• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Maybe an unpopular opinion, but I've actually appreciated not having to stress about finding enough building slots to get enough strategic resources. It's probably less balanced, at least in the sense that it renders a bunch of other buildings and features obsolete, but I find myself enjoying it more.
You're happy that you don't need to do anything at all really to get the resources?

If strategic resources are this meaningless, it would be better to remove them entirely. Or do people prefer just having a nonsense number that always goes up? The comparison to Cookie Clicker is really apt on this occasion.
 
  • 4
  • 3
Reactions:
You're happy that you don't need to do anything at all really to get the resources?
That's not what I said. I have another post just a little further down where I explain why I didn't enjoy the old system.
If strategic resources are this meaningless, it would be better to remove them entirely.
This wasn't the direction I was originally going to go, but I'm starting to wonder if this would be worth thinking about.

Their actual function is to provide another barrier to the transition to advanced tech and economy. There are already quite a few barriers to this: you need around 10-15 techs which the RNG may or may not grant you in a timely fashion, plus a certain amount of population growth, plus time to build the necessary buildings and districts. This can get a bit tedious after you've done it enough times. More importantly, the AI appears to pick techs more or less randomly, and is particularly incoherent in its planet development, so this is likely to be a stronger barrier to the AI than the player. So perhaps it actually would be better to remove strategic resources entirely?

I guess the question is whether the additional complexity introduced by the strategic resources is necessary, or even useful? Seems like that's worth thinking about pretty carefully before any decisions are made about how to balance the strategic resources.

[After thinking about this a little, I don't think I like the idea of getting rid of the strategic resources, but don't really have a compelling argument other than just that it would feel a little weird.]
 
Last edited:
Let's forget about dropping the strategic resources out of the game for now, as they add flavor and fit in quite nicely imo, and this probably holds true for most players. Additionally, they are strategic resources, not necessarily rare resources. A late game economy should be able to produce them in throves. For strategic purposeses.

Besides, jobs now also come with flavor of strategic resource upkeep, so that can quicly become a big sink of strategic resources.


What I have an issue with is how to produce enough dark matter to keep up with my pops that have dank matter engines trait (40% production, but .02 dark matter upkeep/pop). Before, I'd dedicate 2 or 3 building slots to DimensiFabs and there was just enough dark matter left over to make dark mater ship components viable. As things are now, dank matter engines trait is cool on paper but impossible to implement in the game, as there are no practical means of getting a stable dark matter income of sufficient size :(
And that hurt my feelings and made me post this thread. Let me have my perfect, dank matter powered machines, please.
 
  • 1
Reactions:
Everyone finds fun in different places. Personally, I wish some rare resources were actually rare and don't enjoy them being common.
To me anything you can buy in bulk on the market (like Dark Matter) or mass produce with a single building (Gas/Motes/Crystals) is common and can't be treated as rare when designing and balancing features that make use of it.

One idea I've had would be to split resources into naturally occuring sources (rare - not on the market) and synthetic sources (common - cheap on the market).

Exotic Gasses would be found in very low numbers (always <10), low stockpile (100), excess automatically converted into a bonus (via Policy, e.g. +x% energy weapon damage+fire rate per gas, or +x% shield max and regen, or +evasion and speed etc.)

Synthetic Gasses would work exactly as gasses do now. Stay in high numbers (100+), with a high stockpile (75k) that is freely used in upkeep/construction of advanced stuff and balanced around everyone having plentiful access, with some lowering of the market value considering how high production/consumption can get now.

I want there to be a reaon to fight for special rare deposit in space or on planets even after I can mass produce hundreds of crystals/gasses/motes each month. Also FE buildings could then pull some naturally occuring exotic materials from another dimension in low numbers and feel powerful and special again.
 
  • 2Like
  • 2
  • 1
Reactions:
Yep!

I don't think there has been any point since the strategic resources became strategic instead of rare ("terraforming gases" -> "exotic gases") where deposits were numerous enough to provide a consistent enough source of strategic resources to support a late-game economy. A deposit might have gotten you 1-2 buildings worth of resources, but you might only have a couple of these or you might not have any at all. Synthesis rather than extraction has always been the dominant method to produce strategic resources.

I think the purpose of the system is to provide another technological and economic gate as you're transitioning to an advanced economy: all of the upgraded buildings and higher-tier weapons require strategic resources. YMMV as to whether this additional gate is necessary or useful (I don't have strong feelings one way or the other), but it seems to be a pretty clear design decision given the prevalence of strategic upkeep, etc.
I think the obvious direction would be to nerf the refinery production quite a bit to get it more similar to where it was before. I don't think it is necessary to make refining an entirely separate specialisation, but I do think they should make their parent jobs a bit less effective at their original goal (Alloys/CGs).

