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1000s is such a missed opportunity.
You mispelled "avoided trap".

Seriously, they did not fall for it before.
They aren't going to start falling for it now.

The "realism" arguments are bad enough, if there aren't any population numbers to latch onto.
 
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Figure out how to make the UI work with billions so we can truly make the universe immersive.
The closer the numbers get to "real", the greater the dissonance attached to the concept that a large slice of the population of an electrical civilization 180 years more advanced than ours work in resource extraction industries.
 
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all of you saying that the planets are underpoped because it only has 10 pops and it breaks your immersion, well how to you explain only 9 buildings on a planet? how are these planets a bag of holding when it comes to pops, but its only a city block for the number of buildings?
 
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all of you saying that the planets are underpoped because it only has 10 pops and it breaks your immersion, well how to you explain only 9 buildings on a planet? how are these planets a bag of holding when it comes to pops, but its only a city block for the number of buildings?
Mostly with the assumption that 'buildings' doesn't mean a single instance of that building. After all it's called 'Research Labs' not 'Reasearch lab.' I've been complaining about the use of the singular case in the new set up for districts and zones for this very reason. Besides, some make sense. A giant monument that encourages your own culture to be promoted on the planet makes sense. As does a few other unique buildings.

For me, its not the number so much as the halty jumpy pop growth I think. As the numbers of pops grew in bursts and stutters it really made it feel like small groups. 'Graduating classes' in school or something. Just kept reminding me that it was a tiny number of pops. Which gives the impression of a tiny number of individuals.
 
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Mostly with the assumption that 'buildings' doesn't mean a single instance of that building. After all it's called 'Research Labs' not 'Reasearch lab.' I've been complaining about the use of the singular case in the new set up for districts and zones for this very reason. Besides, some make sense. A giant monument that encourages your own culture to be promoted on the planet makes sense. As does a few other unique buildings.

For me, its not the number so much as the halty jumpy pop growth I think. As the numbers of pops grew in bursts and stutters it really made it feel like small groups. 'Graduating classes' in school or something. Just kept reminding me that it was a tiny number of pops. Which gives the impression of a tiny number of individuals.
I never had a problem with pops growing on my planets, until they added growth scaling, which I always disable. One of the reasons I came to love Stellaris was how many different ways there were to play, now they are forcing us to play in a certain way and only that way, for example old empire size system, current over max, was great never had a problem growing my cap as I needed, expect maybe having to force pops to be bureaucrats, now without the state craft mod I found that reverts it back to that I'm punished from clicking start, only a cap of 100 on empire size before penalties AND a minimum empire size of 50? really after a few pops and districts on my homeworld and a handful of systems your already over the 100 max empire size. Tie advanced resources(Gases, Motes, Crystals) to mine districts forces me to only have mining worlds, I only colonize planets that have advanced resource deposits, again forced to play a certain way. One thing I would like to seem them add is the option in game start settings to disable AI terraforming, I don't even do that I terraformed one planet many hours ago to make it more habitable to my pop and it removed the advanced resource deposit form the planet, therefore I had no need to colonize it after terraforming it. Don't know if that is still the case or not and I don't care I learned my lesson then a low habitably planet with an advanced resource is better than a perfect habitable planet with no advanced resources. The AI loves to terraform and colonize every thing they can, maybe they should into that horrible AI behavior as a cause of late game lag. On the subject of late game lag, until most recently I've not had a problem with it, maybe that's because like I said, I don't colonize or terraform every planet in my borders there is no need to. If anything the planets need MORE building slots or the buildings should have a lot more JOBS in them, most of the time I turn my homeworld back into an ecumenopolus after starting on a relic world, I will have as many buildings and districts I can build and have 100-200 more housing than jobs.
 
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I'm punished from clicking start, only a cap of 100 on empire size before penalties AND a minimum empire size of 50?
With competent play, even an empire size of 3000 is not actually an impediment to being a strong, powerful empire with advanced technology and a well-developed social structure.

(Just like the per-province increase in tech cost in EU3 was only a punishment if you were conquering vast expanses of, say, BT1 wool provinces willy-nilly.)
 
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With competent play, even an empire size of 3000 is not actually an impediment to being a strong, powerful empire with advanced technology and a well-developed social structure.

