Oh they're not in the hamster wheels...You'd think that would work better with biological livestock, though.
I'm pretty sure you're just dosing them with Betharian and then lighting a match.
Oh they're not in the hamster wheels...You'd think that would work better with biological livestock, though.
I'm pretty sure you're just dosing them with Betharian and then lighting a match.
I really wish I could! But I currently have zero gaming time due to life circumstances. That's why I am glued to those treads (patience... patience...). That being said, I tend to trust people's impressions, whether good or bad.Try it—it’s free and takes 30 minutes or less to experience the issue with the new system. (Not speaking of bugs or unfinished features!)
I dunno, It wouldn't be the first time that some Stellaris game system decried as irredeemable got much improved since its first implementation. Not sure if this is another leader rework case or a "just improve it by removing it" thing like the breaktrought techs.I think we are too few people here to convince a big change anyway, as it’s clearly polarized: we have a couple of people(around 2) who are adamant it will work in the end, and people like me who are convinced this is a recipe for controversy.
We’ll all see in the end what the majority says when the DLC + update drops in 6 weeks and the Steam reviews are in.
I don’t really want to engage in the "zone experiment" discussion anymore—it’s clear they’re going down the rocky road. I’m starting to repeat myself, this is the fourth or fifth thread pointing out it’s flaws and it’s always the same rebuttals to the same concerns. We’re not moving forward, and the feature is set in stone until it either explodes in the devs’ faces—or it works out, everything gets fixed, and it’s the best thing since Utopia!
More specifically zones do nothing that buildings and districts can't do.Basically, Zones are intended primarily for future use, where they make for much easier implementation of things like job swaps, output swaps, etc. This will be present in things like a Betharian Zone swapping miners to produce energy (that's dev-confirmed) and probably things like Catalytic Processing or Relentless Industrialists (speculation).
The problem, of course, is that currently they're not "pointless but they'll do something in the future." They're "bad, and they will do something in the future that will inherit that badness."
Correct. They are currently pointless and bad. I wouldn't have made the change at all, but it is allegedly for future gains that I have no reason to believe or disbelieve.More specifically zones do nothing that buildings and districts can't do.
Everything listed in that post is doable with buildings and districts. Anyone suggesting otherwise is doing it on the basis of "trust me, bro".
In exchange we lose the next year at least of developer focus and efforts on this! Already elements of 4.0 are suffering because this planetary management change is cannibalizing a lot of time and conversation - big topics like the total war endgame technology are being snowed under. Not to mention the whole point of this was for performance gains and they haven't even started with that.
But hey on the flip side a PDX staffer said on reddit they liked the word "zone" in a novel they read! So that's nice.
More specifically zones do nothing that buildings and districts can't do.
Everything listed in that post is doable with buildings and districts. Anyone suggesting otherwise is doing it on the basis of "trust me, bro".
In exchange we lose the next year at least of developer focus and efforts on this! Already elements of 4.0 are suffering because this planetary management change is cannibalizing a lot of time and conversation - big topics like the total war endgame technology are being snowed under. Not to mention the whole point of this was for performance gains and they haven't even started with that.
But hey on the flip side a PDX staffer said on reddit they liked the word "zone" in a novel they read! So that's nice.
I'll just drop this here rather than retype it out:Correct. They are currently pointless and bad. I wouldn't have made the change at all, but it is allegedly for future gains that I have no reason to believe or disbelieve.
Short of the rampant speculation, that is all things zones are capable of but not necessary for.I'll just drop this here rather than retype it out:
https://forum.paradoxplaza.com/forum/goto/post?id=30250405
E: stop unfurling you danged url
I understand your points but disagree that it is the only way to achieve the desired benefits.I'll just drop this here rather than retype it out:
https://forum.paradoxplaza.com/forum/goto/post?id=30250405
E: stop unfurling you danged url
I'll just drop this here rather than retype it out:
https://forum.paradoxplaza.com/forum/goto/post?id=30250405
E: stop unfurling you danged url
I think a much easier and more workable fix would be to have Zones almost as a form of Building, that goes in a seperate slot, instead of something the provides building slots. You let Zones either create new jobs on a planet, or turn some of the City Clerk Jobs into different jobs. Then, most of the buildings that currently "Add +X Jobs" you can turn into "Add (BaseJobs) * 1.X" instead, aside from maybe some empire-unique or planet-unique options. Districts and Zones create the jobs, buildings modify the jobs, either by multiplying or modifying them.Short of the rampant speculation, that is all things zones are capable of but not necessary for.
