Stellaris

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Sedmeister 27 FEB 2024 a las 3:57 p. m.
Is it just me? - Economy gutted by research amenities upkeep after update.
I played a new game today after the new update installed. I did the usual, made my capital a research capital. I found the the demand for consumer goods through the roof. I got close to the mid game and was just not able to keep up and my economy kept tanking. I've been playing for literally thousands of hours and am pretty good at managing my economy. Really struggled with one of my go to standard empires first game with the new research update patch. I am going to start another game and see how I go. Just wondering if anyone else has had a similar experience?
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Mostrando 16-30 de 36 comentarios
CrUsHeR 28 FEB 2024 a las 9:03 a. m. 
Publicado originalmente por Elitewrecker PT:
Unless you already played with the tech costs slider at minimum you can still counter the new costs at least partially.

Stop defending a garbage patch just for sake of arguing.


Having to set a slider to "easy" to partially counter the costs.

Oh yes the live patch isn't as 100% radical anti-technology as it was in the beta, it was reduced to only 98.7%
Elitewrecker PT 28 FEB 2024 a las 9:17 a. m. 
Disabling that option means tech costs are the same as before unless I'm reading it wrong? The problem is still that tech output was reduced while simultaneously increasing its production costs.
Última edición por Elitewrecker PT; 28 FEB 2024 a las 9:18 a. m.
Pok 28 FEB 2024 a las 10:42 a. m. 
Publicado originalmente por CrUsHeR:
And it's not like this is the first and only problem.

The ship component rework already trashed the game. Ship design is such a garbage, it's like playing a puzzle game with mixed parts from 3 different incomplete games.

Paragon leader rework was a downgrade, unless you stacked all the correct bonuses. Also removed, the whole leader system is now more of a problem than a benefit.

Etc.



The new Stellaris lead development is simply incompetent.

... jesus... how much salty can someone be?
calm down... the game is far away from beeing bad state or something.
overall the feeling is good and the games i have played are great.
i like the new leader thing and the new techs like hyperlanes...

i see more Problems with the older versions, there was Problems too that are now not in the game anymore...

its just another opinion... same as yours
CrUsHeR 28 FEB 2024 a las 11:10 a. m. 
Publicado originalmente por Elitewrecker PT:
Disabling that option means tech costs are the same as before unless I'm reading it wrong? The problem is still that tech output was reduced while simultaneously increasing its production costs.

I know it is a bit hidden, probably because the devs tried to sweep this under the table.

"Increased technology costs, especially those of higher tier technologies"

This is a seperate entry of the changlelog, so this is in addition to the new scaling slider.



Now i'm currently on my old PC where i don't have Stellaris installed, but feel free to open the technology .txt files and compare the base tech prices.

The wiki is not updated yet, so you have a reference there.
Sedmeister 28 FEB 2024 a las 11:58 a. m. 
Wow! I've just woken up to all these comments!

So let me clarify a few things. My issue was with the consumer goods upkeep as part of the tech overhaul. I knew tech was going to be slower and take longer, what I was curious about was, did they increase consumer goods upkeep as well? I was struggling with an out of control economy.

Initially I didn't like the slow rate of tech progression but in my third game now, not having to bring my fleets back from the front lines several times to upgrade, having to really think about do I want to go energy or ballistics and so on, I'm really liking the change. It feels more epic movie like.

Again, my issue was in rushing tech, I'm having this spike in consumer goods usage. Which I think I've sorted out.

A few tips for those interested.

I love playing criminal heritage. In my second game, I played a cartel then spammed illicit research centres which gave me a great tech boost. Mercantile also helped with cg's. This game I used an old MC build. Similarly, between the mercantile tradition and spamming research facilities in branch offices, I did pretty well.

My current (fourth) game, I'm playing a standard (non mg) Empire, instead of a specialist alloys world I have two industrial worlds, a tech world and a research world (got really lucky with mining resources all over the map), mercantile tradition and I'm in an awesome tech cold war with my first neighbour.

The pace and vibe is something I'm really enjoying. A level of tension I've not experienced for a while. Suddenly knowing what tech my potential enemies had, thinking strategically about my own tech decisions, etc, it feels like the rp experience is more immersive than before.

