I’m playing as Criminal Heritage with a ton of mercenaries. Until I figure out exactly what’s causing it, my head canon is that there’s just some underground racket going on and I’m getting a cut of it.
Mid game flux feels way worse than it used to. Go from positive consumer goods to -150 in a year. What the hell is causing this? I overcompensate and then am bringing in +200.
It's probably workforce moving around. If you build up a planet too much aka have too much unworked jobs the workforce will move around monthly. This then can cause dips in previously fine resources.
It is, but it's so chaotic mid game that you keep trying to rebalance deficits with the market and it keeps shifting what the workforce is doing every single tick which is now your new deficit because you attempted to manage it yourself. I suspect this actually never stops happening but it's only ever noticeable in the mid game because by the time you hit endgame you're utterly overflowing with resources. The planet workforce balancer REALLY needs to move pops so goddamn much. It's incredibly tedious to manually setup work force on every colony so I don't want it to go away but it really needs to chill out on doing this unless you're about to run out of something.
I always leave my planets with a few civilians on them, so I don’t have the job hopping problem but I still get weird swings in resource production/usage. Like just yesterday I ascended a research designation planet and then let the month tick over to see how may fewer consumer goods I was using and somehow consumer goods usage went up. Somewhere in my empire something else weird had happened and I had no what.
I always "enjoy" that if I play hive mind, and the AI handling planet management decide it's a good time to turn random planets into hive worlds.
/J It's like my entire empire turned into a teenager, and going full on angst. Everything is wrong. I don't understand anything, but still have to fix it ;)
Ive had even worse. Producing +1000 energy, game ticks over, suddenly Im at -2500?!?! Colonize several planets for pure energy, and before the ship sets down, we're back to normal
Your armies go around knocking up market stalls and stores providing "roof".
The 0.95 energy credits is just what gets filtered to the top as each soldier pays off officers.. who pay off senior officers.. who pay off generals.. who pay off minister of defence.. who pays off you.
Getting a completely inconsequential payoff in exchange for completely borking your economy through corruption-based inefficiencies is peak mafia-state behavior.
No clue how to check that per army stack, but tooltip for my energy expenditures says they're costing me roughly 381 energy per month. No general has anything funky trait-wise having to do with army upkeep.
Strange. Avatars have the highest upkeep of any army alongside cybrex warforms at a base of 8 per month if i remember right, this whole thing is really weird.
Do you have encountered the sentinels archeology site ?
Nah, that would be sustainable--I assumed it wasn't that, because you'd notice if you had a population of lithoid meat slaves.
Unfortunately, I regret to inform you that your people are mining your ringworld. You should contact a structural engineering firm. Leaving this unaddressed may endanger your Megastrucural Construction Permit from the GalCom. :/
Do you have a private mines governor somewhere in your empire ? Those add miner jobs to whatever planet they come from, usually it’s the capital but not always.
Just tested a ringworld start with an infernal species. The Homeworld (or rather the capital) has free production of 20 energy, 20 minerals, 10 of each science, 3 influence, 10 unity, 15 CGs, and 15 alloys, with "Empire Base" as the source. It'll produce all of those without upkeep or jobs.
R5: Was curious about my energy income and expenditures and saw that somehow my armies are producing 0.95 energy. The meta-gamer in me is wondering what determines this and how this scales.
I am actually curious. If it said soldiers it is a trait, but armies I have no clue. If you figure it out I would like to know (or borrow me the save and I will try to find it)
Wouldn’t that fall under the jobs category like all the others ? The trait i’m remembering applies basic resource production to soldier jobs as far as i can remember.
If the species they’re made of produces it, that’s the only thing I could think of. Can you tell their species and traits? Check any fortress worlds you may have
I think I know what it is. He probably has an official on a planet with soldiers jobs. That official likely has energy mogul which gives energy from jobs. That’s the ONLY thing I could think of or find to cause this. OP if that’s true move that governor to an energy planet for a free boost
I’m pretty sure I saw a hivemind genetic trait for a machine mind that gave your armies energy credits per 100 pops. I don’t remember and I’m almost 100% wrong but I just remember something like that stuck out at me like “huh. Maybe I’ll pick this one”
I thought "Aha, you're onto something" and none of my generals have are kitted that way. My Defense Minister only provides a measly -10% Armies Upkeep across the board.
I am playing as Criminal Heritage Megacorp with Secret Societies, we are doing unimaginable amounts of crime. Currently "liberating" hive mind pops from their oppressive overmind and introducing them to the glory of the "free" market.
