Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This means it has to reach a point where it effects their sales and thus devs are motivated by potential gain to upgrade. Lets say the devs got all the money they would ever had. They would not be motivated to keep developing. The very next day the top executives would conclude this and cut the programming team from the game project.
Pop calculation never reaches 0 computation requirement. Computation is a result of feedback looping over circuit. This means all the devs can do is try to get closer to 0. And as your probably guessing by now it could be while until we get an upgrade.
So instead of having hundreds of pops and calculating it individually for each, just have a generic "+7% mining, +11% research, -3% housing usage, +2% consumer goods usage on average" pop profile and calculate it ONCE. Problem solved.
Making planets 'stiff' up and not change only with pop increase decrease, while also reducing pop ethic changes/factions from changing things as much would save massive amounts of reprocessing.
Ideally also its best if the system does not have to calculate all 100 pops when it refreshes but only the next pop added. But thats beyond me
At some points the game should switch strategies on job calculation.
But instead the game was optimised by removing all speed breaks. The situation still is like a train crashing into a mountain of gelatine, but now it's an express train.
Compare this to the Civilization games where there actually is a noticeable difference in playing wide vs tall as it costs pops to found new cities and there is a noticeable contrast in playstyles between having multiple low productive cities with small numbers of pops in a large area as opposed to a few high productive cities with many pops in a more secluded spot.
But in Stellaris pops grow like weeds to the point where they needed to limit pop growth by default (which is now optional) in order to curb their growth for the sake of performance, likewise pop growth is nearly identical from planet to planet, again to the point where it's actively better to colonize everything as long as you can afford it because you'll eventually have enough pops to make up for it.
A rework would both need to decrease all pop growth across the board, make habitability much more impactful, and make a jobs produce more resources to compensate for less pops in general to name a few other things but this is just off the top of my head.
Makes perfect sense, also habitability is much more sci-fyish.
A numerical tracking system can't do that. Therefore, the current system is superior to the proposed numerical tracking system.
But it would give granularity over pops and would eliminate the per pop calculations by condensing all pops.
2) Rework the population code entirely from bottom up to remove the bloat
3a) Give incentives for players to "depopulate" the galaxy EDIT eg a Species war CB
3b) Create new mechanics that allow population of the galaxy to "disappear" eg send colonists to another galaxy, galactic pandemic, storms causing pop growths to be reduced, conflicts and dispute events that result in more pops being lost etc
Then again you the player could just get a better rig.