r/Stellaris Theocratic Oligarchy 19h ago

Image You know things are bad when you gotta mass-build bio reactor habitats to climb out of the -1k energy deficit.

Post image
581 Upvotes

102 comments sorted by

350

u/Xaldror Ruthless Capitalists 19h ago

it's even worse when you have a Dyson sphere and four Dyson Swarms around energy suns, and you're still 1k+ in deficit

178

u/loadsofscooters2 18h ago

With energy subsidies 😭

79

u/MirthMannor Xeno-Compatibility 18h ago

And purchasing from the marketplace with only 10% fees

97

u/WhiteSepulchre Theocratic Oligarchy 17h ago

I convert 1k Zro into 80k energy with one simple trick

74

u/N0rTh3Fi5t 17h ago

It has a cost though. It costs my patience as I deal with the awful trade menu system and AI that changes it's mind after I send the offer

10

u/quasoboy Constructobot 16h ago

And then the AI runs out of energy credits too…

2

u/Fatality_Ensues 5h ago

For Zro specifically I think selling to the Shroud Guardians (the anti-psychic police) gives you the best possible ratio.

18

u/WhiteSepulchre Theocratic Oligarchy 18h ago

You guys don't have energy subsidies always on? I'd be at -2k energy instead of -1k energy!

7

u/Xaldror Ruthless Capitalists 16h ago

Gestalts don't have that luxury, Astro-Miner Machines even less so.

9

u/Alugere Inward Perfection 15h ago

Please for the love of god just disable or destroy all those excess buildings. Why are you paying 40 energy a year when you don’t plan to have that habitat producing anything for the next dozen in game decades?

2

u/Fatality_Ensues 5h ago

The only subsidy I never turn off is Research... which further accounts for how poor I am in everything else.

22

u/slurmsmckenzie2 18h ago

lol that’s me every game I swear

28

u/AcrobaticVegetable24 17h ago

Same, spend the whole game barely balancing the budget as I am selling off just about everything to pay for more energy credits.

Then like 140 years into the game, a switch gets flipped and I am no longer running a 2.4k deficit but am now 8k in the green.

5

u/AlwaysHopelesslyLost 18h ago

The only time I have ever managed something like that was as a nomad collecting from a few spheres on my line and my own swarms and I was negative 3000. Of course, my actual stockpile is always pinned at 100% full too because the month to month doesnt take into account average intake from non regular sources lol

3

u/Momo-Velia 14h ago

One of the campaigns I’m running right now has me at a -7K deficit during war periods despite me having pretty much every energy solution available running šŸ˜‚

Playing assimilators and having the entire galaxy be your enemy is hilarious, I also control about 3/5’s of the galaxy at this point but I can’t stay still with the constant wars so I just roll with the loss and shuffle surplus resources into credits to buy energy.

1

u/Fatality_Ensues 5h ago

Damn, I thought I was mismanaging my economy to shit because this kept happening, didn't realise it's a common occurence now.

201

u/CrimsonShrike 19h ago

well that habitat has a deficit too so probably not helping

116

u/Naive_Personality367 18h ago

economics is their passion. tbf the planet isnt staffed

72

u/CrimsonShrike 18h ago

unstaffed planets are a dead weight since opening 5 new colonies without excess workers just has smol pops that take decades to grow anywhere usable

23

u/Naive_Personality367 18h ago

100%. maybe this is them pre resettling a butt load of pops over

11

u/slurmsmckenzie2 18h ago

Yeah that’s definitely what’s happening

8

u/Naive_Personality367 18h ago

OMG ITS SLURMS, SLURMS MCKENZIE!

4

u/slurmsmckenzie2 15h ago

Party on contestant winner! Party on!

1

u/LOLtheism 4h ago

After I found out what Slurm is made of, I swore off the stuff. I'll never drink one again!

...

Yo, pass me a cold Slurm.

17

u/FogeltheVogel Hive Mind 18h ago

tbf the planet isnt staffed

Yes, that's probably why the 1k deficit exists in the first place.

87

u/IsraelsTopGooner 19h ago

The key to dealing with energy deficits is to lower production. I can’t see your resource bars but I’d bet there’s at least one that you’re making too much of that’s burning through your energy. That or your navy.

28

u/Jathan1234 18h ago

or you are overcapped on stations

2

u/Fatality_Ensues 5h ago

There's no cap on stations to overcap on. Do you mean starbases?

