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The medical workers gave amenities which did indeed make sense but this is entertainer job efficiency. Unless I've missed that medical worker jobs now count as entertainer that's a bonus that doesn't make sense and doesn't work unless the planet has entertainers. Which it won't because entertainers come from the amenities zone (as far as I'm aware, I've not found other ways to make them) and there's so much competition for zones that it's unlikely you'll build one on most planets.

The gen clinic provides amenities by increasing health, not by allowing movies to be more entertaining.
"Entertainers" are the primary source of amenities. Increasing them is the simple way to maintain this bonus, until they get around to thinking of something better.

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 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?
Criminals do not do productive work.
Enforcers do not do producitve work.
Whatever would provide the scaling amenities would not do productive work.

They would be drains on your economy - so you want to get rid of them.
 
Its hard to give accurate feedback with such an unfished system but here is my experience.

started the first game as the Empire of Man, managed to avoid the death-spiral for 30 years but the economy and popgrowth was so small that even with buying alloys i could hardly get the eco of the ground only to be destroyed by a "primal calling-origin" empire that somwhow managed to get 6k fleetpower of flagallans into one fleet before i even could research t2 starbases or destroyers.

i started my second game as UNE.. thanks to some luck i got my economy a little bit better of the ground, befriended and vassalized on adjecent empire and cut of the rival only for that save to no longer work after the second patch today ( ingame-time has elapsed around 130 years ) ( Empire-save still works) but that is to be expected in a beta however the economy-grwoth is still sificantly slower than what it was before even with the pop-assembly-fix. but here are my thoughts on the main-changes.

Timeline

truth be told since iam not much of an rp-player its not my cup of tea.. i have noticed one thing though.. that empire i vassalized earlier? it had a doomsday-start and got wiped out by it but its motherplanet-explosion is listed in my timeline as if my home-planet exploded.


Focus

I understand the rationale behind it as a help for new player... i don't think it will work and is actually more detrimental than helpfull, leading new players into a trap.

essenttially the "milestones" for the research are to hard to come by and the random tasks you are given do not reflect the needs of your empire here are 4 examples.

1. at the start of the game i was tasked with hiring a scientists as a gov.. problem.. all the scientists are needed in science-ships. my main issue here is that the tooltips ( though unfinished ) explain how you do something but more often not why you should do something.

2. later i was tasked with building a dyson-swarm with an output of 80 energy. problem: i had a surplus of 30 energy but only 11 alloys.. a new player who would finish the task but not notice the alloy-upkeep for the dyson-swarm-upgrades would be put into a deficit.

3. i was task with building 5 science-labs.. uhm.. isn't this task totally ignoring the district-changes? you no longer need 5 sciencelabs if the district is giving you the researcher as well this task is also kind of ignoring the value of buildingslots now.

4. I was task with gaining a favor.. the tooltip told me how to get a favor.. problem? the tooltip seem to labour under the assumption that i have the diplomacy-perk and iam not sure if it's balanced if that perk becomes baseline ( through research ) later on, i also could not trade for favors.. so.. got mercedes as a paragon and used her to get a favor.. it didnt count for the focus.

conclusion: foci are currently to bugged ( terraforming not counting in general or some buildings/districts not counting retroactiv) while other foci don't make sense like having to build 5 sciencelabs or getting a arc-foundry-system with 15 PLANET's.. (yes planets my 19 celestial object-system didnt count). The draw 5 tasks system with a costly with a redraw-opportunity on cooldown isn't really helpful and do not accuratly reflect the needs.. or sometimes even the possiblilitys of your empire ( hi wormhole exploration ).

Planetrework

i am aware this is the most WiP-feature.. still..

