Stellaris

Stellaris

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Entropy0 11/mai./2016 às 8:30
Inefficient Planet Management
Why does this debuff stay even after transfering control of all but five planets to sectors?

The only way to get rid of it seems to be restarting the game. Rather annoying to do that after each new colony :/
Última edição por Entropy0; 11/mai./2016 às 8:32
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Thorin 12/mai./2016 às 2:55 
Standard paradox bug (sadly), some modifiers only go away or start working on loading. Also you get the planet management from colonizing worlds too, during their 12 month buildup, but the tooltip won't count them as planets, so not as obvious.
Entropy0 12/mai./2016 às 5:12 
So basically I have the choice between living with -5% energy and -10% influence or restarting the game every couple of minutes? -_-
fattyfatfat03 12/mai./2016 às 10:27 
I'm having this problem too. I went thourhg all my planets and sectors wondering what I was doing wrong.
Entropy0 12/mai./2016 às 10:52 
I actually found a workaround: Whenever you remove a planet from a sector it seems to update the corresponding variable (as evident by the fact that this actually makes the indicator appear at the top of the screen, which doesn't happen for new colonies). When you then add it back to the sector it correctly updates itself and removes the debuff.

While this does cost 25 influence, you have do do it regularly anyway: The sector AI isn't able to upgrade a planet's capitol from the repurposed ship to the next stage, making colonies underperform by a huge margin. So what I do is:
- Wait for a colony to reach 5 pop.
- Remove the colony from its sector
- upgrade the capitol
- readd the colony to the sector
ThrillerOfAutumn 16/mai./2016 às 14:51 
I also have this issue - I'm going to attempt to pre-emptively expand my sectors so I always have 1 extra planet slot free; restarting would be bearable in single player but I'm in mp.
Solitus 16/mai./2016 às 14:56 
Escrito originalmente por Entropy0:
I actually found a workaround: Whenever you remove a planet from a sector it seems to update the corresponding variable (as evident by the fact that this actually makes the indicator appear at the top of the screen, which doesn't happen for new colonies). When you then add it back to the sector it correctly updates itself and removes the debuff.

While this does cost 25 influence, you have do do it regularly anyway: The sector AI isn't able to upgrade a planet's capitol from the repurposed ship to the next stage, making colonies underperform by a huge margin. So what I do is:
- Wait for a colony to reach 5 pop.
- Remove the colony from its sector
- upgrade the capitol
- readd the colony to the sector

How do you have so much influence? I only get about +4 influence per month and seem to never have enough :(
Galactic Origins 16/mai./2016 às 15:09 
hmm. I have colonized oabout 80-100 worlds, this does not happen to me.
older computer maybe? need more RAM? dunno
I have 16GB ram
Falcon 16/mai./2016 às 15:20 
Escrito originalmente por Galactic Origins:
hmm. I have colonized oabout 80-100 worlds, this does not happen to me.
older computer maybe? need more RAM? dunno
I have 16GB ram
I seriously doubt that has any bearing, I have a beefy computer yet I have the same issue.

Had previously played on two other galaxies without this bug occuring but on my third, there it is. Bit frustrating...
Kupferdrache 16/mai./2016 às 15:37 
It depend on the cirumstances, If I get a new colony as max+1 core planet when I am at max before, I get the malus, if I get two, threee, four colonies tight together I don't get the malus. But not only that, you get the malus, without the alert poping up and the altert popping up without the malus.
neo5apien 20/out./2016 às 13:07 
Saving, quitting to main menu, and reloading the save did wonders for me regarding this bug. Shot my energy profits up by 50, and I've only got a handful of worlds. Praise the google gods for putting this thread high in the search listings.
Última edição por neo5apien; 20/out./2016 às 13:08
gobbibomb 9/dez./2016 às 10:16 
Escrito originalmente por neo5apien:
Saving, quitting to main menu, and reloading the save did wonders for me regarding this bug. Shot my energy profits up by 50, and I've only got a handful of worlds. Praise the google gods for putting this thread high in the search listings.
it is. :)
Azunai 9/dez./2016 às 12:28 
save & reload is enough. quitting to main menu or restarting the game is not necessary.
kelmenwong 27/jan./2017 às 2:54 
ver 1.4 now, this bug still here
wasted my time
Azunai 27/jan./2017 às 8:01 
since the thread was already resurrected anyway - the easiest workaround to solve the issue is to toggle a policy in the policies screen.

you don't have to keep it active or anything, just toggle (for example) physics research grants (and uncheck it immediately if you don't want it)

that action forces the game to update the calculation and removes the modifier if it's no longer applicable (ie. planet was transferred to sector)
Jay 27/jan./2017 às 20:41 
Escrito originalmente por Azunai:
since the thread was already resurrected anyway - the easiest workaround to solve the issue is to toggle a policy in the policies screen.

you don't have to keep it active or anything, just toggle (for example) physics research grants (and uncheck it immediately if you don't want it)

that action forces the game to update the calculation and removes the modifier if it's no longer applicable (ie. planet was transferred to sector)
Thanks - that's helpful to know.
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Publicado em: 11/mai./2016 às 8:30
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