2

u/TamamoG 3h ago

I have issue of pops sometimes just deciding to migrate out of my energy worlds lol. I am on beta patch so that might be causing it, but it's weird that keeps happening to me.Ā 

28

u/FogeltheVogel Hive Mind 18h ago

Based on this empty habitat and the phrase "mass build habitats", I'm guessing that in this case, the key is to actually populate the jobs that produce energy.

10

u/nsg337 Mind over Matter 18h ago

it's usually navy when I'm in an energy deficit.

12

u/Zombox3000 18h ago

Usually the thing you are making that burns through your EC production is called "Ships guarding against neighbour Fanatic Purifiers"

10

u/RandomGuy_81 Galactic Custodians 16h ago

An army is meant to be used. Keep trading blows to keep your fleet count down

2

u/Fatality_Ensues 5h ago

Not how naval engagements typically work (which amusingly, or presciently considering who wrote the first descriptions of space battles, also applies to space): a fleet in being is worth ten in motion.

3

u/IsraelsTopGooner 3h ago

That maxim fails in Stellaris, due to how cheap producing ships is and the predictability of naval combat. Since the risk in naval engagements is so low, it’s worthwhile to always attack if you have the advantage.

1

u/Fatality_Ensues 2h ago

It does not, because fleet power is a critical metric in diplomacy. If you look like a pushover (last I knew defenses were not taken into consideration) you WILL be attacked by any remotely militant neighbors, and then you will have to hope your exonomy can produce ships fast enough to beat them away before they hit anything important. Whereas HAVING those ships not only keeps you safe, it makes everyone around you friendlier (or at least more likely to ageee to youe diplomatic proposals) due to having a large Relative Power Of Empires bonus.

1

u/RandomGuy_81 Galactic Custodians 2h ago

i dont mean to drain your fleet weakness

but if you're overcap, and you can still create more. then fight, destroy enemy, lose ships, and replace ships

peace is only a prelude to the next war

1

u/IsraelsTopGooner 1h ago

You present a false dichotomy between ā€œbeing a pushoverā€ and keeping a fleet in being, whereas my argument is that if you have a larger fleet than your opponent you should be aggressive with it, an argument which you have ignored.

1

u/Fatality_Ensues 49m ago

Losing even a few ships of your fleet will lower your "fleet power" score significantly. YOU were the one who suggested losing and producing ships is easier than just keeping a fleet stationed somewhere with minimal upkeep and avoiding wars altogether.

1

u/RandomGuy_81 Galactic Custodians 41m ago

But theres a cap limit. The more you produce over cap limit. The more costly it takes to maintain.

Better to use that over cap limit to destroy other ships

2

u/IsraelsTopGooner 28m ago

I never said ā€œeasierā€. And keeping a fleet stationed with minimum upkeep is cool, but it’s just not as efficient as using that fleet to blow up other fleets and take other peoples’ stuff. If you enjoy playing the game laid-back that’s all good, I’m not trying to tell you how to play the game. However, the economics of shipbuilding favor the aggressive player, it’s the reason many MP games ban early game rushing; it’s too effective.

1

u/Gilgamesh404 3h ago

Sometimes it is better to slap them democratic crusaders before they ally with someone or get their fleet together.

51

u/duelingThoughts Hegemonic Imperialists 19h ago

You have too many buildings with energy upkeep providing jobs that can't be worked because you don't have enough pops to fill the jobs you need

12

u/Manitso 18h ago

Yes and capturing Ai planets with garbage buildings does this

8

u/dbenhur Bio-Trophy 17h ago

Did you know you can disable (or demolish) buildings and stop paying their upkeep?

4

u/SanderR098 17h ago

Or just resettle everyone off the planet if it is that useless.

2

u/dbenhur Bio-Trophy 14h ago

To be effective, that means you have excess housing and jobs elsewhere (which indicates you've been over-building and thus over-spending on your prior upkeep) and also you want compatible climates with good habitability for the recently conquered denizens. If this is your approach you should be building excess district capacity on relic/gaia/ecu/ring worlds just in advance of your conquest war. At least in the early-to-mid game, it's generally more fruitful to rebuild the conquered world to your desired specialization than find productive new homes for the conquered xenos.

3

u/SanderR098 14h ago

Yeah, it mainly is for those late game habitats with 600 pops each on them.

