Nerve stapled stellaris (2024)

Nerve stapled stellaris (1)

  1. #Nerve stapled stellaris generator#
  2. #Nerve stapled stellaris Patch#

Anyone who is salty about purging should be salty about nerve stapling.Īlso the nerve stapled people are not slaves, they are braindead. I think nerve stapling should just be treated as a Purge. I only have a few specialized worlds, and those mostly due to limits on what districts they will hold.Click to expand.Mostly agreed, but too complicated. Most of my worlds have 1 consumer goods factory, 1 energy nexus, and 1 other production building and then 1 research lab, 1 research institute, and 1 stronghold / fortress.

#Nerve stapled stellaris generator#

That said, most of my planets seem fine with fairly balanced buildings and districts - I build 1 of each + 1 generator district on new planets, build a gene clinic as first building and robot factory as 2nd, add a precinct as the 5th or 6th building. You can abuse the market, for a time, selling the stuff you make too much of to buy the stuff you lack, but the return is terrible and gets worse as time progresses - especially if you are only ever low on the one thing. I like that there is more to it, I hate that you seem limited by SOMETHING no matter how well you try to balance things. Add to it with commercial districts or moar trade hubs. There isn't much to trade build starbases, build trade hubs, collect trade.

Nerve stapled stellaris (2)

I haven't even touched trade or corporations yet and can't wait to see what management menu nightmare that's going to be. My research is mediocre, at best, because I can't balance in any research buildings and my fleet is 28 corvettes that I'm afraid to undock least I go negative into a bunch of resources I'm only vaguely aware of. I'm running into constant food shortages even though 5 of my 8 worlds, smallest of which is size 18, are agriworlds (pretty much all farm districts and a few food production buildings.) The other two non-capital worlds, a size 24 and 21, are energy and mining/forgeworld respectively and I'm going to need a 3rd energy world soon but don't have the food to expand the population. I still don't have a good grasp on how things balance out between districts and buildings and how the new population/worker system works. Its kind of sad I've had my empire collapse twice when the game AI was turned off and not doing anything so I could figure out the new mechanics unmolested. They said the planet UI change was to help mitigate micromanaging, but its more fiddly now than pre-2.2. I managed to survive the transition by buying food and minerals, but it looked hairy for a while. OTOH, this left a lot of specialist jobs open, so my worker pops of other species decided to promote, in effect leaving all the mines and fields unworked. I could do the modification without riots or anything, but once done, all the nerve-stapled specialists got booted out of their jobs without taking the worker jobs - they still refused to demote. If you nerve-staple someone, they will be unable to do anything other than the worker-type jobs, so I figured this was an easy fix. If you remove those specialist jobs, the pops refuse to demote to the worker caste until they have been unemployed for a while. Pops want to promote to the “specialist” caste even if it doesn’t bring direct benefits, so as long as there are such jobs open, the mines and farms won’t get worked. I was playing a genetic modification, so I figured I would nerve-stable them to make sure that I always had workers for my mines. I got a second species from an event, one that was extremely adaptive and had bonus growth. Thanks, I figured this out after I made the post.Īnother hilarious bug with nerve stapling. Stellaris 2.2 easily needed another month of QA time. There are issues the size of "robots need consumer goods but have no way to produce them" and "Vassalization wars do not create vassals".

#Nerve stapled stellaris Patch#

The 2.22 patch is now live and it fixes a LOT of bugs, including the 1 pixel rows in trade bug you've mentioned. That's the patch that will soon become 2.2.2 Right-click the game in Steam, select Properties, then the Betas tab, then select stellaris_test. I'm enjoying myself though, but it seems to have a bunch of smaller bugs? When I try to trade with another empire directly, the resources have a row height of one pixel or so. Also getting back into the game after being gone for several patches, and predictably I can't find where anything is.

Nerve stapled stellaris (2024)
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