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If the argument is JUST performance, its pointless, as even with the debuffed remover, the game is vastly better then it used to be. And its utterly killed allot of the balance in hard favor of pop stealer playstyles.
I simply dont see a good argument to keep the debuff in its current form. But as youv said, they have doubled down on far dumber things for longer before.
but...
you can do it without wasting perk by claiming systems or going total war, resettling and trading planets back to AI.
no matter how much AI hates you, he will accept trading of systems.
Adding a temp corvee civic to that helps.
The game should give the player tools to control pop growth and management.
Late game it sould be much harder to support 1000 pops (maybe 100^9 real life individuals?).
By end game on a small map i can easily have 10k+ pops by the time the end game crisis shows up before nemesis. I think if you have 200 pops you're well below the average. I don't think I could even call you a casual player.
It takes 406 assembly progress to grow a single pop and the number just keeps increasing with every single pop, so growing the individual planets to decent sized planets is pointless and would take hundreds of years . I feel like in another 20 years my pops will stop growing in it's entirety.
In my infinite wisdom I also decided to play as a determined exterminator to try out the new nemesis system, boy, that was the biggest mistake you can make in this game. No access to slave market and all conquered pops are turned into batteries. fml.
Have to say the game is running smooth as butter so far though.
The game seriously need a something to limit pop growth better on planets because I can't be arsed to resettle every pop I make. They either needed to make pops move them selfs better or they need a limiter on each planet because end game stuff is 90% moving pop arounds around from full planets to newer worlds.
you can build a maths model about this kind of co-op
the result could be:
one player receiving all pop growth from all other players > all players growing together after it reaches certain point of the game, which depends on the number of planets they own to reach maximum growth
conclusion:
This is truly as broken as a crisis.
you can no longer just sit in little corner of galaxy and chill for 200 years and then pick few perks and start conquest spree, because no matter how well you manage your cozy habitats you won't have more population that bots around, no matter how many habitats you have.
only way to have more pops and more eco now is to actually play.
200 influence to abandon colony, basically with perk you get 1 pop per 100 influence.
Instead of dealing with Stellaris's actual problem in late game which is the Job Lag they nerf pop growth to make the game long enough so you'd just wont get there.
It just means your game will die a bit later because of the Job lag while you would need to invest more time into each game to actually get there.
No problem at all with that messy Job management that's been killing our games from the start. It doesn't matter one bit, Right...
Anyways, the nerf for itself doesn't mean anything as it can easily be modded out.
I wish Paradox would address the actual issues in the game, then again - They'd probably call it "The Elusive Fix Patch" and sell it as a DLC for 30 bucks.