I have some leaders with paragon/veteran traits, but none that impact army upkeep from what I can see. Didn't see any unique tech or modifier from archaeological site impacting army upkeep. Only artifact I have on is the Valtuum one, and that's giving me a weapon damage boost.
Perplexed. I’m sure you’ll find it but here is something more.
In Stellaris, there are no mechanics that generate energy credits directly from army units.
Armies are strictly a drain on your economy via maintenance costs.
However, you can offset these costs or indirectly "generate" energy through army-related activities using specific game features:
Indirect Energy "Generation" from Armies
Vassalization via War: The most effective way to "generate" energy with your military is to conquer other empires or force them into becoming Tributaries or Prospectoria. These subjects pay a percentage of their monthly energy income directly to you.
Raiding and Plunder: If you have the Barbaric Despoilers civic or the Nihilistic Acquisition ascension perk, you can raid enemy planets. While this primarily yields pops, it can also provide a one-time injection of resources, including energy, during the planetary bombardment and invasion process.
Trading Excess Resources: Armies and defense buildings (like Strongholds) generate Soldier jobs, which increase your Naval Capacity. A higher capacity allows for a larger fleet to protect trade routes (preventing piracy) or to conquer resource-rich systems.
Ways to Reduce Army Upkeep
Instead of generating energy, you can minimize how much they consume:
Neo-Concrete Bunker Add-on: This army attachment reduces maintenance costs slightly.
Logistics Techs: Certain society technologies and traditions (like Prosperity) provide empire-wide reductions to building and unit upkeep.
Planetary Specialization: Designating a planet as a Fortress World can reduce the upkeep of the defense buildings that house your armies.
Do you currently have any armies that are embarked?
I wonder if there might be some niche case of ship upkeep reductions stacking counterintuitively with army upkeep reductions.
Like generally modifiers are set up to prevent stacking into the negative. But I could imagine that if you get -75% Army Upkeep from Thing A, and -50% Ship Upkeep from Thing B, then that might become -125% upkeep for an embarked army or something?
But, the weird thing is OP already mentioned he has army related expenditure, 351 per month even. With those kinds of numbers put in, it would mean that the offending modifier is ridiculously small (less than one percent).
Instead of running laps they get sent to the big hamster wheel
THE WHEEL OF P(T)AIN
What?
PT in a military context stands for Physical Training.
Basically exercise as civilians call it.
Thanks
I was confused cause there was no r to spell train
I’m playing as Criminal Heritage with a ton of mercenaries. Until I figure out exactly what’s causing it, my head canon is that there’s just some underground racket going on and I’m getting a cut of it.
This game is incredibly difficult to track down exact costs and resource generation flux, in the mid game it's a fucking nightmare
Mid game flux feels way worse than it used to. Go from positive consumer goods to -150 in a year. What the hell is causing this? I overcompensate and then am bringing in +200.
It's probably workforce moving around. If you build up a planet too much aka have too much unworked jobs the workforce will move around monthly. This then can cause dips in previously fine resources.
It is, but it's so chaotic mid game that you keep trying to rebalance deficits with the market and it keeps shifting what the workforce is doing every single tick which is now your new deficit because you attempted to manage it yourself. I suspect this actually never stops happening but it's only ever noticeable in the mid game because by the time you hit endgame you're utterly overflowing with resources. The planet workforce balancer REALLY needs to move pops so goddamn much. It's incredibly tedious to manually setup work force on every colony so I don't want it to go away but it really needs to chill out on doing this unless you're about to run out of something.
I just vassalize everything and have all my main planets be either tech or forge worlds. Much easier to manage.
Rooted moment
I always leave my planets with a few civilians on them, so I don’t have the job hopping problem but I still get weird swings in resource production/usage. Like just yesterday I ascended a research designation planet and then let the month tick over to see how may fewer consumer goods I was using and somehow consumer goods usage went up. Somewhere in my empire something else weird had happened and I had no what.
I always "enjoy" that if I play hive mind, and the AI handling planet management decide it's a good time to turn random planets into hive worlds.
/J It's like my entire empire turned into a teenager, and going full on angst. Everything is wrong. I don't understand anything, but still have to fix it ;)
Ive had even worse. Producing +1000 energy, game ticks over, suddenly Im at -2500?!?! Colonize several planets for pure energy, and before the ship sets down, we're back to normal
Oh, it's Russian corruption going on.
Your armies go around knocking up market stalls and stores providing "roof".
The 0.95 energy credits is just what gets filtered to the top as each soldier pays off officers.. who pay off senior officers.. who pay off generals.. who pay off minister of defence.. who pays off you.
