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4. The game on Normal speed appears to run slower than on live. On my 5800 3XD it's about 12 seconds to go a month at normal speed, whereas normal zips by on 3.14. I'll try and get comparison numbers but I have to wait until I'm done with the beta to revert.

If you want cold hard data you can use the console to check the actual speeds the game is running at, but as stated before the performance optimizations aren't properly in yet, so I wouldn't expect the speed to differ from the current state of the game.


I am mildly concerned that Mega Engineering (a tech everybody wants) is the Tier 10 reward as that's likely to encourage gaming the system to get the unlock earlier. At the same time, I don't see Ascension Theory (the one tech that really needs some kind of guaranteed fallback because it gates lategame Unity spenders) anywhere on the reward list.

Personally not super worried about this currently at least. If anything the focuses are way too slow currently to outstrip basic tech speeds, but the system is still pretty raw so I expect some changes there anyway.
 
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Except CG aren't related to Amenities at all.
I didn't say that they were related. I'm talking about their function in the game as they relate to Pops. They both served to function as growth limiters on planets. Pops only needed food in early Stellaris, which led to some crazy snowballing later in the game. CGs got added as a developed resource, in part to limit that growth later on, and add complexity to the economic system. But then you just build a giant CG world, pump them out like crazy, and the problem returned.

So then you add in amenities, which function in a similar manner as CGs when we're talking about Pops. These are like CGs, their absence creates the same sort of problems, but you have to make those amenities on the planet where they are used. It slows some of that snowball, but forcing you to build up more than just base-resource extraction on a world.

If we make Amenities an empire-wide resource, then they'll just be a version of CGs, without the extra usage in the economy. Plus, given that Amenities represent stores, medical facilities, entertainment venues, what would making them transportable even really mean?
 
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My remarks on v3.99.3 (I have played with CoM):
  • My major issue is with Zones. At v3.99.3 they are better than 3.99.1, but they are still require much more micromanagement than in 3.14. For example, if I have 2 Foundry zones and 1 amenity Zone, and I only need around 200 new metallurgist jobs, then I need to build a new city district - but the new city district will create around 400 mettallurgist and other amenities producing jobs - so I have to manually close the other new jobs asides of the 200 metallurgist I wanted.
  • I dislike the leader rework. They are strongly nerfed at the moment. They get less positive skills, but the same amount of negative skills as v3.14 and leveling is bugged. For example, if I hire a lvl 5+ admiral, it will have only 1 base skill only, because it gets the advanced class instead of a second base skil.
  • I don't like that pop growth on new colonies are abysmally slow. It take around 30 years to reach 1000 pop without resettling pops from other planets. I have to resettle pops manually, and it is not really fun :(
  • It still bothers me that there is still no indicator about pop growth on the planets.
  • I was not able capture planets with armies (neither primitive planets nor planets during a war)
 

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If you want cold hard data you can use the console to check the actual speeds the game is running at, but as stated before the performance optimizations aren't properly in yet, so I wouldn't expect the speed to differ from the current state of the game.
I wasn't expecting performance improvements, but I also wasn't expecting a notable decrease at the very start of the game. I suspect whatever bug is causing pops to shuffle around constantly is likely impacting performance.

Personally not super worried about this currently at least. If anything the focuses are way too slow currently to outstrip basic tech speeds, but the system is still pretty raw so I expect some changes there anyway.
I am not worried as much as I was before given how slow it is to progress through the milestones. Actually, I'm starting to think mid-tier milestones are probably going to be underwhelming given the effort to get to them (T2 techs as a T4 reward?).

Still think Ascension Theory needs a guaranteed fallback option though.
 
I dislike the leader rework. They are strongly nerfed at the moment. They get less positive skills, but the same amount of negative skills as v3.14 and leveling is bugged. For example, if I hire a lvl 4 admiral, it will have only 1 base skill only, because it gets the advanced class instead of a second base skil.
as I understand it, they've yet to change the leader skills how they want. They've talked about mostly removing the level 1 skills and just going purely with level 2. The rate of negative skill acquisition is high to me.
 
