It seems to me you're extremly Arrogant. Damn taht gets me raging

The screenshot gives plenty of info, food as a major resource as one. Also we can work off paradox conventions that are standard across their games when dealing with a resource value that we will keep track of in the top bar.
 
Space Empires IV

just thought I'd leave this here.

Stellaris seems to me more and more of an improved version of SE IV. The basics are the same, from the ships to the resources, from the buildings to the races, from the racial traits to everything else.

Not that there's anything wrong with it. It's just that it is one of my all time favourite games.

The Space Empires series has almost no empire management - no pops, no government types, no leaders, no ethics, no special research projects or anomalies, and it has tactical combat and detailed ship design. Hell, you can design troops, fighters, bases and satellites. In Space Empires V you can even design mines.

But in SE, Empire management is more or less limited to deciding what buildings to put on your planets.

I like Space Empires too, but it's almost the polar opposite of what Stellaris is trying for and, indeed, Paradox's entire approach to making strategy games.
 
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So you mean like, I don't know, basically every mining town in history? People went long distances, including crossing oceans, to find meaningful employment and an increase in quality of life (or the hope of it) all throughout the modern era. Then there's also the reverse - kids born in some mining town or steel worker community don't always end up doing the same job; some brilliant coal miner's son might end up working the same shafts, or they might end up going to school elsewhere and moving far away.

That's how modern economies work, and there's zero good reason to assume that a futuristic economy would move backwards to some kind of pre-enlightenment type of manor system and away from rational modern economics, . The only reason to have some kind of rigid locked (what I keep calling serfdom) economic system is either your game is mostly built around that (eg civilization starting in 4000bc) or you don't care about economic systems and want simplicity. If you care about economic systems, have a modern or future era game, and still implement a pre-industrial economics structure... that's bad or lazy design. I certainly hope Stellaris doesn't do that.

Exactly. I really do hope that we get nice migration mechanics, and that a planet's production doesn't boil down to "assign pops to this"
 
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So, again, having planets with pops that are tied exclusively to that planet is unreasonable. What you say does make sense - there need to be rational limits to population mobility - but that does not mean enforcing serfdom. Perhaps allow inter-solar-system movement free, and then have it cost something to have a specialized population relocated outside it?
FYI Intersolar would mean moving between solar systems. I know you mean INTRAsolar but it bothers me when people don't know the difference.
Anyway, I completely agree that having serfdom like planets were social and physical mobility is impossible is wrong unless the governt type allows it or the access to FTL travel is limited, like in early game. In Star Wars for example, Coruscant has no farmland whatsoever and imports nearly all food and water for its population of over a trillion permanent residents.
 
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To be honest I don't like the building adjacencies. They are a shallow minigame that don't add anything meaningful to a game and will most likely be a terrible micromanagement burden. I think developer budget should be better spent elsewhere, either improving other features or creating a system with real depth. The planet tiles screen doesn't even look good.
 
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A scientist might. But are you going to go halfway across the world to work the mines of Chiron Beta Prime ?
You will if I say so.;) I plan to build a profitable company store for my "workers", can't call them slaves because that would be just wrong. :)

Edit - just in case anyone missed it, I was kidding about the if I say so. I even placed a wink icon as a hint. -SR
 
Thinking about the pop numbers, I'm not actually sure how abstracted they are. Stellaris will very likely involve billions of people, if not trillions. Given such large numbers, it makes sense for each pop to represent 100 people at the least. Since we have only seen the pop numbers for a single tile with no apparent buildings, it would be pretty reasonable for the population to be 1500, particularly since the 50 appears to be the amount you need to do something (establish a settlement, perhaps), judging by that partially-filled bar. 15/50 = 0.3, and 0.3*8 (the number of bars) is 2.4 (which looks like the number of filled bars).
 
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Thinking about the pop numbers, I'm not actually sure how abstracted they are. Stellaris will very likely involve billions of people, if not trillions. Given such large numbers, it makes sense for each pop to represent 100 people at the least. Since we have only seen the pop numbers for a single tile with no apparent buildings, it would be pretty reasonable for the population to be 1500, particularly since the 50 appears to be the amount you need to do something (establish a settlement, perhaps), judging by that partially-filled bar. 15/50 = 0.3, and 0.3*8 (the number of bars) is 2.4 (which looks like the number of filled bars).

Yes, I am wondering if the 15/50 is a normal POP level or if it's a temporary POP level due to the planet still being colonized, like how EU3 handled it.
 
Yes, I am wondering if the 15/50 is a normal POP level or if it's a temporary POP level due to the planet still being colonized, like how EU3 handled it.
Yeah, since all of the other tiles have a full bar, it's probably temporary. I don't know about EU3, but EU4 had colonial population be x/1000, and it would become a full province after 1000 population.
 
Yeah, since all of the other tiles have a full bar, it's probably temporary. I don't know about EU3, but EU4 had colonial population be x/1000, and it would become a full province after 1000 population.

EU3 had the same thing for colonies, but all provinces had population also. So a colony might be 15/1000, while Paris could be 999,999.