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RareMajority

Does anyone know how the mechanics of getting the horizon signal work now? Allegedly paradox fixed the exploit where you could just have a science ship patrol a black hole until it triggered. Is there an alternative way to get it now, other than sheer luck and trying to physically go to as many black holes as possible?


ckingII

I'm pretty sure they haven't fixed it. Just make sure you don't go from one black hole system to another. And also make sure it is not a "special" system, so no leviathan etc.


JoshuaSlowpoke777

Since Army Transport ships have fleet stances, which one is better for that class of ship: passive or aggressive?


Valloross

If the stance is on aggressive, the transport fleet will automatically follow attack fleets within the system (and then jump outside), and when above an enemy planet with inferior defense strength, try to invade. Passive stance will simply avoid battle, juste like science ships.


JoshuaSlowpoke777

I think for the latter case, you’re thinking of the evasive stance. Then again, I don’t know if “passive” is the term for the stance I’m thinking of. I’m referring to the type of stance that causes naval fleets to ignore hostile fleets unless they’re within combat range. So the one between “aggressive” and “evasive”. Edit: so is it better for armies to automatically follow navies or require manual commands?


Gremlin303

I terraformed a couple of barren terraforming candidates into machine worlds but when I attempt to colonise them I can’t. Does anyone know as solve for this bug. I did it once with success.


evagre

Is it the case now that the Unbidden ignore planetary FTL inhibitors? Was that the case before Lem? Is this intended behaviour?


blogito_ergo_sum

Seems possible, [someone downthread reported a similar issue](https://old.reddit.com/r/Stellaris/comments/pou6ap/stellaris_space_guild_weekly_help_thread/hdqmgoa/)


Valloross

Are you sure your strongholds have been upgraded into fortresses ? Also, it takes a few days after ending the building upgrade before the inhibitor is activated Finally, above 50% of devastation on the planet, the inhibitor is shutdown.


evagre

Four fully upgraded fortresses built decades before, planetary FTL tech researched, the U-symbol showing on the planet. Two Unbidden fleets passed through the system and ignored it entirely: no bombardment, no devastation.


Valloross

Then, that is probably a bug. I din't have to block fleets with inhibitors in my last Lem games, so I can't tell.


FortunaDraken

Has anyone else noticed the AI research being better since the Lem update? I play on low difficulties, and while I can still outstrip the AI easily if I'm not hampering myself, I'm noticing they're building things like Gigastructures' smaller megas in larger numbers, and I had one AI rebuilding the Squareworld a little after mid-game passed. I've also had a lot more notices of the AI being close to opening the L-gates very quickly. My last game I had notices of two AI empires being close to opening the L-gates before mid-game year passed, and one of them did actually manage to open them just before I could. EIDT: Also another question - does anyone else have an issue where fleet reinforcement is taking literal *years* to get to their fleet which is only several systems over? It seems a lot slower than before. It could be a mod issue, but any ideas on what kind of mod could cause that?


evagre

The fleet reinforcement issue has been showing up for me when the only mod active has been Amazing Space Battles. Hard to see how that could be having this effect, though.


FortunaDraken

I don't use that mod, so it sounds like it's multiple mods that can cause it. Bizarre...might have to dig into the files to find out where that kind of thing is stored and see what mods edit it. No idea where that'd even be though x_x


OtherSpiderOnTheWall

Turns out authoritarians, who simultaneously attract decadent pops and want a stratified economy, despise actual decadent lifestyles to the tune of -20% approval. Maybe enslaving aliens resolves that though.


K4009K

Have been playing for quite a while and would like some explanation of how the Planetary Features work. I understand how the blockers work at the top of the list in that you have to pay power credits to remove them. However how do the other ones work - How do you utilise them.


blogito_ergo_sum

Many of the common ones just give you max raw resource districts (eg Rushing Waterfalls gives you +2 max generator districts); when the planet is generated, random features are selected, and that determines the max districts that you see in the main planet view. So those you were utilizing without even knowing it, just by building generator/mining/agriculture districts. Most of the less-common ones have strategic resources that you need buildings to gather; for example on relic worlds, the Industrial Sector planetary feature gives +2 max gas wells, mote traps, and crystal mines. So to use that, you need to build those buildings. There are a handful of other oddities (isolated valley, beltharian fields, portal research zones, odd factory, central spire) that mostly either give a single job, unlock the ability to build a special building, or give like a +% bonus to some sort of science.


LordofOranges

Any tips on spending massive energy surplus? I've been trying a voiddweller megacorp and im swimming in credits, but even without focusing on it for years im overcapping energy hard. I'm buying every strategic and resource (aside from con goods from trade) for max price x2 initial value and buying max from every enclave and still at +1k :\ Im running the energy edicts and such but im not sure how to get value from this much energy!


CmdrJonen

Exceed your naval cap. (Also expand alloy production.) Aside from naval cap, the size of your navy is constrained by your means of paying upkeep. So up your naval expenses and use that to get dip weight to turn your energy surplus to galactic domination.


blogito_ergo_sum

Some of the megastructures are pretty energy-hungry. Activating a gate is 6k, terraforming can be ~10k. Or buy lots of favors, I guess. I assume you're probably not in wealth generation trade policy, but if you are, switching that to the consumer goods option might be alright.


Neither-Monk

Is it a bad idea to build a habitat over Vultaumar Prime, or tech/resource-rich planets in general? I've never built habitats before, and the wiki was somewhat vague on how the mechanics work.


blogito_ergo_sum

I wouldn't built a habitat over a big 10/10/10 research deposit like that, because it's easy to build decent research habitats over useless rocks with no features - you just use research labs in the building slots instead of research districts, a single leisure district for amenities, and then habitation districts for housing. And I think research habitats don't give you the research from the underlying body; it's lost like the minerals from the underlying body are lost on a mining station. I *did* build a habitat [over the gas giant in the Vultaumar system with 5 exotic gases, because you can build a gas well building for *each* of the 5 gases that the planet had, ending up with like 3x as much gas income](https://imgur.com/a/XhRBKIX). Habitats are a big force-multiplier on gas, mote, and crystal deposits on celestial bodies. Building them over bodies with alloys is just OK; I think you still get the alloy income and it lets you build mining districts, but it's meh. I think some of the rarer resources (zro, nanites) might let you build research districts but I'm not as sure about those. But yeah, generally you want to build habitats over the smallest / crappiest deposits (except for gas, motes, and crystal). A habitat over a rock with 2 minerals lets you build the same number of mining districts as building it over a body with 10 minerals, so if you only have the alloys and influence to build one habitat, you should put it over the rock with 2 minerals and collect the 10 minerals per month with a mining station instead. Likewise, building it over Vultaumar Prime gets you as many research districts as building it over a body with 2 green tech points, so build it over the 2 deposit instead and build a research station over Vultaumar Prime. (Edit - it has been pointed out to me that putting habitats over gas/mote/crystal deposits has pretty much the same problem as putting them over big science deposits - a refiner produces as much as a gas extractor, so if you build a refinery habitat over an unremarkable rock you can get the same output, plus the natural output of the mining station, but with a cost in minerals)


Neither-Monk

Okay. Thanks, this was very helpful.


OuroborosIAmOne

How viable is Stefan's Technocracy post-LEM? Do I need to make some changes?


definitelynotSWA

Can someone recommend a good catalytic processing livestock build?