I mean, the bioreactor-betharian zone comparison kind of puts that to bed. My early suggestion before I had a better idea was to just add a type limit to buildings (IE max 3 miner buildings), which combined with adding districts for each job type would be a 1:1 functional match for zones without any of the negative consequences we currently have.
If they have something that works better with zones coming in the future I have no specific reason to disbelieve them. This is, however, exactly why zones need to be brought up to at least "doesn't make the game worse" levels; absolutely nothing disclosed so far requires zones. All of it could be done much easier with buildings and districts.
Ugh, god no. I hated how awkward that made upgrading and untrustworthy it made automation. It's gone and never coming back and that's good. This is an excellent argument against using just buildings.I understand your points but disagree that it is the only way to achieve the desired benefits.
Zones will eventually be able to do most of the things that we have now but it's only a small amount of work to replicate most zone benefits.
Simply having buildings with multiple different upgrade paths (like we used to have for science buildings) would give you limited choices from a sub-set of options.
Benefit: fewer buildings to choose from, more interesting choices each upgrade instead of just pushing a button (or not having any upgrades now they're individual buildings).
We couldn't see them before. They were buried off in their own tab. This gets you what you want.When you say a portal research zone is good because you can see it I think:
Why can't we easily see features? Why is it worse now? I want to see those features!
A building isn't a feature, and not all features need to have buildings. Making something a zone gets building level visibility without taking up a build slot.... and also what's wrong with looking at a building?
That one was ambiguously phrased. I didn't mean bioreactors would change function, I meant that which zone can take a bioreactor is itself a mechanical and flavourful difference. Bioreactors are currently an energy district building, which means they don't consume a farm building slot. This means they come with different tradeoffs than if they were an ag zone building. You can't get that kind of interplay if all your buildings go into one bucket.When you say
"2) The ability to decide which zone(s) a building can go into adds a lot of design space. Bioreactors as energy zone buildings would be different to bioreactors as agricultural zone buildings would be different to bioreactors as planet limit 1 but able to go into either slot."
I think:
Bioreactors having either their old functions or the 3.14 functions would be great. But If each building does something different depending on which of the 20 zones it goes in... that's going to be confusing. And probably better served by having different buildings... or one building with multiple upgrade paths.
A limit such as... what zone it can go in?As for balance matters and building slot competition:
If a building is made too often because it is too powerful it needs a nerf, or a limit
These are overly simplistic answers to complex questions. I can't say much more on that without writing a novel, which I may do later, but you're cutting out vast swathes of design space here. The short story version: In an 11 building bucket all that's needed for something to be an always build is for it to be better than the 12th best option. If it's limited to one of 3 slots in a bucket that's not even on every planet then you can make it much more powerful and still have other options be competitive. The most effective way to balance a food building and a magic space thread building is to not try to do such a silly thing in the first place.If a building is made too often because it perfectly suits your playstyle it probably shouldn't even take up a slot
If a building is made too often because it is always optimal to do so, it should be made planet unique or empire unique.
If a building is never made, it should be more fun or have a new niche
(none of that involves zones)
This is what's called a "ribbon benefit" and was under a section titled "rampant speculation" so I'm not going to overly get into it, but again, you're saying "why not do it in a more limited and less structured manner" which again, not a design ethos I ascribe to.Also small planets getting better planet features... that could be done by only spawning some fancy new features on size <12 planets. It doesn't need a massive zone rework to add some fun features.
I don't like throwing away years of development on a whim
because of a vague hope
that it may do something that would be fiddly to do otherwise.
