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Is your concern that it requires too much micromanagement? If so, then yes, that is a problem.
However, if you ARE micromanaging it, you shouldn't be suffering from economic problems. So if your issue is that you are spending time micromanaging your planets and your economy is *still* suffering, then chances are the problem is with *how* you're managing your planets.
You could start by posting a screenshot with your economic status. That should give some indications of what the problems are. Specifically, show the detailed breakdown of your energy and minerals.
What you are saying though, that is what I had expected to see in a response.
Next time it happens, because I'm done with my last game, i'll post some ss here or will msg you.
Point really though is that there should be a way to automate more of the sim planet sim galactic economy part of this game because it gets out of hand and is draining to the rest of the game play.
If you know of any good mods to automate planets real well let me know.
You're 100% correct.
Unfortunately, the reality is that simply doesn't exist.
There's a reason why I limit most of my games by having the endgame crisis start at year 2250 - by the time I'm over a thousand pops, I'm just fed up with having to move my pops around every month :/
RIGHT! Moving pops around is soo irritating. Some of that should be taken care of by the game if you set it to do so, but we can't that I know of...
Also, factions, are fn stupid to deal with they change what they stand for randomly so influence is constantly draining because they are never happy unless you check on them constantly and change promote or oppress.
I have also noticed that if you need for example gas resource for some upgraded research labs, and then for whatever reason you run out, why should that wreck your entire economy until you acquire gas for some research labs? I could be wrong about this, but I get it for food and credits, but for gas for some upgraded labs why does that trash all of your economy until remedied???
Also, I don't allow for end game crisis. Great way to mess up an otherwise awesome game when there are still rival empires is to have all the stupid squid guys show up with the 36K powered endless waves of the same bs.
1) Factions don't ever change what they stand for, that's constant. Do you mean that pops change factions? If so, that does happen, but very rarely. More likely is you got a sudden influx of pops, perhaps by conquering a planet, which may result in your overall balance of power for your factions changing, which in turn may affect your overall empire happiness as you have more unhappy or happy pops suddenly
2) You should pretty much never promote or oppress a faction. That is a huge mistake. The only time you should ever do it is if you are specifically trying to accomplish something like shifting ethics, but basically 99.99% of the time you should not be promoting or suppressing factions.
3) That's just the way the economic system works. You should try to avoid upgrading your buildings until you can support the resource cost. Usually you shouldn't need to, you should have more than enough available jobs without upgrading. Don't upgrade like you would in other games - here you should only upgrade if you have no other jobs for those pops to fill.
4) Endgame crisis is up to you. I've played this game enough that the only challenge remaining for me is to set all difficulties to be as hard as they can be - so that means an X25 crisis strength with a start date of 2250.
If I take on any new race onto my planets, after taking planets over, then it's always a pain to deal with those pops they are never happy. So I end up moving them all onto a planet that I want to make a vassal out of to get rid of them.
There are really annoying time draining, game draining microing of planets, population, and economy that just don't need to be so overbearing. I'm all for those things, just not with the amount of microing all those thins need in this game it almost kills this game for me but I'll keep trying to get past that.