Stellaris

Stellaris

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Fazzan Dec 7, 2018 @ 12:50pm
Too few resources
IMHO there's way too few resources in the galaxy and it makes an already slow game even slower. I really don't like the special resources needed to upgrade buildings. The game became slow and dull. The population cap for building is too steep imo. That also slows down the game.
There's just not enough stuff for me to do while playing at max speed.
Research got nerfed something awful. I can hardly build research labs because I need other stuff for the empire to brake even.
Stellaris became a shallow resource manager and it's no fun for me
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Showing 1-15 of 20 comments
Toxic Dec 7, 2018 @ 12:56pm 
Thats what i said...
I don't know why people like this new system.. it's just boring
Red Dox Dec 7, 2018 @ 1:18pm 
To get this straight: you call the current game a "shallow ressource manager" and your solution to make it more fun would be (as the title suggests) adding more ressources?
Beltorn Dec 7, 2018 @ 1:18pm 
From discussions on forums, it seems there is sense to take Functional architecture civic as it reduces maintenance by 10%. Coupled with Prosperity tradition perk that becomes -20% which allows for 25% buildings.
To me it seems devs intended for us to haevily invest in construction buildings that provide these resources as well. Habitats are pretty good for it or smaller planets. All in all, don't be afraid to colonize more planets and more or less ignore the admin cap. From dev streams, it looked okay to be twice above your current admin cap and passable at triple AdminCap.
However, i agree that the way it is currently done makes little sense. First upgrade shouldn;t cost rare resources to have and i feel there too much of everything requiring consumer goods.
I don;t really know what does it mean for scientist- maybe consumer goods here represent computers? They definitely should require energy as that's both money and actual energy. Maybe minerals as wel?
A better way might be to make researches themselves require resources, while researchers are on energy payroll.
Overall, i'm sure devs will be adjusting as needed and first patch will be soonish. Could be as soon as next week, but i expect it to be released before Christmas for sure.
Isokon Dec 7, 2018 @ 1:19pm 
Originally posted by Red Dox:
To get this straight: you call the current game a "shallow ressource manager" and your solution to make it more fun would be (as the title suggests) adding more ressources?
I don't think it's about more types of ressources but simply greater amounts of those that are already there.
Garatgh Deloi Dec 7, 2018 @ 1:21pm 
Originally posted by Beltorn:
I don;t really know what does it mean for scientist- maybe consumer goods here represent computers?

Computers, lab equipment, clothes, toilet paper, etc. Pretty much everything is "consumer goods", its a very vague and broad term.
Garatgh Deloi Dec 7, 2018 @ 1:22pm 
Originally posted by Isokon:
Originally posted by Red Dox:
To get this straight: you call the current game a "shallow ressource manager" and your solution to make it more fun would be (as the title suggests) adding more ressources?
I don't think it's about more types of ressources but simply greater amounts of those that are already there.

Id argue that pre 2.2 it was way more shallow then it is now, they added depth, they didnt remove any. Thats not to say that you have to like it or anything, just that describing it as shallow when the previous version was way more shallow is a tad odd.
Last edited by Garatgh Deloi; Dec 7, 2018 @ 1:22pm
Rhym3z Dec 7, 2018 @ 1:27pm 
Originally posted by Garatgh Deloi:
Originally posted by Isokon:
I don't think it's about more types of ressources but simply greater amounts of those that are already there.

Id argue that pre 2.2 it was way more shallow then it is now, they added depth, they didnt remove any. Thats not to say that you have to like it or anything, just that describing it as shallow when the previous version was way more shallow is a tad odd.

Agreed. The depth is deffinately there
abcismasta Dec 7, 2018 @ 1:33pm 
I ran into an issue where the only resource limitation I had with the life-seeded civic was that my pops didn't grow fast enough to let me build buildings, so I was limited with what I could actually spend my 5k of each resource on. The only resources I never had too much of were alloys and influence, because border expansion.
gizmoc Dec 7, 2018 @ 1:36pm 
I struggle to remember the alloy's are for ships I had 6k minerals and went "great I can build a feet... wait.. what?"
Garatgh Deloi Dec 7, 2018 @ 1:36pm 
Originally posted by abcismasta:
I ran into an issue where the only resource limitation I had with the life-seeded civic was that my pops didn't grow fast enough to let me build buildings, so I was limited with what I could actually spend my 5k of each resource on. The only resources I never had too much of were alloys and influence, because border expansion.

