Stellaris grand strategy space game by Paradox discussy thingy thready thingy


#4686

I did notice mandate completion rewards have moved to the end of the term rather than when you complete the task. No idea whether they’re working though, didn’t get that far.


#4687

In my first mandate, I hit the target mineral bonus partway through, but built an alloy forge just before the term ended, so lost it. The second mandate was food bonus and I was easily reaching that for most of the 10 years (had +35 and I only needed +15). But it said I failed. Third mandate seemed to fail as well, even though I built the required districts.


#4688

I got my first mandate, but didn’t get my second despite producing more than 15 food/month. Then, I had 2 Urban Districts built, but my leader died before the end of their term, and the game said I failed to meet the mandate. So, they do seem to be rather buggy.

Did you manually switch workers jobs, or just build buildings or districts? I didn’t know you could manually move workers around?


#4689

There are plus and minus buttons next to the detailed jobs breakdowns. So you can reduce available jobs in one type to force people into available jobs of a type you need more. Usually you can then open the jobs back up and people will stay in the jobs they were assigned. In my case I needed to do some of this to get my organic pops out of the mines since I needed technicians making energy more. Robots be hungry.

This helps shift worker strata between jobs and I guess specialists between jobs (though I haven’t tried it). IIRC it doesn’t work to shift specialists down to workers though since people would rather be unemployed for a while than take a demotion.


#4690

The game pace has most noticeably slowed down, mainly due to the fact that population growth is almost glacial compared to before. And you need population to grow in order to unlock more space for specialty building. Those unlock at every 5th pop.

But this is also forcing me to specialize my planets even further. It’s not every-world-is-the-same formula as before.


#4691

One thing that is bugging me more than before: so many of the interfaces are cramped or smaller than they need to be since some people are running at low resolution. I’d really like to be able to use a bit more screen real estate for the planet UI’s.


#4692

It’s also difficult at 4K, because it’s so damn small.


#4693

Does ‘interface scaling’ in the graphic options menu help with that? I set mine to 1.2 at 1080p which feels fairly comfortable (but i stream the game and want viewers with smaller screens to be able to read the text).


#4694

Like @Vormithrax mentioned, bump up the UI scaling. I use 1.2, but I’m not on 4k (I’m at 3440x1440). Bumping up to 1.4 scaling makes the UI nice and chunky.

I’d be totally down with larger window options for stuff, though. I have a lot of screen real estate now and I’d like to use it.


#4695

I’m still pretty confused - but I feel positive about everything. I feel much more like I’m managing an empire now, with the new focus on planets and trade.

Very pleased


#4696

I also think they increased the sublight speed on the default engines - my research and constructor ships no longer plod along


#4697

Thanks! I’m hoping I’ll be able to avoid such manipulations, but it will be nice to know that I can if I get desparate.

I think I might be suffering from scaling as well, and that is why I didn’t even notice those buttons, so thanks @Vormithrax as well. I’ll change my scaling next time I get to play.

Now, does anybody have an idea why I can’t save to the cloud?

I’m not too far in, but I think this has been the best version of Stellaris yet.


#4698

Me too! I’m having so much fun and feel like I’m making decisions and fine-tuning my economy. This is terrific, because a complaint leveled against Stellaris was that there just wasn’t much to do outside of expansion and now there is. The biggest plus though is making interesting decisions instead of the boring tile system, which was largely just busywork.

I also like other changes that are related to this. Ocean worlds can have massive amounts of Farming districts, by my race are desert dwellers and the habitability on them is terrible for me. But with the change to habitability making pops more expensive to maintain, it’s a choice to make. It also means that I’m relying heavily on robotic labor there, with my K’tek pops being roboticists building my Farmbots. That one planet is supplying the bulk of my entire empire’s food supplies but it was a but of investment to get it going due to the poor climate.


#4699

Yeah, exactly - it fills out the mind-numbing midgame quite a bit, changes how you think about building starbases and colonies, gives your fleets something to do… it is really nice


#4700

This is interesting. Is there a list of which climates favour which deposits?

I made my starting world an ocean and I noticed that I’ve got lots of potential agriculture districts. Which is not the best, since I also started with mechanist so I need more energy over food.


#4701

I haven’t seen anything specifically and to be honest I might be making an incorrect assumption based off of a limited sample size. Thus far though, Oceans seem to have a higher Agriculture bias than others like my farm world here:

image


#4702

I think it uses to be that wet climates got more food bonuses, cold climates got more mineral bonuses and hot climates got more energy bonuses. I wouldn’t be at all surprised if those carried over to 2.2 (where they would be more significant, since you can’t just ignore them).

I’ll have to check other planets when I get back, but definitely my three ocean planets are, uh, swimming in agricultural deposits.


#4703

There is a magnifying glass in the panel somewhere that opens a side panel with the different biomes that are providing extra districts.


#4704

Those biomes are indeed the source of the deposits which allow you to build the resource extraction districts. We are just speculating that the probabilities are set up so that certain types of planets will tend to favour particular resource deposits. Particularly if the code was carried over from before. E.g. a +3 food tile in 2.1 is now a +3 food district biome.

More evidence along this line: an event that gave you lots of habitable tomb worlds in your home system does the same in 2.2. However, these worlds are useless for resource extraction because they don’t have any deposits. They didn’t have deposits in 2.1 either, but back then you didn’t need a deposit to build a farm/mine/powerplant.


#4705

I don’t think this is a new one, but I enjoy some of the anomalies in the game. On one of my colonies, I discovered what ended up being a dimensional portal. I set my physicists to work on studying it, and eventually they were able to open it at which point they received a communication from the far side.

What was on the far side was a mirror of my own species. There were a few dialog options, so I asked them how things were going in their parallel universe. They mentioned they had expanded far and wide using the warp drive, at which point my side exclaimed that we traveled via hyperlanes. They then discussed the likelihood that that was the moment the universes diverged. Just thought it was an amusing allusion to the Stellaris 2.0 update that removed the other FTL methods.

Seems like there were… ramifications for using warp drives, though, so I’ll stick with my hyperlanes. :)