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Amenities shouldn't be a Zone though. The beta's shown that clearly enough already - they need to be provided in a different manner
I really can't wait of that refactor.

Luxury apartments and pleasure domes are insanely good, because they provide large numbers of amenities without requiring any jobs. They went from almost useless to *must buid on all planets*. Amenity , police and defense should be wildcard buildings that go everywhere. - put fortresses on the planetary defese tab, along with armies.

There are numerous bugs and isses as many people have already said, the largest ones are about jobs not filling and migration

I noticed that empire total surpluses/deficits affect the apetite of civilians to fill jobs: eg: If you have a minerals deficit, they won't work in factories or in foundries. As if some invisible administrator is rejecting their application. Then again that problem sometimes persists even if you fix the deficit.. This can reach extremes, as not filling even 2,700 jobs:
1742768243402.png


Repoorted numbers of unemployed do not match up - this is extremely confusing and furstrating.

Job priorities do not function

When I resettle pops, I need to know who are the unemployed ones - since groups can be partialy employed on multiple jobs, at least provide a % indicator on the group or even add a filter to show only unemployed/move only unemployed.

When a pre ftl asks you to give it the station in the system, if you refuse you get ownership of the colony, like you would have indoctrinated them, but then the colony is totally borked - it doesn't even have a city:
1742768298409.png

I played with nobles, the noble estates do nothing and the jobs are not implemented at all.

If civilians are a measure of free pops for distribution to jobs, please show their numbers in the ui because they will never be/become unemployed. Here below I have 1000 civilians but it says 0 unemployed, which is useless.
1742768529747.png


I know that ground combat is out, but gestalts at war never surrender their colonies with bombardment, even after max devastation/0 ground strength.

Please show the build queue always, or find a location to display the active item being built now.
 
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One of the primary intents of zones is to provide more long term flexibility to the development of planets. Not all of that potential will be reached in the initial implementations where we're trying to make the systems similar to the 3.x economy.

Benefits that we see include:
  1. More ability to customize your Urban Districts. Where before you had City Districts and Industrial Districts, with a designation toggle to switch your Industrial Districts between Forge and Factory, we no longer need to create extremely specialized zones for other resources - you can make your picks yourself. Want Research and Unity? Go for it.
  2. Use that to create unique Zones based on planetary features, to make different planets feel more interesting and unique. In one of next week's beta updates, the Betharian Fields planetary feature will let you shift miner output from Minerals to Energy as a prototype of this. I expect we'll have a lot more as we take advantage of the system more in 4.1/4.2.
  3. Create a clearer distinction between Districts and Buildings. (Though admittedly we've backed off on this a bit.) Districts provide jobs, Zones change which jobs, Buildings modify jobs.

Amenities shouldn't be a Zone though. The beta's shown that clearly enough already - they need to be provided in a different manner
I think an Amenities zone can make sense, depending on the build of the planet. Amenities are supposed to represent commercial spaces that provide Pops with their various service and entertainment needs. There should be a base amount of amenities, or jobs that produce amenities, in each city district IMHO. If a planet is entirely city districts, it should be producing more than enough amenities for all the planet's pops through those districts alone.

If it's a fully rural planet that uses all it's districts for Energy/Metals/Food, they need another way to provide Amenities, since they lack cities that make those normally. So a dedicated Amenities zone makes sense, like small mining or garming towns, serving the needs of the locals.

And then for planets that are a mix, things like Holo-Theaters and Luxury Apartments can make up the shortfall between city districts, and Amenities Zone requirements. Maybe allow Amenities buildings to be built in some other zones, perhaps based on that zones specialty? A Jeweler in a Foundry Zone, a Supermall in a Factory Zone, Gene Clinics in the Research Zone, etc.
 
