Stellaris

Stellaris

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duane Apr 30, 2020 @ 5:19am
option to build energy plants gone mid game
playing as a robot faction and in mid game. Chugging along and now notice none of my planets (even the less developed ones) have an option to build energy plants (energy is my most needed commodity at the moment). The energy plant tile is not even offered in the build queue. I have recently upgraded my existing energy plants to energy nexus plants (I think thats the term). any connection or is this not supposed to happen?
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Showing 1-15 of 18 comments
adobo Apr 30, 2020 @ 5:27am 
What do you mean? You already upgraded it into the nexus.
Elitewrecker PT Apr 30, 2020 @ 5:27am 
Energy plants haven't been a building since over a year ago, you need to build energy districts.
IPWIW Apr 30, 2020 @ 5:28am 
grid/nexus,with planet wide bonus,can only be constructed once per planet
the common generator building is removed
what you need is Generator Districts.
do you know you can click on those pictures and build them?
https://stellaris.paradoxwikis.com/Districts
https://stellaris.paradoxwikis.com/Buildings
TargetLost Apr 30, 2020 @ 1:30pm 
They destroyed the whole Energy thing with their latest updates.

Energy Districts only helps you a bit. It more is now a game of building trading credits send on trading routes to your home world where this is magical converted into energy credits.

Completly wired I know..but thats how it works.

I play an old save where I own 3/4 of the galaxy and still energy and raw material is the biggest issue despite haveing all AI set to concentrate on basic materials. They ignore it and build goods.
But there isn't anyway any way anymore to build basics materials on the planets. It's completly cut too low.

Additional my mega constructions are gone.. I can't build any dyson spehere anymore.. Dunno if it is a bug because of an old save or if this is the new game.

On the other hand the fleet sizie limit is now much too large.

The most limitation is still the starbase count. It's anyoing low. You can't build any significant defence and strategic spots this way. For trading routes you also need starbases so here goes your strategic strabase placeing advantages.
corisai Apr 30, 2020 @ 1:54pm 
Originally posted by TargetLost:
You can't build any significant defence and strategic spots this way. For trading routes you also need starbases so here goes your strategic strabase placeing advantages.

a) You simply can't build any defense except playing on ensign and in early wars. 300k+ fleets tear starbase in seconds despite being AI-crap designed (your own would one/two-shot it), and soon there would be 1M+ fleets...
b) Excuse me? If you're in megastructures part of game - all your trade is going through gateways so you need only 1 trade hub.
TargetLost May 1, 2020 @ 12:32am 
Originally posted by corisai:
Originally posted by TargetLost:
You can't build any significant defence and strategic spots this way. For trading routes you also need starbases so here goes your strategic strabase placeing advantages.

a) You simply can't build any defense except playing on ensign and in early wars. 300k+ fleets tear starbase in seconds despite being AI-crap designed (your own would one/two-shot it), and soon there would be 1M+ fleets...
b) Excuse me? If you're in megastructures part of game - all your trade is going through gateways so you need only 1 trade hub.

a) True and would like that to be different but often that little extra from the starbase makes a difference. I use them often in my defence strategie. Do not forget the fleet sector benefits moduls that can give you an advantage.

b) So instead placing a starbase I can place a gateway in a system with trading goods and that works !?!?!? If so that would be helpful. Never had that idea. Always thought a Starbase is needed to Collect the trading goods so it can be send. After all I only see how much is flowing when clicking on that starbase.
duane May 1, 2020 @ 3:38am 
perhaps its just semantics. All I know is that when I colonized new planets in the early game I had energy districts and I could build an energy building. now in mid game all I can do is add energy districts. clearly its me and not the game but a certain kind of building was available but now they are not. It may be, as someone mentioned a limit of only one per planet. Thanks for the replies
Meewec May 1, 2020 @ 3:52am 
Originally posted by TargetLost:
Energy Districts only helps you a bit. It more is now a game of building trading credits send on trading routes to your home world where this is magical converted into energy credits.
energy districts work fine, and are what you need to rely on as a machine empire

Originally posted by TargetLost:
I play an old save where I own 3/4 of the galaxy and still energy and raw material is the biggest issue despite haveing all AI set to concentrate on basic materials. They ignore it and build goods.
But there isn't anyway any way anymore to build basics materials on the planets. It's completly cut too low.
unless you limit the specialist jobs they'll work those instead of basic jobs

Originally posted by TargetLost:
Additional my mega constructions are gone.. I can't build any dyson spehere anymore.. Dunno if it is a bug because of an old save or if this is the new game.
megastructures now need you to research each one and dyson spheres are one of three that require you to take the galactic wonders perk in order to be able to research it



Originally posted by TargetLost:
b) So instead placing a starbase I can place a gateway in a system with trading goods and that works !?!?!? If so that would be helpful. Never had that idea. Always thought a Starbase is needed to Collect the trading goods so it can be send. After all I only see how much is flowing when clicking on that starbase.
you place a gateway in your capital system and then place starbases in spots around your empire so the capital's starbase can project it's gathering range through the gateways
Mansen May 1, 2020 @ 3:58am 
Originally posted by duane:
perhaps its just semantics. All I know is that when I colonized new planets in the early game I had energy districts and I could build an energy building. now in mid game all I can do is add energy districts. clearly its me and not the game but a certain kind of building was available but now they are not. It may be, as someone mentioned a limit of only one per planet. Thanks for the replies

Planets types (and their terrain features) directly dictate how many of every kind of production district you can place on it. If you start spamming city districts however, you take up those district slots.

