Zboj Lamignat
Arcane
- Joined
- Feb 15, 2012
- Messages
- 5,832
Looking forward to the -1000% nerfs :excited:
Why is it CK2 currently runs the best of any Paradox game when its arguably running the most complex simulation?
Some tips:
- Expanding too fast at the start can fuck you over, because of pirates, huge upkeeps and low population density. Don't rush in order to procure rare resources - the game now allows you to later manufacture them from basic resources.
- Don't make buildings unless you actually have to. Buildings provide better jobs, meaning that your proles will choose new career paths, leaving you with no workforce to produce basic resources.
This isn't really true. If you colonize 3 worlds and build a mining improvement, farming improvement, and energy improvement, those starting 3 or 6 pops will easily produce enough to support them and turn a profit even at 0% habitability. The issue is that the starting jobs for a colony are managerial jobs that don't actually produce anything, you need to disable those immediately.
Rare resources are kind of useless for most of the game though IMO. The buildings that use them concentrate jobs, but the jobs aren't actually more efficient. The only point at which centralizing makes sense is once you unlock the buildings that give +15% alloys or +15% research bonuses, and those both come way, way later in the tech tree and require 40 pop planets. The only building requiring rare resources that is actually a priority is the lab that boosts pop growth, 5 jobs there gives +25%.
Yeah, this is a big one. Buildings and districts not being worked cost energy too. You want every job worked before building more. Except Clerks, clerks are kind of the shit job that is just there as a buffer against unemployment.
I mean, it's objectively true that colonies pay for themselves as soon as you force pops to work actual jobs. I've had 8 or so newly formed colonies growing at once with only my capital highly populated.This isn't really true. If you colonize 3 worlds and build a mining improvement, farming improvement, and energy improvement, those starting 3 or 6 pops will easily produce enough to support them and turn a profit even at 0% habitability. The issue is that the starting jobs for a colony are managerial jobs that don't actually produce anything, you need to disable those immediately.
That's my experience, though I admit I seriously f'd up my start by expanding like crazy while having only shambles of an economy.
Yeah, this is a big one. Buildings and districts not being worked cost energy too. You want every job worked before building more. Except Clerks, clerks are kind of the shit job that is just there as a buffer against unemployment.
Clerks can produce insane amounts of energy AND amenities, basically freeing you from the burden of building structures that also provide amenities..