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BanDHMO Dec 18, 2018 @ 8:29pm
What do you do with extra resources?
I'm bottlenecked on building slots for getting more unity/research/etc. On Influence for expansions. On travel time and fleet command limit for more wars. At the same time I have a healthy surplus of every low-level resource and running into the storage limit. Is this typical?

I suppose I could start repurposing metallurgy and industrial buildings for research and trade surplus energy and minerals for alloys and goods, but that seems so inefficient.

EDIT: Oh, and I don't have MegaCorp, or all that cash would be going straight to more pops.
Last edited by BanDHMO; Dec 18, 2018 @ 8:30pm
Originally posted by Lady Crimson (RIP):
Basically you either re-source your resources to spend more consumer goods on unity/research, and then spend more minerals making consumer goods.. or..

Use the npc factions with energy to purchase various things, or increase pop food usage if you haven't already, and toss 1,000's of food at your planets for boosted growth.

Use the excess in trade deals to make various people like you always works too.

The trade value actually isn't too bad on spending energy for alloys (prior to the beta update, base game of Leguin buying alloys may actually be better than making them).

OH! Be sure you check your trade (like consumer wealth) and that it's being used to produce consumer goods if you can, or unity if you really want it.

(as a note, either using the trade value or making the consumer goods is generally best, whereas purchasing alloys is the ideal situation since it's harder to make that until the beta and the market treats alloys as double consumer goods, where really it's triple until the beta where it's half).
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Arrek Dec 18, 2018 @ 8:36pm 
Market it for Credits, Buy other resources,

If overproducing raw materials by that large a margin, you likely need to resettle some pop to your Urb worlds for better high tier production of goods and better research.

Basically sell for creds, move miners over to alloy and CG worlds to produce more there untial a nice balance is reached for you. If overproducing CG and alloys, move some specs to research, or if fine there byt still over producing minerals/food energy move some to research.

Basically de-serfify the empire and get those cities working! :steamhappy:

PS Basically raw materials you want to get to the point where you have a stable but low net income. (Personally mine is somewhere between 50-150 if near capacity) with the rest being turned into Alloys and CG, the CG being used to fuel the Research Engines and Worship Sticks.
Last edited by Arrek; Dec 18, 2018 @ 8:39pm
vkobe Dec 18, 2018 @ 8:37pm 
sell and buy what you need ^_^
BanDHMO Dec 18, 2018 @ 9:22pm 
Originally posted by Arrek:
Basically sell for creds, move miners over to alloy and CG worlds to produce more there untial a nice balance is reached for you.
Basically de-serfify the empire and get those cities working! :steamhappy:

The point, though, that I can't move serfs into specialists because you only get one specialist-capable building per 5 pops, and that building has 2 spec jobs. So 3/5 pops have to stay serfs and can't produce anything but base resources. It appears hard-coded and I see no way around it.

Since I also have a lot of mining stations and some vassals, I end up with a big surplus of base resources.

I sure could just trade it on the market, but that is highly inefficient. Does everyone end up in the same situation, or is there a way around it somehow?
Astasia Dec 18, 2018 @ 9:37pm 
Originally posted by BanDHMO:
The point, though, that I can't move serfs into specialists because you only get one specialist-capable building per 5 pops, and that building has 2 spec jobs. So 3/5 pops have to stay serfs and can't produce anything but base resources. It appears hard-coded and I see no way around it.

Most of the specialist job buildings have upgrades that brings them up to 5 and 8 jobs. It's easy to make a planet that is entirely specialists.
have you tried upgrading the specialist buildings? so they have 5-10 jobs instead of 2?
@astasia 8 jobs is from the beta patch. stock version only goes 2/5/10 as far as i've seen
Astasia Dec 18, 2018 @ 9:49pm 
Everyone should be on the test branch because the live branch is unplayably broken in multiple ways.
Belhedler Dec 18, 2018 @ 10:37pm 
Originally posted by BanDHMO:
At the same time I have a healthy surplus of every low-level resource and running into the storage limit. Is this typical?
Then why not sell some of that (without reaching energy credits cap) and buy rare resources in the market with some of that? It's unlikely you'll reach the cap for the rare resources and this way you won't be wasting your initial resources. That said, if you have really a high stock of minerals then maybe you should replace a few mining districts with city districts. Spam campaign edicts too obviously.
Last edited by Belhedler; Dec 18, 2018 @ 10:39pm
Arrek Dec 18, 2018 @ 11:12pm 
Originally posted by BanDHMO:

The point, though, that I can't move serfs into specialists because you only get one specialist-capable building per 5 pops, and that building has 2 spec jobs. So 3/5 pops have to stay serfs and can't produce anything but base resources. It appears hard-coded and I see no way around it.