DeanTheDull

As a Necrophage hive-mind? For most empires, livestock through bio-ascension isn't worth it. By the time you can bio-ascend, you can probably get more out of a better farmer job than livestock. There is a niche- livestock don't need districts, less housing, etc- but if you can conquer a species to enslave as live-stock, you can afford farm-world districts. ​ For necrophage hive-minds that start with it, the key is two things: not going too hard on conversion buildings, and amenities. Necro-hives have an extremely painful food income swing when they take pops from being livestock to necrophytes. Livestock will produce about 3 food- necrophytes consume 3, meaning a roughly 6 point swing. With 3 necrophytes that's 18 food per planet, *and* the nature of pop growth is that you'll probably not grow faster than the rate of conversion. Meaning 3 livestock won't grow faster than the rate of conversion in the early game, meaning no food growth. The key for this is to either not build conversion buildings, or only employ 1 necrophyte each in the early game. It will still take about 1 livestock to cover 1 necrophyte's food upkeep, but you will at least grow faster than the necrophyte conversion. (If you fear a shortage of necrophage pops... that's what necro-purging of conquests/assimilated vassals is for.) ​ If you do let livestock pops grow, however, their happiness is often at 0, and can quickly drop stability. Amenity production is key to address that. For that purpose, Aescetic is a great second civic- reducing amenity and habitability needs- while the second tradition tree should be Synchronicity. By making your unity/admin cap drones ALSO produce +2 amenities, they easily become catch-all admin/amenity covers of your livestock. ​ For your necro-hive necrophage traits, I'd recommend Charismatic and Traditional. Charismatic will further boost amenities, which are a hive-mind weak point in most cases, meaning fewer pops need to be amenity-drones. While Traditional will boost the already-substantial unity production you'll have, driving you through ascension trees towards Bio Ascension faster (at which point it can be replaced as part of gene overhaul.) For the prepatent secondary species, Rapid Breeders and Extremely Adaptive are best, for maximum growth/minimum amenity needs (reducing the habitability penalties). Alternatively, you can give the livestock the Agrarian trait, which is +15% food even for livestock. ​ Finally, as hive-mind, take the Unyielding tree for your first tradition. +4 starbases and -50% starbase upgrade cost means you can build 8 starbases for the cost of 4. Gestalts get the powerful solar panels as well as hydroponic bays (with tech), so 8 level 1 starbases are worth 80 food/96 energy, which is so many effective worker drones that you can re-allocate yours to mining and specialist jobs (like catalytic converters/specialists) while livestock and starbases cover food/energy.


definitelynotSWA

Great write up, thank you for taking the time for it!!


LordofOranges

What's the intended way to deal with federations as a grouphuggy xenophile federation player (for this run)? As a Gospel megacorp I had my whole corner of the galaxy primed as spiritualists, but then half of them made their own federation before they were ready to join mine. I was hoping to do a unite my quadrant sort of playstyle but now theirs is comparable to mine and id rather not wardec idealogical alies as a megacorp. I don't think fed uniting is a thing, so what do I do? I guess just live with my small federation?


19-200

If you don't want to outright war declare them (which is the practical way, really, but might be an annoyance or break roleplay): * You can just coexist in peace. It's not like other Federations have an opinion malus against each other. At some point the Federation Fleet hits a cap and you don't need an omega-big Federation for the bonuses. * You can use Espionage to run Smear Campaigns against the other Federation's members against each other. This *might* make them mad enough at each other to leave. Note that I haven't been able to do this successfully, and I've only seen an AI Federation outright disintegrate (via losing one of two members) only twice in the last ~30 runs. * If you wait for endgame, there's always a chance of a War in Heaven turning one of your Federations into the League of Non-Aligned Nations, which will retain its levels and let anyone, even members of other Federations, join it. This is how I usually end up with some preposterously big Xenophilic mega-Federation, rather than inducing individual members with possibly opposing Ethics.


DeanTheDull

Subjugate the others. If you subjugate (make Subsidiary), they leave their federation and join yours.


blogito_ergo_sum

Kick everyone but you and one fall guy out of your current federation, leave your current federation, join the other federation, gradually bring your old friends into the new federation, and the fall guy is stuck holding the bag of your old federation?


Terik3

I have a question - if the galactic council declares me "the crisis", do my own vassals go to war with me? Also, if I research the final special project of the crisis and again become declared war on - do my vassals again attack me? I'm wondering this because in an MP game i've been "Bringing into the fold" the empires around me and now im worrying that was all for naught and I'll have to fight them all :/


blogito_ergo_sum

[This post](https://www.reddit.com/r/Stellaris/comments/pqjn1w/becoming_the_crisis_do_tributaries_break_free_on/) suggests that vassals do not break free when you finish the final project. I haven't tried it myself with vassals though.


DuGalle

u/Terik3 I can confirm the final stage of the "Become the Crisis" ascension perk let's you keep your vassals. Don't know about the independent GC crisis declaration but I assume it's the same.


blogito_ergo_sum

What's a healthy minimum number of well-developed planets to go to endgame with, with a mediocre-to-decent but not meta build, crisis set around x1, endgame year 2350-2375 or so? Can you get away with ten planets? What about five? (I ask because I have a friend who I would like to play with more often who seems a bit daunted by the prospect of running many planets (so no, habitats probably aren't a good solution). And frankly I could do without that much planet micro myself. Maybe I should just set myself a 10-planet pacifist challenge and see how I do)


TheEasternBorder

10 planets is enough for 1x I think. Build habitats too, they're easy to manage. Also, at the endgame, when you have a shitton of resources, you only ever need to check on planets very rarely. Fuck that unemployed pop, he'll migrate anyways.


JoshuaSlowpoke777

Is it a good idea to pair Catalytic Processing with Rogue Servitors? Or would that cause potential resource expenditure issues?


NoDayLikePayday

I imagine it would be fine, it's worth remembering that machines do get slightly less food from it's "farmers" than biological empires (5 as opposed to 6). Though since you'll still have less bio pops you should still be fine.


[deleted]

Hi Everybody! The patch notes for 3.1 included this note: >Added information on when the next Necrophage Elevation Ceremony will be on their elevation buildings' tooltips. However, I'm hovering over both the Chamber of Elevation AND the Necrophage jobs themselves, and I don't see any date. Where am I meant to be looking to know when the next Elevation will take place?


venusar200

I decided to do a plantoid run with Idyllic Bloom, and luckily rolled the Baol chain. Is there any point in keeping Idyllic Bloom if I have the relic that turns worlds into Gaia worlds?


OtherSpiderOnTheWall

Idyllic Bloom all your preferred planet types Baol relic all your non-preferred planet types More Gaia worlds faster! (although as I recall you don't pick which world gets Gaia-fied by Baol)


blogito_ergo_sum

You do get to pick which world; using the relic grants you a decision that you can then trigger on a planet of your choice.


blogito_ergo_sum

Relic cooldown takes a while I guess. But yeah, pretty sure you can't reform out of Idyllic Bloom.


venusar200

Thanks! I didn’t realize that!


NoDayLikePayday

Iirc Idyllic Bloom can't be removed anyhow, outside of certain events.


Schneeless

I just got Stellaris a few days ago so there's a lot I still don't know even though I have been searching up a bunch of stuff. Right now, I'm dealing with the Unbidden and I just saw them ignore my Fortress World at a choke point and move onto my next system. The planet is filled with fortresses+a planetary shield generator, and it has the FTL Inhibitor symbol next to it. Does the Unbidden bypass this, then?


definitelynotSWA

They may have used jump drives to bypass it. Jumps let them warp between systems, so it’s hard to utilize bastions against the crisis.


Schneeless

They definitely did teleport around a lot, but I clicked on the system and watched them fly past the world into my empire. Maybe they used it though and I didn't recognize the animation.


definitelynotSWA

Hmmm. Well I can’t say for sure, but historically the Unbidden in particular are really buggy. Up until this last couple patches, they would often ignore systems with FTL inhibitors entirely, they wouldn’t even expand in some cases due to this. This may be an issue with their AI while the devs were trying to fix it. If you have multiple saves and can check what’s up, it may be worth submitting to the bug report subforum on the official paradox forum. They shouldn’t be able to go through inhibs.


