Stellaris

Stellaris

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yuzhonglu 16 ABR 2021 a las 18:15
2
Empire Pop Growth Rate is Stupid
I mean it just becomes a matter of rushing megastructures like Dyson Spheres and Matter Compilers. Otherwise you'll never get the pop for resources.
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The Ohio Question 17 ABR 2021 a las 2:40 
Publicado originalmente por galadon3:
Publicado originalmente por Unyielding Sarcasm:
Honestly, all of this is prob a pointless conversation atm, from the massive amount of blowback the new system has, its clearly going to be tweaked if not ripped out entirely.

Don't be too sure, back before 2.0 when you couldnt control the planets in sectors yourself, people really really hated it and the sloooooow progress towards, first more and more finetuned control over the AI handling them and FINALLY (not long before 2.0 killed the system entirely) giving players the option to at least build stuff themselves on those worlds if they wanted to took LITERALLY years...

I hope you're right though and the actual team is bit less loath to let go of bad ideas then it used to under 'Whiz' rulership...
*shrugs* myself and the group i play with already all modded it out, if the devs want to double down on such a poorly though out idea, thats on them.

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.
RawCode 17 ABR 2021 a las 3:25 
pop stealing is ultra strong because you can "milk" AI empire by stealing all pops every 10 years...
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.
The Ohio Question 17 ABR 2021 a las 3:33 
Publicado originalmente por RawCode:
pop stealing is ultra strong because you can "milk" AI empire by stealing all pops every 10 years...
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.
Resettling has a much steeper cost now then it used to (unless you take the perk to negate it)
Storm 17 ABR 2021 a las 3:33 
Publicado originalmente por RawCode:
pop stealing is ultra strong because you can "milk" AI empire by stealing all pops every 10 years...
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.
RawCode 17 ABR 2021 a las 3:37 
you still need resetling after raiding, mostly because stolen pops never delivered to planet where you actually want them to be.

Jan 17 ABR 2021 a las 4:05 
I think the game should not limit the pop growth at all. It should start slowly and than ramp up. Instead, the limit should be the ressources to sustain a really high pop count.
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?).
jackhickman999 17 ABR 2021 a las 4:15 
Publicado originalmente por Ertwin:
As a casual player, I don't think I've ever had a population much higher than 200, even when facing down a crisis. So I'm not really seeing a problem with being capped around 5 times that.

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.
Kaelmato 17 ABR 2021 a las 4:19 
Yeah I'm only at year 2310 with 612 pops and I'm already resorting to turning my newly conquered / colonized planets to nothing but pop factories and transfer the pops to my other, more developed planets.
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.
jackhickman999 17 ABR 2021 a las 4:21 
Publicado originalmente por Jan:
I think the game should not limit the pop growth at all. It should start slowly and than ramp up. Instead, the limit should be the ressources to sustain a really high pop count.
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?).

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.
Última edición por jackhickman999; 17 ABR 2021 a las 6:52
kofdmf 17 ABR 2021 a las 4:35 
Now you can try a new 'co-op' play with AI or other by stealing pop or trading slaves~
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.
talemore 17 ABR 2021 a las 4:39 
Colonies maybe were a little broken by giving pops by colonizing the same planet or habitat over and over again
RawCode 17 ABR 2021 a las 4:49 
not broken, just "passive" gameplay favored by "casual" players is nerfed into obvilion.

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.
RawCode 17 ABR 2021 a las 4:49 
Publicado originalmente por talemore:
Colonies maybe were a little broken by giving pops by colonizing the same planet or habitat over and over again

200 influence to abandon colony, basically with perk you get 1 pop per 100 influence.
Yellow 17 ABR 2021 a las 4:54 
There is just no need for an empire growth curve. Once it get's to a certain point planets don't really grow anymore. Good luck getting new colonies up or a low pop planet up.
Tuxu -=JeepC=- 17 ABR 2021 a las 5:01 
Publicado originalmente por Tech Enthusiast:
It slowed down, but it slowed down for everyone including the AI.
So, what does it matter? You get less people than before,... which changes nothing.

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.
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Publicado el: 16 ABR 2021 a las 18:15
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