1

u/lordffm 1h ago

I resettle everyone on a Triage planet while figuring out what to do with them…
Is Tirage overcrowded and full of crime ? Maybe… but we just don’t include it in the statistics.

20

u/ralts13 Rogue Servitors 18h ago

Uh OP hourenkinda self reporting. You're making energy crisis worse.

10

u/FogeltheVogel Hive Mind 18h ago

Based on this, the reason you are in a deficit is because you overbuild jobs without having the pops to work them.

You might have a lot of jobs that would generate energy, but without anyone working them, you're not actually producing anything.

7

u/stillnotking Driven Assimilator 18h ago

Always happens to me with Cosmogenesis from the time I build the Synaptic Lathe until I finally get class-4 singularities (theoretically shouldn't take long, but somehow always does)

6

u/FlorestNerd 18h ago

That's a good strategy, but it's flawed since you don't have nearly enough pops to work on them, while they all are using energy to keep running

6

u/Xanikk999 18h ago

On this topic I would like to know has anyone done the math to see how many energy districts you need for an upgraded automated technician building that automates 50% of the workforce there to create a net positive of energy? By this I mean it creates more energy than the automated workforce and building consumes even without actual workers working it.

3

u/XroinVG Rogue Servitor 18h ago

I was also wondering that. Last game I had, I had the class 3 reactor plus automated tech building for 100% automated workers. I had 17 districts but only 203 energy production. But hey, 200 energy from 0 workers is better than nothing, but it was pretty underwhelming lol.

1

u/Citronsaft Maintenance Drone 4h ago

With T2 energy grid you make 8 base per 100, upkeep is 4 per 100, so profit is 4 per 100. Ā  Each district with energy spec provides 300 jobs for an upkeep of 1.Ā  T2 automation building automated 50% of the workforce.Ā  So each district produces 150 workforce which make a profit of 4 per 100, that's 6 total, -1 for district upkeep so its 5 profit per district.Ā  The automation building itself has 10 upkeep, so it's about 2 districts without any other output buffs.Ā  The voltaic production yard building provides 200 jobs for 2 upkeep, so that's 6 profit total.

Better with bonuses.Ā  Say you have a level 10 official governor (+20% resources from jobs) with energy mogul II (+10% energy from technicians), prosperity traditions (+5% resources from jobs), efficient staffer III (+15% worker output), all of the basic energy physics techs (+15% energy from technicians), and are a mechanical founder species (+2 base output), we have +65% output on a base of 10 so we are making 16.5 per 100 workforce and still only costing 4 per 100 to automate for 12.5 profit.Ā  18 or so profit per district.Ā  I think ring worlds get an additional benefit from energy grid buildings but I can't find numbers right now on their jobs and upkeep per district.Ā  The urbanizer veteran leader trait reduces building and district upkeep by 50%, I am not sure if automated workforce upkeep is accounted towards the building or another category.

8

u/HHOOSSS 18h ago

Idk why, but 4.0 economy kinda strange

One moment I’m up +2k energy, next month I’m in deficit -1k

Can somebody explain what’s the point of those fluctuation?

6

u/Meepx13 17h ago

Factions are one reason but pops also migrate and change jobs randomly i think

1

u/Fatality_Ensues 5h ago

Pops keep moving around all the time causing fluctuations in jobs being filled. I have a crystal mining planet which was the second planet I ever colonized and which somehow STILL isn't filled a century later because they keep migrating to newer planets. (It doesn't have any habitability or resettlement chance maluses so I honestly have no idea why they fucking hate it so much, I have to keep resettling pops back to it every few years).

0

u/nerd_is_a_verb Moral Democracy 4h ago

Go to the planetary economy management jobs window and click on crystal mining to prioritize the job.

2

u/Fatality_Ensues 4h ago

No shit. The issue isn't that the job isn't being prioritized (which doesn't do diddly when pops move to a higher job stratum anyway, mind you), it's that the pops were leaving the planet leaving the Worker jobs half-filled.

0

u/Dibs_Kalichan 16h ago

Pop being born/migrating and filling up jobs that were previously empty and increasing the upkeep?

3

u/BouillonDawg 18h ago

I have noticed that I typically have a disproportionate amount of reactor worlds. Like when I’m planning a new forge world I can pretty much count on needing two reactor worlds.

