I have no idea how much is what worth. The entire planet, economy and pop systems now require me to concentrate to understand the most basic things. And the simply STUPID granularity of having thousands of pops is just... Stupid.
The old system used pops instead of individual citizens to "leave room for RP vagueness" and not to have absurdly high numbers in the UI. And now we "upgraded" to a system where we both have absurd numbers AND its still not actually representing the real number of individuals. How is that a good idea?
Instead of seeing 1 pop and reading "1 unit of citizens makes 7 minerals", we now have janky math where 1688 pops make 126.77 minerals. Amazing. So we just had a huge, resource consuming overhaul where I can no longer meaningfully care about or manage pops. Because "pops" is now just a loading bar under the planets resource production that the game slowly fills out over time.
"Just play, you will get used to it". People get used to prison, too.
And no, you dont "get used" to doing five digit divisions in your head on the fly. You just get used to not caring. "Oh, I have 7694038 pops and just got 3749 from the caravaneers event? Guess that's more minerals per month so its good. How much more per month? I have no clue."
And for what? Why was this change implemented? I read the dev diary talking about it (https://forum.paradoxplaza.com/foru...ris-dev-diary-370-4-0-changes-part-4.1728047/) and the explanation was my old schools math homework.
How am I supposed to recommend this game anymore to new players when it takes you half an hour of watching youtube tutorials just to figure out how to grow food? How?
The developers focused on "solving" some fourth order game mechanic problem and "building a solid base". And forgot that Stellaris is a GAME, and that there is NO POINT in having some elaborate Harvard School of Business economy in it if it will just be automated in a spreadsheet and not PLAYED with.
The old system used pops instead of individual citizens to "leave room for RP vagueness" and not to have absurdly high numbers in the UI. And now we "upgraded" to a system where we both have absurd numbers AND its still not actually representing the real number of individuals. How is that a good idea?
Instead of seeing 1 pop and reading "1 unit of citizens makes 7 minerals", we now have janky math where 1688 pops make 126.77 minerals. Amazing. So we just had a huge, resource consuming overhaul where I can no longer meaningfully care about or manage pops. Because "pops" is now just a loading bar under the planets resource production that the game slowly fills out over time.
"Just play, you will get used to it". People get used to prison, too.
And no, you dont "get used" to doing five digit divisions in your head on the fly. You just get used to not caring. "Oh, I have 7694038 pops and just got 3749 from the caravaneers event? Guess that's more minerals per month so its good. How much more per month? I have no clue."
And for what? Why was this change implemented? I read the dev diary talking about it (https://forum.paradoxplaza.com/foru...ris-dev-diary-370-4-0-changes-part-4.1728047/) and the explanation was my old schools math homework.
How am I supposed to recommend this game anymore to new players when it takes you half an hour of watching youtube tutorials just to figure out how to grow food? How?
The developers focused on "solving" some fourth order game mechanic problem and "building a solid base". And forgot that Stellaris is a GAME, and that there is NO POINT in having some elaborate Harvard School of Business economy in it if it will just be automated in a spreadsheet and not PLAYED with.
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