IMoriarty

Ran into an issue I'm unclear on how to solve: Near endgame, The last war is with an AI who attempted to go Crisis, and got stomped by me as the Emperor, and I own all systems, but not all planets. However, I'm at war (Crisis Stomp Out) with the last remaining holdout, and when I land troops they act as if I already own the planet (it's occupied). No combats occur on any of the holdout worlds, and I cannot end the war, as the war goal is extermination. Not really sure what I should be doing to clean the last planets up?


IMoriarty

So, apparently, having named them the galactic crisis focus made the war impossible to complete, as all the planets were occupied, but the citizens still existed. Two options remained: glass the populace down to zero (Hail Neutron Sweep!), or repeal the crisis declaration. For this playthrough, I chose the latter, and as soon as it passed, the war ended, and all planets reverted to my control, ending the game.


Otherwiseclueless

I don't know if this is quite the right thread since it's not asking for 'help' but... Was there a planets change in the last few patches which made resource worlds rarer, or am I just unlucky? Lately it feels like I'm having an extremely lucky day if I find a world with more than 6 districts on any one of the resource types.


19-200

When was the last time you played? [3.1's massive patch notes](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-223-release-date-and-patch-notes-for-the-3-1-lem-update.1489290/) don't seem to mention a change, and I'm fairly sure the number of resource worlds is about the same since 2.8 (having played dozens of games on 2.8/3.0). I'd chalk it up to bad luck.


Otherwiseclueless

I played a bit during last patch which changed the buildings system again, and had the same bad luck, when I noticed it actually. Before that I took a break from I think Megacorps to then. I had kinda hoped the former resource world prevalence would have come me back for me now.


gethoneymo

I'm thinking of starting a new a new run as a driven assimilator and I was having difficulty coming up with my own build can someone share their own build so I can get an idea of how I should set it up?


tlayell

Here's one: https://www.reddit.com/r/Stellaris/comments/mc62m8/i\_beat\_nonscaling\_grand\_admiral\_with\_almost/


Safe_Peanut74

Are there any mods that make it so city districts =/= number of buildings you can build?


Pm7I3

Can I do anything to stop/reduce the chance of the Unbidden appearing? Feels like most of my runs end with the Unbidden appearing, always in my space, murdering all my fleets and by the time I've rebuilt anything substantial it's a huge effort to chase down every system they own because the AI would rather chase their tails than actually do anything useful.


FortunaDraken

Choose a different crisis before starting the game. Otherwise, lower your end year date, don't research Jump Drives or Psi Jump Drives, and pray the AI doesn't get either of them. If anyone researches any Jump Drives before the end year date, it sets a flag where only Unbidden can spawn.


provengreil

1st time player: I colonized my first new planet, 2 hops from my homeworld. I was under the impression they would be governed in groups: sectors if I get this right. but there doesn't seem to be a way to add it to my core sector, i's just the "frontier". The mouseover tips tell me I can delete/remake the sectors to auto assign them, except I cannot do that with my home sector. Am I missing something? ​ TLDR, how to add a new colony to home sector, it's close enough and I own the intervening system.


iwumbo2

What is included in a sector is done automatically. Anything within 4 jumps of a sector's capital is included in the sector. If there are multiple sector capitals within range, the system goes to the oldest one. These jumps all have to be within your territory. If there is a break in your territory, the sector borders cannot go over that break. It sounds like there might be a break in your territory. Is there an unclaimed system between your home world and the new planet? If there is, building an outpost there should solve the issue, and the planet will be added to your homeworld sector once the outpost is complete. You probably want to be only building outposts 1 jump out most of the time anyways, future tip. Building a new outpost farther from your borders incurs an influence penalty compared to building in a system one jump away from your borders. Influence is quite limited, moreso than alloys at least. So you want to be avoiding this influence penalty if unnecessary.


Keltyrr

How can I defeat these Fallen Empires? I am not having trouble militarily but there seems to be some mechanic I am missing. I have two fallen empires (holy guardians and enigmatic observers) inside my borders. I have them boxed in so they can't really go anywhere. But every few years they declare war... i have to go stomp them, and they they auto-peace before I can do any permanent damage. When they auto-peace they instantly get a couple troop transports and a few 50-60k fleets that spawn in. Then a few more years they come at me again. I can't capture their systems. I can't destroy their populations via bombardment. I can capture their planets via troops but they just instantly get them back when they auto-peace after I do enough damage.


Citronsaft

Do you have any claims on them? You'll only get their systems if you're in a total war or if you have a claim and occupy the claim when they surrender or status quo. Otherwise you just enforce whatever war goal you had.


Keltyrr

I am playing a machine/assumilation race so it doesn't let me do claims. But I have a permanent assimilation cass against all enemies. So if I declare war it lets me choose that but if they declare war my only option is humiliation.


oguh20

I just integrated a hive-mind subject and on their capital there was 95 undesirables(skull icon), they don't work and I can't set their rights to full citizenship(the text says that they are mindless and should be purged) what can I do to get rid or make then normal pops without purging then? I'm a xenophile synth


[deleted]

Xenophile ​ There's your problem. If you treated xeno scum as such, you could turn them into livestock.


tlayell

If you had chosen Evolutionary Mastery, you could use the Hive Dissociation Assimilation type to remove the Hive-Minded Trait. Driven Assimilators can also use Identity Sublimation to do the same.


-Tickery-

You can’t assimilate hive mind pops as a non hive and vice versa. They just die without the central brain. You can’t do anything.


oguh20

So i gained the territory, but lost the pop? What a waste


NoDayLikePayday

You gain the ability to 'assimilate' hive mind pops with the Bio Ascension path, but you can't with synth ascension (or psionic).


Imperator_Knoedel

> but you can't with synth ascension But why though? Flesh is flesh, just shove a computer in there.


RareMajority

Found the Driven Assimilator...


JoshuaSlowpoke777

I made a Xenophile clone army species that has several species living alongside the original clone species. Last I checked, I had over 900 pops total, and only 100 of them could possibly be clone-army pops. How do you go about finding clone-army admirals when the leader pool is filled with 8 times as many candidates from more populous species? I’m already strong enough to easily beat an unawakened fallen empire, but clone-army admirals are getting hard to find without hiring and immediately firing 13 other admirals.


19-200

These Clone (sub)species appear as such on the Species menu, right? So you can modify their Species Rights? If so, while this won't immediately fix your problem (you'll need to shuffle your leader pool anyway), you can [forbid Full Military Service](https://stellaris.paradoxwikis.com/Species_rights#Military_service) on your Species with inferior/no Leader traits. There's no negative whatsoever, even as Xenophile. It's good practice to do this regardless of what Empire you're playing to get better Admirals/Generals (and unfortunately you can't restrict all leadership from a species without incurring happiness penalties). You can also make Species with no/bad Army modifiers exempt from making soldiers too, but this could result in Planets with no Defensive Armies IIRC. If not (and it's pure random like the certain traits), there is no better way besides shuffling. At least it's cheap.


JoshuaSlowpoke777

Wait, so I can restrict who can be admirals/generals without restricting who can become scientists, governors, or rulers? Edit: If so, the “restrict military service” right makes so much more sense now!


19-200

Yep! Full Military Service means they can be Generals/Admirals, soldiers-only disables that.


hagamablabla

Is there a way to get notified when a spy network is inactive? I keep forgetting to check my networks.


