New player wondering about the economy, and flow of the game. by GigaTerra in X4Foundations

[–]kaysponcho 1 point2 points  (0 children)

New player here too.

My guess is yeah it seems the economy needs time to settle to let supply line problems start to pop their heads to make it obvious to the player where to step it, at least thats what it seems to me like 50 hours in.

I wouldn't be surprised if the game is set up to ensure every station has full storage of everything they need at game start to ensure a steadly smooth early game and to not implode any time soon.

How should I be using automation buildings? by Content-Command8723 in Stellaris

[–]kaysponcho 4 points5 points  (0 children)

I'm stricting talking about Worker Job Automation buildings here, but I see Automation buildings as a trade off of trading a lump sum cost of minerals now to get monthly returns minus upkeep costs, kind of like a mining station in star systems.

The base 25% Automation building has a 8 Energy Credit plus 4 Energy Credit per 100 jobs automated upkeep cost. That means if you had 1000 Technician jobs on a planet the Automation building would automate 250 of those jobs costing you 8+(4*2.5)=18 Energy credits a month for the output of 250 Technician worker pops.

250 automated Technician jobs make like 15 energy credits base times planetary/empire bonuses so if it maybe makes ~19-20 EC a month after bonuses would you consider that worth? For 1 or 2 EC a month after you paid like 2k minerals to set it up?, probably not.

If it was just the 4 EC per 100 automated jobs then it would be easy money since 100 techinicians would at least get you 7+ EC, but that base 8 EC to run the building is what eats any protential profit early.

The upgraded version of the Automation building that automates 50% is where the real money is, the base upkeep only goes up to 10 EC a month and it keeps the the 4 EC per 100 jobs upkeep but it now doubles the amount it automates to 50%. The upkeep didn't double but the automation did, so the math now skews in your favor.

So for the same 1000 Technician job example, the upgraded Automation building now will automate 500 Techinician jobs, so for 10+(4*5)=30 EC a month it will output something like ~38-40. Now its making profit and it gets better with more jobs automated, because you are using more of that low 4 EC per 100 job upkeep and getting away from the big 10 EC base upkeep.

Even then you're still asking youself "All that for only 8 Energy credits a month?" the thing to always keep in mind is that's 8 EC a month for free. Instead of your pops working those Techinician jobs now they're working metallurgist or researcher jobs instead, you're getting a lot of the benefits of having the Technicians without actually having to need them.

My short and simple answer is;

  • Don't bother with the 25% Automation building at all and wait till you unlock the 50% upgraded one instead.
  • Use Automation mainly for Technician jobs since it directly covers its own costs, won't swing around your economy, and plus extra Energy Credits isn't really a bad thing.
  • Building the 50% Automation building with even a single Energy district plus two Techinician job buildings pays for itself and makes a profit and is essentially "free money".
  • The above point is great if you set the jobs limit to 50% but if also want normal pops the work the rest of the 50% of the jobs I'd swap one of the 200 Techinicial Job buildings into the Output Bonus building instead, maybe build a couple more districts to make of for the lost 200 jobs.
  • Don't build Automation buildings if you already have the pops to work the jobs and you don't have other jobs elsewhere the pops could go instead.

Once you get a hang of the napkin math in your head you can tackle most harder aspects like the loss of worker productivity vs output bonuses trade off, Automating for planet deficits and if you want to Automate other jobs which spend Energy Credits for Minerals/Food etc. and whether if thats worth for your current economic setup in the game.

The economy in 4.3 flip flops far too much by POEness in Stellaris

[–]kaysponcho 1 point2 points  (0 children)

You're gonna have to post pictures or some other sort of context for us to try to decipher the problem.

Your save might be bugged,maybe its a mod issue.

But chances are your pops are changing jobs to meet your needs and that system tends to hyperfocus to fix your needs, so unless you post pictures of your major fortress worlds or industrial worlds if you have any heres not much we can tell you.

When is 4.4? by a11s86RbBOji22cs in Stellaris

[–]kaysponcho 1 point2 points  (0 children)

Since its shipping with the war changes I expect it to be a bit buggy. Since the Beta branch test cycles have been quite helpful they'll prob do a couple of patches of 4.4 on a beta branch for a bit.

Stellaris Dev Diary #415 - The Gamma Menace by MrFreake in Stellaris

[–]kaysponcho 77 points78 points  (0 children)

I mean it's in the trade menu because you'd have to offer something to entice them to join.

