Must say I love that we can now specialize research torwards just one science. This seems like something that could change how the game is played pretty fast.
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It was probably the single thing I was most sad to lose from the tile system, and one of the others was mixed output planets being functional.Must say I love that we can now specialize research torwards just one science. This seems like something that could change how the game is played pretty fast.
I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.Also, I'd like to note that at least currently, the pop groups quickly get unreadable in the economy menu. Especially if you have more than 1 species in your empire.
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I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.
I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.
I agree. I have been saying this about leaders for a while now. I am hopeful still that these changes don't go through in the end. If they do, just to spare a few clicks for some people, I will not only be honestly upset, but also dissappointed in the fact that this stole dev time that should have gone to more important matters, like the rest of the beta or even rebalancing leader traits instead.I wouldnt be a pdx dev rn, 5 weeks with 2 beta updates, thats 10 patches and some things still isnt set in stones. The size of weekly updates seems too low to say it will be in a playable state when 4.0 launches, not to say that it should be considered "done" in at least a week in advance, so we guys actually can give feedback. Many origins/civics still not being worked on, either we get 4.0 in a wacky state where there are still bugs, or its get pushed to a later date.
And i hate the leader update, i mean surely it was bad to micromanage but it didnt change much, leaders dying 40 years into the game wont make people spend the time to do that 2 clicks which was 4 before.
Putting this here too, because I came up with what I think is by far the easiest solution to the problem I and others have with getting unwanted jobs and it requiring too much micro + demotion time.
Add a prioritize and deprioritize button, keep current prioritize as a "First Priority" option. Prioritize takes available workforce before anything else does, deprioritize takes it after everything else does. No maximum prioritized/deprioritized jobs. Still can use First Priority to forcibly pull from other jobs.
If I can prioritize the job I want filled first (for instance, CG) and deprioritize ones I don't want to pull off of other jobs (for instance, unity and research on a world with miners, when I added those jobs inadvertently for a third thing those districts come with), I won't need to revisit those planets when the district completes. I also won't need to close jobs, wait for anyone to demote, or remember to reopen those jobs later.
It takes this from a massive QoL loss to an actually pretty significant improvement over 3.14 behavior. It in turn resolves my big 4.0 complaint, which IS the QoL loss.
Ah, I see. Thanks for explaining it. This was the kind of things I was interested about. I agree with you in most of it too. Thanks again.The issues with Infrastructure?
Infrastructure from districts unlocked build slots (1 per 10) and scaling numbers of jobs (1 per 20) rather like Zones do now. It had all the same issues as zones.
Massive changes in number of jobs and accidentally making lots of unwanted jobs (this was before we could change job priorities or open and close jobs).
If you swapped a city district (+6 infrastructure) to mining district (+2 infrastructure) you'd lower the total infrastructure, which would in turn lower the jobs from every building and also lower the max build slots potentially ruining another building and closing even more jobs. Even adding a new mining district could cause a death spiral as more jobs that use minerals could be created than the jobs producing minerals and pops would promote into those new jobs and produce even fewer minerals (and take decades to demote).
After infrastructure was removed buildings were changed to unlock from population numbers instead of infrastructure. This change caused buildings to be ruined if you moved pops to new planets. Eventually it was changed again to build slots being unlocked with districts so that build slots only went down if you destroyed a district and not because someone migrated and caused a butterfly effect that somehow ruined your industry.
It's easy to see why it evolved into what we have in 3.14. Although I can't find Dev comments explaining why or when exactly "infrastructure" was abandoned.
Or did you mean this issues with Megacorp?
There were lots of issues and it's hard to remember exactly what was wrong and when. But I think:
The big free patch at the time was released just before the holidays and like now had a short beta but quickly pushed to live without time to fix everything.
The 2.2 update and Megacorp made massive changes and had bugs, but also:
1. Lacked quality of life features (missing hotkeys for research, no branch office planner, poor sector management)
2. Didn't output of space deposits to match job outputs,
3. Changed pop growth
This was less control than before when multiple species could grow and migrate at the same time, robots could have different models queued for specific jobs and you could move pops around to make sure they worked the correct job. People were frustrated seeing pops working jobs that didn't benefit from their pop traits because of buggy job weights and new forced automation of job allocation.
4. Added Strata changes with frustratingly long demotion times and no control of pop job weights etc. and it all took a very long time to fix.
Now, 7 years later the 4.0 update should improve the experience of being a megacorp with changes to how megacorps interact with rival megacorps and gestalts also having trade. I am a little nervous how massively increasing the number of potential branch offices is going to impact balance. But I hope we can have Gestalt megacorps sooner rather than later.
Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
Are you OK? Do you need me to call a medical worker? I hear they've been improved or possibly made worse.Can we get more details on the Medical Workers rebalanced part? Are they rebalanced by improving them or made worse?
They are re-balanced by making them actually do something. In the previous versions of the beta they had no effects. At least none that I saw.Also, it is hard to know if Medical Workers are better or not due to the current state of stats/numbers on the beta.
Can we get more details on the Medical Workers rebalanced part? Are they rebalanced by improving them or made worse?