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Lithoids inhabit the normal planet types because the gameplay is balanced around habitable planets being a minority. If they could settle whatever, they'd be both incredibly overpowered and a HORRIBLE impact on performance.

Species in Stellaris need fundamentally similar needs and resources to drive conflict.

Two thoughts:
  • Species that inhabit 'Demon worlds' are unlikely to find 'habitable worlds' habitable
  • Resources aren't only found on habitable worlds, there's that whole space mining thing going on
 
I find it kind of funny that if they had gone for realistic population growth that's exponential then caps off, this would be far less of an issue. But no we can't have a real economy until mid game.
 
Techs should reduce the number of people that can work.
There could be some industry maturity levels? Planet has been producing goods for 50+ years should be more efficient than a newly formed planet that was just colonized and you dumbed 30 billion people there.
 
Techs should reduce the number of people that can work.
There could be some industry maturity levels? Planet has been producing goods for 50+ years should be more efficient than a newly formed planet that was just colonized and you dumbed 30 billion people there.
Think of it as a gradual shift. If before Miner should be some guy with a pick axe, then Miner will be a exosuit operator.
 
I'm thinking about returning to playing Stellaris (last played about year ago) but even then the lag was killing my enjoyment of the game... What is your experiance with lag on medium or small galaxies with few habitable planets? My specs: amd ryzen 5 2600, geforce 1060 6GB and 16 GB of RAM. I don't want to waste few hours of my free time just to learn that after 2300 I will be unable to play damn game...
Also - would you recommend any mods that increase performance without removing any features from the game?
 
The performance issue got worse with every major patch. If you played the same constellation on the same system a year ago, then don't expect it to be better now.
 
Stop processing colonies if nothing has changed since last month, you worked that out last month!

Yes had this idea back in the tile system. Back in the day the sectors checked periodically, if pops are placed on the tiles well. Proof was, if you rearranged the population, then game automatically put them back in a short time. NOT instantly! Which means, that the game ran down a periodic check on the planet, and rearranged pops accordingly.

It appears that same happen now when vacant jobs are present, and for that reason the same idea i had back then would solve it.

Somewhere in the game coding there is a function for this. The game does not place pops between planets automatically. So this function runs down on each planet. One by one. Instead of calling for this function periodically the game should call for it when required. Certain events would call this function INSTANT, but if not called, then not running.

Events like:

pop. modification on planet, or if that can't be done, then the pop modification would call globally. After all it doesn't happen too often.

pop. number change. Growth, emmigration, newly assimilated ones. Only the number of working pop. matters. Pop that marked for extermination, or assimilation are not.

Resettling. It is unlikely, that the planets are in the same state after it. So calling for it after each resettled pop on the affected planets is reasonable. I don't think, that checking 2 planet would hurt the performance in a noticable way.

Building/district built/updated.

There could be more, but i think the idea is obivious. Don't make worthless calculations when nothing happened. Make it when something happened. But make it instant when it does. By the way pop grow, and resettling calls for it instantly already. As newly grown or resettled pops get a job instantly, if available. Unless these use a different function for it.

Other proof, that this whole function is called periodically is a bug i sometimes see. Pops are rearranged randomly for no reason. To me it always happened when there was unemployed pop. the game just keep switching the unemployed pops with the employed ones randomly. Saw it once lately even on unmodded game with 2.5. Don't know, if they fixed it in 2.5.1. Going to make some testing to create this bug intentionally, because currently it may, or may not happen.
 
1. Play with stellaris imortal mod
2. Play a machine empire
3. Don't have any vacant jobs on your planets
4. Play wide and conquer others fast, to purge them.
 
I play on small galaxy (400 stars), and the lag is bearable. I don't play with any mod. Month take longer to pass for sure after 2350-2400, but I still enjoy the game this way.
 
That's so handicapping your game it doesn't even resemble what Stellaris is all about.
Because he's not allowed to enjoy the game in a way you don't?
 
I don't see why Stellaris is all about huge maps, bigger isn't always better. I play Small/Medium galaxies (with a higher number of AI's than standard), with a bunch of mods perfectly fine.
 
This thread is so big I haven't been able to go through it all, but a couple of thoughts:

There also seems to be a problem with pop-jobs "thrashing", where you get into conditions where it bounces back and forth, which is clearly a problem.

Has anyone experimented with a "no-free-jobs" mod? Namely, modify the ag/mining/city/generator districts job availability as follows:

When pop changes on a planet, is # of workers == # of worker jobs available or there is worker unemployemnt. If yes, great.
If no, reduce the # of available worker jobs until it == # of workers, with a round-robin reduction rule.

And then tweak the AI so it only builds districts IFF the reduction in free jobs is < 3.
 
Because he's not allowed to enjoy the game in a way you don't?

No, because you miss seeing several things or at least are less likely to encounter them the smaller your galaxy is. Why would I care how other people play the game. But bigger galaxies (medium and up) have more chance for some of the great content
 
As an extra in performance, I noticed that the 2.4 update and the new launcher had a large impact on the time it takes the game to actually start comapred to 2.3.3, so I got out a stopwatch and ran some tests.
2.3.3 loaded the game from clicking play to being on the main menu in 22 seconds
2.4 & 2.5 it took 29 seconds.
so just loading the game is 30% slower. (No lithoids as I haven't bought the DLC, so the game content is as much the same as I can make it)

If you include mods though the situation gets a lot worse, I did a test with gigastructures, realspace and planetary diversity, while they have 2.3.3 versions and 2.4 versions that are basically the same content (there were no major updates to any of them except version numbers at the time i ran the test).
In 2.3.3 this added 2 seconds to the load time - 25 seconds overall.
In 2.5 it added 18 seconds to the load time - 47 seconds to load the game. Nearly 30% slower than no mods and nearly twice as slow as 2.3.3.

It gets worse as you add more mods, my regular "play" collection of about 30, none of which are larger than the above 3, now takes 99 seconds just to get to the menu. (I do not have a comparative test of my collection against 2.3)
 
No, because you miss seeing several things or at least are less likely to encounter them the smaller your galaxy is. Why would I care how other people play the game. But bigger galaxies (medium and up) have more chance for some of the great content

I don’t really notice much difference between my small games and the time I played large. I do overcrowd my small games a bit, by including one extra marauder group and more AI’s.
 
No, because you miss seeing several things or at least are less likely to encounter them the smaller your galaxy is. Why would I care how other people play the game. But bigger galaxies (medium and up) have more chance for some of the great content
So because you have to experience everything in a single run in order for it to be the "True Stellaris Experience", doing it any other way is the wrong way to play? Are you intentionally mounting that high horse?