The -30% pop growth during wars might be the most free points ever. Obviously not always the case, but if you are playing a trade empire or any peaceful empire really, the impact of the occasional war isn’t that big of a deal.
@@MrErdem95 Well, if there is a rule forbidding wars before a certain year, the additional pops from that trait before it might give you that additional bit of resources to quickly decide a war against those that didn't get that trait. If you conquer pops with the Iteropathy trait that way, it will insulate you from such torture. So picking Iteropathy might paint quite a target on your head in MP for a bonus you don't get to enjoy leading up to the warfest. It is probably better to mod on said trait when you research the techs for it.
I might be using mods for the first time and getting rid of leader limits altogether. It makes no sense that you wouldn't have admirals for your fleets and generals for your troops. But with current balancing I only want governors and scientists. Ought to be X per role.
I always thought clerks should have reduced happiness and efficiency. The second to last time I had to go to a place which required them, it involved going to multiple lines for clerks whose sole job was to tell me which clerk line I needed to go afterwards instead of having just one telling me where to go and not having to increase costs in order to keep the other's employed. The one whose job it was to actually send me to the right door was also the one who didn't do her job properly. It would have been a lot funnier if I wasn't at the ER. The last time I went to a place with them, you could skip having to interact with them at all except for payment.
Something i dont think people have noticed is that the new merchant civic and corresponding trade stance is also a buff for ringworlds for non-gestalts as they can actually be totally self sufficient. Producing all the energy, minerals and food they need
Wow. I didn't notice that. That could be cool to try out. Trade jobs aren't meta tho as theres no research options to boost production so it probably won't be too powerful.
@@onepangaean3018 Yeah trade has really weird scaling in that there is no research to increase it (other than the buildings that give +25% to the planets trade value) however it can scale really well with commercial pacts/Trade Federation and vassals giving the vassals more income that you can tax (and of course your vassals having more resources is also slightly beneficial)
Agreed. The rest of the dev diary is awesome, but this change literally destroys the void dweller origin, making it the absolute worst start you can do. One per system, have to build up to a medium sized planet max, no trade or leisure districts, and you can't make orbital rings. Oh yea, and you can't build tall anymore, since it's one per system. On the flip side, this massively buffs Knights of the toxic god and Payback origins to absurd levels, which is good i guess, but definitely not worth killing off the most unique playstyle in the entire game...
These Habs look good. Slow and steady upgrading to them instead of the big lurches we get now with the 2 techs. As well as they can finally make alloys and CGs. I’m happy I won’t have to search my empire for deposits to build over for specific things.
I’m on the fence about it. While the changes do make for a more streamlined system and simpler for game mechanics… it feels weird that the population is centralized for all habitats/stations on one structure. And they’re still relying on influence instead of unity for cost. Influence should be exerting control outside your empire (diplomacy, claims, espionage) while unity is for internal modification (mega structures, edicts, colonial decisions, habitats).
No matter how hard i try to escape, stellaris always pulls me back in. Be it friends getting me back into it, or enough fresh mods to change it up. My younger brother pointed out something to me, "Stellaris is a live service game", because of the INCREDIBLE work of the custodian team, who genuinely love stellaris, i'll always keep coming back. And keep opening up my wallet for (most) of the DLC.
woah i LOVE the new agenda, not only does it give massive move speed buffs which is always top tier and loved; but it of course lets you double tap your rivals if for example you wanted to do a humilate war > force tributary war. but it also has a innate downside, it removes ALL truces so a rival of yours could easily be like "whut you doing over there? ;ppp" and retaliate against you for being greedy. also some pretty cool traits, i don't typically buy species packs but i might do this one.
@@Zorro9129 Good for you, no-one asked if you're missing out on enjoyable new content. Romulans have had smooth foreheads and ridged foreheads throughout the eras. It seems entirely arbitrary based on whether they wanted to add the detailing or not.
Jokie is right, what the Romulans look like in Star Trek depends on the era. I was thinking of the TNG era ones (which I think includes DS9 and VOY) when I made the post. Vulcans don't have ridges.
Montu, thank you for being a harbor in the political maelstrom currently sweeping across this nation. I know I can count on you and your videos to help me calm down and hear about something interesting/exciting. Thanks you, sir. I kinda want to try the new habitat system.
Man.... if I ever want to play stellaris again I got to watch a lot of videos... this is the first video RUclips suggested me since the holy knights.... and i'm subscribed.
1:50-7:30 🎶”Let’s be Xenophobic, it’s really in this year, let’s find a nasty, slimy, ugly alien to fear, There’s no more cutesy stories, about E.T. phoning home, let’s learn to love our neighbours like the Christians learned in Rome.”🎶
I take it the humanoid with the big hair braid reminded you of the Vaadwaur, since they had those big neck 'dishes' which look vaguely similar. I personally like the episode 'Dragon's Teeth' that features them, and they even come back for Star Trek Online as major antagonists.