Need more energy? Build more generator districts on planets that have a high ratio, place down the energy boosting building. Trade also converts into energy (how much depends on your empire laws) so that's also a route for empires that can trade.
duane May 1, 2020 @ 4:42am 
Originally posted by Mansen:
Originally posted by duane:
perhaps its just semantics. All I know is that when I colonized new planets in the early game I had energy districts and I could build an energy building. now in mid game all I can do is add energy districts. clearly its me and not the game but a certain kind of building was available but now they are not. It may be, as someone mentioned a limit of only one per planet. Thanks for the replies

Planets types (and their terrain features) directly dictate how many of every kind of production district you can place on it. If you start spamming city districts however, you take up those district slots.

Need more energy? Build more generator districts on planets that have a high ratio, place down the energy boosting building. Trade also converts into energy (how much depends on your empire laws) so that's also a route for empires that can trade.

Ill see if I can improve trade. As a robot faction and part of a new federation I created of like robotic destroyers, not sure that will happen, I have lots of minerals so for now I just keep selling minerals on the open market. seems to keep me afloat for now.
Mansen May 1, 2020 @ 8:06am 
Oh yeah if you're a robot empire, there's no trade for you. Gotta focus hardcore on those Energy producing planets.

To quote the wiki and patch notes.

"Tropical, Continental and Ocean worlds are now more likely to have food, society and mixed deposits
Arid, Savannah and Desert worlds are now more likely to have energy and physics deposits
Arctic, Alpine and Tundra worlds are now more likely to have mineral and engineering deposits
Gaia worlds are now more likely to have rich deposits of all resources"

So basically - Try and find some juicy hot worlds and go all out on energy districts and housing units (et cetera). Also remember to keep your fleets stationed when not in use - The added upkeep adds up.
Instead of focusing on finding energy producing planets, just tag systems that have one or more planetary bodies with energy deposits on them and develop orbital habitats for the production of energy. With the voidborne Ascension pick, you'll be able to comfortably place 6 or more habitat energy districts on each orbital for 18 jobs, the equivalent of a 9 energy district planet.

Otherwise, sell minerals and food for energy. One energy worker produces 4 energy, but one mineral worker produces 4 minerals or 6 food in exchange for 1 energy (and the 1 energy cost of your worker, I suppose); producing and selling refined resources can work out too, depending on your setup.

Part of the game is balancing your economy and not growing so quickly that your resource production efficiency drops to the point where you aren't reaping gains from the additional territory/pops.
TargetLost May 1, 2020 @ 11:55am 
Originally posted by Mansen:
Oh yeah if you're a robot empire, there's no trade for you. Gotta focus hardcore on those Energy producing planets.

To quote the wiki and patch notes.

"Tropical, Continental and Ocean worlds are now more likely to have food, society and mixed deposits
Arid, Savannah and Desert worlds are now more likely to have energy and physics deposits
Arctic, Alpine and Tundra worlds are now more likely to have mineral and engineering deposits
Gaia worlds are now more likely to have rich deposits of all resources"

So basically - Try and find some juicy hot worlds and go all out on energy districts and housing units (et cetera). Also remember to keep your fleets stationed when not in use - The added upkeep adds up.

Haha.. that's why I have hardly any energie districts! I converted every planet into a Continental planet.

Well my own energy problem is solved. I earn now +30k each month. LoL.
This is because I could delete all the trading stations I thought are required and put me to 120 starbases Factor 2 more than I was allowed to have ( shy 60 )
Thanks for that!

Still though I dislike that the game is so strong limiting your starbases.

All left for me to do is to build the new administartion buildings. I had just 700 points and 15000 are required when I picked up my old save.... slowly building them now...half way there now.
Not sure about the penality ..does it slowed down research?

Most anying is that the game is again slower than the previous build.
Mansen May 1, 2020 @ 12:05pm 
Yes - Going over your admin cap will slow down research. If you mouse over the admin cap, it will tell you exactly how much and what it does.
Meewec May 1, 2020 @ 12:06pm 
Originally posted by TargetLost:
Haha.. that's why I have hardly any energie districts! I converted every planet into a Continental planet.
this shouldn't change available districts in most cases
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Date Posted: Apr 30, 2020 @ 5:19am
Posts: 18