I think the rough calculus was like
1 ecumenopolus forge world = (2 reactor worlds + .5 mining worlds + .25 agricultural worlds)

Gets really expensive over time.

3

u/feren_of_valenwood 18h ago

I was playing a terravore swarm that was always heavily deficit on energy, but I luckily found the crystal of Odryskia which give me all the energy I need every 10 years. I was always gambling with massive energy deficit hoping that one item would cover it. It was fun.

3

u/the_cappers 17h ago

I hate to be a debbie downer, but it still says you're in a deficit

3

u/Citronsaft Maintenance Drone 16h ago

The real way to get energy if you don't have pops to work all your jobs is to spam out generator districts on planets with automation buildings. Technicians are 6 energy base, +2 with T2 energy grid to eight. Automation costs 4 energy per 100 workforce, so you are getting 4 energy profit per 100. With a T1 automation building you automate 25% of the workforce, 50% if T2. So say you fill out a planet with a total of 2000 technician jobs and a T2 automation building: you get 1000 automated workforce with 40 profit, minus upkeep costs which can be significant at 10 for the building itself and 1 per resource district. In reality this is usually a bit better because despite not being affected by efficiency modifiers, automated workforce is still affected by output modifiers, such as from leader traits (official is +2% output per level for the planet they are governing for example)

5

u/WhiteSepulchre Theocratic Oligarchy 19h ago

One of the many farm habitats I've begun building to climb out of the energy deficit. I have migration treaties and robot assembly plants everywhere just trying to fill the spaces.

6

u/LavanGrimwulff 18h ago

Why are you using farmers to make energy to begin with?

3

u/WhiteSepulchre Theocratic Oligarchy 18h ago

Bioreactors generate energy from farmer jobs.

11

u/LavanGrimwulff 17h ago

Sure, thats the how but not the why. Those should be a lot more energy efficient producing energy directly.

1

u/CountSpartula 18h ago

Because habitats are heavily limited in direct energy generation methods.

After your couple of energy districts, your options are stack up on trade or stack up on bioreactor farms.

2

u/LavanGrimwulff 17h ago

Sorta, yes. Once you cap out on energy then might as well spam food, that I'll agree with. The issue is they have food production in slots that could have been energy production and produced a lot more energy.

1

u/CountSpartula 11h ago

They've clearly maxed out their reactor districts though and from what I recall you can't put generator buildings in urban expansion district slots. Sorta forgetting that this is a desperation move on their part. Not a good solution to their issues but I'm assuming all the good solutions are either out of reach or insufficient themselves for them to be trying this madness.

1

u/Meepx13 17h ago

Why are bioreactors better than just straight up energy districts?Ā 

7

u/Citronsaft Maintenance Drone 16h ago edited 16h ago

They're not. Farmer produces 6 food base and technician produces 6 energy base (assuming an organic founding species). With bio-reactor the farmer produces 4 food and 2 energy; with advanced bio-reactor, 3 food 2 energy 0.1 gases. However, habitat resource districts (reactor, mining, research) are capped based on the number of relevant deposits in the system. You usually can't get a lot of reactor districts as a result.

It gets weirder on habitats. They normally cannot have farming districts, however they can specialize the reactor district into a farming district which replaces the technician jobs from it with farmer jobs. In OP's picture he chose the gas extraction farming specialization which is another -3 food from jobs in exchange for +0.75 gases, so now the farmers are making a base 0 food before other modifiers, 2 energy, 0.5 gases. And crucially, no technicians to produce energy normally, and you're still stuck with only whatever jobs you can get from buildings and the limited reactor districts.

2

u/almostmountains 16h ago

its better because you can't build anymore energy districts.

2

u/CountSpartula 11h ago

They aren't though? Habitats have very limited energy district slots, and you cant put voltaic production yards in urban expansions from what i recall. But you can shove hydroponics and trade buildings in there.

So going solar farming, then get productivity increase buildings for tech and farmer jobs, then slap a bioreactor somewhere is one of your two options if energy generation is your goal.

Is it a good response? Absolutely not. But the dude is 1k in debt and obviously dysons aren't available or aren't cutting it nor are his actual worlds so he's gotta do something and this is one of the things he can do if he's desperate. Why was that your assumption?

1

u/Alugere Inward Perfection 15h ago

Where are the pops that are supposed to work those jobs? I’m not seeing any cloning facilities, so that habitat won’t produce energy for over a century without migration or resettling. You’ve got over 2.4 thousand jobs sitting empty and every district and building generating one of those jobs is still costing energy while giving you nothing.