OMG I once saw a post that suggested we the addition of a specialist trade job and I think this is pretty cool. Let s hope that the numbers are tweked in such way that you are pretty much prducing the same amount of TV but instead of getting most of it from merchants and a small amount from clerks you get it from traders( and maybe an insignificant amount from clerks which are now kinda bad). I really like how with every update the balance of TV builds shifts ( Merchant guilds became better than Megacorps with 3.8 even though they also got buffs to commericial pacts and now it is quite likely that megacorps will become the go to option for TV builds like before). They finnaly added market socialism ...... looks so fun can t wait to test it.
Can they please make a basic federation or military alliance function? It’s annoying that I have to adopt the Diplomacy tradition to have any federation whats so ever. I like the idea of us having access to a basic alliance or federation type at the start of the game and then being able to upgrade it based on the traditions we take. I feel we need an in between option between defensive pacts and full blown federations.
Trader jobs cost 2 consumer goods upkeep for 6 trade value output. 😓 That's a bit concerning considering trade league policy now does 0.20 consumer good conversion. So a sing trader job would produce 1.2 consumer goods. Definitely will raise importance of stability on your trade specialized colonies to boost output. Update: Crunched the numbers. If you use the trade designation on a colony with 100% stability while running recycling campaign edict under a trade league policy, then traders will produce 1.8 consumer goods and cost upkeep of 1.8 consumer goods. Just breaking even. Certainly other aspects can further improve this, but I'm considering options available to any empire regardless of traits, trade routes and galactic senate policies. Still concerning. 🤔 Update #2: OK, my eyesite is bad, it's 8 trade value not 6. Whew... That's a bit of relief. 😥
Void dwelers + Fanatic Purifiers will definitely be my first run on the new patch. Name suggestions: Fanatic Void dwelers? Voidifires? Pure dwelers? Pure void? Dweldifiers? Dweldificators? And because you live exclusively on habitats, destruction of enemy planets becomes more of an option I would even propose a "destroy all planet" challenge Even despite the balance issue in stellaris, the experience is after every patch refreshing MfG, Max
I want to give a try to the new habitats, i usually build them in bulk when play as Machine empire (with organics i just use the stick, a big one always works) to skyrocket the assembly of pops and resources, and i am interested to see how it will work now.
I feel like Montu missed a prime opportunity for an Austin Powers movie clip. "You know i have one simple request and that is to have sharks with fricken laser beams attached to their heads!"
The update on the habitat rework left me wondering what's happened to trade habitats...esp with the nerfs to trade. Are void-dweller megacorps getting some anti-trust action here?
The new species look super dope. I think the second species looks like an orc-elf hybrid, with the aforementioned plantoid features. I've also been doing Criminal Heritage lately, and while it's not as strong in trade value as some other builds, you can absolutely get insane levels of trade value. I find that the legitimate megacorps (especially MSI if you leave them alone) tend to balloon in Diplomatic Weight far past their contemporaries. When I did play a legal megacorp, I found it exceedingly easy to be the toppest of dogs in the galactic community, even when pitted against vastly more powerful player-ran empires.
I would personally love to see a empire type where instead of directly controlling your entire empire, you instead competing with rival "houses" over control, you share the same borders, but you get different shares of a planet's output and have your own individual ships and research, but whether you get the resources you want from a planet is dependent on which house has the most influence over the production of that resource on that specific planet to make this a little bit clearer if you've read the drizzt books or know some forgotten realms think of menzoberranzan and how that works
@@Zorro9129That comes down to civics and traits as to how menacing they are. Necroids are more fitting for the Flood. And they’re also only menacing depending upon traits/civics.
3:50 Does the description has the wrong sign? "Research Labs Build Speed -x %" would mean it's build slower ... and the 100% would mean you wont be able to finish them forever. +100 % sounds more correct to me, because it would double the build speed.
Enmity is a never-pick for me. The one problem with a rivalry tradition tree: If you're playing the game well, you'll reach the point where you can't even have rivals. In my experience, if everything is going well, early mid-game is where you'll overtake all other empires to the point that there will be nobody strong enough to rival. Even fallen empires will be too weak, once your build fully comes online and you've absorbed a FE or two. At that point, the tradition tree will do almost nothing for you, which is a waste of tradition space.
Does it really matter if you waste some tradition space after you've completely eclipsed the rest of the galaxy though? It gives a nice boost at the start where you give the most. At least I often find myself concentrating too much on the final build that I end up instead of stuff that benefits me short term giving me more resources or territory that ends up as a bigger boost in the long run.