I just had to adjust the way I went about alloys and consumer goods. Personally I could do with a buff to consumer goods but I'm happy with the changes.
Última edición por Sedmeister; 28 FEB 2024 a las 12:02 p. m.
Elitewrecker PT 28 FEB 2024 a las 12:06 p. m. 
I will take a look in a bit. Even if the wiki is updated you can check previous versions of the pages.
Bloodartist 28 FEB 2024 a las 12:07 p. m. 
Publicado originalmente por Mantra:
It is not only you. I haven't played as much as you but balancing the economy has been very different from the past. Still looking for the silver bullet.

This updates whole idea was to slow down on research (or rushing tech specifically), so I guess it might be intentional.

I think Im looking forward to it (havent tried yet)
Última edición por Bloodartist; 28 FEB 2024 a las 12:20 p. m.
Pok 28 FEB 2024 a las 12:09 p. m. 
thank you for sharing these expiriences !
Malkuth 29 FEB 2024 a las 1:56 a. m. 
Tech rush is dead until you get a dedicated consumer good planet. Alloy rushing and early corvette rushes may be back on table.
xycotta 29 FEB 2024 a las 3:30 a. m. 
It makes technologies from scavenging and anomalies more worthwhile :)
adobo 29 FEB 2024 a las 3:37 a. m. 
This was the big tech nerf update. The point is to slow down tech so you don't just sit there teching up and roll over the everything, and that's just being decent in the game. Dedicated tech rush build would be at battleships when half the galaxy is still on destroyers.
Azunai 29 FEB 2024 a las 4:01 a. m. 
Sounds good to me. Might actually fire the game up and play it a bit over the weekend. Glad they finally addressed the absurd tech pace
FunnelVortex 29 FEB 2024 a las 4:01 a. m. 
This update is absolute garbage and I am surprised (well, actually not really) to see so many people defending it. I've always had early game problems of the basement dwelling lowlives of my empire threatening to topple my whole regime over funko pops but this update just makes it much more infuriating while practically making it so you'll likely never even reach late game techs before you quit your current save (usually because you get crushed by the AI who somehow manages to vastly outtech you in this update). Like who asked for this? Seriously.

Anyway I find that if you turn the tech scaling slider off it works somewhat normally (pre-update) again but it really should be turned off by the default.
Última edición por FunnelVortex; 29 FEB 2024 a las 4:03 a. m.
Malkuth 29 FEB 2024 a las 6:57 a. m. 
Publicado originalmente por FunnelVortex:
This update is absolute garbage and I am surprised (well, actually not really) to see so many people defending it. I've always had early game problems of the basement dwelling lowlives of my empire threatening to topple my whole regime over funko pops but this update just makes it much more infuriating while practically making it so you'll likely never even reach late game techs before you quit your current save (usually because you get crushed by the AI who somehow manages to vastly outtech you in this update). Like who asked for this? Seriously.

Anyway I find that if you turn the tech scaling slider off it works somewhat normally (pre-update) again but it really should be turned off by the default.

Surprised that people have a different opinion? That is no surprise at all. Some hate it some love it, others don’t care.
FunnelVortex 29 FEB 2024 a las 7:24 a. m. 
Pointing out that it's DiFeReNt OpInIoNs I am reacting to doesn't warrant a comment because no ♥♥♥♥.

Whatever, I am still surprised to see that o(pi)nion is so popular given that the experience on default settings is now a massive snail's paced slog. I never was a tech rusher and I typically only had 1 lab per planet and perhaps a dedicated research station or two and I'd complete the tech tree around or after 2425 usually, the recent update just serves to make my playstyle a slog just because someone decided other players tech rushing was a "problem" (people are just gonna find new ways to tech rush anyway, especially in multiplayer, so whatever).

For the record, to get the pre 3.11 tech progression back turn off tech scaling and set tech costs to 0.50, these should really be the default settings but that's just my onion.

As for the part of the update nerfing ship spam, I'm actually fine with that, massive swarms of corvettes is a massive contributor to late game lag and late game battles typically just devolved down to laggy blobs morphing into each other until the bigger blob wins which isn't exactly all that fun (even worse now since the AI now stacks all their fleets together as of the past couple updates, and when you are fighting a late game federation war you can imagine how laggy and dull this can get). Less ships is probably just better for performance and strategic playstyle overall.

But yes I can be surprised by onions because onions have layers.
Última edición por FunnelVortex; 29 FEB 2024 a las 7:29 a. m.
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Publicado el: 27 FEB 2024 a las 3:57 p. m.
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