More importantly, and at the same time, extraction from planetary mines and space deposits should become more powerful, and made to increase more as the game progresses into later technologies. It should be possible to run all the galaxy's empires off of just the galaxy's mines. Refineries should be a backup for if you can't get the mines.

They should look into this after the rest of the game is no longer on fire. For now, "system is irrelevant" is better than "system is frustratingly limiting" until they have the time to actually look at it.
 
  • 2Like
  • 2
Reactions:
Let's forget about dropping the strategic resources out of the game for now, as they add flavor and fit in quite nicely imo, and this probably holds true for most players. Additionally, they are strategic resources, not necessarily rare resources. A late game economy should be able to produce them in throves. For strategic purposeses.
I think this sounds right, but at some point it would be useful to have a conversation about what role they're intended to play, and through what stages the economy should develop, like @DrFranknfurter said earlier. I'm not sure that there are clear benchmarks for, say, researching T2 by 22XX and T3 by 22YY, and transitioning to an advanced building economy (i.e. strategic upkeep) by 22ZZ. In practice the RNG nature of the tech progression can make a difference of literal decades for when I hit these milestones, and that ends up making a pretty big difference in your economic progression for the rest of the game.

It would be helpful to know what the developers' expectations are here.
What I have an issue with is how to produce enough dark matter to keep up with my pops that have dank matter engines trait (40% production, but .02 dark matter upkeep/pop).
In general I'd like to see consistent ways to mass produce the "rare" resources (dark matter, nanites, etc.) other than spamming Dimensional Fabricators and/or abusing the trade market. These should be very expensive, and certain civics/etc. that now give exclusive access should instead make them more affordable.

Maybe the direction I'd like would be for these to be more like "advanced resources" than rare resources. So you'd start the game with a basic economy, then transition to a midgame economy based on using strategic resources, and then you'd move into an endgame economy where the strategics are still your bread and butter, but now you open up some new options by manufacturing advanced resources at great cost.

But that would open whole new cans of worms.
One idea I've had would be to split resources into naturally occuring sources (rare - not on the market) and synthetic sources (common - cheap on the market).
I like this idea, as long as the genuinely rare resources aren't needed for things you'd like to mass produce. Going to war to control a system that gives you a resource that gives you, say, +100% empire-wide building speed would be interesting. If that resource were instead needed to build ships with normal T3 weapons, it would just be frustrating.

Also, would need to be genuinely rare, something on the order of 2-5% of systems, so that you could have strong enough bonuses to make them worth fighting over.
 
  • 2
Reactions:
Everyone finds fun in different places. Personally, I wish some rare resources were actually rare and don't enjoy them being common.
To me anything you can buy in bulk on the market (like Dark Matter) or mass produce with a single building (Gas/Motes/Crystals) is common and can't be treated as rare when designing and balancing features that make use of it.

One idea I've had would be to split resources into naturally occuring sources (rare - not on the market) and synthetic sources (common - cheap on the market).

Exotic Gasses would be found in very low numbers (always <10), low stockpile (100), excess automatically converted into a bonus (via Policy, e.g. +x% energy weapon damage+fire rate per gas, or +x% shield max and regen, or +evasion and speed etc.)

Synthetic Gasses would work exactly as gasses do now. Stay in high numbers (100+), with a high stockpile (75k) that is freely used in upkeep/construction of advanced stuff and balanced around everyone having plentiful access, with some lowering of the market value considering how high production/consumption can get now.

I want there to be a reaon to fight for special rare deposit in space or on planets even after I can mass produce hundreds of crystals/gasses/motes each month. Also FE buildings could then pull some naturally occuring exotic materials from another dimension in low numbers and feel powerful and special again.
I like this idea, as long as the genuinely rare resources aren't needed for things you'd like to mass produce. Going to war to control a system that gives you a resource that gives you, say, +100% empire-wide building speed would be interesting. If that resource were instead needed to build ships with normal T3 weapons, it would just be frustrating.

Also, would need to be genuinely rare, something on the order of 2-5% of systems, so that you could have strong enough bonuses to make them worth fighting over.
By the way, this is going back to 1.9 rare resources, funnily enough.
 
  • 1
Reactions:
Maybe an unpopular opinion, but I've actually appreciated not having to stress about finding enough building slots to get enough strategic resources. It's probably less balanced, at least in the sense that it renders a bunch of other buildings and features obsolete, but I find myself enjoying it more.
They're probably too strong as they are, but I too find the game way more fun when the entire midgame isn't spent trying to find somewhere to cram all the strategic resources I need.