Agreed, the issue of slapping down a zone when there's already a bunch of cities needs to be looked at.And I dislike the massive job swaps that zones make routine.
Yeah, but your response wasn't "no those are all dumb". You agreed that they were things that would work better with districts and zones and buildings over just buildings and districts, your argument was just that you didn't think they'd actually do any of those things*Stellaris 3.99.3 'Phoenix' Open Beta Release Notes
Another update today for the weekend! Lots of important changes in this one. How Do I Opt Into the Beta? Turn off your mods. They will almost certainly cause you to crash. Go to your Steam library, right click on Stellaris -> Properties ->...forum.paradoxplaza.com
- I think this is what i ment by wasting energy. But now we are going in circles!
Yeah, it's a hell of a bug to know about and not fix for weeks (it seems like a tiny -- typo that should be easy to fix since the number is calculated properly).
It is ruinous to any discussion of balance, logistical upkeep or the early game economy. And it frustrates me greatly every time someone says you should just use the internal market to fix things... they can only do that so easily in the beta because of big bug. I've no idea what the balance will be like in 4.0
According to the dev dairy announcing the release of the beta #374:Genuinely, thank you for engaging with my actual points.
Yes, this is a major issue that needs to be addressed. This, the godawful state of the UI, and the minimal available zone-specific buildings are making it very hard for people to get a feel for how a lot of the game would play in practice. Of course zones feel opaque and nonsensical - there's absolutely no way for anyone to know what they do other than building one and then retroengineering the mechanics by looking at what changed. The main screen UI is awful and devotes far too much space to the base zones, and that's even compared to the standard crampedness of Stellaris UI.
The inflated trade amounts are more obvious the later you go into the game - but the later you go into the game, and the more self-sufficient you make planets, the less you need to trade. Even Thiend has said that the "can't build just some artisans" complaint is mainly an issue when you have a small number of planets and once your economy properly gets going you have enough options to increase whatever you want. And that's (e: by which I mean the early game) is when trade is most needed - when you're trying to get there (e: "there" being a multi planet empire) in the first place.
And if anyone's curious, my main mechanical issue with the 4.0 game is what happens when you build a bunch of cities and then build a zone. It's not pretty and needs serious work. Ironically I think the answer is to take more control away from the player and have new jobs come onboard in a staged manner.
The bonus trade seems to happen with you have a surplus on a planet. Basically a negative logistics penalty. It might have changed, but this was the only official information I could find on it.Planetary Logistic Upkeep currently pays you Trade if you have surpluses. While it takes money to make money, that’s not exactly what we were going for.
This example is quite telling because logic dictates that this particular zone would be slotted into Generator District. A specifically single-output district. And this works, for sure (not so sure about this bizarre desire to use betharian at least somewhere, it is almost a legacy feature for the sake of legacy at this point, but that's a different story). This kind of choice is neat.
You asked for comment, and you have my opinion. We disagree and that's fine. Although it can cause friction when pulling in two different directions.Ugh, god no. I hated how awkward that made upgrading and untrustworthy it made automation. It's gone and never coming back and that's good. This is an excellent argument against using just buildings.
We couldn't see them before. They were buried off in their own tab. This gets you what you want.
A building isn't a feature, and not all features need to have buildings. Making something a zone gets building level visibility without taking up a build slot.
That one was ambiguously phrased. I didn't mean bioreactors would change function, I meant that which zone can take a bioreactor is itself a mechanical and flavourful difference. Bioreactors are currently an energy district building, which means they don't consume a farm building slot. This means they come with different tradeoffs than if they were an ag zone building. You can't get that kind of interplay if all your buildings go into one bucket.
A limit such as... what zone it can go in?
These are overly simplistic answers to complex questions. I can't say much more on that without writing a novel, which I may do later, but you're cutting out vast swathes of design space here. The short story version: In an 11 building bucket all that's needed for something to be an always build is for it to be better than the 12th best option. If it's limited to one of 3 slots in a bucket that's not even on every planet then you can make it much more powerful and still have other options be competitive. The most effective way to balance a food building and a magic space thread building is to not try to do such a silly thing in the first place.
