...You now have to own a planet to modify job sliders
What?
As in previously we were able to modify job sliders of another empires?
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...You now have to own a planet to modify job sliders
It will be greate spy mission - to secretly modify them on sucsess )
- You now have to own a planet to modify job sliders
It's not green. It's yellow. And it used to be useful to inform you that there's a full pop you can do something with or just let it migrate. Now it will permanently be on and there's no way to distinguish where you actually can make use of a pop, and where it's 0.01 of a pop that's not worth looking at. So it wrecks the old use case and offers nothing but distraction. I do not need to know that planet is full. I made it full and left it be so I can focus on other things, I do not see a purpose of dragging attention back to it with less than full pop to manage.I mean, having an indication of what's full is definitely useful, lets you know that you can expand it or that everything without that light is still filling up
Think of it like a green lamp on a device, it lets you know that it's online
I want performance improved as much as anyone else but galaxy sizes above 1k are not officially supported by the game so that is a terrible metric for what 'good performance' means.THIS.
I wanna finally play 1k-4k systems til the end.
Isn't the base game in general?Isn't this beta running off 1 core of the CPU? performance should be ignored
No, stellaris has multi processing capabilities, the bulk of the work is done by 1 core it's true but there are multiple cores doing stuff while you run the basegameIsn't the base game in general?
that is true. but i tried a storm chaser run some time ago and locked myself into a perma storm and 100% planetary devastation. i did not finish the game suffice to say. this change is better than the status quo. devestation from storms should be mitigatableWell, it seems like galactic weather control is worthless now.
As long as there is outward migration going on there's never going to be more than a few excess pops available on a planet.It's not green. It's yellow. And it used to be useful to inform you that there's a full pop you can do something with or just let it migrate. Now it will permanently be on and there's no way to distinguish where you actually can make use of a pop, and where it's 0.01 of a pop that's not worth looking at. So it wrecks the old use case and offers nothing but distraction. I do not need to know that planet is full. I made it full and left it be so I can focus on other things, I do not see a purpose of dragging attention back to it with less than full pop to manage.
One of the best changes from pop systems for me is there's less use in micro, pops migrate bit by bit so it's not important where the pops flow unless you discover a destination where you don't want them. This goes against that and, by using the same icon, also encourages to ignore situations where you actually need to do something about pops migrating because there's a few of them there and auto-migration is too slow to take care of it.
Unfortunately, all this does not look like a "path to success" on May 5th. There are only a few changes, and there is an impenetrable darkness of work and problems ahead. Maybe you will postpone the release of 4.0 or the implementation of this new concept until it is played normally in beta.
Please do not release a raw product on the 5th with a statement that you will finish it within a year, turning the game into a total beta test.
Personally I think green briefcase would be more distracting than useful, but I can at least see sense in it. The loss of functionality from the old indicator system is the bigger issue as far as I am concerned. We had pretty consistent red - "Do something", yellow - "you have options". But now yellow briefcase shows up when the things you can do are irrelevant or outright impossible to accomplish due to planet being full, and there's no way to shut it off.As long as there is outward migration going on there's never going to be more than a few excess pops available on a planet.
I still want an indicator to tell me "this planet has all jobs filled to capacity, you can build more jobs here if you want, but it's not strictly necessary".
Sure, I could see a new system where the briefcase is green in this situation, yellow when there are a lot of civilians preparing to migrate (say, 100 or 200), and red if they can't migrate anywhere. That would be better.
The last thread also had quite decent discussion on the subject, with people, including myself, explaining why this sentiment is not universal and many people do in fact like job buildings for a variety of reasons.This is a repost and rephrase of some posts from the end of the .6 thread:Zones having repeatable buildings that add flat +X empire resource jobs to a planet and do nothing else are a half and half return to the old system that combines the worst pitfalls of both.
The devs have said several times that the "performance optimizations" won't be active during the beta due to them making bug fixing more difficult.It is, same for the trade change, that's my point, so where is the performance gains? I haven't seen any.
Oh, I forgot to mention my thoughts on this! Probably the yellow/green suitcase should not show up at all if all district and building slots are in use, and there are no blockers you can clear.Personally I think green briefcase would be more distracting than useful, but I can at least see sense in it. The loss of functionality from the old indicator system is the bigger issue as far as I am concerned. We had pretty consistent red - "Do something", yellow - "you have options". But now yellow briefcase shows up when the things you can do are irrelevant or outright impossible to accomplish due to planet being full, and there's no way to shut it off.