(Just like the per-province increase in tech cost in EU3 was only a punishment if you were conquering vast expanses of, say, BT1 wool provinces willy-nilly.)
being forced to colonize planets just to build more research labs or whatever resource one needs isn't "competent play" its "play it this way and only this way". considering i can get multiple thousands of research from just one planet based research structure that only provides 6 jobs at max tier, I'd say I play pretty competently.
 
being forced to colonize planets just to build more research labs or whatever resource one needs isn't "competent play" its "play it this way and only this way". considering i can get multiple thousands of research from just one planet based research structure that only provides 6 jobs at max tier, I'd say I play pretty competently.
That sounds modded.

HEAVILY modded.
 
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AND? Does it bother you I don't play vanilla? I hope it does. Oh, and to be exact I have 20 mods installed and enabled.
No, I don't care how you play.

I also don't care about your opinion of game mechanics if you're modifying them though.

Kind of a psychotic response TBH.
 
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Ah, so you are one of the "play my way or don't play" kinda people, your views are disregarded by me from now on.
No... that's still not what I said.

Your opinions on game balance are not relevant because you are playing modded, which changed the game balance.

I have played with mods before (specifically, one allowing multiple origins and one allowing multiple precursors). It was fun. And extremely unbalanced. And that imbalance was irrelevant for me to share, because it wasn't the balance of the game Stellaris - it was the balance of the game Stellaris modded with my mods.

Your opinion on sprawl being a bad mechanic is shaped by your mods changing how things work (quite heavily at that). That makes your opinion on sprawl... pointless except with respect to your mods.
 
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Ah, so you are one of the "play my way or don't play" kinda people, your views are disregarded by me from now on.
I mean, he said nothing of the sorts.

You complained about Empire Size, and in response it was said that, played competently, even an empire with size 3000 can rush through the tech tree. Nobody said you're not playing competently by not having an Empire of that size.

You then said that you must be competent at the game because you can generate thousands of research with just one planet, which was rightfully concluded to be a pointless claim since nobody knows what mods you're using. For all we know, you might be using a mod that just adds 5k research to your Capital. But as said before, your competence was not questioned anyway.

And yeah, if you play modded in a way that allows for you to have a single planet and generate thousands of research on it, then your opinion on game balance is also rather pointless, since it's highly unlikely that you could draw informed conclusions about the unmodded game with such mods active.

All of that being said, I think there should definitely be ways to create generalist planets. In my opinion, that not being possible is probably the main downside of the new zone system as it stands currently. Not too relevant for "normal" playstyles, but I think the ability to deviate from "normal" play should definitely be there. Though, if you're playing heavily modded anyway, there'll probably be a mod to achieve that once the patch has been released.
 
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I mean, he said nothing of the sorts.

You complained about Empire Size, and in response it was said that, played competently, even an empire with size 3000 can rush through the tech tree. Nobody said you're not playing competently by not having an Empire of that size.

You then said that you must be competent at the game because you can generate thousands of research with just one planet, which was rightfully concluded to be a pointless claim since nobody knows what mods you're using. For all we know, you might be using a mod that just adds 5k research to your Capital. But as said before, your competence was not questioned anyway.

And yeah, if you play modded in a way that allows for you to have a single planet and generate thousands of research on it, then your opinion on game balance is also rather pointless, since it's highly unlikely that you could draw informed conclusions about the unmodded game with such mods active.

All of that being said, I think there should definitely be ways to create generalist planets. In my opinion, that not being possible is probably the main downside of the new zone system as it stands currently. Not too relevant for "normal" playstyles, but I think the ability to deviate from "normal" play should definitely be there. Though, if you're playing heavily modded anyway, there'll probably be a mod to achieve that once the patch has been released.
The new system seems to heavily incentivize generalist planets, which would perhaps give the option to make a ton of generalist planets with no trade instead of specializing, yet needing trade. Double the options. Huge improvement.

Except that you can't... actually quite make generalist planets, so instead it seems to me like a bit of a downgrade in design at the moment. Needs some adjustment.
 
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I mean, he said nothing of the sorts.

You complained about Empire Size, and in response it was said that, played competently, even an empire with size 3000 can rush through the tech tree. Nobody said you're not playing competently by not having an Empire of that size.