To top it all off, I'm playing criminal heritage with the secret societies civic, so there's even more layers of obfuscation.
Getting a completely inconsequential payoff in exchange for completely borking your economy through corruption-based inefficiencies is peak mafia-state behavior.
Yes, but that 0.95 energy is YOURS, not the state's!
To cite a specific ruler: "I am the state!"
Are they mercenaries from your own mercenary companies?
Good head canon. Honestly, Mercenary Racketeers sounds like a cool Civic.
check their upkeep? maybe you somehow had it go negative
No clue how to check that per army stack, but tooltip for my energy expenditures says they're costing me roughly 381 energy per month. No general has anything funky trait-wise having to do with army upkeep.
Do you have any special army units ? 0.95 isn’t a lot, so it‘s probably not coming from a place where you would have a large quantity of sources.
Did you integrate any vassals ? I believe you get their armies when you do so, i don’t know if it could lead to any funky interactions in that regard.
I have a couple psionic avatars, and that's it.
I haven't, unfortunately.
Strange. Avatars have the highest upkeep of any army alongside cybrex warforms at a base of 8 per month if i remember right, this whole thing is really weird.
Do you have encountered the sentinels archeology site ?
IDK I have a ring world that is inexplicably making 20 minerals. Not coming from jobs afaict
Oh, I think it's very explicable. But it's not sustainable, and you won't like the explanation...
Lithoid genocide?
Why would he dislike that explanation ?
Because it implies that there are still lithoids. :/
that means there are lithoids in some way in there and noone wants to know they have lithoid infestation
I don't even have lithoid dlc lol. It's not that
Nah, that would be sustainable--I assumed it wasn't that, because you'd notice if you had a population of lithoid meat slaves.
Unfortunately, I regret to inform you that your people are mining your ringworld. You should contact a structural engineering firm. Leaving this unaddressed may endanger your Megastrucural Construction Permit from the GalCom. :/
Is it the ringworld origin?
Yes but I've already rebuilt the rings
Do you have a private mines governor somewhere in your empire ? Those add miner jobs to whatever planet they come from, usually it’s the capital but not always.
iirc all homeplanets have certain basic and advanced bonus resource production, partially based on your starting species.
Some amount of food, alloys, cgs, and science iirc.
The game may well have gotten confused and forgotten to remove some mineral production when it was repaired, I’ve seen similar things happen before
If it’s your capital it’s because you get a base income of 20 minerals. You should also notice that your capital is producing 3 Influence.
But there's also industrial districts who should be using the minerals
The base income is 40 minerals anyway, I remembered wrong.
Just tested a ringworld start with an infernal species. The Homeworld (or rather the capital) has free production of 20 energy, 20 minerals, 10 of each science, 3 influence, 10 unity, 15 CGs, and 15 alloys, with "Empire Base" as the source. It'll produce all of those without upkeep or jobs.
Probably base production from it being a capital
A hired leader of some sort is usually the reason for this.
I have a feeling the someone (probably a mega corp) put a branch on your ringworld and slapped a mining building in it.
R5: Was curious about my energy income and expenditures and saw that somehow my armies are producing 0.95 energy. The meta-gamer in me is wondering what determines this and how this scales.
I am actually curious. If it said soldiers it is a trait, but armies I have no clue. If you figure it out I would like to know (or borrow me the save and I will try to find it)
Check to see if one of your governors has a trait for it? Iirc commander governors can pick up a trait allowing armies to make energy and food.
That trait makes soldiers produce resources, not armies. And not that little. Unless there is a bug somewhere.
Wouldn’t that fall under the jobs category like all the others ? The trait i’m remembering applies basic resource production to soldier jobs as far as i can remember.
There is a governor trait that makes your armies produce resources. Look at the governor of the planet.
Check your generals, the trait is only available to military leaders.
It makes it so soldiers produce resources not armies
Dang. I tried.
time to mass produce armies!
At 0.95 energy credits per army, i can only imagine the level of lag and suffering your computer would have to endure to get a decent amount.
Do armies produce a significant amount of lag? They don't seem like they should have any particularly complex logic associated with them.
As long as you dont move them it should be okay
If the species they’re made of produces it, that’s the only thing I could think of. Can you tell their species and traits? Check any fortress worlds you may have
I don’t think a species traits could do that, since they’re armies which don’t typically produce anything rather than soldier jobs
I think I know what it is. He probably has an official on a planet with soldiers jobs. That official likely has energy mogul which gives energy from jobs. That’s the ONLY thing I could think of or find to cause this. OP if that’s true move that governor to an energy planet for a free boost
Are you currently invading any planets?
