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ieishrifi

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Sep 12, 2024
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  • Stellaris
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  • Europa Universalis IV: Mandate of Heaven
I've been a Stellaris player ever since around the 1.5 (Utopia DLC) patch. The game has more or less with each major update/DLC increased the rate of resource generation, most notably in 2.2, but more recently the modifier creep has become plainly absurd and it's impacting my enjoyment. I'm not a player to play GA x25 crisis campaigns, I'm just an experienced player tending to play on commodore or admiral.

Galactic Archives introduced a number of really powerful relics and specimens, Cosmic Storms powerful planetary features, Astral Planes its own overpowered modifiers, and Machine Age and BioGenesis additional ascension-related modifiers. And the free 4.0 update escalated the issue further by introducing numerous additional ways to rapidly scale the player's economy through the new planetary development system, making pops as efficient as ever - additional specialization options, modifiers, the automation building etc.

The current way of gathering strategic resources is a particularly visible example of this. Their income is supposed to be counted in dozens and their upkeep for buildings, ships and edicts reflects that, but now the player can set up production of over 100 with a single building at an industrial world for a price of higher job mineral upkeep, which doesn't matter as minerals are overabundant. Not to mention the planets where you can get strategic resources alongside mining for free. The player won't need to ever worry about strategic resources again, and without even needing to dedicate any new jobs to them, leaving pops free for other things. I've been having tens of thousands of strategic resources of each type stored without even really trying to maximize their income and have been hitting the storage ceiling - so I started selling them off in bulk, basically fixing any trade upkeep issues forever. The issues compound on one another. I honestly miss refinery worlds.
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I've had issues with finding ways to spend minor artifacts with the archaeostudies building as well. Note the research incomes from jobs here too.

Here's an example of an energy world producing 1100 energy with a pre-4.0 equivalent of 14-15 pops, without even being naturally primed to be one. A fully built dyson sphere used to provide 1000 energy at an earlier point in the game.
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And about the automation building: the benefits far, far outweigh the high upkeep. It frees a lot of pops to do other things, including to produce more than enough additional energy to make up for the costs. Note that the base cost of the automation building here is 90 (in reality reduced by 35%!), which is really easily offset.

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And an agri-world producing 1600 food, far more than my whole empire would ever really require, with an equivalent of 19-20 pops. Pops only amount to 567 food consumption, a number that is really easy to reach with one mildly specialized agri world. Hell, my energy world (shown above) with 5 food districts and a bio-reactor comfortably covers half of it.
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And finally a betharian mining world that I've managed to get to output 1350 energy and 860 minerals with an equivalent of 20-21 pops.
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It's become a regular sight to have tens of thousands of basic resources in storage in midgame and nearing endgame. Ecumenopolis project, supposedly a massive effort to convert a planet, now has its mineral cost of 20000 relatively trivialized as mineral incomes in at least several hundreds monthly are now expected. I've been turning a good number of my planets into ecumenopoli because why wouldn't I, given that my resource worlds are so productive? In my view for a single ecumenopolis-type planet there should be around half a dozen regular planets at least, but the game balance makes me feel comfortable to have that ratio closer to a third. I don't want to imagine what it would look like to have all of them fully developed and cranking out alloys and research.
Once you have so many resources you don't know what to do with, focusing more pops on research is a clear move. With 4.0 my research rate has exploded and simply negated the tech cost rebalancing done in an earlier update - which is I think another important example of the economic balance going wrong. And the empire size penalties are frankly pitiful as always.
Unity too has become quite a bit easier to accumulate. I find myself completing ascensions in 2250, though I do tend to play builds with an emphasis on unity.

This issue seriously hampers my enjoyment and engagement with the game, as there's not really much challenge left in managing resources and building your empire. I love Stellaris and wish for it to be better. To me, the economic balancing caused by excessive pop efficiency is the number one problem about the 4.0 update, closely followed by the AI issues. Even if it didn't impact balance, I find smaller numbers plain nicer. Stellaris has been consistently leaning towards bigger and bigger numbers over the years, while not really increasing the costs and upkeeps with them.
This is just my 2 cents about the current state of the game. I don't find this being talked about much compared to other (also valid) issues so I decided to make a thread.

