Stellaris

Stellaris

Star Trek: New Civilisations
tips on new layout/districts
hey everyone, now that the game/mod have updated to the new form with the districts and buildings in districts, I'm having issues planning my economy. It seems that no matter how many generator districts and buildings I build, I am always losing 200-300 credits. Anyone have any tips for balancing your empire's economy? Thanks!
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mudgemusic 15. mai kl. 14.00 
I've also noticed that ships don't upgrade the way they used to, anyone else find this and figure out how to upgrade their ships as better weapons/shields/hulls become available?
walshicus  [utvikler] 16. mai kl. 0.58 
Remember, it's less about the districts and more about the jobs that get worked in those districts. Check your outgoings and minimise where necessary, and don't forget you can use the market to trade what you have a lot of for what you need.


How do you mean ships aren't upgrading? You can either do it manually by updating the designs, or else let the AI update as new stuff comes in.
mudgemusic 16. mai kl. 9.47 
Thanks for the reply! I do use the trade market, in fact I have to rely on it to stay afloat, which kills my ability to do much else because all my yields that do produce just get traded away to buy energy credits. I'm building 3 buildings in the generator districts, two voltage productions and an energy grid. Plus building a ton of those districts on every planet I can.

For the ship upgrades, here's an example. I build 10 NX class ships before researching deflector shields. Once I research the shields tech, I can't upgrade my fleet to have shields. I have all ship designs to auto update to best available tech.
mudgemusic 16. mai kl. 13.13 
I'm also curious why my yields constantly change. Every time they refresh each cycle they swing wildly from +100 to -200 or something like that. One instant my yields for energy and minerals are in the negative, but then they switch to positive and my food is in the negative. Why does this happen? Why are the yields not constant from cycle to cycle (month to month)?
Nitemares 16. mai kl. 13.31 
Hey Mugemusic:

Its the population change in Stellaris 4.0 that is throwing you off..
The new population system really does a number on how planets work.

If you look at your planets, there are several numbers to be aware of with the first being Population - this is the total number of people on the planet.

Next is Housing: this is the number of housing units that the population can use total (and limits total planet population)

Finally is Jobs: These are the UNFILLED jobs available on your planet.

if you look at your planets in your case, I am willing to bet that you have a LOW population, fair housing, and a huge amount of job available.... This is because you have a bunch of districts built... And now you have to wait for the population to grow..

While that population is growing, your production values are going to jump all over the place as your population bounces around from job to job -because so many options are available to them.

As your population grows, your production will stabilise and grow as the jobs are filled.


Now for the bad news:
Population growth for new colonies, and for BIG colonies is SLOW!!!
"Second coming of the Dinosaurs" slow... You start with 100 population and typically it grows by a CHANCE to gain 0.20 to 0.40 population per month... (a CHANCE, not guaranteed!)

and large populations will shrink as people leave to less populated planets...

https://www.youtube.com/watch?v=YoEB3AQTiDI&t=1527s

Here is a YouTube video that does a good job of explaining it all
mudgemusic 20. mai kl. 9.05 
Thanks Nitemares, I had found that video too and it was helpful. You're right, the population and too many available jobs was sinking me. I've tried paying attention to that, but yeah growing my pop is a long process. Still getting used to the changes, but I think maybe I'll enjoy it more once I master the nuances.

I'm still having an issue where my ship designs are not automatically switching in new upgraded tech. I have to go and create a new version of every ship I want to build to make sure it adds in the right shields, hull and so on. Not a huge deal, but definitely different from the old version of the mod.
Nitemares 20. mai kl. 9.09 
Yea, I noticed that issue too with the ship hulls.

It seems to be to limited to a few hulls however, as some of the other hulls later on would auto-update their designs when new tech came out.

Not sure if this is a Stellaris 4.0 bug, or a bug in the mod... or just a bug in the ship hulls.

I'm now fairly late into my playthrough (2500+) and the ship hull issue has fully resolved itself now.
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