Stellaris grand strategy space game by Paradox discussy thingy thready thingy

I paid dearly for upgrading buildings in my first game of the new DLC. Wasn’t paying attention to how the raw mats are fed in to produce alloys and consumer goods and amenities, and suddenly I was in a deep resource deficit

The new beta patch is increasing base alloy production by 50%. That should change the balance of quite a few things down-stream.

I did eventually do that. I had 2 bio species and would rotate which would grow and relocate them as need. It is a level of micro i do not want to do :-) but was able to create a story in my head to allow for it (the mushroom people we uplifted were very curious)

Yeah the micro would not be welcome. I feel like unemployed biotrophies should use the regular emigration mechanics to move to where they are needed. Maybe some special kind of freedom of movement setting?

Thanks for the heads up on the Beta patch. Going to grab that now.

After a dozen shots the Stellaris team actually made a space game that’s fun to play. I think the admin cap is actually very well implemented. Planets count 2 and districts and systems count 1, the faction division multiplier it a bit weird, but it does give you and incentive to try and keep all your people happy.

It is enough of deterrent that I consider do I really need to put an outpost on 2 min, and 2 energy system or can I bypass it, but it is soft enough that if there is nice system I still grap it.

If not tried the Glavius AI, mod is it comparable to Better AI in HOI IV?

Also I researched corvette hull +100 hit points the previous game, but even when I built new corvette hull they were still 300 hit points not 400 like I expected? Is there a step I’m missing in the ship designer or is it bug?

His previous one was similar to Expert AI in HoI4, but maybe even better received. His new one is being updated like every hour so it is hard to keep track. He says he’s fixed a metric ton of stuff. Most important is probably getting the AI to build upgraded production buildings.

What beta patch is this? I am on steam and I see a bunch of betas available. will this hose my current game?

It says here: [Dev Team] stellaris_test beta branch updated with many new fixes [checksum 8b3a] | Paradox Interactive Forums

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose “stellaris_test”

I suspect it is (intended to be) save-compatible, but I don’t know for sure.

Upping the alloy output is going to be a good change I think… it is rough as it stands right now

I always find it amusing when such a huge change is made in a hot fix a couple of days after an expansion. Did noone think alloy production was low when they were testing it? It reminds me of that EU4 expansion that made badboy penalties so extreme it was laughable, and it was fixed a day or two after.

I’m not a fan of them increasing alloys production so radically - it was the only resource I was even close to scarce to in the early game, and pretty soon after it also was very abundant except for right after my fleet was wiped - as it should be! The economic model is interesting because there is scarcity, which forces some decisions; reversing that takes us back towards the old model IMO.

I guess I’ll wait and see what number they land on after beta and how it plays, and if any other balancing of numbers takes place.

Edit: You guys already said the same thing above.

I did the same thing. I disabled the building, which game me some unemployed pops for a while because I think it takes some time before they demote. I eventually built another specialist tier building so they could work again.

That’s interesting. How do you get such good production?

In my current game, I have running an alloy deficit and an energy deficit. The tooltip says my only ongoing source of monthly upkeep is ships… but as a test i deleted all my ships! So, I have zero ships, and i’m running upkeep of 45 alloy and 250 energy on ships.

Does anyone know if there is somehwere that breaks that down further? Could it be related to my federation? (i don’t normally play federation, so might be misunderstanding some mechanics)

I just figured it out - defense platforms… dangit

It must be a bug. It used to work, but I just noticed I didn’t get the hull points either.

How do you prioritize jobs? I need my people working the mines.

In the planet view, population tab, click the tiny double arrow on the strata, it’s there.

Note, what you are doing here is closing jobs and forcing them to switch to another available job. If you make them move down a strata, they will be upset and won’t automagically fill the job until they get over switching classes.

Gracias.

For resources my preferred technique is to shift click down and then up in a lower priority job class. This will push all workers out of the job into others, then let the remainders back in. Very quick and painless to do very occasionally when I ha e overbuilt too many extra competing facilities.

For alloys, I don’t open a new colony until the last one is really humming, at least 15 workers. I rarely build defense platforms until I spot extremely juicy trade nodes. My only alloy expenses until I start facing a pushy neighbor are a small fleet of corvettes. Even on highest difficulty and aggression the AI is very passive for the first hundred years or more.