You also left out the use case of when you want something to be too good to be a building, or just not comparable to what buildings or districts do.
I guess I just don't find "make everything boring" a compelling design goal.
This is what's called a "ribbon benefit" and was under a section titled "rampant speculation" so I'm not going to overly get into it, but again, you're saying "why not do it in a more limited and less structured manner" which again, not a design ethos I ascribe to.
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I don't understand. I broadly agree that the Betharian zone is an example of why this is NOT necessary, pending future things for which it actually is or interactions with buildings that make that one necessary, but wouldn't the Betharian zone in fact have 3 building slots?If I find a Doorway but the "Doorway zone" has to compete with a research zone I may never use it.
If I find Betharian stone and it has to compete with mining zones and doesn't buff generator output then I may never even use it even if I want energy (unless I have mining guilds or similar, don't need minerals, and "Betharian Zone" with only 2 effective build slots has higher energy output than a generic generator zone with 3 build slots).
You are right, I'm tired after the gardening and mixing things up (I was thinking about bioreactor buildings being placed in different zones again).I don't understand. I broadly agree that the Betharian zone is an example of why this is NOT necessary, pending future things for which it actually is or interactions with buildings that make that one necessary, but wouldn't the Betharian zone in fact have 3 building slots?
As a matter of fact, given how it works now, you could probably build both a mining and a Betharian mining zone on the same planet. That may be exactly why it will do something somewhat better than buildings do now, in providing jobs for both scaling off the same district, traits and planet designation but as two separate jobs instead of one doing both, and with two separate sets of 3 buildings amplifying those jobs differently.
Yes, Phoeniz Point is kind of the perfect example of how to be so focussed on making everything "perfectly balanced", you end up making a game that's flat and boring. I tried so hard to like it, but it never caught me near as much as XCOM 1&2 did. Similar thing with Helldivers 2 last year, players found a fun synergy, so the Devs nerfed it until it wasn't good anymore. Like these are games, people want to have fun, allow them to have things that work synergistically. If I want to engage in a world where I'm trapped with a bunch of mediocre choices and whatever I pick will be disappointing, I'll go outside and experience Earth under Late Stage Capitalism and Climate Collapse...
Turning features into zones I actually dislike (thinking about it while cutting the grass outside just now) as it turns features into situational side-grades vs upgrades.
Using your words here, Phoenix Point was a game that seemed to have "make everything boring" as a design goal. Situationally useful side-grades being the only equipment unlocks was a major part of the failure of v1.0 for me (haven't tried since). I don't want that boring design ethos ported over to Stellaris.
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Fascinating. So to be clear, essentially everyone has massively inflated trade to use to fix problems, especially if they are NOT actually trying to manage their economy in detail anyway?
That would explain a lot. I've been trying to prevent having the logistics deficit, but that means people who are ignoring it (the people who seem to just be specializing, while I've been unable to do so because I wouldn't be able to pay a trade deficit that is apparently currently income) are actually not seeing either end of the problem. They specialize and don't have to fine-tune outputs as much, yet simultaneously aren't suffering the penalty we will in 4.0 for ignoring that and get enough faux income to forcibly fine-tune their economy until it fixes itself.
Plus, it's kinda weird that the Market is unlocked right at the beginning of the game, especially for Hive Mind and Machine Intelligence Gestalts. I get it when it represents the private sector on your worlds, while the player resources are "the Governments". But if you're a giant Hive Mind creature and you haven't met any other empires, who or what are you "trading" with?To be clear, I don't think the current trade numbers are balanced in the slightly, but as I played some longer games, I kept the inverted trade specifically in mind to see whether it'd be an issue were it not inverted and for the entire game my trade would've been fine. At the moment my biggest criticism of trade is the fact that it doesn't really do much and you don't need to pay mind to it really. Fleet upkeeps are still majorly energy and alloys, planetary defecits hardly affect total trade and trade has so many passive sources that you don't need to make jobs for it either.