Stellaris

Stellaris

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Storm May 1, 2021 @ 10:06pm
Tile system
Should we just go back to it? It had less pops.
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Showing 1-12 of 12 comments
[FuFo] Mortucus May 1, 2021 @ 10:09pm 
u mean should we go back to the simple tile system

we have 3 tile systems now when we used to have 1
funny that and no they wont go back to that because it would mean 4 years of wasted econ work lol
Storm May 1, 2021 @ 10:10pm 
Originally posted by FuFo Mortucus:
u mean should we go back to the simple tile system

we have 3 tile systems now when we used to have 1
funny that and no they wont go back to that because it would mean 4 years of wasted econ work lol

I mean going full circle and reinventing the wheel is fairly normal. And yeah the simple one.
VoiD May 1, 2021 @ 10:10pm 
pop system is way better, it just needs to work better and not cause total system meltdown by midgame.

So far I didn't get any lag, and that's great, but the empire cap thing nobody seems to like, for good reason.
I got 1984'd May 1, 2021 @ 10:13pm 
2500s and still got no lag. Only problem I have is with the pop growth changes. Can't be helped, when pops are one of the causes for lag.
Ninjamestari May 1, 2021 @ 10:14pm 
Yes and no, the tile system had its problems. What we need is some marriage between the old tile system and the new job system that combines the benefits of having less pops with the maneuverability of not having to conform to tile yields. A tile system that requires you to build a "district" on top of a tile before it becomes available to work would be interesting and look neat, and removing tile yields and just having mining districts limited to tiles that have "minerals" on them, just like the current system, would do the trick. You could also approach the issue from the modern perspective by limiting the number of pops and treating jobs like "tiles", either approach would get the job done.
I got 1984'd May 1, 2021 @ 11:25pm 
Originally posted by Ninjamestari:
Yes and no, the tile system had its problems. What we need is some marriage between the old tile system and the new job system that combines the benefits of having less pops with the maneuverability of not having to conform to tile yields. A tile system that requires you to build a "district" on top of a tile before it becomes available to work would be interesting and look neat, and removing tile yields and just having mining districts limited to tiles that have "minerals" on them, just like the current system, would do the trick. You could also approach the issue from the modern perspective by limiting the number of pops and treating jobs like "tiles", either approach would get the job done.
I wish they would change the pop growth mechanic where they would grow on job slots. And the growth rate would determine how many job slots a pop would be growing on at the same time, and how fast. This would also eliminate the frustrating 1 growing species type per, and properly implement immigration. Also a growing pop on a job slot won't produce full potential of the resource, and just partial.
Elitewrecker PT May 2, 2021 @ 1:22am 
Originally posted by Ninjamestari:
Yes and no, the tile system had its problems. What we need is some marriage between the old tile system and the new job system that combines the benefits of having less pops with the maneuverability of not having to conform to tile yields. A tile system that requires you to build a "district" on top of a tile before it becomes available to work would be interesting and look neat, and removing tile yields and just having mining districts limited to tiles that have "minerals" on them, just like the current system, would do the trick. You could also approach the issue from the modern perspective by limiting the number of pops and treating jobs like "tiles", either approach would get the job done.
Uh... You just described the current system. Except with a different representation
Last edited by Elitewrecker PT; May 2, 2021 @ 1:22am
Ninjamestari May 2, 2021 @ 1:30am 
Originally posted by Elitewrecker PT:
Originally posted by Ninjamestari:
Yes and no, the tile system had its problems. What we need is some marriage between the old tile system and the new job system that combines the benefits of having less pops with the maneuverability of not having to conform to tile yields. A tile system that requires you to build a "district" on top of a tile before it becomes available to work would be interesting and look neat, and removing tile yields and just having mining districts limited to tiles that have "minerals" on them, just like the current system, would do the trick. You could also approach the issue from the modern perspective by limiting the number of pops and treating jobs like "tiles", either approach would get the job done.
Uh... You just described the current system. Except with a different representation

Yes, and more importantly, a significantly reduced number of overall pops per planet. I went into more depth of what the game needs in another thread, but suffice to say that removing the redundant housing mechanism and simplifying the pop system and reducing pop numbers would significantly reduce the load the game has on the CPU and prevent those late game lag issues people have had since megacorp ruined the pop system.
MP May 2, 2021 @ 2:21am 
No. The tile system was not scalable.
BlimBurn May 2, 2021 @ 4:06am 
Yeah.
It's a Mind Game May 2, 2021 @ 4:25am 
Originally posted by Waito Piggu:
2500s and still got no lag. Only problem I have is with the pop growth changes. Can't be helped, when pops are one of the causes for lag.
Are you playing on smallest map size with habitable planets slider set to minimum? I get notieceable slowdown by 2300 and at 2400 while not as bad as before (because less pops) it is nowhere near smooth and definitely not comfortable.
I got 1984'd May 2, 2021 @ 10:53am 
Originally posted by It's a Mind Game:
Originally posted by Waito Piggu:
2500s and still got no lag. Only problem I have is with the pop growth changes. Can't be helped, when pops are one of the causes for lag.
Are you playing on smallest map size with habitable planets slider set to minimum? I get notieceable slowdown by 2300 and at 2400 while not as bad as before (because less pops) it is nowhere near smooth and definitely not comfortable.
huge with x1 hab slider. I'm noticing the lag now. 2570s. 18 empires remaining. One of the purifiers is steamrolling. Ever since then it started to lag.
Last edited by I got 1984'd; May 2, 2021 @ 10:54am
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Date Posted: May 1, 2021 @ 10:06pm
Posts: 12