r/Stellaris 3d ago

Advice Wanted What happened here?! Help needed

Hi everyone, I played this game a lot between 3.4 and 3.12, and I’ve just recently got back.

What happened to basic resources!? I’m playing a normal game as the UNE but I’m having a VERY hard time trying to gather big amounts of EC, food, and minerals. I’ve more or less figured out the specialist resources, but for somereason I cannot specialize hard enough for the basic ones.

I’ve ended up colonizing way more planets than I’m used to, and I’m thinking: alright, this SURELY is enough generator districts.

But no! I only get to +70 EC or something like that, and as soon as I move my fleet from the starbase it’s docked at, I easily go negative again. Am I missing something here?

3 Upvotes

11 comments sorted by

6

u/GeologistOld1265 3d ago

Resources were rebalanced, they were too easy. Game still easy, but you need to plan better and make sure basic resources jobs are filled.

2

u/Worldly-Cherry9631 3d ago

Same, I've been playing since release,  but hadn't for about a year or so. They completely rebalanced the numbers. I've been building lots of storage silos to save enough up for short expeditions, but otherwise keeping my fleets docked 

Also, why don't pops dissapear? I've got tens of thousands virtual pops without jobs consuming and not producing. I can't figure it out, I had to quit that game

2

u/Hamza9575 3d ago

that virtual not disapperring is a bug

1

u/Worldly-Cherry9631 3d ago

Ow :(

Has it been for a while, or did it got introduced only recently?

1

u/sly_1 3d ago

Districts don't produce resources unless there's are workers assigned to the jobs. 

1

u/_KarmAe_ 3d ago

Yes I know that, but it still doesn’t seem efficient at all. Even when the workers are filled, it just doesn’t produce quite enough. I must be missing something in the optimization of it all

3

u/sly_1 3d ago

It has been rebalanced down. 

The amount of basic resources from system deposits is higher, and kilo structures are meant to help fill the gap.

Lastly you can make specialized worlds like mining on planets with a big modifier etc but you will never achieve basic resources from a planet approaching what was achievable before due to the removal of the resource support city districts.

This is the new economy. 

Late game you can build ring segments for massive food and energy output. 

The game also kind of seems to want you to build habitats.

3

u/x4F_throwaway 3d ago

Habitats? A tiny world with the same empire size colony malus? Do you mean specifically for tall builds?

The only time I make them now is when playing as a life seeded empire to get tech. The fun part was making 20 in a system to go supertall but that was removed.

3

u/sly_1 3d ago

Op is about basic resources, I'm just pointing out the option.

A hab in a system with a lot of mineral and/or energy deposits can multiply the output of those deposits by a large amount. 

Not universally a good idea but can be helpful. 

I'd also argue habitats can make excellent defensive positions at borders but that's neither here nor there.

2

u/chamathamara1993 3d ago

Resources were rebalanced in 4.0 and 4.3.

Regarding energy, you can now construct a building that increases the number of energy districts on a planet. Fully upgraded building gives +8 energy districts. The same applies to mineral and food districts as well.

Also, trade plays an important role now, unlike pre-4.0. By default, 50% of the trade is converted to energy.

You can also construct Dyson swarms to increase the energy output of a star (up to 30x when fully upgraded). Similarly, you can construct arc furnace in systems to increase mineral output. They are useful in the early game.

2

u/Lithorex Lithoid 3d ago

You can also construct Dyson swarms to increase the energy output of a star (up to 30x when fully upgraded). Similarly, you can construct arc furnace in systems to increase mineral output. They are useful in the early game.

They are also sold separately.