You then said that you must be competent at the game because you can generate thousands of research with just one planet, which was rightfully concluded to be a pointless claim since nobody knows what mods you're using. For all we know, you might be using a mod that just adds 5k research to your Capital. But as said before, your competence was not questioned anyway.

And yeah, if you play modded in a way that allows for you to have a single planet and generate thousands of research on it, then your opinion on game balance is also rather pointless, since it's highly unlikely that you could draw informed conclusions about the unmodded game with such mods active.

All of that being said, I think there should definitely be ways to create generalist planets. In my opinion, that not being possible is probably the main downside of the new zone system as it stands currently. Not too relevant for "normal" playstyles, but I think the ability to deviate from "normal" play should definitely be there. Though, if you're playing heavily modded anyway, there'll probably be a mod to achieve that once the patch has been released.
when the first response even mentioned "competent play' that was that person's underhanded way of saying I don't know how to play, and the second guy, and you are saying by telling me i don't get to have and voice an opinion on the game because i play modded, is "play my way or don't play/you don't get an opinion".
 
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when the first response even mentioned "competent play' that was that person's underhanded way of saying I don't know how to play, and the second guy, and you are saying by telling me i don't get to have and voice an opinion on the game because i play modded, is "play my way or don't play/you don't get an opinion".
You don't get an opinion on vanilla mechanic balance if you aren't playing with the vanilla mechanics.

This is just obvious. You aren't playing with them, your experiences don't relate to them. You're talking about your modded mechanics as if they're generally applicable to the game, which they aren't.

It sounds like your mods have made empire sprawl a bad mechanic in ways that just aren't true without them.
 
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when the first response even mentioned "competent play' that was that person's underhanded way of saying I don't know how to play, and the second guy, and you are saying by telling me i don't get to have and voice an opinion on the game because i play modded, is "play my way or don't play/you don't get an opinion".
The exact sentence was:
With competent play, even an empire size of 3000 is not actually an impediment to being a strong, powerful empire with advanced technology and a well-developed social structure.
That's just an objectively true statement. Large Empires can suffer from low research speed, but when developed competently, Empire Size does not actually hinder them.

Though, personally I think that what you wrote in that huge wall of text did not exactly make you sound like a competent player. Instead, it made you sound like a player who is way too afraid of empire size and makes all sorts of bad decisions because of it.

and the second guy, and you are saying by telling me i don't get to have and voice an opinion on the game because i play modded, is "play my way or don't play/you don't get an opinion".
I mean, you do get to have an opinion. But if you're heavily modding your game, your opinion on the state of the unmodded game becomes largely pointless.
 
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The exact sentence was:

That's just an objectively true statement. Large Empires can suffer from low research speed, but when developed competently, Empire Size does not actually hinder them.

Though, personally I think that what you wrote in that huge wall of text did not exactly make you sound like a competent player. Instead, it made you sound like a player who is way too afraid of empire size and makes all sorts of bad decisions because of it.


I mean, you do get to have an opinion. But if you're heavily modding your game, your opinion on the state of the unmodded game becomes largely pointless.
Here is my modlist:
Guilli's Planet Modifiers and Features - 3.14 Patch
UI Overhaul Dynamic + Gigastructural Engineering
!!!Universal Resource Patch [2.4+]
UI Overhaul Dynamic - Extended Topbar for DLCs

Bigger Planet View
Gigastructural Engineering & More (3.14)
No Mercenary Enclaves
UI Overhaul Dynamic - More Tradition Categories (16)
UI Overhaul Dynamic - Ascension Slots
UI Overhaul Dynamic
36 Building Slots
Planetary Diversity - Unique Worlds
Planetary Diversity - Planet View
Planetary Diversity - More Arcologies
Planetary Diversity - Exotic Worlds
Planetary Diversity - Gaia Worlds
Planetary Diversity
Guilli's Planet Modifiers and Features
Beautiful Universe v2.0
Restored Administrative Capacity to Avoid Empire Size Penalty (v3.14.x)
 
Here is my modlist:
My sibling in Athe, nobody in this discussion except you cares what your modlist is (except to confirm that your opinions formed in the environment created by that modlist are completely irrelevant to a discussion of unmodded gameplay).
 
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If anything, I would like for numbers to become lower. Higher numbers make for more "granularity", but they also pose some readability issues. I would seriously consider to turn 1 previous pop into 10, rather than 100 as it is now in the beta.
 
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