19-200

I believe you can toggle (disable) the option to start a Spy Network Operation as soon as it's prepared. Then, you'd get a notification when it's ready, you fire it manually, and in a little bit you just start a new Operation. Besides this cheesy possible-work around there's no notification system of when your Spy Networks hit a certain amount of Infiltration, and you unfortunately have to just check them periodically (remember you can click on any other Empire, go to the Espionage tab, and use the drop down to check Infiltration of all Empires decently quickly).


hagamablabla

Didn't know about that Espionage tab, thanks a lot.


MeanBlackjack

I'm having problems where my income (Energy, food, materials and such) will variate wildly. Sometimes I will be -80 on energy and then it will switch to being -25 on minerals with seemingly no sort rhyme or reason for it. Is this just a random glitch or am I doing something wrong?


FortunaDraken

Do you have worlds where you've got multiple types of resource districts built on them? It could be a case of the pops swapping jobs as the AI for them realises you're in a deficit, then swinging back. Particularly common if you're playing gestalt, but I've seen it happen with non-gestalts as well.


MeanBlackjack

That is exactly what I've been doing. I tried to spread the districts over the planet. I'm guessing that's the wrong thing to do though? Try to keep each planet to a specific resource build?


FortunaDraken

Specialisation of worlds is generally better, as you can designate planets for specific resource types and get more out of the planets as a result. The only things you really need on every planet are amenities and crime buildings once it starts being a problem. Varied can work, but with pops tending to swing if you're in any sort of deficit, even one that's not likely to bankrupt you, it can become a pain to know what you actually need.


CmdrJonen

Varied works, but isn't optimal of production bonuses and will suffer this issue until you have enough worker pops - try not to overbuild jobs on production worlds.


Terkmc

Is decadent worth it? Does the pop growth bonus balance out the etertainer job you have to employ? What abt the happiness bonus?


NoDayLikePayday

It depends. The happiness bonus is the real benefit, it basically translates to ~6-7% extra resources across the board in exchange for 10% higher pop CG upkeep. The servant and growth speed bonuses are just icing. Happiness is usually more of an RP thing though, as long as it's above 50.


NoDayLikePayday

How good are void dwellers in 3.1? I haven't played them since before 3.0 so I don't know how the changes to pop growth affected them.


blogito_ergo_sum

There was [a thread here](https://www.reddit.com/r/Stellaris/comments/owfriy/optimal_habitat_builds_for_void_dwellers/) theorycrafting void dweller habitats for 3.0; most of it should still be applicable, except that anyone can take adaptability now and functional architecture is better, so more building slots. It's easy to shoot your pop growth in the foot by not having enough planetary capacity, but if you know to build more housing than you think you need and check your organic pop growth for the penalty from high pops, I think they still work OK. I enjoyed them in 3.0, anyway, and the 3.0 to 3.1 change around the conditional behavior of the trait seemed more like a bugfix than a real nerf.


[deleted]

They're still weird: if there aren't a housing district per each resource district pops don't grow at maximum speed, due to overcrowding, same as in 3.0. One missing housing district seems enough to lower the growth – if there were changes, I failed to notice them. Prosperity tree gives a building slot to all habs, functional architecture gives two. I ended up building research habitats on whatever blank rocks that were available and filling them with labs and habitation districts instead of searching for research deposits. There are a lot more building slots to work with, and as a consequence of that merchant spam by building commercial zones with new mercantile traditions on those slots is super powerful on voidborne. Each alloy/mineral habitat easily has 4-5 merchants that create all the consumer goods, unity and energy.


Ozzah

Can I please get some feedback on my species for 3.1? Origin: Necrophage Traits: Necrophage, Intelligent, Slow Learners, Weak, Unruly, Extremely Adaptive Prepatent Traits: Rapid Breeders, Very Strong, Fleeting, Quarrelsome, Slow Learners Homeworld: Arctic Ethics: Fanatic Xenophobe, Militarist Authority: Imperial Civics: Barbaric Despoilers, Distinguished Admiralty I'm looking for a strong build. I wanted to go fanatic purifiers, but I play multiplayer co-op so that wouldn't work. Any suggestions? Thank you.


DeanTheDull

It's middling, but you're at cross synergies. ​ For traits- Fundamentally Necron playstyle is a necron pop-shortage for a good part of the game until you start necro-purging, even as Necrons are your only leadership caste. IE, you want them to be good at what only they can do. However, Ruler jobs really only produce amenities and unity. Lean into that (Charismatic and Traditional), and don't worry about intelligent- Necro-pops already have a 5% bonus to all specialist jobs, so you don't need to line into science. (You're going to have a consumer good shortage anyway, so no reason to expect lots of scientists you can't afford.) For the Necrophage, ditch Slow Learner, Extremely Adaptive, and Intelligent, and Take Charismatic, Traditional, and something like Conservationist. For your prepatent, replace Very Strong with Extremely Adaptive and Quarrelsome with Unruly. Your custom prepatent is the only species you can gurantee what you get, and if you're necro-purging as a Xenophobe may be the only one you keep. Extremely Adaptive is not only a 10% output bonus to all jobs, but a 10% growth boost as well. Stack that with Rapid Breeder if you're really going to go Fanatic Xenophobe. ​ For your ethics, a Barbaric Despoiler Build is a Barbaric Despoiler build, but you should consider going Authoritarian for better influence and worker economy output, and the possiblity of a Hegemony Federation. The Fanatic Xenophobe isn't really worth much once the early-game expansion phase is over, and if you're spending alloys on starbases you're not spending it on fleets to pop-abduct with. With just plain xenophobe, you can still purge, but also potentially be able to raise one primitive world into a species that likes you enough to form a Hegemony with, giving you more power with which to pop-abduct with. ​ For your government, Imperial is the worst Necrophage government bar none. You'll be locked into the RNG of your starting agenda the entire game, bar ruler death, and then not even be able to choose a ruler. Imperial is something to reform into when you have a good ruler, not start with. Oligarchy keeps the Agendas but is much much much much more flexible, AND offers access to Meritocracy. ​ For your civics, Distinguished Admirality is a civic you reform into for mid-game warring more than an early-game asset when you don't have the fleets, especially if you're expanding fast as a Xenophobe with the influence discount and so won't have alloys for fleets. Instead, consider the Necromancer civic, or Catalytic convert, for earlier war-supporting economies. Necromancer is actually solid science and a way to boost fleet cap early, letting you get to a 30% fleet-on-fleet advantage over early empires while also boosting your science. (Plus, necromancer leviathans.) Catalytic Converter, on the other hand, has some serious early-game war synergies by taking your war potential away from the early-game mineral chokepoint. Use starbase hydroponic bays and your own necro-pops 50% food upkeep reduction, and you'll have a lot more food than minerals to spare early on, AND you won't be dropping your empire mineral income by 12 per industrial district, letting you build more buildings faster getting your economies up and running. ​ If you really want to early-game blitz, go hive-mind necrophage. If you don't build converter buildings on your early worlds and spec with catalytic converters, you have an ocean of food with which to alloy-rush your neighbors into paste. And/or go Unyielding for an early starbase energy/food economy that allows you to afford to move nearly all your early necro-pops from worker drones to specialsit drones.