Simply put.. i hate it.. it takes away our flexibility and adaptbility and forces us into narrow planet-builds due to the building and district-limitations. recources like amenitys need to go back to the concept-drawing-board, entertainer-jobs have to be decoupled from housing-districts since you either have none or to many without constantly micro-managing the planets that have an entertainment-district.

we also have not enough buildingslots on the housing-district since this is the only district ( not counting the band-aid-early-zone-rework today ) that can built every kind of building. while that sounds interesting.. with only 2 building-slots and a lot of buildings competing for those slots ( especially buildings like robo-factory, geneclinic, embessay-complexs or.. storm-related-buildings ) and with other buildings locked into their themed districts we lack the flexibility to really make the choices that those changes where meant to force us to do.


and to reitterate it again.. its especially problematic in regards to the "galactic-storm"-dlc.

the new popgroup-interface is.. unintuitive confusing and in my opinion useless the old interface told me at leat who works where.. with the popgroup-interface i can't really see somthing interesting or usefull meaning it takes only space away.

popgroups and jobs are confusing as well, i always end up with the odd 9-12 ruler-pop that don't get demoted or migrated to another planet giving me constant "icon-alerts" in the planetary outliner about "moving pops" that dont have a job or unmovable nonrobotic-pops with move-priviliges without a job. ( i.e. all planets have yellow briefcases constantly and some if red ). i also miss the information what pop is growing with which speed on a planet.

of course how pops decided to take open jobs ( if they do it at all ) also needs refinement.. for example new pops on a science-planet seem to fill astro-labs > biolabs -> engineerlabs in thos order rather than with a balanced approach to keep the research balanced meaning i need to micro the growth of a research-planet even more.
 
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"Entertainers" are the primary source of amenities. Increasing them is the simple way to maintain this bonus, until they get around to thinking of something better.

We already had something better. Medical workers gave amenities and pop growth. Why do you believe it's better that instead medical workers provide no amenities and gene clinics increase entertainer output? I don't really follow your reasoning that this is a simple fix until something better is thought of when it's a change from what already made sense and worked (and would have worked for the beta)
 
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I'm looking at getting some game time in on Sunday, but still reviewing the thread(s), and - wow, this does not look good. Really not filling me with confidence that the 4.0 release won't be another extremely rough landing.

I remain extremely concerned about the very limited development time remaining, versus the level of both bugfixing, feature updates, and rebalancing that remains to be done. It may even be worth talking about pushing back 4.0 into early June - better that this is all ironed out and done right, than be done wrong early.
 
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We already had something better. Medical workers gave amenities and pop growth.
Had is the operative word. Looks like they don't want to add micro-jobs like this via buildings.

If it isn't worth having on "per City Distict" scale, it isn't worth making a job.
 
I remain extremely concerned about the very limited development time remaining
They haven't even talked about a release date yet.

How can there be "limited development time" already?
 
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Had is the operative word. Looks like they don't want to add micro-jobs like this via buildings.

If it isn't worth having on "per City Distict" scale, it isn't worth making a job.

Some buildings do still add flat jobs and they said in the dev diaries the intent is for most buildings to change job output, not all. Still I think it’s a strange choice to have gene clinics buff an unrelated job rather than add a flat number of medical jobs.

They haven't even talked about a release date yet.

How can there be "limited development time" already?

They have but not a specific date. The announcement dec diary said release is planned for around the anniversary in May.
 
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As I mentioned in the previous Dev diary (5, I think), I'm really not happy with the level of forced specialisation - every planet ought to be able to produce everything, if you want; just not as well as specialised planets. Specialisation should be a choice to trade resiliance for efficiency, not a mandatory part of the mechanics.
 
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All the immigration, habitability, and resettlement bug aside. Dose the "civilian" job really helpful? We usually build anything to throw basic resource production literally into the space just to fill more tech, unity, and alloy jobs. And leave the clerks job open mostly because the basic resource or ( advanced ) building queue can't catch up. Pops hanging around with low efficient job is the last thing gonna happen.
 
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All the immigration, habitability, and resettlement bug aside. Dose the "civilian" job really helpful? We usually build anything to throw basic resource production literally into the space just to fill more tech, unity, and alloy jobs. And leave the clerks job open mostly because the basic resource or ( advanced ) building queue can't catch up. Pops hanging around with low efficient job is the last thing gonna happen.

I don't think we know enough yet to say for sure but it seems like they will be less clerks and more culture workers which means they should be producing unity. However they appear bugged in that they don't do so yet.
 