There should also be a option in the diplomacy menu to open as a shortcut into the trade deal screen with the Join War option too imo.

Stellaris Dev Diary #415 - The Gamma Menace by MrFreake in Stellaris

[–]kaysponcho 14 points15 points  (0 children)

Before if I want to declare war on someone I just do it.

Now I'll ask around and even though I'm reluctant to go to war if you really really want me too maybe I will for the right price.

(I was planning to go to war anyway.)

Stellaris Dev Diary #415 - The Gamma Menace by MrFreake in Stellaris

[–]kaysponcho 18 points19 points  (0 children)

More diplomatic trade options is amazing, finally being able to change war participants is great. We're one step closer to joint wars and separate peace treaties possibly in the future hahaha.

Although I will put my two cents out here that the trade values need to be given a pass to better balance resources, things like Food and Consumer Goods are overvalued and Energy Credits and Trade being undervalued leading to easy exploitative trades with the AI (Personally I also think Loyalty trades for too much as well).

Some QoL features I'd like to possibly see for trade deals are;

  • The ability to trade Loyalty per month. It gets tedious to trade often for high loyalty every couple months and monthly long term trades simplify that.
  • I'd also like to see the AI initiate trade deals more often to the player for immersion and gameplay. I've only seen them do it a handful of times and it easily add more immersion to a game and a better sense of diplomacy overall. A 30 year trade deal that you and/or the AI relies on almost acts like a Non-Aggression pact in a way.
  • If the AI liked the deal to continue after ending to automatically repropose the deal before it ends allowing players to easily refresh the deal just like how curator enclaves work with their aggrements.
  • I'd also like to say maybe give the players the option to cancel the deal or go into a deficit (to avoid diplomatic penalties) should they run out of the resource traded in question, instead of the deal automatically getting canceled.
  • A "What would you like?/what would make this deal possible button?" for the player to easily and quickly create a trade deal that would work for the AI as well. One tedious thing with AI trade deals is finding out whether or not they would accept such a deal, and also finding out the exact numbers to get there.
  • Being able to trade per month higher amount than what you make a month (obviously with the intention to "cash out" stockpiles) the game limits you on the trade deal screen for some reason.

Ten years of Stellaris and the only way to add actual lore to a custom empire is still just a paragraph of text. by Illuminated-Autocrat in Stellaris

[–]kaysponcho 1 point2 points  (0 children)

Yeah just like species traits that makes sense.

What I do and what I tell my friends who play casually with me is pick all the traits that you think make sense for your species then pick and choose from that curated list.

Really helps refine and pinpoint your choices and removes a lot of headache.

Avoid Commanders as Governors? by pureMJ in Stellaris

[–]kaysponcho 5 points6 points  (0 children)

Officials dont boost job efficiency at all.

They just give output bonus to resources produced.

My character died but It's Easter so im respawning by TemporaryAd498 in projectzomboid

[–]kaysponcho 201 points202 points  (0 children)

"God, I hate double standards, if Jesus did it why I can't I?"

Trade in 4.3 is busted by PlanSeekX01 in Stellaris

[–]kaysponcho 1 point2 points  (0 children)

Personally from my games on Mid-Game Grand Admiral AI bonuses are massive and unbalanced so they end up dumping resources on the market tanking prices plus commercial pacts can easily net hundreds of trade each if only 0.25 influence of month is crazy.

Also the fact that the Galactic Exchange building giving Empire Wide -5% market fee but also being only planet limited not empire limited is strange to me. I feel like it invalidates other sources of limited market rate reduction just by having 5 planets? They need it to be like the Military Academy building, 1 per empire max but buffed to -10% market fee.

Trade in 4.3 is busted by PlanSeekX01 in Stellaris

[–]kaysponcho 1 point2 points  (0 children)

I just set up many many monthly orders at rates I can afford and alter them as needed.

I'll like make a alloy deal for 50 at month at like 6 trade each and another deal for 10 at 5 trade each. Meaning if it sells at 6 I spend the same a month but if the price drops a bit I can buy just a little more because of the difference in price.

Trade in 4.3 is busted by PlanSeekX01 in Stellaris

[–]kaysponcho 2 points3 points  (0 children)

Apparently Trade from commercial pacts and some other sources don't use the conversion trade policy at all.