I've attached the save file these screenshots are from for transparency. Note that this was a vanilla multiplayer campaign and I have been relying on the host to provide a few of the DLC, and it's also a few hotfixes behind. But AFAIK the economic balancing hasn't really been touched by the hotfixes.

Edit: and this is a psionically ascended empire, so not even using the expanded ascension features or advanced government types.
 

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Personally, I'm fine with the 3 standard 'strategic' resources becoming 'logistic' resources, but the numbers are still too high.

They clearly didn't have time to do any real pass on the numbers except at the roughest level. And I still think they need to focus on the AI and bugs before addressing this but it does need to get addressed.
 
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Personally, I'm fine with the 3 standard 'strategic' resources becoming 'logistic' resources, but the numbers are still too high.

They clearly didn't have time to do any real pass on the numbers except at the roughest level. And I still think they need to focus on the AI and bugs before addressing this but it does need to get addressed.
Yeah true, the bugs should be fixed before the non-buggy unintended and less-well thought out features. And then it would be great to have the Custodian team tackle economic balance at some point like they did with research once before.
 
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The problem is, to a significant degree, the literal job efficiency mechanic (particularly as applied to species ascensions).

The purpose of job efficiency is that it scales better - 10% output in 3.14 was underwhelming because you already had 200%+ output so the effective difference was far lower, while job efficiency doesn't experience that loss. But they overused it on release.

Basic empires can get amounts ranging from unreasonable to a little high, but still relatively reasonable. Modularity, Virtuality, some Cybernetic and ALL Biomorphosis ascensions can easily get 50% efficiency for all jobs with no effort at all, some of them can get 100% or more with no effort, and most of them can clear 2-300% with some effort. That means, first off, that Psionic is going to need literally 1000% or more to compete with Biomorphosis ascensions getting that much and printing pops at such a high rate, but its also just huge powercreep. The no-ascension civics are an absolute joke compared to this power level, and it also means most game mechanics can't work for both - you can compensate with galaxy settings for these power levels, but if you then decide you want to use Psionic or one of the less powerful Cybernetic ascensions it won't be strong enough - or, the other way around, you basically win the game by completing species ascension, often within 50 years of the game start.

It also trivializes kilo-and-megastructures. A Dyson Sphere in 3.14 was a huge amount of energy, now one solidly good energy world can reach the same output... the problem repeats for other megastructures, to say nothing of Arc Furnaces and Dyson Swarms.

In summary, they need to reduce or remove job efficiency from most species ascensions, and it may also be wise to reduce or remove it from some non-ascension sources.
 
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It also trivializes kilo-and-megastructures. A Dyson Sphere in 3.14 was a huge amount of energy, now one solidly good energy world can reach the same output... the problem repeats for other megastructures, to say nothing of Arc Furnaces and Dyson Swarms.
This is why the nerf to the arc furnace was so weird. There's all these other issues and someone there decided the arc furnace just needed to stop making so many minerals at level 4 for some reason. Meanwhile, people on planets are producing so many minerals that they can't see the sun anymore.
 
I would prefer if efficiency was very limited.
Maybe only traits should give efficiency.
This would make traits always have an impact, and would naturally make ascension paths worth it and make the traits they provide (which should be what they are about) the main reward.
 
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I would prefer if efficiency was very limited.
Maybe only traits should give efficiency.
This would make traits always have an impact, and would naturally make ascension paths worth it and make the traits they provide (which should be what they are about) the main reward.
Ideally, I'd like to see it only on traits and the traits for the other three ascensions need significantly less of it because that's the entire thing for Psionic, and realistically it having +100% efficiency is already pushing the bounds of reason. It's also less than several of the others can currently achieve with huge pop count advantage.
 
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To fix this they could nerf the previous DLC features in each new DLC's free patch. That way the new DLC will only have to be a little more powerful to creep the old one, and future nerfs need not be as severe.
That sounds good at first but ultimately it's just formalized pay to win. Every patch, the highest power level requires owning the newest DLC.

The solution is that new power sources need to have opportunity costs compared to existing power sources or be balanced with them. For example, adding an update to Psionic ascension that makes it more powerful doesn't necessarily have balance implications for the game overall, because it can be made equivalent to other ascensions which it is mutually exclusive with.