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Is this where we report issues with the beta?

Playing as a machine empire, unable to invade pre-FTL species and show the the light (from the pointy end of a plasma annihilator).
Also, able to build zones, but then not able to build any buildings in those zones (unity, trade, amenities). They still generated the relevant resource though through the city zone.
Building amenities zones as machine intelligence means you need consumer goods. What is a consumer good, says Organic Obliterator #34564354?
My machine species replication was off the charts. Not sure if intended. Also, automatic relocation did not seem to be working very well. I had so many menial drones, that spending extra energy to shut them down (what?) was stupid, so I simply put up with the crime, built sentinel posts and the problems went away. Be cool if we got notifications that a planet was full, so we can turn off building new pops (because they were not emigrating correctly).
 
Is this where we report issues with the beta?

Playing as a machine empire, unable to invade pre-FTL species and show the the light (from the pointy end of a plasma annihilator).
Also, able to build zones, but then not able to build any buildings in those zones (unity, trade, amenities). They still generated the relevant resource though through the city zone.
Building amenities zones as machine intelligence means you need consumer goods. What is a consumer good, says Organic Obliterator #34564354?
My machine species replication was off the charts. Not sure if intended. Also, automatic relocation did not seem to be working very well. I had so many menial drones, that spending extra energy to shut them down (what?) was stupid, so I simply put up with the crime, built sentinel posts and the problems went away. Be cool if we got notifications that a planet was full, so we can turn off building new pops (because they were not emigrating correctly).

Gestalts haven’t been updated for 4.0. Hence why the devs have said multiple times they strongly recommend playing the UNE, CoM, or empires of similar complexity. The further away from that the less likely something will work.

Invasions are also currently bugged but you also don’t need to do them as defence armies aren’t spawning. So bombarding a planet will lead to its near immediate surrender, providing the pops won’t be purged if they do.
 
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I wasn't expecting performance improvements, but I also wasn't expecting a notable decrease at the very start of the game. I suspect whatever bug is causing pops to shuffle around constantly is likely impacting performance.

If I had to guess, it's cause the pops still do their calculations daily, and if I understood correctly, this was supposed to be made slower (monthly I guess?) and increased pop amounts combined with pops being *a bit* restless is the culprit.
 
Has anyone else done a longer void dwellers run on the beta yet? I don't know if I'm just being super unlucky or if this is even related to void dwellers, but I'm on all repeatable techs, but haven't gotten mega engineering yet. Normally I'd blame unluckiness but this has gone a bit too long.
 
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None of these fundamentals have changed. planet size still limits districts. And we know from statements in the last two days that special features will--at least sometimes--create special zones. So, we still have features to build our planets around. The 'fundamentals' haven't changed.

But because we were free to build whatever we wanted, building those buildings we 'wanted' didn't change that spam. If my citizen service empire had a fortress on their research world, I still spammed research. Having no restrictions on player choice is sometimes a good idea. this time I don't think it was. sometimes less options is better.

Right, Lets ask this. What change to the game loop would have changed the need to spam alloys, CG, Research, or Unity? Seriously, I can't imagine any change that would do more than increase building spamming, except reducing the need to spam buildings. making any of those production lines stronger will only make spam stronger, reducing building numbers will only make spam worse as you really focus down what you need rather than play around.

What else could you do, reduce both down? would it change anything at all, and if it favored one you get both problems. planet unique buildings? then you'd need those buildings to scale on something, and you would end up with something similar to what we have now.

The devs have explicitly stated they have plans for zones going into the future, even after 4.0 so there is clearly more behind these decisions. I have stated I like the idea of different zones fore special features myself, which is really cool. So I'm not going to say zones is a bad idea yet, even if in the current build they are weirdly intermediate.