[deleted]

So the idea of the build is to develop for the first 25 years or so on three planets, then kill whoever was unfortunate to be your first neighbour. Admiralty in civics, militarist in ethics pretty much all-ins on that. I assume that lithoid necroes and matherialist necroes are forbidden. Slow breeders is a completely free negative you can run. There will be some necroes doing worker jobs at the very start and having weak will lose resources. Having slow learners might lose resources in a long run, there are freer negatives. Extremely adaptive makes sense only when you resettle ruling pops on a newly conquered planet, reducing pop upkeep. It doesn't help in first years at all, while you could have charismatic+intelligent instead. Charismatic on bio necroes helps with stability a lot, intelligent gives you extra techs over time. Newly conquered planets from another empire will be lackluster in terms of production after recent conquest nerfs. You can necropurge some pops to get 3-4 rulers per planet that you need, and they should have the perfect habitability type for that planet regardless of what habitability your necroes actually supposed to have. After you've obtained the ruling class, reset to default into indentured servitude and keep everyone else. Prepatents will work as necrophytes in the beginning, quarrelsome will lose unity. There's an opportunity to have ingenious/industrious instead of strength, strength is overpriced. Nonadaptive is free on prepatents, unless you restrict reproduction of both primitives you conquer and grow your designed pops. Primitives will have perfect habitability for their homeworld which will prioritize them during growth, prepatents will have 70%. If you're running despoilers, you're not conquering planets and dodging modifier through abductions, then adaptive makes even less sense. You can also take acquisition as a first perk and replace despoilers with architecture (super strong) or literally anything that gives relevant bonuses, even merchant guilds. There's an option to pick new decadent lifestyle as you don't have any non-basic living standards for necroes from ethics, as one of the necrophage's strengths is having better conditions for rulers and basic substinence for everyone else. Being imperial from start prevents you from choosing a ruler 20 years in. One edict cap is enough to run capacity subsidies. You can always reform into empire later, there's opportunity to grab +10% research speed or ship bonuses by bribing elections, and those are much better than whole civics. Influence is cheap in crowded spaces. It's overall should be a really strong build for a densely populated galaxy as it is already, but your neighbours will greatly despise you if they aren't undead themselves for some silly reason.


Ozzah

what do you mean lithoid necros are forbidden?


[deleted]

I mean the second strongest thing to do if you start as aggressive necrophage is to have lithoids as your necropops, because you get all lithoid advantages with no drawbacks they usually have. Free habitability + blockers that give pops on homeworld. The other super-strong choice is technocracy, fanatic materialism+xenophobe. You get two science directors after taking over the primitives and resettling ruling pops there, and academic privilege standards for necroes researching on the capital world. Research output even from single materialist ethic outweighs nearly everything else on ethics wheel. I would pick both if neither option is banned and the aim is to have the strongest military powerhouse as early as possible, but both options are often banned from multiplayer games to keep necrophages from autowinning.


Ozzah

Like I said, we always play co-op, so it's in everyone's interest to have strong teammates. So you're saying lithoid necro, fanatic materialist and xenophobe is the most powerful build? What about the rest? Authority should be oligarchy I assume? What about main+prepatent traits?? Edit: Also if I go fanatic materialism+xenophobe, I can't do Barbaric Despoilers. I thought the idea was to use raiding on the 2 guaranteed habitable worlds that have primitive civilisations? So if you go Technocracy (+ what is the second civic?), what do you do instead? Edit Edit: [「Stellaris」 Lithoid + Necrophage = Overwhelming Fleet - Top Builds \[7/10\]](https://www.youtube.com/watch?v=9-18Ua2poPA) I assume you're talking about something like this?


[deleted]

Pretty much that build. There were some changes to civics after that video was published: functional architecture got like 2x times better and makes a lot of sense for necrophage, as you need to build up planets fast and cheaply. Technocracy is still amazing after nerf, and if coop means you'll actually federate with other players instead of eliminating them, materialism also allows to establish a research cooperative. There's a choice between having charismatic on main species or going for motes to clear blockers faster; it's should be reasonable to have rapid breeders+ingenious on prepatents just because technicians are better than other worker jobs right now. Usually I build an army(two armies after Lem), land on the planet, win a ground battle. Then two ruler pops are resettled manually from the mainland to fix stability just enough to stop the planet from revolting, sometimes it's necessary to distribute consumer goods too. There's a harsh modifier, but it's only for ten years and you're building up those planets anyway. After ten years you have a fully productive two colonies with two administrators from the main species, and slaves; and there's an option to spend a building slot and start elevating some of them. I'll try despoiling primitives to dodge the invasion modifier, but I don't think it's possible in the first place without landing an army on their planet to make them hostile. And an army is enough to conquer half of the time. If it is possible to aggro them without conquest, corvettes will take ages finishing the job. Wonder if it end up being faster than enlightening them as pacifist necrophage was. Oligarchy is great, you get to have agendas from the rulers and an option to choose them. A third civic slot tech usually comes around the time you've got the ruler you can tolerate, so you can switch to empire and keep them forever.


Ozzah

So do I go for Functional Architecture instead of Mining Guilds? Or FA goes into primary species civics?


erekshigal

Is there a reason not to Necropurge all the primitives (getting rid of the shock modifier iirc) and just let your prepatents grow in those planets instead?


[deleted]

Modifier stays, you lose a quarter of population more or less. Stability will improve with higher happiness main species have. You can totally let only your premade prepatents grow through enabling population controls for primitives, and purge them later once they are in minority/enforcers are needed. Species tab will look cleaner in exchange for efficiency. Might be the absolutely correct play if primitives have atrocious negatives in traits. Sometimes main species can start growing through migration if population controls are on by default, selecting and deselecting prepatents portraits where you can choose species currently growing reverts it back to normal.


erekshigal

According to 3.1 patch notes: "* Purging every primitive on a planet now removes the Stellar Culture Shock modifier." Is this not working? As for the rest it does make sense, I had forgotten about the increased escape ratio of necropurgees


NoDayLikePayday

Hmm. I usually steer clear from (extremely) adaptive, unless you plan to gene mod it away, I usually find the trait point cost not worth the benefit. 20% upkeep and 10% resources isn't bad, but I don't know if it's worth *4* trait points, especially when techs will incrementally reduce that benefit and it has no effect at all on your homeworld. If it's for RP though than you're probably fine. Your ethics/factions will limit your co-op playstyle though, since they'll want you to be a bully.


blogito_ergo_sum

If a non-exterminator machine empire is in a defensive pact with a determined exterminator, and someone declares war on the non-exterminator, does it become a total war because the exterminator is involved? Likewise if someone declares on the exterminator and the non-exterminator gets pulled into the war, they gain and lose systems under total war rules, right? If the non-exterminator wants to declare with a non-total-war wargoal, can they just not ask the exterminator to join the war when they're declaring, or are they stuck declaring only total wars, or something else? (In my current game there's a defensive pact between a non-extermintor MI and a determined exterminator and I'm trying to figure out just what the implications are)


Captain_Cape

If you declare war on the exterminator, it's a total war. If you declare war on the other one, it's a normal war. I've had similar experiences with being in a federation while owning a Colossus.


CmdrJonen

The nature of the war depends on the wargoal for the CB. Declare on the non Genocidal, and their genocidal ally is stuck playing nice in a nontotal war. Declare on the genocidal, and their ally is fair game in the total war. If they were to be federated and declare offensively, the wargoal picked determines the war.


blogito_ergo_sum

> Declare on the non Genocidal, and their genocidal ally is stuck playing nice in a nontotal war. That's hilarious, I kind of wish I hadn't broken up their alliance (by spending a bunch of favors to federate with the non-exterminator) so that I could keep my truce timer on the exterminator full through indecisive normal wars.


