Playing Void Dwellers is really interesting. Not having to manual all the habitats is a huge improvement and I just can't stop building mineral/cg/alloy/research habitats everywhere. I am the grey goo.
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A "University" zone?If you do this I'd want a mixed unity/science zone, so that you can still produce scaling amounts of all resources with a single planet.
Which could be useful for marketing!I suggested that before. Then someone pointed that "kPop" means something very different already.
@Eladrin - any chance that the new pop scale could be 1,000 rather than 100 times the old number?
It should work just as well from a code perspective,
it could work better design-wise in some cases (pop growth rounding, event pop deaths, etc.), and
it would be plain superior from a meme, joke and fun perspective.
(The term "kPop" might even help Stellaris reach new markets via search engine hits.)
I kind of always thought that education was something people did before they became pops properly, though I guess a specialist moving from entertainer to medical worker implies they've retrained at a medical facility.A "University" zone?
At least, this purpose seems like a good fit for what universities do - not just natural and social science research, but also philosophy, theology, history, political sciences, and general development of ideas. Universities are a good example of something that could generate both Research and Unity.
It also always bothered me that there were no educational sites in Stellaris, only research laboratories, which are not just a smaller unit for research but also feels slightly weird for many Society developments ("terms and conditions apply" for different types of civilizations, of course).
also, why can I not build a temple in unity zones?If this happens, you can also consider changing the starting setup to Alloys/CG zone + Unity/Science zone instead of the current Urban+flat jobs buildings.
You lose the "early industry" feeling but it does have some benefits:
- Teaches new players how they are supposed to build their economy: zone-modified districts as the primary source of jobs (with maybe buildings as a supplementary source).
- New players can learn in stages, first learning about building districts for jobs, then only needing to worry about what zone to pick once they get their first colony.
- Since leaving the starting zones in place is an acceptable build, new players don't need to think about replacing the districts until they are comfortable with that.
- This seems like it might become the optimal initial start for actually producing all resources at scale from year 1. As such, it might be good to have the AI also start of with it.
OK stupid question: how do you change a zone? I couldn't find a clickable so I just assumed it was not implemented yet.We need to be able to completely destroy a Zone.
Not just change it to another type. Destroy it.
Specifically, we need this in order to build a Resort world, which must be "completely unspoilt", and you already have an Urban zone on the planet (or whatever).
Select the district (so not the zone), a side-bar will pop up on the right side of the screen with all connected zones. Now press the little circular arrows button next to the zone you want to replace.OK stupid question: how do you change a zone? I couldn't find a clickable so I just assumed it was not implemented yet.
Considering that there is not going to be more beta builds released (according to the latest stream) could we get an answer to these three questions:
1. Will we be able to control, per planet, which species grow/assemble there? Previously we could ensure that a certain number of X species existed on planet P by setting Y to grow. If we used Grow Controls then we would stop X from growing everywhere, but instead we don't want X to grow in planet P only. Is this still going to be possible?
2. What is the current consensus on the leader changes? I have seen a decent amount of people push against it (me among them) and I would really like to know if any consideration has been done to this change.
3. Is the build queue going to be made visible in a way that allows to simulate the current behaviour? Later on the game when we have lots of planets it becomes very important to be able to Tab around them and see what is being built where. But in all the Beta builds so far this has not been the case. Any comments on that?
Apparently you have never considered the following things:Eladrin, I can't take your comments about balance seriously, when you are releasing meat battleships with 4 X slots... The game will pay for that in the near future in one way or another...
Future colonies are fixed, existing ones are not.Are Colonies still having this bug? Or is my save before 3.99.5 Borked forever under 3.99.5 and I have to restart?
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You made the assumption that they didn't exhaust the design space during internal testing already.I was just trying to say that instead of exhausting the design space of existing systems (like migration push/pull - like with your ideas) instead entire systems are discarded and replaced.