I've been able to make very successful empires min-maxxing as machines, and currently on 2280 as modular machines. Previously I tried a Virtual empire but my planets completely collapsed from 100% crime. I still haven't been able to find any pop growth tabs that let me grow specific sub-species per planet, so unfortunately I can't fully utilize modular machines.
The progression seems extremely inconsistent now. From one year to another you go from an economy that relies on micro-managing trades to barely stay afloat, to an economy that has an excess of everything and the only constraint is research. Because of this the AI severely lags behind and you end up with a massive lead even just a couple of decades into a game.
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As others have mentioned the new planet UI is just... bad.
The planet summary tab itself is okay. A bit confusing that the Upgrade button adds more districts, and to replace a district/zone you still need to click in the district icon. I am baffled at the decision to keep putting important UI elements like the Build Queue under a button that you need to press every time you switch tabs. It only makes the UI less intuitive and useful. Please don't follow the Victoria 3 team that put essential information behind buttons, pop-ups, and tool tips for the sake of pretty icons.
I hope the Management tab is just a placeholder while the team works on the rest of the planetary UI because it's just horrible.
Also, there's a few pixels to the side of the Upgrade buttons where the district is selected instead, and it occasionally causes flickering when hovering between districts.
 
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I really appreciate paradox doing this. I started a game and a few balance things plus the early industry zone thing means it's a little too raw for me right now but I cannot wait for it to be a little more ready. I hope everyone else is enjoying it!
 
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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 am fine with how it is at the start, however, there needs to be the ability to add more zones as planets develop. This might be a use for Ascension or more correctly Development. Each level adds a zone and some benefits. And Ascension paths might offer specialised districts - take the nanotech path and you get access to Nanoforges - making consumer goods, trade and alloys all in one zone. Take the genetic path and be a bio mind and you get the Bioforge, producing amenities, alloys and population growth for example. Not all paths will have specialised zones, but some should.

More zones means core worlds will become increasingly useful as time goes on, and the loss of one should seen as devastating. So a world at 0 Development is a colony and has the base zones, not yet unlocked. At level 1 Development (Developed), it gets an extra zone. Level 2 (Core), 2 extra zones. Level 3 (Idealised) might not give an extra zone, but may add a building slot per zone and offer specialised buildings.

Something needs to be done, otherwise you're going to force players to all play the same way, and that is no fun.
 
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So it seems like demotion and migration can't outstrip pop growth.

One suspicion I have is that since the pops are changing jobs so frequently, they're not demoting correctly because they're not personally spending enough time unemployed.
 
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Dose the "civilian" job really helpful?
Civilians are overflow population storage.

They only cost 100 energy and 0 Unity to Resettle - except resettling is currently not allowed for them.
Anyone know if the Automation Buildings actually do anything? Or are their effects not implemented yet?
I am not even sure what their effect is supposed to be.
One suspicion I have is that since the pops are changing jobs so frequently, they're not demoting correctly because they're not personally spending enough time unemployed.
The old job weights did have a "I am already in this job" weight, to make sure people would be a bit sticky.
 
So I have a question for you devs why is the development focus trees rewards and missions all or next to all diplomatic missions? Shouldn't that tree be more about developing and growing ur empire and worlds then have a separate tree for diplomacy? i was hoping this tree might be good for people that want to build up super worlds giving them buffs and rewards for having larger, more developed world but it seems to be more focused around making friends with people i dont want friends thats why i play stellaris
 
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I am fine with how it is at the start, however, there needs to be the ability to add more zones as planets develop. This might be a use for Ascension or more correctly Development. Each level adds a zone and some benefits. And Ascension paths might offer specialised districts - take the nanotech path and you get access to Nanoforges - making consumer goods, trade and alloys all in one zone. Take the genetic path and be a bio mind and you get the Bioforge, producing amenities, alloys and population growth for example. Not all paths will have specialised zones, but some should.

More zones means core worlds will become increasingly useful as time goes on, and the loss of one should seen as devastating. So a world at 0 Development is a colony and has the base zones, not yet unlocked. At level 1 Development (Developed), it gets an extra zone. Level 2 (Core), 2 extra zones. Level 3 (Idealised) might not give an extra zone, but may add a building slot per zone and offer specialised buildings.

Something needs to be done, otherwise you're going to force players to all play the same way, and that is no fun.

Completely agree with your suggestion on creating extra zones.

I love this possible new use case for the planet advancement mechanic, let them add more zones on the planet => planet development, specialization, ...
 
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