Constantly building cities makes sense, that's basically what civilizations do, building more cities and bigger cities. Spamming more cities is better than every decision be 'should I spam more research or alloys or...' I find choosing what zones I want to be more fulfilling than just choosing 'what planet should I fill with x building.' minus whatever buildings I chose just for RP reasons. which have no real effect on the decision to spam.

Personally, I'm enjoying this set up more, and once balance is fixe, we will see--I hope--Significantly more interesting decision. I especially hope we have reasons to redevelop planets. But that might not happen for 4.0 even if it's in the plans.

Yes, there is a problem with pop growth and colony development. I personally think the issues with demotion that still plague the game is also interfering with migration. I have four colonies 50 years into the game, none are getting close to 1k pops. This is a problem. But I don't see it as fundamental to the new system, but a bug in migration somewhere.

Yes, things could remain where you are basically keeping zones as they are and aren't changing. But that' basically the same as the 3.14 system where you say 'this will be my industry world' and never change it.

My capital is currently producing everything--though it's not producing enough minerals to cover alloy and CG production--and is positive in CG despite being the main home of my unity production. I could manage a difficult one planet empire right now--assuming I'm very careful--and with some balance passes and careful work a gai origan empire is now possible.

I think you are placing to much blame on the new system and failing to consider the side effects of changing the core game loop that encourages 'building spam.'


Thanks for providing a different viewpoint on the matter!

As feedback, I would recommend not responding in that way—because when you cut out single sentences, you lose the context. For example, my point about the fundamentals is more in line with: you justify these changes by saying you wanted to make unique zones for planets, but I think that’s a non-argument, because we already had enough features to create uniqueness for planets already.

On the note of “free” building slots—I see your point. But if you continue down the path of my argument, I’d say we should keep the slots and instead maybe make changes to the overall game goals or evaluate why certain things are spammed.

It’s hard to not move the goalposts here, as I think a lot of Stellaris is mostly spamming—but then again, I want to come back to: what are the game goals? Why is spam needed? And if we remove the freedom of building with simplified planets and end up just spamming city districts, is this really an improvement? Or are we just treating symptoms instead of fixing the cause?

The first thing that must happen to remove the need for spamming is to put a lid on the reason why we endlessly rebuild the same buildings—and that’s the unlimited usefulness of fleet power in the game. If you start to shut that down, you create a starting point to remodel the gameplay loop toward a place where “enough” actually exists.

Then you can start thinking about what Stellaris is really about—because it’s not a military-industrial incremental game anymore, but maybe something different. Maybe even the story-driven exploration roleplay game we all fantasize about and read in the store page. I know this was polemic, but I will die on the hill that doomstacking is the biggest crutch in the game right now.

I see your points about the new system, and it’s neat to see someone who actually likes these changes—but there are also people who miss the puzzle gameplay of the old planet grids. So that’s that.
 
I think keeping an industrial district and having consumer goods and metallurgist jobs there would fix this mostly.

The building limitation does feel rather strange. Not sure why building slots need to be tied to zones anyway, if they only are supposed to add bonuses then it’s just a visual benefit tying them together. Having the 8 existing slots or some variation would’ve worked fine too.

Definitely interesting to see how far planetary features can impact zones though. Hypothetically you can now have eccuminopolli with under cities zones or something. Or ranger zones or imperial zones or federation zones. Could be interesting.

That could be a solution.

I'm not sure, however, what zones are even there then. Zones could just be buildings we build that modify district jobs. In the end, it's just a question of whether we modify the output or the amount of jobs we increase with each zone/building.

Same goes for special zones—we already have, for example, a ranger zone. It's called "Ranger Lodges."
 
I noticed that empire total surpluses/deficits affect the apetite of civilians to fill jobs: eg: If you have a minerals deficit, they won't work in factories or in foundries. As if some invisible administrator is rejecting their application. Then again that problem sometimes persists even if you fix the deficit.. This can reach extremes, as not filling even 2,700 jobs:
Deficit is defined as "Income <10". So make sure you actually push the numbers above that.