The new system might need adjustment, it's probably too easy (one planet with refineries shouldn't go as far as it does, i should need multiple at some point). But I'm not at all sorry to see the old one taken out back and shot.
 
  • 4
Reactions:
They're probably too strong as they are, but I too find the game way more fun when the entire midgame isn't spent trying to find somewhere to cram all the strategic resources I need.

The new system might need adjustment, it's probably too easy (one planet with refineries shouldn't go as far as it does, i should need multiple at some point). But I'm not at all sorry to see the old one taken out back and shot.
There is no “probably” when a single building produces several times more of a given resource than you could ever possibly spend. You could reduce these buildings output to 1/5th or even 1/10th of the current patch, and they would still be a net power gain over the pre-4.0 system simply due to being entirely passive output.
 
  • 1
Reactions:
A deposit might have gotten you 1-2 buildings worth of resources, but you might only have a couple of these or you might not have any at all. Synthesis rather than extraction has always been the dominant method to produce strategic resources.

Strongly agreed. Resource deposits are a windfall and betting that I will get any deposits at all in a given game is a bad move unless I have an origin that guarantees them like Life-Seeded. Deposits have never been sufficient to meet my midgame gas needs; refining was always going to be the play. I often don't bother researching the extraction techs until I'm clearing out low-tier techs to draw repeatables (and this has been true for a year or two now).

I think the maximalist (admittedly, cranky / pre-coffee) position here would be to regard the strategic resource extraction techs as junk clogging up the tech tree, to think that getting deposits to unlock them is actually bad luck, and that strategic resource deposits should be removed from the game. I don't know that I hold this position strongly, but I'm certainly willing to entertain it, and have been since well before 4.0 turbocharged refineries.

I want there to be a reaon to fight for special rare deposit in space or on planets
Does the current intel system even let you see which systems in another empire have strategic resource space deposits?

My expectation for "deposits are the dominant way to produce strategic resources" is that it would just make taxing vassals (an already dominant playstyle) even more so.
 
Last edited:
  • 2
Reactions:
I think the move is to buff all natural sources. Dyson spheres producing strategic resources should far outstrip whatever you can produce on a planet so they can be funny again. If there's a nerf to alloy strategic resources it should be to cost alloys. And if it's a nerf to the production itself, the 1/5th or 1/10th of current numbers people keep dropping are absolutely unhinged, it should be 3/4ths of now, or at worst 1/2 of what we're currently producing after the nerf. Anything more than that would make tall unplayable again. Unless it comes with a hefty nerf (buff?) to all ship strategic resources costs to make them more manageable.
 
  • 1Like
  • 1
Reactions:
By the way, this is going back to 1.9 rare resources, funnily enough.
The 1.0-1.9 era will always have a place in my heart.

Andor's deep substrate foliated kalkite with no good synthetic alternatives made me again miss Stellaris's previous versions of rare resources. I'd love to find a way to have the best of both worlds. Reintroduce rare stuff that's exciting to find, keep the common stuff needed for production chains.

I like this idea, as long as the genuinely rare resources aren't needed for things you'd like to mass produce. Going to war to control a system that gives you a resource that gives you, say, +100% empire-wide building speed would be interesting. If that resource were instead needed to build ships with normal T3 weapons, it would just be frustrating.

Also, would need to be genuinely rare, something on the order of 2-5% of systems, so that you could have strong enough bonuses to make them worth fighting over.
I would not want any actually rare versions of rare resources to be needed for ship component/buildings that you mass produce as that would get annoying quickly. But maybe actually rare resources could be used for coating the reactor lenses of Titan and Colossus superweapons as those will always be in very limited numbers.

I think this sounds right, but at some point it would be useful to have a conversation about what role they're intended to play, and through what stages the economy should develop, like @DrFranknfurter said earlier. I'm not sure that there are clear benchmarks for, say, researching T2 by 22XX and T3 by 22YY, and transitioning to an advanced building economy (i.e. strategic upkeep) by 22ZZ. In practice the RNG nature of the tech progression can make a difference of literal decades for when I hit these milestones, and that ends up making a pretty big difference in your economic progression for the rest of the game.

It would be helpful to know what the developers' expectations are here.
I would like to know what the developers expectation are. Nothing feels right to me about the production/consumption numbers, tech timing, building balance etc.
When everything looks wrong I honestly don't know what's an oversight, a bug, poorly designed or placeholder for a future rework.