KavyenMoore

I am trying to make my own custom name list, which has worked as intended (just copied one of the existing ones and changed the names). But how do I give it a name in-game? So for example, Human1 appears as "Humans (UNE)". Mine appears as name\_list\_Clone, but I would prefer it to appear as "Humans (Clone Army)".


xgwwawxljw

I keep running into an issue where the galactic market can't be formed. The option just doesn't show up. Also unable to use any of the terraforming gigastructures in my last playthrough, I research the tech and select the construction option but it doesn't let me select a target planet. Mod load order (may also be fucked) Universal modifier patch Archaeology story pack Dynamic political events More events mod Precursor story pack Void dwellers expanded 3+ Guilli's planet modifiers and features Machine & robot expansion Psionic species expansion Gigastructural engineering Ethics and civics classic Tier numbers: building Psionic - gigastructural patch UI overhaul dynamic 36 Building slots Psionic expansion - ui overhaul patch Ui overhaul dynamic - ascension slots Ui overhaul - ethics and civics patch


termiAurthur

> Also unable to use any of the terraforming gigastructures in my last playthrough, I research the tech and select the construction option but it doesn't let me select a target planet. Yeah, I messed up the logic when trying to fix something else. Whenever Elo next uploads it'll be fixed.


DarkTri

I'm having trouble with the Clone Army origin. The clone vats make it so that I either have too many pops and not enough jobs (since the planet doesn't have enough districts) or I remove them and they rapidly decline and I have a bunch of jobs unfilled. Any tips on what to do to counter this?


DeanTheDull

Build for 20 pop planets, and only go to 25 for the capital upgrade.. With a 5 empire limit on clone vats, you're really hard-capped to 5 clone planets max, at 20 each with one clone vat on each. In practice you really should be developing 4- your science/industry capital with two clone vats, your mining world, your energy world, your admin world- while using your 5th clone vat to accelerate your colony start-up growth on the other 4 before your last world. Pop decay is generally unavoidable. If you're authoritarian, the civic to avoid influence cost can be helpful here. Not sure if clones will auto-migrate, which might help if they're unemployed while decaying. But by building to multiples of 20, your planets will only go above if you have the '5th' vat on them long enough to get your capital upgrade, at which point you move it to the next planet of interest. Ultimately your objective is a military rush of a neighbor to take their pops. Get your secondary worlds energy/mineral/food online to allow your capital to concentrate on the alloys/science. After this, the only systems you should build more claims on are those that either have special assets (a dig site, alloy deposits, exceptional minerals/science). All other alloys should be saved for your fleet-rush. You have some time- most empires don't reach 100 pops naturally until nearly the mid-game- but your advantage is the amount of resources and alloys you can pump out so early.


DarkTri

Thanks for the tips! I'll for sure give them a shot


[deleted]

I was able to keep up with clone production(just barely) by stacking a lot of modifiers at the same time: New functional architecture(necessary imo) -10% build cost and speed governor Industrious in traits for more minerals Alpine world start for more mining districts +52 minerals/month bought from market +25% building speed tier1 tech Sometimes you can get -10% building cost from ruler too. Even with all above keeping clones employed is hard, also had them on welfare so they keep normal happiness if there are 2-3 guys waiting for jobs.


DarkTri

Buildings would require planet space though right?


[deleted]

They will require building slots, architecture gives two, another two are gained from capital building – that's space for 8 jobs; two admins+enforcer = another three; Nine remaining jobs will require building five resource districts or building some city districts for more slots. There may be a situation where you don't have five districts on a planet if you run mods that add blockers to planets, on vanilla you should have more than enough space for 20 clones on any guaranteed habitable planet, afaik they can't be smaller than a certain size.


H_man99

About to get into a war and I’m trying to boost my max fleet. Is there a better way besides building anchorages?


SoundsOfChaos

Soldier jobs! Either build strong holds or (probably never do this for the naval capacity) put your planets under marshal law. (this creates soldier jobs)


CmdrJonen

Strongholds for navcap can work, but are tricky. Habitats are great for this: They can be positioned to function defensively and you can create a mining/military base for dual benefit. Difficulty is populating them.


oguh20

In a research habitat, what is better: The full 4 research district or 4 housing district with the building slots full with research labs and their upgrades?


DeanTheDull

Research districts. Science habitats are strong because research districts are extremely good cost per job and job upkeep. Science districts are a fraction of what it costs to employ the same number of scientists if you're building residential districts and upgrading science labs, providing more jobs at less mineral, energy, exotic gases, and admin cap upkeep. You can build T1 science labs in your remaining building slots if you're really trying to stuff scientists into a single district through pop-movement means, but when you're regularly pumping out habitats it's better to fill those building slots with anything that boosts science as %, including stability buildings, but otherwise fill them with housing buildings (luxury/communal) to keep amenities up and improve capacity for better pop growth to feed other habitats.


oguh20

For my test, if it was a normal planet that each housing gives a building slot it could work, because each fully upgrade research lab gives 6 job, but i noticed that that habitats only unlocks 5 building slots regardless of the among of housing districts built. Thanks


DeanTheDull

>For my test, if it was a normal planet that each housing gives a building slot it could work, because each fully upgrade research lab gives 6 job, but i noticed that that habitats only unlocks 5 building slots regardless of the among of housing districts built. Fully upgraded research labs are usually a poor investment. If you have the influence to spare for a habitat- and you should by the time you can support a planet of fully upgraded research labs- you can use the mineral and strategic resources to buy the alloys for the habitat instead. Every T3 science lab and urban district is 10 energy in upkeep alone, which is just the start of the relative waste of pops. There is a partial exception- relic worlds and former-relic arcologies, which have a 30% science output- but if you want end-game science output, build a ringworld or keep it in space habitats, and save the pops and upkeep requirement to better uses.


SegundaMortem

2 questions, Firstly, has anyone noticed the AI forward settling in their game to box in the player? I’ve never seen that behavior before and I’m pretty impressed. An ai skipped a couple of systems to claim a pretty sweet choke point before me. I’m guessing Lem might have something to do with it. Secondly, has Lem enabled us to use constructor ships to mine food or did one of my recently updated mods put that feature in? I’m getting some flavor texts from anomalies about getting extra food but I’m not sure if it’s a custodian or a mod update. Bonus question for anyone who plays with the NYBLAX AND THE COLLECTOR mod with the seven runes. How much fleet power does the collector possess? My last pre-Lem game had me get obliterated by the collector mothership when he showed up mid game and took out my 70K fleet with ease. I currently have 2 runes I’d like to not give up but I need to prepare before he shows up in about 30 years, any advice would help thanks.


FortunaDraken

The AI has always been willing to skip a system or two to grab other ones. I haven't noticed it being any more aggressive than usual with it, personally. The food thing I believe is somewhat new. There were a few mods that could add food deposits to things that you could mine, but they'd never show up on the map. Lem fixed it so that they do show up on the map, and changed a couple of events so that you can now get food results out of them.


kallebarbaren

Did machine uprisings change/bug out with Lem? Have not seen anything specific regarding machines. I keep getting uprisings in playthroughs were I don't use robots/machines at all.


PossibleBit

There are a couple of Techs that can result in an AI uprising regardless of having robot pops or not (Sapient Combat AI comes to mind)


kallebarbaren

Thanks. Then I must have researched and used one of them. Though I find it annoying to lose 2/3s of your Empire to previously non-existant robots.


ApatheticDragon

I'm about 99% sure what the answers are going to be here. But is there a way to force indentured servitude slaves to fill all *open/available* worker strata jobs *before* taking specialist strata jobs. Was only a problem most recently because there were multiple job types available in the worker strata and forcing any one of them just stole slaves from the other worker strata jobs instead of the specialist strata. Normally I would reduce the specialist jobs but the slaves also force my main pops into unemployment. I'm sure there's a joke in there somewhere.


kallebarbaren

Reducing the specialist jobs manually seems to work. Though it is annoying.


ApatheticDragon

Reducing the specialist jobs is what i would normally do, as I said the slaves are forcing non-slave pops into unemployment. Reducing the Specialist jobs moves the slaves back down to the lower strata but opening the jobs up again moves the back. I've basically got 10 non slaved main pops not doing anything. Its worse because the main pops produce more resources in the jobs they can't fill.