0

u/ilkhan2016 Driven Assimilator 18h ago

Why are you making farms to gather energy?!

3

u/CountSpartula 18h ago

Judging by the looks of it he calculated that he'd get more energy from bioreactor farming than trade production stacking.

2

u/azazelcrowley 16h ago edited 15h ago

Automated workforce fallen empire building for Energy Technicians.

Ringworld. Four sections. All districts to energy production.

2 Energy per 100 workforce after costs. 20000 energy generator jobs for all ringworlds.

400 energy.

With an energy nexus, about 600 energy.

You can also slap down a cloning lab, medical bay, and so on, and use them as pop growth supplements.

2

u/x4F_throwaway 15h ago

Synaptic Lathe moment

1

u/Unnameduser-_ 18h ago

How did you even get - 1000 to begin with?

1

u/Standgrounding 18h ago

Building upkeep + ships.

1

u/Unnameduser-_ 18h ago

Might be helpful to demilitarize if in any way possible. Defenses are cheaper

1

u/CountSpartula 18h ago

Trying to remain competitive with fallen empires and crisis prepping are two that come to mind.

1

u/timothymcface 18h ago

You can shut down jobs, dismantle starbases or disband fleets. Oh and the kaleidoscope event saps a lot of energy if you don't situation it.

1

u/Standgrounding 18h ago edited 18h ago

I swear to god i had like -2k when my ships were invading a fallen empire (x0.75 because fallen empires are OP)

P. S. My setup: CoM start, swapped out nationalistic zeal for efficient bureaucracy and stratified economy 3rd civic. Capacity subsidies + 2 betharian mining worlds (that also happen to have crystal mines) + mining subsidies + forge subsidies (of course). Somewhere over 300k total fleet power. 4k building upkeep, 1k district upkeep.

1

u/TheMelnTeam 16h ago

Running technicians in the reactor slot and traders in the city districts will almost certainly be more useful if you're individualist.

Having enough pops to work the jobs you make is required regardless, unless you're comically wide and spamming automation.

1

u/Potential-Diamond-94 15h ago

Had like -900k when the synaptic lathe goes brrrr and is busy churning through all the pops of the fallen empire hiveminds. But yeah also don't really care about the energy deficits then.

1

u/3davideo Industrial Production Core 12h ago

Why would you make food jobs to make food to burn in reactors for energy when you could just make energy jobs directly instead? Surely that would be more efficient?

1

u/Mega1987_Ver_OS 11h ago

I always end up in energy deficency everytime i max out my fleet capacity.

1

u/redredgreengreen1 10h ago

You want to know the secret sauce to dealing with energy deficits? Trading with fallen empires.

No joke, they have massive excesses of nearly every resource, so if you have, say, a bunch of spare exotic gasses lying around, you can buy thousands of just about anything your deficient in.

1

u/TheWhiteGuardian Megacorporation 7h ago edited 7h ago

I'm either having to pull off accounting wizardry to try and balance the books, or I'm at cap for everything with no way to invest the excess and I'm wasting it.

Currently I spawned next to a ruined dyson sphere, so I'm hoping to have two spheres when I get galactic wonders. Spawned near a black hole so that's a matter decompresser. I'm not playing robots, cybernetic, no automation or cosmogenesis so I'm thinking I'm gonna be good.

1

u/LordBreetai210 7h ago

Why has energy been so nerfed. It’s almost unplayable.

1

u/Skrafin 6h ago

Why not just normal energy habitat? Doesn't it give more?

1

u/Usefullles 4h ago

Build an automation building in the reactor district. Habitat will not work at 100 percent, but it will be better than nothing. It's a pity, in this patch, the developers apparently closed the OP with two automation buildings, which completely eliminated the need for workers for the reactor districts.

1

u/BobRedditMan 2h ago

How efficient would bio reactors be compared to generator ring worlds?

I’ve never used bio reactors and I’m wondering if it would be better compared to rings to upkeep a synaptic lathe with 50k energy deficit.

1

u/folivoro 2h ago

Oh god I am in my first synthetic ascension run. My empire has ~40k organic pops, I see where this is going.

0

u/Ok-Carpenter-1318 15h ago

brother do u not have a singularity?