Looking at that same save, my timeline of rare resource Techs I had access to:
Buildings that need rares as my 3rd tech
Buildings producing rares as my 9th - 14th techs
Arc Furnace as my 33rd engineering tech
Ship components needing rares as my 42nd physics tech

So I have buildings needing rares before they're invented, then I mass produce rares, decades later they get used in ships.
10 research worlds rare resource upkeep use less than half the production of a single world ...before even building an Ancient Refinery.
An Arc Furnace (5k alloys and 6 years of construction) can double the rare resource output from space deposits to a dizzying +3.33 crystals - not enough to support a single planet's engineering building + engineer upkeep.
Planet deposits similarly cannot support even a single world (I see my vassal is making +0.33 motes from mining... that's a rounding error).

It needs some serious balance work.

Does the current intel system even let you see which systems in another empire have strategic resource space deposits?

My expectation for "deposits are the dominant way to produce strategic resources" is that it would just make taxing vassals (an already dominant playstyle) even more so.
Good point. No you can't really see other empires that well without 90 or possibly even 100 intel (high or full economy I assume). Even my own subjects with +135 trust sitting at 67.5 intel from trust and I can only see the systems I surveyed before being making first contact.

It is rather hard to fight over something when you can't even see it exists. Space deposits shouldn't be that hard to see.
 
  • 2Like
Reactions:
if strategic resources went back to being fought over geographically, that's where tall becomes unplayable again. i think people need to recognize that this is a binary dichotomy. either you have to find the stuff in space and RNG k1lls tall play, or else there needs to be a viable way to mass produce it synthetically. the new system might be too strong at that, but we shouldn't be looking to go back entirely. also, that's like multiple patches before 4.0, not even 3.0. we haven't had to fight over strategic resources in stellaris for years, and that's a good thing.
 
  • 1Like
  • 1
Reactions:
I like the fact that the resources are easy to produce now without having to make dedicated Refinery Habitats in systems with the resource present for boost.

But I think they are currently producing way too many for each worker. When you can have ONE world producing thousands more than your empire would ever need.. it makes me question what's even point in having them. I could understand having to build the resource-buildings on multiple worlds, but just one?

By the time I get Industrial world up with those 3 buildings, I can just slap the combat edicts active and forget them, passive free boosts basically.
 
  • 2Like
Reactions:
honestly all that needs to be done with the synthetic rare resources buildings is to literally cut its numbers tenfold. Making 0.1 crystals/gasses/motes per 100 metallurgist for an extra 2 minerals is still pretty strong on a dedicated planet, but no longer breaks the balance of the game.

You'd needed well, about 10 districts worth of metallurgists to keep up with with even a single district on live. That's far more reasonable and makes the rare resource generation from planetary features (+0.20 motes per 100 miners) far more worthwhile to exploit.
 
  • 2
  • 1Like
  • 1
Reactions:
I like the fact that the resources are easy to produce now without having to make dedicated Refinery Habitats in systems with the resource present for boost.

But I think they are currently producing way too many for each worker. When you can have ONE world producing thousands more than your empire would ever need.. it makes me question what's even point in having them. I could understand having to build the resource-buildings on multiple worlds, but just one?

By the time I get Industrial world up with those 3 buildings, I can just slap the combat edicts active and forget them, passive free boosts basically.

honestly all that needs to be done with the synthetic rare resources buildings is to literally cut its numbers tenfold. Making 0.1 crystals/gasses/motes per 100 metallurgist for an extra 2 minerals is still pretty strong on a dedicated planet, but no longer breaks the balance of the game.

You'd needed well, about 10 districts worth of metallurgists to keep up with with even a single district on live. That's far more reasonable and makes the rare resource generation from planetary features (+0.20 motes per 100 miners) far more worthwhile to exploit.
90% nerf is way too much. cut it by 25% or 50% would be more than enough. they could also make you have to choose between a pure alloy world, or less alloys per worker in order to pay for those strategic resources. the tradeoff would mean you have your main alloy world, and a second smaller alloy world with less alloy per job that gives strategic resources.
 
Why? Having them on one planet is usually more than 20x what my empire needs in the late game.
It'd be helpful to see some numbers here. The general impression that I have is that while production has increased quite a bit, there are also more things that use strategic resource upkeep. (I'm not particularly confident that's correct, though.) I am pretty confident that 20x is a large overestimate, though. If you're getting, say, 1000 of each on a single planet (doable on a ringworld, a lot more than a normal forge world, but I'm not sure what you'd get on an ecu), then 20x would suggest that consumption is only 50, which seems low.
So unless you have a good argument for why it should not be nerfed that much, I think it should be.
Usually the burden of proof is on someone requesting a change from the status quo; do you have a good argument for why that shouldn't apply in this situation?