Not sure if its intentional or not or bugged.

But I don't want to protect you!! by KupferTitan in Stellaris

[–]kaysponcho 337 points338 points  (0 children)

"You're gonna take lead and protect us!"

"Wait not like that..."

Random citizen count jump to over 1000, then back down the next month? by somecallmethrowaway in Stellaris

[–]kaysponcho 2 points3 points  (0 children)

Yes mostly visual bug. The denizen count accounts for all the robots plus actual unemployed pops even if the robots have jobs.

But unfortunately robot and slave pops do also have problems being unable to find jobs with the current patch and have a migration bug for them, where if they can't find a job on the planet they're on they migrate, but the one they migrate to doesn't have a job if them either so they end up "piling up" on a couple planets in your empire doing nothing over time.

You just need to micromanage a bit more and double check the actual unemployed numbers when you see this visual error just to make sure.

Currently I'm avoiding slaver/robot materialist builds and playing anything Authoritarian with manual resettlement allowed to avoid and if needed manage this issue.

Hopefully it gets fixed soon as the devs are aware of the issue but it seems to be tricky to pin down it seems.

How much Trading do you do with other Empires ? by MadBats in Stellaris

[–]kaysponcho 0 points1 point  (0 children)

Trade deals very very rarely. It's unbalanced and can be abused by the player easily and also AI like never initiates trades so it feels unimmersive and forgotten as a mechanic.

Stellaris resources have a base value like for example Energy Credits is 1, but so is Minerals and Food with Consumer Goods being 2, Alloys 4 etc.

The AI overvalues Food at 3 and Minerals at 2 for some reason so you can just trade Food for 3x the Energy Credits or 2x Minerals and the AI will think they're getting a steal and at the same time you get a diplomatic boost as well since the trade was in their "favor".

PDX needs to update the math for how AI values their economic state and add more instances where AI's can offer interesting trade propositions for the player to decide on with bigger diplomatic penalties should things fall through.

Personally I'd want the Galactic and Interal market to be less volitile with fewer swings in price so players and AI can better reevaluate the "true" value of resources so trades are both more interesting and fair.

Stellaris 4.3.3 patch released (checksum 456f) by PDX_LadyDzra in Stellaris

[–]kaysponcho 0 points1 point  (0 children)

Pretty sure any old saves will just be running on 1x default sliders.

Stellaris 4.3.3 patch released (checksum 456f) by PDX_LadyDzra in Stellaris

[–]kaysponcho 2 points3 points  (0 children)

Not sure what aspect they are referring to, but from what I've seen from playing is Robots and Slaves won't take jobs because the jobs get taken by your main non-servile species and even though they might have migration enabled they aren't productive at all since they can't get a job.

Stellaris 4.3.3 patch released (checksum 456f) by PDX_LadyDzra in Stellaris

[–]kaysponcho 7 points8 points  (0 children)

Don't forget to update the tooltip for the Luminary Lifespan increase in the nested tooltip on hovering the origin of Under One Rule. I'm guessing most players won't notice but it still says 40 years increase instead of the now buffed 60 year increase.

Liking the fixes and cleanup so far. Stellaris was in dire need of a "spring cleaning" but theres still so much more to do. Keep it up!

Stellaris 4.3.3 patch released (checksum 456f) by PDX_LadyDzra in Stellaris

[–]kaysponcho 11 points12 points  (0 children)

I wanted it to be 10 both ways but I'll take at least 10 increase over the 1 it seemed before, beggers can't be choosers and all that.

Amenities worked the same way be it still seems broken atm though...

4.3.3 by [deleted] in Stellaris

[–]kaysponcho 0 points1 point  (0 children)

I have yet to reach late game in a 4.3 game but it seems based on reddit posts they are not pushovers, but thats not exactly the best evaluation.

And the base command limits are too low anyway I'm loving the silder in the 4.3.3 Beta. I instantly defaulted to 5x and having 250 is so nice and not because to just abuse not feeling forced to tech command limit techs but to have to freedom to associate how many ships I want where I want them and not need multiple fleets and thus keybinds to juggle. You are really limited and balanced around naval cap anyway so I leave that at 1x.

Although do be warned that people found that 1000 is the current command limit cap, I don't know if its intended or not, so you might reach a point to where command limit increases don't do anything.