Id advice people to be a tad restrained when it comes to border expansion in 2.2. That administrator cap realy hits you hard if you dont develop both the areas you take and the planets (If you do spend resources and time to develop your areas/planets its still good to go wide, the cap is a softcap rather then a hardcap).
val Dec 7, 2018 @ 1:43pm 
I guess some period of adaptation is ahead for all of us. But as of now my biggest concern regarding new eco is it's unpredictability. Before you could pretty easily plan your expansion, eco was pretty stable in its peaks and downs and how you can get over shortage of some resource. New one is kinda chaotic cause of how something small like new building can cause great deficit out of the blue. Like bam and your food goes red. Or energy
Garatgh Deloi Dec 7, 2018 @ 1:48pm 
Originally posted by val №22 on toxic list:
I guess some period of adaptation is ahead for all of us. But as of now my biggest concern regarding new eco is it's unpredictability. Before you could pretty easily plan your expansion, eco was pretty stable in its peaks and downs and how you can get over shortage of some resource. New one is kinda chaotic cause of how something small like new building can cause great deficit out of the blue. Like bam and your food goes red. Or energy

Theres so many things that can push you into the red at a moments notice :D .

Having too many pops thus unemployed people (hurts stability, creates crime, if you have to many you have to pay a sorta support system for unemployed), the planet not having enough pops so the buildings just stand there costing mantiance but not giving you anything, the weird way pops prioritise buildings, forgetting to unlock buildings you have locked with the prioritise system, a planet being overcrowded or having low aminities (the debuff hurts), deviancy/crime (the debuf once again hurts), the admin cap penalty, etc, etc, etc.

Its wonderfull, horrible, tedious and involved all at the same time. I like it.
Last edited by Garatgh Deloi; Dec 7, 2018 @ 1:49pm
val Dec 7, 2018 @ 1:56pm 
Originally posted by Garatgh Deloi:
Originally posted by val №22 on toxic list:
I guess some period of adaptation is ahead for all of us. But as of now my biggest concern regarding new eco is it's unpredictability. Before you could pretty easily plan your expansion, eco was pretty stable in its peaks and downs and how you can get over shortage of some resource. New one is kinda chaotic cause of how something small like new building can cause great deficit out of the blue. Like bam and your food goes red. Or energy

Theres so many things that can push you into the red at a moments notice :D .

Having too many pops thus unemployed people (hurts stability, creates crime, if you have to many you have to pay a sorta support system for unemployed), the planet not having enough pops so the buildings just stand there costing mantiance but not giving you anything, the weird way pops prioritise buildings, forgetting to unlock buildings you have locked with the prioritise system, a planet being overcrowded or having low aminities (the debuff hurts), deviancy/crime (the debuf once again hurts), the admin cap penalty, etc, etc, etc.

Its wonderfull, horrible, tedious and involved all at the same time. I like it.
Well, maybe when I get used to it, I'll like it too. But right now playing wide seems like trying to sail in the boat full of holes. Water is getting inside out of thousand places simultaneously and you ran around patching one while at the same time two new appear
Shahadem Dec 7, 2018 @ 2:00pm 
Originally posted by Garatgh Deloi:
Originally posted by Isokon:
I don't think it's about more types of ressources but simply greater amounts of those that are already there.

Id argue that pre 2.2 it was way more shallow then it is now, they added depth, they didnt remove any. Thats not to say that you have to like it or anything, just that describing it as shallow when the previous version was way more shallow is a tad odd.

I would argue that this is fake depth which detracts from the actual game.

It has been perfectly clear since CherryH that the devs have been doing everything they could to prevent people from making large giant empires.

I hate to break it to you but playing "Tall" isn't playing "Tall", it is playing SMALL. A so called "wide" empire has more large planets in it than any so called "Tall" empire but for some stupid reason is considered "wide" rather than "large"?
Last edited by Shahadem; Dec 7, 2018 @ 2:02pm
Nuaru Dec 7, 2018 @ 2:00pm 
there are buildings that convert minerals into resources.. also the building that produces alloys- you don't even need any tech for it, build those. And colonize aggressively duh. The game is only slow becouse you play slow. 2.2 so far is great for me and i sure as hell don't miss that pointless tile clicking.
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Date Posted: Dec 7, 2018 @ 12:50pm
Posts: 20