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It's the same way you handle increasing upkeep costs for your growing fleets. There's no way to fully mitigate them either, you just increase your production to keep up.
When people that have been playing this game for a while come to accept the rules and concepts, then the Paradox Team comes along and changes the rules and concepts, it changes the picture of the game in the mind's eye and the logical way it's expressed and accepted. When that is all changed it requires a new way of looking at it, tends to piss people off.
Not everyone is going to accept it.
Yet another nerf to playing tall, even more micromanagement and more slowing down of progress.
I know it might be an educational problem OP and it might not be entirely your fault. But if you are trying to solve a problem, calling the other party "moron" is counter productive and will certainly end up in the bin where it should be.
I mean if saying the truth hurts the ego of the developers...
This:
will never help getting the other party being productive.
Too many people think that it is fine saying that type of things and expect others to look away. This might come from some brainwashing that this type of talk is acceptable. I assure you, it is not.
Example:
I removed that part. Do you feel that OP feedback has lost its "power" or the idea he wanted to get across ?
Thanks for speaking up, Athmet. I agree with you 100%. The way that we treat each other is far more important in the grand scheme of things than any design decisions made by game developers.
The change was to balance the empire types because tech rushing via materialism/gestalt was too easy and was the hands down the only meta to the game.
They killed the ability to raise admin cap because keeping the tech costs at base while increasing research was too strong. Now you can't avoid the tech increases which brings the strategy more in line with other empire builds. It's still stronger than every other empire type but not overpoweringly so anymore.
Yes they could have re-balanced job upkeep for bureaucrats. Made it so the cost for an admin job was equal to or more expensive than that of a researcher. I mean it should be more expensive.... but it makes more sense to get rid of them all together. Since balancing a convoluted mechanic for a system originally designed to work without it makes no sense. Seriously, the ability to raise admin cap was a 2.X - 3.3 thing. We didn't actually have it for very long and the game had been pretty unbalanced since it was added. Sure if you bought the game while it was there and it was all you knew you wouldn't see it as the source of the problem. But if you've been playing the game since day 1 or are looking at things from the perspective of paradox, it was pretty obvious that it was a mistake that needed to be rolled back.
anything is already being destroyed so a new project is needed.
the removal of research for empire sprawl and removal of admin buildings shows how little they can program, reasons why they did it. simple they need to slowdown progress for player
so AI can keep up with the ♥♥♥♥ weight progress so it can spend all it resources on ships so it can steamroll the player in 20 game years.
that's the reason why they did it, just do your self a favor and roll back to 3.2 and think that stellaris is on it's final version.