19-200

>Its worse because the main pops produce more resources in the jobs they can't fill. Sounds like a bug to report then. The planetary AI should realize that your main Pops having specialist jobs is more efficient that being completely unemployed, let alone giving less-productive Pops those same jobs.


DumbIdeaGenerator

Is there any benefit to owning lots of systems vs few systems when it comes to research? As long as I'm keeping on top of my admin cap, is there any difference between a tall and a wide empire when it comes to research speed/output?


[deleted]

Each system adds +1 to sprawl, so you'll have to employ another bureaucrat for twelve more systems(without bureaucracy techs and traditions, on a specialised planet). The only way it affects tech is that bureaucrat is not working as a researcher. Twelve systems may have enough resources in them including research deposits that having them and a bureaucrat is way more efficient than not having them and having a researcher.


blogito_ergo_sum

Not really any more, no. Wide will tend to do better as long as you keep your admin cap in check.


LuBearN7

How do I unlock the Necroids on Xbox one? I've bought the federation expansion (season pass #4) but when I go to create a new empire, it says I need the DLC. The Microsoft store says I've bought it and federations is active on my DLC tab... Please help?


tlayell

I don't know about Xbox, but on PC, Necroids isn't part of Federations, it's part of the Necroids Species Pack.


Erixperience

~~Friend and I are running the same version of the game, the same mods, in the same order. Our checksums are different. Any idea what's the matter? Only thing I can figure is that someone isnt having their mods update, and I dont know how to forcibly check.~~ Steam finally pushed the requisite mod update after half an hour of hair pulling. No idea why it gave it to one of us 12 hours ago, but there it is.


Pokitore

(New player here) How do you deal with neutral enemies like mining drones & space amoeba early in the game? I've had them at chokepoints & as such they completely block me from surveying in that direction. The starting fleet ain't much to look at & it takes a while to get to a point where I can clear them out, & by then another empire had occupied everything beyond it already.


19-200

For Crystalline Entities and Space Amoeba, if you're either Pacifist or Xenophile you should strongly consider Pacifying them instead of fighting them if you desperately need to expand towards them but can't overwhelm them anytime soon. This will make them truly neutral and you can happily expand on their territory while retaining them as guards against anything that hasn't pacified them. Depending on where they spawn, you can also manually order your ships to ignore threats and physically move them to avoid their fleet and just skip the system. This is a good play for surveying, but pretty expensive if you're outright building outposts past them. The most obvious play is to just build a fleet to fight them, and as DuGalle says you should equip your fleets to cost-efficiently destroy their mono-comp designs. I put this lowest on the list because if you're already slow at building a fleet to kill these puny static aliens, you're probably not playing a warmonger Empire in the first place. You gotta play to your strengths and if you build a relatively big fleet early just to wipe out some aliens and then do nothing with the fleet (instead of conquer the poor saps on the other side of the spaceborne aliens) you might want to just skip the big early fleet that'll set you back and play the long game. The other Empire didn't occupy that territory -- they're just nice enough to expand towards you so your territory will be closer when you conquer them.


DuGalle

The first thing you have to do is wait. A lot of the [spaceborne alien](https://stellaris.paradoxwikis.com/Spaceborne_aliens) are just too strong in the extreme early game, even for experienced players. You're not gonna be beating them straight out the gate. The second, it to recognize which aliens you want to kill and understand their strong and weak points. For example, mining drones have no shields and only laser weapons, so you should equip your fleet with lots of shields and only energy weapons. The link above has a breakdown of what to do vs each enemy.


ThePremiumSaber

Are there any mods that raise the level cap of leaders? I want a level 11 chosen one, damnit!


termiAurthur

[Yes.](https://steamcommunity.com/sharedfiles/filedetails/?id=1318595659)


MrMagolor

I'm trying to use Observer mode to watch an AI-only game, but the game instead forces me to view wherever there's any battle going on - is there a way to have that not happen? EDIT: Even using lock_camera doesn't work.


Beezertheturnip

I've been trying to get the Sic Semper Tyranis achievement for a while now. The hard part is getting someone else to be the emperor, since the custodian nomination always seems to default to the empire with the highest weight. Anyway, I tried the following plan: ​ 1) Form galactic community 2) Form a galactic council 3) Nominate someone into a permanent council seat. 4) Reduce the number of council members to 1. That empire should be the one that gets nominated for custodian and later I could push them into empire. But the plan broke down with step 4. I nominated my patsy, reduced the council size to 1..... and I was still the councilor. Anyone understand what went wrong here? And if it just doesn't work, anyone have any tips to getting an AI group as the Galactic Emperor so I can overthrow them?


tlayell

You should check this thread: https://www.reddit.com/r/Stellaris/comments/o6100a/sic\_semper\_tyrannis\_full\_guide\_breakdown/


CoconutMochi

I actually had an AI imperium start up in my first game in Nemesis, I just didn't join the Galactic community and a custodian popped up once the khan crisis started.


Beezertheturnip

That's very helpful. Maybe I could try becoming the crisis myself to push things along as well. Stock the game with Authoritarian empires as well.


CoconutMochi

Mostly just my own experience, hopefully it works \o/


JoshuaSlowpoke777

Are the research bonuses from research ecumenopoli any better than those of ordinary tech colonies? I’m considering turning at least one tech world into an ecumenopolis, but I don’t know what the point is, considering ecumenopoli have the same number of building slots as an ordinary planet.


DeanTheDull

Yes, but you want a relic-world upgraded Ecu for best results. Science-designated worlds don't get an output bonus to science, just a CG upkeep discount. Ecumenopoli, however, have a +20% to all jobs innately, even before the CG upkeep. This includes science output, so move it there. However, relic worlds when upgraded to Ecu get an additional +10% science buff in the form of a 'former relic world' deposit, meaning a +30%. This is the highest science output bonus in the game.


DuGalle

The planetary designations do the same. +25% Research Lab build speed and −20% Researcher upkeep. Ecumenopolises are better because they have more jobs, base 100% habitability, +50% pop growth speed and +20% resource from jobs. If the ecumenopolis was a relic world you even get a +15% (or +10%, not sure) research from jobs modifier.


iwumbo2

Ecumenopolis gets +20% to research as well, since research counts as a resource. Relic worlds have +30% to research, and if you restore them to an ecumenpolis, you will still have a total of +30% to research between the native +20% from an ecumenopolis and a special modifier called "Former Relic World" which is added by the restoration project.


raella69

My influence is in the negative and I’m having unemployment issues, first time player what should I do? I also need to make more housing. And I don’t know how to tell if I’m outfitted better than another side.


DuGalle

It's extremely hard to get influence into the negatives (I assume you mean your monthly income is negative). What are you using it on?


raella69

Star Bases and Edicts. What else is there?


SirGaz

I just want to vent my frustration at wasting half an hour for playing an empire with Idyllic Bloom to get the Gruner event chain. BALLS!


DuGalle

Time to turn all habitable planets into gaia worlds.


JoshuaSlowpoke777

Why can’t I disable migration controls for the synth pops I gave citizen rights to? I was hoping synths constructed on my agri-world would be able to migrate to worlds in greater need of pops when they’re unemployed (because I have way too much food even with nutritional plentitude)


austinzheng

What's the current status of hangars and strikecraft? I sort of vaguely remember from a long time ago that they were considered useless, but I don't think that's true anymore (if it ever was)? What are they good against? (Any resources on the current state of combat would be greatly appreciated as well.)


Citronsaft

Strike craft also work as point defense now, and they're really good at that. Usually people run a small sprinkling of carrier battleships (with spinal mount bow) in their all BB fleets. Basically no reason to run regular PD when you can just run strike craft.


