I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand.
I'll probably just search for a mod that removes planet cap :/
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Archeon
3236 Posts
I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand. I'll probably just search for a mod that removes planet cap :/ | ||
Yurie
11536 Posts
On May 12 2016 14:18 Blackfeather wrote: Really don't like the sector management so far, the ai is freaking retarded, spams food buildings and doesn't upgrade the capital. Had a section (7 planets+) that just stayed on reassembled ship shelters for more than 20 years. No surprise it generated barely any income and i was forced to spend a lot of influence and time and micro each planet, build it up to where I wanted it and put it back into the sector, just to do the same thing with the next one. Could have done it for all planets at the same time, but that isnt possible because of planet cap <.< I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand. I'll probably just search for a mod that removes planet cap :/ http://steamcommunity.com/sharedfiles/filedetails/?id=682336292&searchtext=limit As far as I know you can still build stuff on planets in sector control? At least I could build ships there when I needed a constructor or scout near the front. I really like the idea with sector control, microing 100 + planets as a new tech arrives just isn't fun. | ||
Archeon
3236 Posts
On May 12 2016 15:05 Yurie wrote: Show nested quote + On May 12 2016 14:18 Blackfeather wrote: Really don't like the sector management so far, the ai is freaking retarded, spams food buildings and doesn't upgrade the capital. Had a section (7 planets+) that just stayed on reassembled ship shelters for more than 20 years. No surprise it generated barely any income and i was forced to spend a lot of influence and time and micro each planet, build it up to where I wanted it and put it back into the sector, just to do the same thing with the next one. Could have done it for all planets at the same time, but that isnt possible because of planet cap <.< I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand. I'll probably just search for a mod that removes planet cap :/ http://steamcommunity.com/sharedfiles/filedetails/?id=682336292&searchtext=limit As far as I know you can still build stuff on planets in sector control? At least I could build ships there when I needed a constructor or scout near the front. I really like the idea with sector control, microing 100 + planets as a new tech arrives just isn't fun. You can build stuff in space but do nothing on the surface (except for space stations). No resettling, no slaving, no moving nor building stuff. Not sure about purges. Ty for the link. I agree that the sector idea isn't terrible, it's just terrible in some actual cases, i.e. if you give them your planet before you upgrade it's capital. If I still could build I'd have less of a problem. | ||
hfglgg
Germany5372 Posts
edit: you can enslave pops in sectors. maybe you need the right policies for that but i do it all the time to circumvent the -10% decadent modifier i get. not sure about purging though. | ||
Archeon
3236 Posts
100% sure I tried resettlement and it didn't work, which was always the big one for me. But yeah might be that the other non-drag-pop-interactions work. | ||
digmouse
China6284 Posts
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Yurie
11536 Posts
On May 12 2016 15:21 digmouse wrote: How is the learning curve this time? There doesn't feel like there is too much depth and the help messages are mostly good. I would say it works well for 2h then you hit a wall you need to break down as things the help didn't prepare you for start hitting. Then after 5-6h you can play it decently and only some strange details are confusing. As with all releases there are bugged things. Especially the dynamic bonus missions can be horribly broken where they can't be completed. Doesn't really matter for overall game play though, just ignore them. | ||
Archeon
3236 Posts
On May 12 2016 15:21 digmouse wrote: How is the learning curve this time? Surprisingly low. After the first 4-6 hours of actual gameplay you should have a good grip on the game's mechanics. They did a really good job with their tutorials and in-game information and the game is less complex than ck and eu f.e.. To the point where you can just start a game and learn play by play without feeling totally helpless. That was probably the biggest surprise for me, normally paradox is terrible at introducing the player to their game. | ||
Velr
Switzerland10417 Posts
On May 12 2016 14:18 Blackfeather wrote: Really don't like the sector management so far, the ai is freaking retarded, spams food buildings and doesn't upgrade the capital. Had a section (7 planets+) that just stayed on reassembled ship shelters for more than 20 years. No surprise it generated barely any income and i was forced to spend a lot of influence and time and micro each planet, build it up to where I wanted it and put it back into the sector, just to do the same thing with the next one. Could have done it for all planets at the same time, but that isnt possible because of planet cap <.< I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand. I'll probably just search for a mod that removes planet cap :/ The AI does actually an "ok" Job, what i tend to do if i colonise a new planet is immediatly remove all tile blockers and after that is done i give the sector over. Then you pump them full with Minerals/Energie so they can build up quickly and immediatly set the focus on your goal for the sector and leave it there. Before i did this i had some issues too but now it seems to work pretty good. Alternatively you can just give them your allready built up core worlds and don't allow them to rebuild stuff. Imho you really shouldn't grow too attached to planets. Now what is truely annoying is that you don't see Spaceports in sectors and colony ships built there are also not showing up on the right side. On May 12 2016 15:21 digmouse wrote: How is the learning curve this time? AI on normal is a pure pushover (just keep a fleet around and upgrade your weapons). If you don't kill yourself somehow by going bankrupt you have plenty of time to explore the game and its functions. EU3/4 was WAY harsher in this regard and thats imho the main diffrence. In EU when you didn't know what your doing, you probably didn't make it far in the timeline, here its a very diffrent story. | ||
Yurie
11536 Posts
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Gorsameth
Netherlands20760 Posts