Another example would be Megacorps. They don't add to a generic power level, because they're instead of rather than in addition to being a regular empire.

Rogue Servitors gain a new source of unity (and other bonuses) but lose the original unity source.

You can gain something new and powerful without it being a problem, as long as it comes with a downside and/or is mutually exclusive with other powerful things that already exist.
 
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Ideally, I'd like to see it only on traits and the traits for the other three ascensions need significantly less of it because that's the entire thing for Psionic, and realistically it having +100% efficiency is already pushing the bounds of reason. It's also less than several of the others can currently achieve with huge pop count advantage.
I don't think it's really pushing the bounds of reason. We've seen huge workforce efficiency and output bonuses in the real world. Much bigger than 100%. I think the bigger issue is that there's too much randomness and variability with several things that are huge swings.
 
I don't think it's really pushing the bounds of reason. We've seen huge workforce efficiency and output bonuses in the real world. Much bigger than 100%. I think the bigger issue is that there's too much randomness and variability with several things that are huge swings.
In reality, we do. But in gameplay, everyone getting +100% is balance-equivalent to nobody getting it, and it removes the undesired power spikes.

Balance-wise, just giving Psionic even more job efficiency to still stand out works just fine. But it also means completing your ascension doubles or triples your overall power level, which kind of has the same effect RPGs with leveled areas do - there are some you can't enter, and some that are trivial to the point of worthless. Same thing here. Many things are worthless post-ascension and/or untouchable without it, depending on your settings, and there's no comfortable resting point where it works all the time because of how huge the disparity is.

From a realism perspective, doubling, tripling or more your power level due to advances is actually completely reasonable. But it also replicates the real-world effect that the one hitting that spike first wins the game for at least hundreds of years, and the game isn't long enough for that spike to happen and anyone to ever catch up to.
 
In reality, we do. But in gameplay, everyone getting +100% is balance-equivalent to nobody getting it, and it removes the undesired power spikes.

Balance-wise, just giving Psionic even more job efficiency to still stand out works just fine. But it also means completing your ascension doubles or triples your overall power level, which kind of has the same effect RPGs with leveled areas do - there are some you can't enter, and some that are trivial to the point of worthless. Same thing here. Many things are worthless post-ascension and/or untouchable without it, depending on your settings, and there's no comfortable resting point where it works all the time because of how huge the disparity is.

From a realism perspective, doubling, tripling or more your power level due to advances is actually completely reasonable. But it also replicates the real-world effect that the one hitting that spike first wins the game for at least hundreds of years, and the game isn't long enough for that spike to happen and anyone to ever catch up to.
But this can also be solved by not having any one thing produce a huge effect. Smaller +10% to even +20% effects for one job category like we see in tech. They'll eventually add up, and someone that ignores them will suffer, but they provide a sense of growth and progress as the game goes on. They can be used to let you do things that would have been too resource-intensive earlier in the game. It's the big spikes that are the problem, not the progression itself.

And ascensions need to probably get reworked. As I have said elsewhere they should probably be reworked to be like Nemesis progression, but you start the game with it. Choices you make along the way can change what gives progression and determine what bonuses and ascension you take. And bonuses can be done more slowly and evenly so that there are not huge spikes. The choice to be a nemesis and get nemesis bonuses could even be moved here too, and it would mean you give up traditional ascension for the nemesis ascension.
 
Different modifiers multiplying off each other all over the place is a recipe for disaster.

Ideally there should only be one modifier, if there's a second one that multiplies the usual bonus it needs to be exceedingly rare, like a reward for beating the endgame crisis.
 
Different modifiers multiplying off each other all over the place is a recipe for disaster.

Ideally there should only be one modifier, if there's a second one that multiplies the usual bonus it needs to be exceedingly rare, like a reward for beating the endgame crisis.
Agreed. It also makes larger planets exponentially better if you can stack both.

I think the bonus to output should get removed. And turned into job efficiency or job efficiency with a job upkeep reduction. Something like that. A lot of jobs make sense to have efficiency over output. You can't make ten times the steel from the same amount of iron no matter how good your tech. But if it's all efficiency then it will just add.

I don't understand their reasoning behind making support districts like they did. It's like they intended numbers to explode.
 
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