If so, is their Upkeep 0.95?
I don't think generals get energy-looting traits, but it could've been an army dying during the calculation and causing this weird thing.
If you’ve got vassals one of them could have a civic or genetic trait for it
But it's classified under "Armies".
I’m pretty sure I saw a hivemind genetic trait for a machine mind that gave your armies energy credits per 100 pops. I don’t remember and I’m almost 100% wrong but I just remember something like that stuck out at me like “huh. Maybe I’ll pick this one”
do ypu have a general who dramatically reduces army upkeep? like in the negatives when applying upkeep reduction from other sources?
I thought "Aha, you're onto something" and none of my generals have are kitted that way. My Defense Minister only provides a measly -10% Armies Upkeep across the board.
go to your armies, hover over them, then look at (and if need be hover over) the upkeep
you should eventually get an answer
Are they deployed on any foreign plant with rich energy? Are they liberating the energy under the name of democracy? Sorry I had to said it xD
I am playing as Criminal Heritage Megacorp with Secret Societies, we are doing unimaginable amounts of crime. Currently "liberating" hive mind pops from their oppressive overmind and introducing them to the glory of the "free" market.
“introducing them to the glory of the “free market”
Is that correct political name for “Slavery” ?!
Bicycle generators.
Do you have a paragon trait on any of your leaders? Is there a planet or archaeological trait? Maybe even an artifact that is on?
I have some leaders with paragon/veteran traits, but none that impact army upkeep from what I can see. Didn't see any unique tech or modifier from archaeological site impacting army upkeep. Only artifact I have on is the Valtuum one, and that's giving me a weapon damage boost.
Perplexed. I’m sure you’ll find it but here is something more.
In Stellaris, there are no mechanics that generate energy credits directly from army units.
Armies are strictly a drain on your economy via maintenance costs.
However, you can offset these costs or indirectly "generate" energy through army-related activities using specific game features:
Indirect Energy "Generation" from Armies Vassalization via War: The most effective way to "generate" energy with your military is to conquer other empires or force them into becoming Tributaries or Prospectoria. These subjects pay a percentage of their monthly energy income directly to you.
Raiding and Plunder: If you have the Barbaric Despoilers civic or the Nihilistic Acquisition ascension perk, you can raid enemy planets. While this primarily yields pops, it can also provide a one-time injection of resources, including energy, during the planetary bombardment and invasion process.
Trading Excess Resources: Armies and defense buildings (like Strongholds) generate Soldier jobs, which increase your Naval Capacity. A higher capacity allows for a larger fleet to protect trade routes (preventing piracy) or to conquer resource-rich systems.
Ways to Reduce Army Upkeep Instead of generating energy, you can minimize how much they consume: Neo-Concrete Bunker Add-on: This army attachment reduces maintenance costs slightly. Logistics Techs: Certain society technologies and traditions (like Prosperity) provide empire-wide reductions to building and unit upkeep. Planetary Specialization: Designating a planet as a Fortress World can reduce the upkeep of the defense buildings that house your armies.
Got a little ai help
bro you cannot be fr using ai for a reddit comment
There went that 0.95 in Energy down the drain!
Namby pamby’s. It was info from a search FFS
EDIT: so none of you elect to research the A.I. administrative assistant tech for the 5% research increase? No difference here.
So energy credits are a monetary unit in Stellaris. Do you know about the PLA business venture?
Super hacker, ready for link up!
Is there a bio race trait that makes pops generate energy? That'd be my best guess
But why would that be under "Armies"?
If the pops with that trait occupies a job at a fortress or something?
that always falls under the jobs category.
The fortress jobs are Soldiers, not Armies.
Govenor skill?
Is an army or armies made up of citizens with the Energy Producing trait?
They go around looting the population for batteries.
Protection racket.
Do you currently have any armies that are embarked?
I wonder if there might be some niche case of ship upkeep reductions stacking counterintuitively with army upkeep reductions.
Like generally modifiers are set up to prevent stacking into the negative. But I could imagine that if you get -75% Army Upkeep from Thing A, and -50% Ship Upkeep from Thing B, then that might become -125% upkeep for an embarked army or something?
But, the weird thing is OP already mentioned he has army related expenditure, 351 per month even. With those kinds of numbers put in, it would mean that the offending modifier is ridiculously small (less than one percent).
It’s a very strange situation.
Solar panels on the barracks.
Try getting enough armies for an integer overflow next
One of your soldier is equipped with solar panels
Maybe it's a trait from your generals or a planetary governor boosting energy output, check those details for any surprises.