On May 12 2016 13:22 Duka08 wrote: This game interests me a lot but I don't have much experience with the genre in general, just maybe a dozen hours in Civ 4 and 5 each, and none of Paradox's previous titles (though I'm familiar). Can someone elaborate on the "no win condition" aspect? I really like the option of being able to start a new game now and then, try something strange or different than the last run, and finish within the scope of a few hours, or day, or casual weekend, rather than commit to one single 30+ hour "board" that keeps on going. Is that sort of flexibility in there, in the choice of game speed or "map" size or difficulty at all? Or is there pretty much the one way to play without much variance to starting conditions? The latter seems to be what a lot of folks are choosing from the reviews I've seen and stuff, but I thought that might just be the way that interests fans of the genre, rather than being the only choice. Yes there is a difficulty option, haven't played with them. still on my first game to learn the ins and outs. Map options include shape (elliptical, ring, spiral 2/4 arms) and size (200-1000) Gamespeed settings are in game and chance be changed as desired. The win conditions are only colonize 40% of the galaxy or sole survivor. Considering what you said you are more likely to try out your thing and succeed or fail and then make another game rather then finish each one. Just like in Civ playing a game to its full conclusion can take a fair bit of time after you have already become unstoppable. On May 12 2016 18:18 Yurie wrote: A question regarding sectors. When they reach max in a resource, is it transferred over or lost? For example setting a region to max science they sooner or later max out on minerals and energy since they have built everything they need to build. They appear to be lost. I have not found a way to take out resources and it will max give you 75% of surplus. On May 12 2016 15:21 digmouse wrote: How is the learning curve this time? Started my first game on normal with full tutorial, never played other paradox titles (EU was always to spreadsheety for me) but played a lot of 4x. The game does a good job guiding you through setting up your empire and the normal AI is not a threat so long as you keep your fleet up if your close to anyone aggressive (expansionist xenophobes) On May 12 2016 14:18 Blackfeather wrote: Really don't like the sector management so far, the ai is freaking retarded, spams food buildings and doesn't upgrade the capital. Had a section (7 planets+) that just stayed on reassembled ship shelters for more than 20 years. No surprise it generated barely any income and i was forced to spend a lot of influence and time and micro each planet, build it up to where I wanted it and put it back into the sector, just to do the same thing with the next one. Could have done it for all planets at the same time, but that isnt possible because of planet cap <.< I really don't get why I can't just circumvent it, put my sectors to giving me all their actual income and influence the planet sections by hand. I'll probably just search for a mod that removes planet cap :/ Did you feed the sector resources to build up with? A sector uses the resources it produces to improve itself (after giving away 0-75% to your overall empire) but especially early on it will not have the resource production to sustain itself. You can give a sector credits and minerals from the empire screen so that it has resources to spend on upgrades. If you keep it fed I have found that the sector AI does a good job of building new building (but only if a pop requires it, the AI won't building for the future) and upgrade buildings. Including the reassembled ship shelter when it hits 5 pop. If a planet gets to many food buildings it may be because a lot of tiles have base food income and the sector is set to respect these and not build something else on them. My biggest gripe of the sector AI is its tendency to build spaceports when I don't want them and would rather have it save up resources for developing planets. I don't know if a sector set to mineral/tech will try to stay atleast energy neutral. testing is required. | ||
LaNague
Germany9118 Posts
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Broetchenholer
Germany1821 Posts
Game is still very buggy, the UI has some really annoying shortcomings, the lack of historical context will probably cause a loss in replayability and i wish technology would be a bit better. All in all i really enjoy my time, but i don't think i would invest as much time as i did with EU or CK, as the goals are just missing. Too little achievements and all races are only different in your own imagination. Also, United Nations of rhgeuirghuei have rivaled the regouergh Combine. Should that be important to me? | ||
Velr
Switzerland10417 Posts
On May 12 2016 20:05 LaNague wrote: my decadent collectivists are on hold, the sector AI is braindead with slaves -.- Why? You can free/enslave Pops yourself even if they are in a sector. | ||
BobMcJohnson
France2916 Posts
On May 12 2016 20:29 Broetchenholer wrote: I played 33 h in 2 Days and now i am kinda burned out :D Game is still very buggy, the UI has some really annoying shortcomings, the lack of historical context will probably cause a loss in replayability and i wish technology would be a bit better. All in all i really enjoy my time, but i don't think i would invest as much time as i did with EU or CK, as the goals are just missing. Too little achievements and all races are only different in your own imagination. Also, United Nations of rhgeuirghuei have rivaled the regouergh Combine. Should that be important to me? Yeah, achievements, historical context and asymetrical starts were what made EU replayable, I like stellaris so far but i'm a bit worried for the future. Adding achievements linked to preset races and allowing more asymmetry in the galaxy generation would be a good start. And yeah the ui could use a bit of work. Map modes, a ledger and pause/poput settings would go a long may in making the mid/lategame less tedious. How paradox reacts to all this in the first patch and the first expansion is going to condition the future of the game a lot imo. | ||
Jek
Denmark2771 Posts
On May 12 2016 15:21 digmouse wrote: How is the learning curve this time? I've never played any of their games before, and I got the gist of it really fast. The beginner tutorial is really good, sure it pops up fairly often but for my next game I dont think I need it at all. | ||
LaNague
Germany9118 Posts
On May 12 2016 20:55 Velr wrote: Show nested quote + On May 12 2016 20:05 LaNague wrote: my decadent collectivists are on hold, the sector AI is braindead with slaves -.- Why? You can free/enslave Pops yourself even if they are in a sector. the AI likes to reshuffle them it seems. | ||
Velr
Switzerland10417 Posts
At least i tought thats what i saw yesterday. Imho the way to settle a new planet in the mid/lategame is this: Colonize --> Remove all Blockers + Enact Immigration Edict --> Queue every building --> Wait for Pops to arrive --> Add to a sector. | ||
Jek
Denmark2771 Posts
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Godwrath
Spain10091 Posts
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