They effectively halved the Job income by havling the jobs, meaning Upkeep is eating me alive.Job numbers were lowered, but it doesn't seem like Output was increased by the same % to match. This has put a massive strain on my economy. My Capital had 4 of each Basic Resource District, and then my other 3 Colonies all had 2 of each, and other than Minerals my Energy and Food were really struggling.
Factions are still broken and only seem to pick up a single pop group, empire wide:Unity from faction can be 100+ at almost day one if pick parliament. Most likely bug and output will somehow reduced to normal(?) later.
As someone obsessed with tidy process design, I also consider it an insane engine of industry when a planet is only cranking out godly amounts of consumer goods or whatever but with no external inputs. An easily scalable perpetual motion machine of free* alloys or science or what have you to fuel the engines of my empire. Also if most of my planets will ultimately move to this stage then the planets that have the modifiers or strategic positioning to make an ungodly CG machine the obvious option will stand out more for the resource-devouring, economy-warping monsters** that they are.Maybe it's only me, but I love hyper-specializing my planets and I think it's one of the most rewarding parts of the game. It's fun to build them up over time into insane engines of industry cranking out ungodly amounts of consumer goods or whatever, and hope that this isn't eliminated by the rework!
Additionally since they're mutually exclusive with and much less flexible than machine ships you can't just look at them in isolation. It's down to how a fleet of meatships matches up against an equivalent (well designed) fleet of machine ships as a whole.Apparently you have never considered the following things:
1. Meat ships use custom components
2. Custom components can be balanced to have less damage then existing XL slots.
3. They could be anywehre from 1/2 to 1/5 the power and cost of a existing XL slot.
Also also, as someone who a this stage has been payed money to do pretty much every part of design work including software development, discarding or deleting chunks of existing work is absolutely not the easy option. The sunk cost fallacy is incredibly pervasive and it takes a lot of work to convince yourself and the higher ups to invalidate previous time investment as a bad job.Also, discarding and replacing mechanics is how we got 2.0 and 3.0 respectively. You act like they were ever shy about that.
Hello! When do I get access to the Colonial Centralization and the Colonial Bureaucracy tech? It's year 83 and I can't build more zones on my other planets. They aren't in the progress tree either. Are they RNG? They feel a bit too crucial to be RNG. I didn't unlock Mine buildings until about year 50 either.....
Perhaps it is the planet designations that needs an adjustment to benefit a wider range of jobs.I actually have no idea how you came to this conclusion, and would appreciate more explanation.
One of my biggest concerns is actually that Zones currently very heavily encourage and reward the hyper-specialization of planets. (With a small amount of trade upkeep being the primary downside, but a single specialized Trade planet should cover all of those costs.)
Then there is the minimum range of Large weapons. not normally a problem, but a lot of small highspeed ships look like they will utterly avoid getting shot at all--once distance is closed--or stealth is used. Stingers look even more vulnerable to torpedo boats and similar ships. Stingers will probably encourage top heavy fleets but can be heavily countered small fast ships.Apparently you have never considered the following things:
1. Meat ships use custom components
2. Custom components can be balanced to have less damage then existing XL slots.
3. They could be anywehre from 1/2 to 1/5 the power and cost of a existing XL slot.
The most interesting part of the sunk coast arguments--they've put so much effort into zones...--is it usually works better the other way around.Also also, as someone who a this stage has been payed money to do pretty much every part of design work including software development, discarding or deleting chunks of existing work is absolutely not the easy option. The sunk cost fallacy is incredibly pervasive and it takes a lot of work to convince yourself and the higher ups to invalidate previous time investment as a bad job.
I'm not so certain this is a bug, and more an emergent property of Parliamentary System. In my testing, factions scaled off of Civilian's only, which you have in spades at game start but not so much at ten years in the way we're used to utilizing all pops.Unity from faction can be 100+ at almost day one if pick parliament. Most likely bug and output will somehow reduced to normal(?) later.