In any case, the actual production per worker is only half of what it was in 3.x, where you'd get 2 resources per pop at a cost of 10 minerals. In 4.0 it's 1 resource per 100 pops at a cost of 2 minerals. At the risk of stating the obvious, the overall changes are:
  1. More refinery jobs per building slot (a very large improvement over 3.x in my view)
  2. Refinery jobs effectively now combined with CG/alloy jobs (the source of most of the imbalance)
  3. Production per worker halved (probably reasonable given #1)
  4. Upkeep per resource decreased by a factor of 2.5 (not sure about this, should be looked at)
I would guess that if the only thing you changed was to decouple industrial production from refining the system would be so much closer to balanced that it would be a lot easier to see what tweaks the numbers need.
 
  • 1
Reactions:
Why? Having them on one planet is usually more than 20x what my empire needs in the late game.

So unless you have a good argument for why it should not be nerfed that much, I think it should be.
is this a tall empire, or wide? because you have to keep in mind that late game that one source has to be able to fund every research world, every ringworld, every ecumenopolis, and 10 million fleet power, on a huge galaxy, if you're playing tall. i think it's a good thing that in 4.0 one really well done ecu can fund an entire tall empire's needs. i can see the argument that it's too strong, but a 90% nerf is always an unhinged suggestion unless you have an argument for those astronomical hammernerf numbers.

i think there are other ways to handle this, just one or two of these would fix the problem, all of them at once would be too much:

1. make alloy and consumer goods worlds that produce strategic resources produce less alloy or consumer goods in return for the strategic resources
2. make special refinery designations and worlds that produce more than that, perhaps not to replace the above but to supplement, allowing one world builds to still be viable
3. increase the output of natural sources like space, dysonswarms, habitats, and mining worlds that produce strategic resources to keep up with this artificial source
4. reduce the output by 25%-50%

just one or two of these would be enough to make you have to have a special strategic resource world alongside your alloy ecu, instead of having both in one, unless you're playing a one world build.

1000 surplus of every strategic resource a month, when my costs are about 2000-3000 a month, and my alloy output is 24,000 a month, is really not as unreasonable as everyone in this thread is making it out to be. cutting that down to 500 is more than enough. cutting it to 100 would mean i can only fund one more ringworld lol. like come on.
 
  • 1
Reactions:
is this a tall empire, or wide? because you have to keep in mind that late game that one source has to be able to fund every research world, every ringworld, every ecumenopolis, and 10 million fleet power, on a huge galaxy, if you're playing tall. i think it's a good thing that in 4.0 one really well done ecu can fund an entire tall empire's needs. i can see the argument that it's too strong, but a 90% nerf is always an unhinged suggestion unless you have an argument for those astronomical hammernerf numbers.

i think there are other ways to handle this, just one or two of these would fix the problem, all of them at once would be too much:

1. make alloy and consumer goods worlds that produce strategic resources produce less alloy or consumer goods in return for the strategic resources
2. make special refinery designations and worlds that produce more than that, perhaps not to replace the above but to supplement, allowing one world builds to still be viable
3. increase the output of natural sources like space, dysonswarms, habitats, and mining worlds that produce strategic resources to keep up with this artificial source
4. reduce the output by 25%-50%

just one or two of these would be enough to make you have to have a special strategic resource world alongside your alloy ecu, instead of having both in one, unless you're playing a one world build.

1000 surplus of every strategic resource a month, when my costs are about 2000-3000 a month, and my alloy output is 24,000 a month, is really not as unreasonable as everyone in this thread is making it out to be. cutting that down to 500 is more than enough. cutting it to 100 would mean i can only fund one more ringworld lol. like come on.
Personally, I'd say cut the output in half but keep the mineral input the same. Then adjust the Ancient Refinery to have very low output, but have a higher increase to all local output, so that combining the two brings it closer to current levels.

Needing to cram refineries everywhere they could fit was not enjoyable gameplay. I don't want to reduce their output so much that every single manufacturing world needs all three of them. They're probably a bit too strong, but they were far too weak before and "fixing" them does not entail reducing their output until you have to put them everywhere again.

Basically, 3.14 refineries were too weak, to the point of annoyance dealing with strategic resources. 4.0 refineries are too strong, to the point of it being a very "fire and forget" resource with it rarely being necessary to have even a second one. The best spot for gameplay is somewhere between those two options.
 
  • 2
  • 1Like
Reactions: