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I guess that helps, I don't usually play on the higher difficulties because I play more casually most of the time. How does it work on Grand Admiral now?
on the economy side, much the same, besides needing to devote more to the military to deter AI-empires.
You don't get any boosts unless you play on that new "Cadet"-difficulty, difficulty after that just ramps up AI-boni.
https://stellaris.paradoxwikis.com/Settings#Difficulty
I'm aware mostly of what the difficulties do. I usually play on the one where nobody gets bonuses or debuffs (I believe thats ensign?) since I like the casual play. I have played on some of the upper difficulties with friends for fun but other than that I stick with ensign.
also don't be afraid to colonize smaller planets as colonizing a planet gives you 2 penalty points to administration (your real drivers are district giving 3 and a system gives 1)
you can set the scaling difficulty on. where the ai slowly gets buff to your dificulty setting starting at ensign i belive hitting the cap at end game.
The only new things are amenities and housing (population management, which changed a lot more than the economical system).
Before the patch mineral was a jack of all trade thing. Now you have to dedicate a part of your production to war and a part to your population (just like before except you have to choose what part would be allocated to what). Pure mineral does not have much value anymore.
One common mistake (I know I did that) is to overvalue one resource, especially overvalue the amenities or houses (which you should only build as you need them). Luckily the new market system is a nice way to change the currency you overproduced into the one that you need to fix your economy.... because, contrary to the old one, you will need to replace building a lot as you expand and planetary specialization is very much needed past midgame.
Don't forget that a LOT of things take Consumer Goods are inputs now too, like Science and Amenities (basically Happiness) jobs.
Fortunately I do understand how the new system works on a surface level. Though I do think I overvalue mineral production a lot just because of its prevalence in the newer resources.
I didn't think about pop promotion! That may be an issue for me, especially since the consumer goods building will drain 12 minerals when at full production. I believe that better pacing might actually help.
I knew about the policy that changed trade value resource production, but I did not consider how it can keep mineral production stable by taking up some of the consumer goods. Previously with megacorps I produced as much energy (as much as 160 by year 2240) and just bought whatever I needed. I see now that I was overlooking a major option for production!
Yeah, not only will you lose the 12 minerals from the consumer goods being manufactured but you'll also lose the minerals (or energy or food) that the worker was making too. It can really crash your economy hard, especially since once pops promote to specialists they take years to demote back to regular workers.
just remember you need to burn more minerals than before :^(