They did just rework how jobs are assigned (they were aiming for a more even spread across the stratum), but clearly things aren't working out properly.
 
I miss the old flexibility in managing a planet. Now you have to demolish, change the zone, rebuild, meanwhile everyone goes unemployed ... sorry but that's too tedious.
For example, it was nice switching all planets to forge worlds to get a quick alloy boost. One idea could be that industrial zones still follow the planetary designation and switch jobs accordingly.
 
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Use that to create unique Zones based on planetary features, to make different planets feel more interesting and unique. In one of next week's beta updates, the Betharian Fields planetary feature will let you shift miner output from Minerals to Energy as a prototype of this. I expect we'll have a lot more as we take advantage of the system more in 4.1/4.2.
will energy credits be renamed to just energy now that trade value is the currency used for trading?
 
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That could be a solution.

I'm not sure, however, what zones are even there then. Zones could just be buildings we build that modify district jobs. In the end, it's just a question of whether we modify the output or the amount of jobs we increase with each zone/building.

Same goes for special zones—we already have, for example, a ranger zone. It's called "Ranger Lodges."
If you add a new building it's now competing with every other building. That's a balancing nightmare. Zones add several benefits, including but not limited to:

1) Zones silo what a building is competing with. A science zone building isn't competing with an agriculture building. If Astral Research centers are only able to be placed into Science Zones that makes them much less spammable and makes investing into astral threads a much bigger consideration.

2) The ability to decide which zone(s) a building can go into adds a lot of design space. Bioreactors as energy zone buildings would be different to bioreactors as agricultural zone buildings would be different to bioreactors as planet limit 1 but able to go into either slot.

3) Zones themselves can be thought of as buildings++. Even within the siloing paradigm there may be things that are simply "too good" to be a building while maintaining the coolness they "should" have. A non-choice is not a choice, it's makework. Having the option to instead spawn a zone is, again, more design space and flexibility than "thing that slots into one of your 12 building slots".

4) Zones are visible. If a planetary feature adds a cool zone then that zone is visible right on the building screen. "Dimensional Portal Research Zone" sitting right on the main screen seems a lot more fun than the dimensional research modifier sitting buried amongst the toxic algae.

Rampant speculation: I don't know if planet-specific zones are going to be additional zones or zone swaps, but assuming the latter adding a second zone to the agricultural zone would add (up to) three new building slots. Rather than the current setup where special planetary deposits eat up a building slot instead we'd have planetary resources adding planetary development space. This would open up a lot of design space, including things like making small planets more likely to get unique deposits (and therefore more building slots) vs large planets simply having a lot of room for districts.
 
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Thanks for providing a different viewpoint on the matter!

As feedback, I would recommend not responding in that way—because when you cut out single sentences, you lose the context. For example, my point about the fundamentals is more in line with: you justify these changes by saying you wanted to make unique zones for planets, but I think that’s a non-argument, because we already had enough features to create uniqueness for planets already.

On the note of “free” building slots—I see your point. But if you continue down the path of my argument, I’d say we should keep the slots and instead maybe make changes to the overall game goals or evaluate why certain things are spammed.

It’s hard to not move the goalposts here, as I think a lot of Stellaris is mostly spamming—but then again, I want to come back to: what are the game goals? Why is spam needed? And if we remove the freedom of building with simplified planets and end up just spamming city districts, is this really an improvement? Or are we just treating symptoms instead of fixing the cause?

The first thing that must happen to remove the need for spamming is to put a lid on the reason why we endlessly rebuild the same buildings—and that’s the unlimited usefulness of fleet power in the game. If you start to shut that down, you create a starting point to remodel the gameplay loop toward a place where “enough” actually exists.

Then you can start thinking about what Stellaris is really about—because it’s not a military-industrial incremental game anymore, but maybe something different. Maybe even the story-driven exploration roleplay game we all fantasize about and read in the store page. I know this was polemic, but I will die on the hill that doomstacking is the biggest crutch in the game right now.