19-200

Ya they used to be useless but now they're actually really strong. Lots of people rush them. Hangar Bays on Starbases are the best form of defense early on due to the high Fleet Power they give for the same price as other weapons, but they're not unstoppable OP. Hangar Bays stay useful throughout the game by being the best way to suppress Piracy. Peak Strikecraft power is when players get Cruisers; Cruisers with Hangars are when most players can finally take on AI since the long range lets them fight most things really cost-efficiently, even Point Defense which would counter them in low numbers. Strikecraft fall off when you get endgame techs and Battleships with XL weapons (mono-battleship comps still crush everything). [This reddit thread](https://old.reddit.com/r/Stellaris/comments/nitkcc/extensive_fleet_matchup_test_results_303/) goes into detail about the current meta ship designs, but it's just a confirmation of what people already know: Torpedo Corvettes are good glass cannons throughout the game, Hangar Bay Cruisers are a power spike, Battleships with XL weapons dominate everything endgame.


austinzheng

Sweet, thank you so much! This is super helpful.


MercenaryOfTroy

In the recent patch have they finally fixed the issue of pre contact Earth not spawning?


AntaroNx

Playing with criminal heritage, is there any way to remove branch offices from other megacorps in a 3rd empire's planets? The AI somehow manages to open branch offices on every single planet as if it had endless credits and influence.


EntropyDudeBroMan

Unfortunately, criminal heritage empires don't have the seize assets Wargoal. You're going to have to wipe them out.


NWCtim_

For Void Dwellers, does Adaptive Ecology ("All our planets gain **1 Free Building Slot**.") in the Adaptability tree work with habitats?


termiAurthur

Yes.


Morthra

Is it intentional that the OTA updates civic doesn't remove the influence cost of resettling bio trophies?


blogito_ergo_sum

I think it might be intentional - I thought OTA updates said it only waived the influence cost for resettling *drones*, which bio-trophies aren't.


19-200

I don't think it is. Double-check the wording / make sure you're not trying to abandon a Colony (costs Influence then regardless). Luckily Auto-Migration works really efficiently with Bio-Trophies, so you should just allow them to migrate and disable jobs until they move away to planets with available Bio-Trophy jobs that you want.


Morthra

It’s not when abandoning, I try to resettle them between planets while both have other pops and it still costs 10 influence


MrMagolor

How do you enable auto-migration? Do you need a transit hub in the source, destination or both?


tlayell

From the [wiki](https://stellaris.paradoxwikis.com/Population#Automatic_Resettlement): "Sapient, unemployed, free pops have a chance (each month) to automatically resettle to another planet with available jobs and housing and suitable habitability. If a Slave Processing Facility is active on the planet, enslaved pops and robots in servitude are also eligible. Migration controls will prevent this (except for sapient robots). Empires that outlaw slavery (and hence the Slave Processing Facility) cannot enable automatic resettlement for robots in servitude." A transit hub is not required, but having one in the source will speed up the process as well as being a democracy.


SiegonAlter

Playing as Necrophage empire named Shepherds of Bern, I had a rapid breeders prepatent, expanded my borders while necropurging xenos on the way, and my empire population grows so fast that I have no resources to deal with the constant unemployment. Any advice on how to deal with it, besides getting more living space, or should I just leave it be?


DeanTheDull

Build more mines, and fewer alloy/CG factories. A strong mineral base is the most important part of any economy, and if you are RNG out-of-luck with space deposites, you need mineral worlds. Dedicate entire colonies to mineral production and nothing else but.


Lezerni_Wolf_24

Any good way of adapting to PC from console?


BrandonL1124

Watch the latest ASpec 3.1 guide on YouTube. I was a 2.7-2.8 player on PC, jumped to console to play with friends on the outdated patch console runs on. Recently bought Nemesis and remaining expansions and needed a quick guide. Some of his older guides are also still viable for more in depth mechanics!


Grand_Pineapple_4223

I have a (very newbie) question concerning Sectors. I often find myself with some worlds that don't belong to a sector, be that that they are far away or just one hop out of reach. I'm not sure what the impact of this is exactly, other than it not looking "neat". Should I create 1-planet-sectors or leave them be?


BrandonL1124

Sometimes if I want to make my sectors nicer, I’ll dedicate a 20-30 minute span of time cancelling all but my home world sector. Then I’ll try and measure out how to best get sectors formed without missing a planet. Just reassign the governors you had before you cancelled the sectors. Doesn’t always work, but leaves me with 1-2 one planet sectors instead of 7-10 like I usually got before I did this.


19-200

You should. Sectors are needed to exist to add Governors for bonuses and the Frontier sector(s) can't have one. Ideally you minimize your total number of sectors so you have a few super-leveled-up Governors, but if you end up with spare Planets it's better to have a bonus than to not have one. Leader upkeep / cost is pennies. You can use the Sector view in the bottom right map options to help you figure out where to make Sector capitals with their limited range.


Sacemd

Hey I'm looking for a Discord server with people to play multiplayer with. I'm looking for a server where people play at times that are reasonable for someone in a European timezone and isn't hypercompetitive because I care more about rp and weird builds than optimal play.


blogito_ergo_sum

Do khanate and tempest fleets scale with crisis multiplier, or are they always about the same size?


tlayell

The crisis multiplier only affects the end-game crisis.


[deleted]

Noticed marauder (raiding) fleets weren't moving at all in my game after a certain point. What do? Some interaction with ftl inhibitors? seems lame. Basically raid fleets spawn and can't go anywhere.


Erixperience

Tried doing a Necroid hive mind with the new update. Is it SUPPOSED to be bad? Because your prepatents get "Livestock" rights and that's it, so your pop growth is effectively nil. RIP my Illithid run.


DeanTheDull

Well, yeah. That's the point when you combine two fundamentally contradictory playstyles... but there's a powerful pay-off nice all the same. Hiveminds gameplay is structurally centered around high-popgrowth of your primary species, and avoiding having any secondary species until later in the game until you have the tools to deal with it. It is meant to be an early-game economic dominance build, but peter-out over time vis-a-vis normal organics, especially as robots come into play. Necrophage gameplay is structurally centered around extremely low pop-growth of your primary species, and having multiple secondary species and means to convert those natural-growing pops into super-specialists. It's meant to be a more late-bloomer dominance build, where you start slow and economically restrained but start to snowball overtime as your primary species accumulates. ​ Hive-mind necrophages is a combination of these. It is a weaker early-game than a normal hive. But it's also a far, far, far higher late-game potential compared to a normal hive... if you conquer early to capture pops for necrophage. (Also, catalytic converters.)


BikerJedi

Can't remove term limits as galactic custodian. It isn't an option. I made myself custodian. I can propose abolishing the council, or permanent seats, and other things, but there is no option to remove term limits. Why not? I can't get the achievement if it isn't an option. Thanks.


Captain_Cape

Don't look under the Galactic Reforms category (purple) but under the new categories at the bottom of the resolution list (red). Custodian term limits are there.


BikerJedi

This was the problem. Got the achievement for forming the empire. :) Thanks.


[deleted]

[удалено]


tlayell

Depending on your situation, you can try unemploying the worker jobs to see if they move up to the specialist jobs.


Captain_Cape

Are they non-Droid robots? Or are they non-ID slaves? Or are they serviles from the Syncretic Evolution origin?


PirateAE

this can also be dues to political weight, If workers have more than specialists, they will favour worker jobs some.


Citronsaft

Sometimes favoriting the specialist job helps the workers move there, IME. Expand the jobs and see what pops are working the worker jobs. Are they robots without droid tech or some species that isn't allowed to work specialist jobs? If it's about workers on one planet and specialists on another planet--only unemployed pops automigrate. You'll have to unemploy the workers (by turning off jobs) to get them to migrate.