Stellaris

Stellaris

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Sector and food?
If a sector isn’t producing food do the people starve? If so, how do I give them food? I’m 19+ food but my sector is producing in the negative.
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Showing 1-10 of 10 comments
Nolt Mar 6, 2018 @ 9:50am 
If I recall correctly, the food should be shared for planets, if a few planets produce enough food for all your population, you are fine, that is why there is a food stockpile indicator on the HUD.
CrUsHeR Mar 6, 2018 @ 9:51am 
Food is magically shared among the whole empire.
mcsproot Mar 6, 2018 @ 9:53am 
Originally posted by CrUsHeR:
Food is magically shared among the whole empire.

It's called logistics.
CrUsHeR Mar 6, 2018 @ 9:56am 
Originally posted by mcsproot:
Originally posted by CrUsHeR:
Food is magically shared among the whole empire.

It's called logistics.

Just saying, they could have added a strategical layer to this.
For example adding energy costs to each lacking food unit, based on the distance to the next surplus-producing source.
Last edited by CrUsHeR; Mar 6, 2018 @ 9:59am
Radek Mar 6, 2018 @ 10:08am 
If you're going to force that, then you should probably force that leaders don't just instantly switch from commanding a ship across the galaxy to researching science at home...
Azunai Mar 6, 2018 @ 10:13am 
what would be the point? AI already struggles with the food system and it wasn't (probably still isn't) uncommon for them to ♥♥♥♥ up and fall into a death spiral of starvation revolts they can never get out of.

adding more gameplay to that system just makes it more likely that the bots would ♥♥♥♥ up. or have to get another hidden bonus to deal with it.
galadon3 Mar 6, 2018 @ 10:55am 
Originally posted by CrUsHeR:
Originally posted by mcsproot:

It's called logistics.

Just saying, they could have added a strategical layer to this.
For example adding energy costs to each lacking food unit, based on the distance to the next surplus-producing source.

You basically have that subsumed under the raising consumer good costs per pop the more planets you have. Since it makes not much sense that they magically consume double the amount when the empire has 100 worlds you can savely assume that it represents the costs of the logistical network of civilian shipping spanning your empire.
Mansen Mar 6, 2018 @ 11:53am 
Originally posted by CrUsHeR:
Just saying, they could have added a strategical layer to this.
For example adding energy costs to each lacking food unit, based on the distance to the next surplus-producing source.

Then you would never have to build more than a few farms ever, since you can't hold more than a handful of core systems.
northernwater Mar 6, 2018 @ 11:56am 
Originally posted by CrUsHeR:
Originally posted by mcsproot:

It's called logistics.

Just saying, they could have added a strategical layer to this.
For example adding energy costs to each lacking food unit, based on the distance to the next surplus-producing source.
Agree. They should have small shuttle ships which can be preyed upon by pirates or something. Planet under seige should have food problems, etc ...
galadon3 Mar 6, 2018 @ 1:28pm 
Originally posted by northernwater:
Originally posted by CrUsHeR:

Just saying, they could have added a strategical layer to this.
For example adding energy costs to each lacking food unit, based on the distance to the next surplus-producing source.
Agree. They should have small shuttle ships which can be preyed upon by pirates or something. Planet under seige should have food problems, etc ...

The game-engine can't handle the military fleets and station late-game, I'm sure adding a lot of civilian space-travel will reaaaally improve the performance....
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Date Posted: Mar 6, 2018 @ 9:48am
Posts: 10