Habitability seems to be broken and always treated as 0%, so you've probably got a -50% pop growth penalty.Not sure what goes wrong. Colonize Guaranteed two planets, take forever to fill and resettle pop aren't 100 pops per click.
- 3
- 2
Habitability seems to be broken and always treated as 0%, so you've probably got a -50% pop growth penalty.Not sure what goes wrong. Colonize Guaranteed two planets, take forever to fill and resettle pop aren't 100 pops per click.
OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.
It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again
I agree with this. Sometimes you need to have industrial worlds until the economy supports better specialized planets. Having to invest in 2 different zones just for this feels bad, specially early game when resources are scarce.
The correct day 1 play seems to be to immediately disable or destroy your Primitive Factory building in order to double your research and unity income, and set up a monthly trade buying 10+ CG. This only costs you 200/1000 laborer jobs since most of them come directly from the district rather than the building.
Maybe just halve the number of researcher & bureaucrat jobs you get from the Early Industry Zone rather than messing with modifiers (the zone itself actually seems pretty good as long as you get rid of the building, since it gives many more jobs than other zones). Perhaps then shift some of the laborers from CG production to alloys production, since you'll need less CG with half as many unity & research jobs taking it as upkeep and you don't start with alloy production.
can i see pop growth anywhere?
This seems both harsh and unnecessary. we have been told that only a fraction of planned buildings are in the game. that zone limits have been coded yet. that automation doesn't work. Not certain about that last one. Its a beta that is feature incomplete, I'd expect it to be boring.
I've been investigating/observing pop promotion and it is kinda hairy. Pops can keep their original strata description for a while while working jobs outside their strata. They definitely don't update in the UI instantly. Sometimes it can take months for them to properly reflect their new strata position. (Example: Worker stops working Farmer jobs and works as Biologist. Their strata may not update to become a Specialist in the UI for 4+ months, even though they are working a Specialist job)
Demotion is equally confusing, as it is clear to me that pops do demote out of their strata, but most of the time it is VERY slowly, like 1-3 pops per demotion cycle. That simply isn't fast enough in most scenarios, as pop growth seems like it often outpaces or equals the demotion rate. It can lead to death spirals where you perpetually have unemployed specialist pops, as they won't demote into workers fast enough.
Strata | Year 0 pops | Year 1 pops |
Elite unemployed | 105 | 105 |
Specialist unemployed | 519 | 564 |
Worker unemployed | 413 | 425 |
Civilians | 307 | 315 |
Total population | 8944 | 9005 |
They have built a system where you cannot produce everything your empire needs on one planet. They realised this does not work at game start, (especially since you get only 2 zones to begin with), so they gave us a zone that breaks the normal system's rules by giving us research, amenities, consumer goods and unity. That's 4(!) resources, instead of 1. They do still want us to transition to the "proper" system later on, so they made this a "bad" zone.This is again making me question why we are starting with primitive factories in the first place. I don't think anyone asked to start the game with a bad economy: we kind of need something to work with if we are to actually expand and I'd bet a thousand trade value that the AI will have issues with dismantling the primitive factory and its zone. Instead we should have an urban zone of some kind to start with: so we have a balanced number of buildings similar to 3.14.
You can't ignore it.I don't know. Being able to ignore amenities doesn't make sense. And even less for crime. Something is off. I just don't know the best way to fix it exactly.
This is probbaly all caused by the Amenities dropping the happyness. That alone will get crime to skyrocket.This is interesting because I've yet to experience this kind of crime death spiral. Maybe I'm expanding slower, so I don't have the high unemployment?
3.99.00 had a bug where all Population decays, if one population doesn't grow normallyI'm certainty not building automation or robots, last I heard they were broken. Maybe I should build the robots and see what happens. I'll probably wait until I can pick up some pop demotion time in case that is the cause.
I thought that was only the homeworld and only on the first month?Habitability seems to be broken and always treated as 0%, so you've probably got a -50% pop growth penalty.
You can always reroll them.Few more issues. I have two focuses that I can't complete. One is asking for an industrial district which doesn't exist, the other is asking to complete first contact which I've done multiple times.
They gave amenities before. Makes sense they still do now.Gene clinics seem to give entertainer bonuses too? That doesn't seem intended
The "-0" on the Pop Groups is supposed to show the change last month. But that isn't implemented yet.can i see pop growth anywhere?
The AI doesn't understand the economic system. Programming the AI comes way after they decided on the details.New weird bug or perhaps a new feature that I don't know about: an organic empire became a hive.
I had a rival as a neighbour who started the game as a dictatorial xenophobe/fanatic militarist. We went to war early and I managed to take some systems and box them in, leaving just their home system. A few years later (presumably due to poor planet management) there was a revolution and they became an oligarchic spiritualist/xenophobe/militarist. Weirdly I got a pop up saying their empire didn't exist.
I just got another pop up saying they no longer exist and now they're a hive??
They gave amenities before. Makes sense they still do now.
So, you'd never have more than 30% crime because every time things get above that, new enforcers are made and you can force pops into those jobs. So you can ignore crime, which is why I said:I think some jobs should just be open ended, but with a defined goal.
Like "have enough entertainers to reach +0 Amenities". "Have enough Enforcers to get crime down to 30%".
And the system will just spawn jobs until there are enough to reach that goal.
Upgrades would be about increasing the yield per pop, so you need less overall people to maintain those targets.
Only for this to be the reply:I don't know. Being able to ignore amenities doesn't make sense. And even less for crime. Something is off. I just don't know the best way to fix it exactly.
I don't understand. How is this connected to auto-spawning enforcer jobs every time you get a little crime? How is this related to creating a new entertainer job every time your amenities? Somewhere a miss communication happened, and I've got no idea where it happened. So I'm confused.You can't ignore it.
It should be a no brainer that employing 5000 Clerks is worse then employing 50 Entertainers.
It should be a no brainer that you don't want pops wasted in Crime and Enforcer jobs, just to prevent a rebellion.
Just because it avoid you going into the negatives when you can avoid it, doesn't mean it is the ideal solution.
I've got positive amenities, because I've got luxury apartments. the flat bonus is just enough to survive for the time being.This is probbaly all caused by the Amenities dropping the happyness. That alone will get crime to skyrocket.
The gen clinic provides amenities by increasing health, not by allowing movies to be more entertaining. Besides, they also increased pop growth--mostly by saving the lives of individuals--which now they don't. Gen clinics are just holo-theaters now, and it's stupid in my opinion. Instead, it should shift some number of entertainers to medical workers, still giving some--lesser amount--amenities and increasing pop growth again.They gave amenities before. Makes sense they still do now.
Agreed. The ship prefix should also be included on the same screen (since it is also related to species/homeworld name).Please move the capital and system names setting to the main species name settings. After all, in the pool of species names and their adjectives correlate with the pool of names of capitals and systems.
Or add synchronization when generating names between the name tab and the homeworld tab.