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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
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.
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.
unless you limit the specialist jobs they'll work those instead of basic jobs
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
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
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.
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.
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.
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.