The stellaris_test Open Beta branch has been updated again on Steam - it's still the same as 4.0.13 plus the faster save transferring for multiplayer, but also resolves an infamous ECONOMY_* out of sync issue.
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Decoupling Slaves from normal jobs would allow to balance them properly.I don't think it would be a good idea to separate slaves from the normal economy.
I do think slaves should get priority for jobs they can work (except maybe indentured servants and specialist jobs), which would resolve the biggest issues.
If we want to take it a step further, then maybe consider having a generated job for all slavery types.
Balancing Slavery in Stellaris seemed to always be a double-edged sword. Either being useless or overpowered.Decoupling Slaves from normal jobs would allow to balance them properly.
Allowing slaves to do normal jobs causes issue of either doublestacking modifiers (old Stellaris) where Slave Researchers were best Researchers in the game or no doublestacking modifiers, where they are useless (situation before 4.0).
Also: there would still be an option to use Slaves for normal jobs (Indentured Servitude which is 90% pick anyway) where problem could be addressed as well.
The core change here would be to allow Chattel Slaves work as Laborers - giving it interesting niche and alternative when compared to Indentured Servitude.
Slavery is very weak right now and requires strong adjustments. I don’t want us to go back to Enslaved Technocracy meta as it was both stupid and boring. But I want Slavery to at least provide something unique.
For the same reason Poor Whites did in Dixie.Why work grueling shifts as a miner when you have an indentured workforce
Not the best example since they were essentially serfs to the Company Towns.For the same reason Poor Whites did in Dixie.
If you make the Strategic Extraction tech be the prerequisite for Synthesization Techs(aka Refineries), then you'll likely never get them unless you happen to be lucky with Strategic Resource spawn on Planets or Orbital Deposits because the prerequisite for Extraction Techs is that you actually have a deposit in your Empire. I once went 100 years without the Volatile Mote Extraction Tech because I didn't have a Planet with Dust Caverns or an Orbital Deposit of Motes to mine. Were it not for the Refinery Tech that I got way earlier, I would have been in real trouble with respect to Physics Research and Alloy production that relies upon it.Thank you for the continous patches.
Can you please have a look at the balance between rare ressources extraction (orbital station) vs synthethisations (through CG or Alloy specialists)
Both are T2 techs with the same costs in each of their research branch (2x engineering, 1x physics).
With 4.0 there is never an incentative to ever do somethinh else then synthetisations.
See the screenshot. I have an average CG eco in an average unoptimized playthrough producing ~370 rare ressources each. Meanwhile my orbitals gather 4 rare crystals, 2 motes and zero gas.
Even when you just researched the tech you already get 10-20 on your early alloy or CG planet. You never need more then one of this building on one of your planets.
It renders so many things obsolete:
- Rare ressource orbitals, don't care
- The Modularium, a lategame relic you only get through focus on exploring, investing in traditions, a DLC itself and then need randomness to get it offered
- Ancient Refinery / Aerotech. So you need a rare tech? For a building that isn't even better and lets you save two building slots
The synthetisation buildings are so overtuned. They produce like 5x as much as they should, they don't have any population costs as they are worked by the same alloy or cg specialists. The tech is T2 and costs the same as their orbital / worker equivalent.
Please:
- Nerf their output to like a fourth or fifth
- Make the tech for them T3 and let the ressource extraction tech be their precondition.
Best way would be to revert those changes to Pre-4.0 where you at least had to invest into a colony with population to synthetisize a moderate amount of them.
This is so unfun. While i can avoid Psionics Telepath spam by simply not use the Psionic ascensions, there is no way arround those synthetatisation buildings as I have to get those ressources but they are linked to CG/Alloy production which i have to scale so there is no way to avoid this OP stuff in the first place
Edit: And it renders other parts of gameplay obsolete. 2 minerals for 1 rare ressource, then boosted by efficiency. From the 370 each ressource i maybe barely need 50/month. Simply sell 320 at the marked and be better then a dedicated trader with a whole tradition or civic behind...
They said it'll be next Tuesday, apparentlyCan we get a beta with these fixes and the increased save file transfer speed? That is extremely important for weekend MP enjoyment.
Oh f***, not my individualist machines!Latest patch mess up Machine. Their growth is in reverse. Start a new game and watch it go down 15 pops each month. Im one year and seven months in. And now i got 270 less pops. That with no mods
Okay I tested this with my Individualist machine empire, and the pop grows just fine it seems?Latest patch mess up Machine. Their growth is in reverse. Start a new game and watch it go down 15 pops each month. Im one year and seven months in. And now i got 270 less pops. That with no mods
I cant pick Behemoth Fury as a wilderness empire as your patch notes say you can. The wilderness origin block all ascensions path except Purity
So what am i doing wrong ? I cant figure out how to become a wilderness without taking that origin.