Since I also have a lot of mining stations and some vassals, I end up with a big surplus of base resources.

I sure could just trade it on the market, but that is highly inefficient. Does everyone end up in the same situation, or is there a way around it somehow?

Not move them into Specialists on the raw materials worlds, Physically move pops from those world to your Spec worlds and have them fill slots there. Also moving them from those Raw Mat worlds to your Urb world will unlock those building slots. Pops are the single most important resource, everything is a pale second.
BanDHMO Dec 19, 2018 @ 12:18am 
Originally posted by ITArchaon The Never-Chosen:
have you tried upgrading the specialist buildings? so they have 5-10 jobs instead of 2?

Don't have the tech to do that yet.

Originally posted by Belhedler:
Then why not sell some of that (without reaching energy credits cap) and buy rare resources in the market with some of that?

Nobody has the tech for rares yet, and buying something else the conversion losses would be abysmal.

Anyway, thank you all for throwing in ideas. Looks like there really isn't a better way and I just have to suffer the conversion penalties. It's a good problem to have, I suppose.
Garatgh Deloi Dec 19, 2018 @ 12:34am 
Originally posted by BanDHMO:
Nobody has the tech for rares yet, and buying something else the conversion losses would be abysmal.

You lose 100% of your income if your storage is full. Better to lose the conversion cost.
Last edited by Garatgh Deloi; Dec 19, 2018 @ 1:27am
The author of this thread has indicated that this post answers the original topic.
Basically you either re-source your resources to spend more consumer goods on unity/research, and then spend more minerals making consumer goods.. or..

Use the npc factions with energy to purchase various things, or increase pop food usage if you haven't already, and toss 1,000's of food at your planets for boosted growth.

Use the excess in trade deals to make various people like you always works too.

The trade value actually isn't too bad on spending energy for alloys (prior to the beta update, base game of Leguin buying alloys may actually be better than making them).

OH! Be sure you check your trade (like consumer wealth) and that it's being used to produce consumer goods if you can, or unity if you really want it.

(as a note, either using the trade value or making the consumer goods is generally best, whereas purchasing alloys is the ideal situation since it's harder to make that until the beta and the market treats alloys as double consumer goods, where really it's triple until the beta where it's half).
Last edited by Lady Crimson (RIP); Dec 19, 2018 @ 1:32am
jacobellinger Dec 19, 2018 @ 1:44am 
Originally posted by BanDHMO:
I'm bottlenecked on building slots for getting more unity/research/etc. On Influence for expansions. On travel time and fleet command limit for more wars. At the same time I have a healthy surplus of every low-level resource and running into the storage limit. Is this typical?

I suppose I could start repurposing metallurgy and industrial buildings for research and trade surplus energy and minerals for alloys and goods, but that seems so inefficient.

EDIT: Oh, and I don't have MegaCorp, or all that cash would be going straight to more pops.
the answer is easy. play the slots :D
BanDHMO Dec 19, 2018 @ 4:24pm 
Originally posted by Lady Crimson:
toss 1,000's of food at your planets for boosted growth.

Use the excess in trade deals to make various people like you always works too.

Perfect, those are the two I've overlooked so far. Thank you, that's exactly the kind of ideas I made the topic for.
Garatgh Deloi Dec 19, 2018 @ 4:27pm 
Originally posted by BanDHMO:
Perfect, those are the two I've overlooked so far. Thank you, that's exactly the kind of ideas I made the topic for.

Oh, if you just want ideas like that i would recommend going into your policies and increase the food quality of your empire (Increases growth all over but also makes pops use more food, can be used in combination with the 1000 food decision on a world).

Might also be worth checking if you can increase the living standards for a happiness bonus and stuff of that nature (Often needs increased consumer goods costs, check both policies and species rights).

Also if you want to boost a particular resource income and you know that you have a planet that produces a lot of that resource you may want to give them luxery goods (boosts amenities, thus happiness, thus stability, thus resource income on that planet).
Last edited by Garatgh Deloi; Dec 19, 2018 @ 4:30pm
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Date Posted: Dec 18, 2018 @ 8:29pm
Posts: 15