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Kriemfield Dec 8, 2018 @ 5:17am
Producing energy credits
Hello,
Since the new update has changed how the planets work, I find difficult to understand how I can produce energy credits. I play as an hive mind, I have expanded quickly (I have 4 planets already settled) and now I am losing around -20 energy credits per month all of a sudden. In the planets I can't find any building that only produces energy credits, everything costs energy credits and except for the space stations, I don't see a quick way to counter the loss. Can someone explain me how the new energy credits system works ?
Thanks !
Originally posted by Abisha:
it's rater simple just build a Generator district and assign pops to work.
(keep in mind building districts in advance consume Energy points) so build only when needed.
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Abisha Dec 8, 2018 @ 5:22am 
it's rater simple just build a Generator district and assign pops to work.
(keep in mind building districts in advance consume Energy points) so build only when needed.
Originally posted by Abisha:
it's rater simple just build a Generator district and assign pops to work.
(keep in mind building districts in advance consume Energy points) so build only when needed.
how do you assign pops to work
Abisha Dec 8, 2018 @ 5:34am 
Originally posted by Pookie The Krogan:
Originally posted by Abisha:
it's rater simple just build a Generator district and assign pops to work.
(keep in mind building districts in advance consume Energy points) so build only when needed.
how do you assign pops to work
that's a bit fuzzy their are when you press "workers" a tab opens up their you see on the right side 2 buttons +&- to alter workers you need to press - on other fields for instant food.

yea it's stupid they should have made it drag and drop like Master of Orion. or something
Kriemfield Dec 8, 2018 @ 5:47am 
So I have tried to apply what you have told me, I am now at +5 energy credits, so it seems to work. However the planet/population tab is a bit strange. The previous system was more intuitive. I need to mainly focus on producing energy credits to be able to have a positive income.
Rogue Dec 8, 2018 @ 5:52am 
One of the keys to producing enough of the raw resources (minerals, food, and energy) is also to not have too many specialist slots (people making alloys, consumer goods, research etc) because pops will take specialist slots over worker slots if they're available so it will drain your workforce for the lower tier jobs if you build too many of the others. It's okay to leave building slots empty if building something in it makes you go down too much on the base resources.
Kriemfield Dec 8, 2018 @ 6:11am 
Thanks for all the informations, it helps, I am at +40 energy credits production now. :smile:
Ihateeverybody Dec 8, 2018 @ 6:28am 
Also something to keep in mind. You can always trade Base Resources (Food/Energy/Minerals). Just because you run a -5 ec doesn't mean you are screwed as long as you are producing +10-20 in your other resources.

What I have been doing is as soon as possible moving my mining off planet and replacing the mines with Generators.

This is over the course of 20-30 years as I explore the galaxy. Population growth is the driving factor I find in the new Update.
Abisha Dec 8, 2018 @ 6:46am 
Originally posted by Ihateeverybody:
Also something to keep in mind. You can always trade Base Resources (Food/Energy/Minerals). Just because you run a -5 ec doesn't mean you are screwed as long as you are producing +10-20 in your other resources.

What I have been doing is as soon as possible moving my mining off planet and replacing the mines with Generators.

This is over the course of 20-30 years as I explore the galaxy. Population growth is the driving factor I find in the new Update.
I would not recommend this it cost you 30% in sell and 30% in buying that's a lot overall.
you will bleed dry, just get a healthy economy is key.
Rogue Dec 8, 2018 @ 6:59am 
Originally posted by Abisha:
I would not recommend this it cost you 30% in sell and 30% in buying that's a lot overall.
you will bleed dry, just get a healthy economy is key.
It's not like the person you quoted suggested it is ideal, just that you aren't totally scrwed if you're running at a small deficit in something.
Abisha Dec 8, 2018 @ 7:01am 
Originally posted by Siri:
Originally posted by Abisha:
I would not recommend this it cost you 30% in sell and 30% in buying that's a lot overall.
you will bleed dry, just get a healthy economy is key.
It's not like the person you quoted suggested it is ideal, just that you aren't totally scrwed if you're running at a small deficit in something.
even small "deficit" would cost you a lot i got that a game before only -50 minerals it ruinded by whole game at some point.
Ryika Dec 8, 2018 @ 7:31am 
Using the internal market to speed up other things early on is perfectly fine.

Construction of a generator district costs 300 Minerals, for that amount you could also have connected 3-4 mining stations that yield more resources than you lose as a fee.

The thing is.. that really shouldn't happen if the empire is planned properly. If generator districts are placed whenever the economy is about to need them, then I don't see how one could even run into a deficit, and avoiding the deficit is definitely the better option than trading oneself out of the deficit.

But if you realized you messed up, then don't let that 30% cut scare you away from using the internal market. Districts are a really expensive investment if you're building them to swap around pops instead of preventing unemployment.
Last edited by Ryika; Dec 8, 2018 @ 7:32am
Rogue Dec 8, 2018 @ 7:32am 
Originally posted by Abisha:
even small "deficit" would cost you a lot i got that a game before only -50 minerals it ruinded by whole game at some point.

-50 is a massive deficit when compared to the example of -5 though. But even then it's not that big of a deal. Does it hurt you? Yes. Is it the end of the world? No. With the 30% market fee any value you trade into energy will lose 30% value, that means you're turning 6.5 relative value into 5, for a total loss of 1.5 "value per month". If 1.5, or 15 per month in the case of the larger example, sinks you the economy was probably not particularly good even outside the resource in which you're running at a deficit. If your economy is in good shape it's fine to have a deficit somewhere as long as it isn't so big you have to skew the entire market to compensate for it.
Ryika Dec 8, 2018 @ 7:44am 
Originally posted by Siri:
With the 30% market fee any value you trade into energy will lose 30% value, that means you're turning 6.5 relative value into 5, for a total loss of 1.5 "value per month".
No, that's not correct. You can't just do 5 * 1.3, because 5 isn't the value that has the fee substracted from it ( or in other words 5 it's not 100%, but 70%; the 30% have already been substracted).

So what you have to do is 5 / 70 * 100 = 7,14 (Minerals or Food spent for 5 Energy).

This means that you're paying 1,428 Minerals or Food to gain into 1 Energy.
Last edited by Ryika; Dec 8, 2018 @ 7:47am
MC24hc Dec 8, 2018 @ 7:47am 
ALSO,

'Trade Values' are automatically converted into energy credits. Build trade hub in your starbase (esp with planets) with good trade values, and patrol the trade route with small ships.

You can also develop trade based planeets, those are really useful
Last edited by MC24hc; Dec 8, 2018 @ 7:47am
Shinzor Dec 8, 2018 @ 7:53am 
adding trade ports to gather trade supply will add a lot to your energy if you have not already also they donèt have to be in a system with a colonized world anymore, each trade station adds +1 to the range that a starbase gathers, that being said it is much more of a balancing act now than it was before but once you get the hang of it I think you will find it much better and as I have advance I have replaced some buildings as I have been able to upgrade others, my main problem right now is making enough consumer goods lol but now that I can finaly expand to habitats I can start making more, I started on a Gaia world and can't colonize other worlds yet
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Date Posted: Dec 8, 2018 @ 5:17am
Posts: 23