I see your points about the new system, and it’s neat to see someone who actually likes these changes—but there are also people who miss the puzzle gameplay of the old planet grids. So that’s that.
Lets see if I can make this work without it being confusing. But, here we go.

To focus in on an example, what changes would make research lab spam less powerful? Other than making late game techs an only minor advantage over early game techs that I can think off. Diminishing returns on labs would only make spam worse--and conquests stronger--and increasing the cost of late game techs does the same. Maybe requiring late game tech buildings could help, but the faster you research said buildings the faster you can spam them. So that doesn't help at all either.

The same problem seems to exist everywhere. And it really doesn't even fit that well. Want to cut down on unity building spam? same problems except its even harder to believe you'd need to tech up to late game unity buildings. want to cut down on advanced resource spam? also the same problem, except they are already--supposedly--mid game buildings so adding a tier 2 is a bit odd.

So after a certain fashion you can't really end spamming in stellaris--at least as long as the scale remains the same--so the thing you have to do is control it. Spam city districts both makes sense and is a lesser problem to spamming a half-dozen different things. plus, if you then allow zones to limit buildings you can also limit the spam of planet unique buildings like those astral threads science buildings that got slapped down on every single planet no matter if it made sense.

Limiting the power of conquest is a nice goal, but I'm not certain it can be done without extreme effort. Stellaris is a game about playing with fantastical science fiction stories. and one of those is the conquest of the galaxy. destroying that--by making it something you can't do--would be devastating to the game. It would also require several rather blatantly artificial limits that are hard to justify. What's worse, is that anything you could do to limit the power of conquest wouldn't actually do much to eliminate the spam problem.

With weaker fleets, you need more fleets and thus more alloys. With Less powerful conquest you need a more powerful economy and a way to grow stronger diplomatically, so related building projects get even more powerful. Thus you spam more research--get the tech you need faster--and more economy related buildings. Probably alloys and cg again.

If you make it easier for low tech fleets to match high tech ones--less research needed--so that resources are the limited factor. Now you spam minerals and alloys. Do you need officers--or crew--to man your ships? spam related buildings. Much like we currently do with navel capacity. At the end of the day, the actual problem here seems to be something different.

As far as I can see, the root cause behind spamming buildings and such is that Stellaris is opened ended. Unless you have an empire looking to destroy you in the next couple of decades you can afford to take your time. Do you really want to end building spam without restricting buildings? Make it so the game forcefully ends before you can do everything. Make it so that you can't afford to both build the biggest fleet in the galaxy and the most technologically advanced, because the game ends and you have to start over first.

Limit galaxy size and don't let you keep playing after victory. make the end game crisis the end of the game. And then ensure that players know this is how it works. Make it so everything you can do cannot be completed before victory, and their is no single win condition. A diplomacy win, that ends the game. A science win, that ends the game. a military win, that ends the game.

Even then you might need to limit buildings in some way, otherwise things might just end the same way, but at least you'd probably not need to do it to much. However, we now have a new problem. The game has lost a lot of what makes Stellaris unique.

Open ended fantasy in a science fiction universe. 4x with a heavy sandbox element. Those kinds of things. It might even be a fun game, but its not Stellaris.
I see your points about the new system, and it’s neat to see someone who actually likes these changes—but there are also people who miss the puzzle gameplay of the old planet grids. So that’s that.
See, I don't get this at all. The planet grids limited your building options far more than the current system. to the point where it was actually preferable to completely ignore the local deposits and just concreate right over everything. At one level, it was even more focused on only specialized planets. All because of that adjacency bonus stuff.

I'm still a little miffed about the loss of my wormhole generators. But not the planet grid thing. There was no puzzle there, just 'which planet would be best for plastering with mines.' if you didn't mind actively harming yourself, you could instead follow the local deposits. but that wasn't worth it unless you only had one or two planets.
 
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