@accelerationquanta5816 You do kind of have a point. But that can depend somewhat on the power of your endgame crisis. I've had games where I just barely managed to handle them, and having a literal dead tradition tree when I could have something else in its place that's increasing my tech or power instead, seems like it would be a better choice. It's not generally the AI empires that are the main threat in the game after all, but the scourge or the contingency, and you can't rival them.
Is it just me, or does Mechromancy buff all weapons of those types, rather than just from space fauna? It might be good late game regardless because its just more BB damage.
I wonder how many people will play a combination of Existential Iteroparity and Pre-Planned Growth to get into early/regular wars for +60% pop growth speed in the early game?
Did trade really need the nerf in 3.9? I thought compared to higher-end builds in singleplayer it was fairly balanced (at least without the Paragons DLC). It requires a lot of tradition investment to pull off and might generate less resources compared to an equal sum of dedicated resource jobs, but was far more streamlined regarding pop modification and output boosting through tech and leaders, and good unity/CG output once you finally got into federation and got the build going, if you didn't get only purifier empires as neighbours. Getting jobs with trade value cut by a third seems like quite a heavy cut, I would think slightly changing the Trade Federation-policy from 0.5/0.2/0.2 to something like 0.6/0.15/0.15 might have been possible instead as well.
I’m not sure what their goal was with these changes. If these numbers go live trade is 100% dead as a build. The trader requires consumer benefits to not crash your economy from CGs. And then it’s literally just a clerk. It makes 1 more energy than a technician???
@@minibotas9496 not by default, not sure if they can with the new update to habitats, I'd really want them to, but with their habitability bonus and all they say it's a bit broken as they can still colonize everything
If theyre trying to turn clerks into a more amenities focused job they either need more amenities or something else to boost the value of the job. It would take 7 clerks to produce more amenities than 2 entertainer jobs
more than that actually, since you also have to account for the amount of amenities consumed by the pop working the job. an entertainer produces 10 and consumes 1, resulting in a net of 9. a clerk produces 3 (4 with the perk) and consumes 1, resulting in a net of 2 (3 with the perk). this means that, in order to equate to 2 entertainers worth of amenities, you would actually have to have 9 clerks. the perk does help, as it shaves it down to 6 clerks, but this is still hilariously terrible efficiency considering that pops are the most valuable resource in this game.
Remember that clerks as a source of amenities isn’t something you choose to do. It’s something you’re forced into if you don’t want to spend another building slot on entertainers. They’re not making them an alternative to entertainers, they’re just making the pain of using them a bit less. I’d say it’s a good change.
34 - War is good for business. 35 - Peace is good for business. War and peace should impact trade. Some would suffer some would thrive. Just see the war we are seeing today. What could be done is to add a consume cap related to a lot of things like civis, ethics, traditions, living standards, etc. Then add the export (trade market) oriented economy perks.
wow... Void Dweller is dead. I don't see these buffs making up for the lost benefits of VD (pop growth, ability to specialize every hab, manny ruler jobs, having endgame empire eco in only 3 systems). you are left having to pay thousands of alloys to make bad planets and can't really afford to make research habs anymore. RIP my favorite playstyle. Maybe for the better.
I’m a big fan of the clerk change, previously it felt really difficult to get amenities without building holo-theaters. hopefully this should make clerks more useful and save that building slot for something else.
Man, my top three empires that I play are An authoritarian necroid empire, a Void dweller megachurch, and calamitous birth Terravore. It is nice that two of my three empires are getting either major or minor reworks.
I think the Merchant Guild's councillor now buffs traders instead of clerics. I think I saw it in the beta notes. Similarly, I think they banned Void Dwellers taking Voidborn.
I was trying it out and it could use a lot of improvement (which I hope we get) such as telling you know exactly what you get when you make a new orbital and making it easier to figure out where you can build new orbitals in a system (especially with resourceless planets.
As a game mechanic you’re supposed to choose between them. Getting all the ones you want defeats their game design purpose. We’re finally getting to the point where we have meaningful choices to make.
Not sure I like the no Merchants change, especially if Branch Offices still give a Merchant job. Wonder how Commercial Zones will work. 1 Trader, 2 Clerks? Megaplex will be 1 Merchant, 2 Traders, 3 Clerks? I do appreciate the buff to Clerks, just not sure it's worth losing ALL Merchant jobs. The new habitats look good, will need to start building them more.
I’m not even gonna watch this video man: If you’re telling me there’s gonna be another tradition added without being able to expand the number of traditions by at least ONE more slot I don’t even know if I wanna know what this does because there’s so many I don’t know if I’m ever even gonna use it
Montu is at GamesCon and still manage to get out this video in 2 hours... Impressive work!
I must admit, I didn't go in to work on the video 😅
I'm back in the con now though, patch notes will have to wait for tomorrow!
@@MontuPlays Have fun at GamesCon Montu!
@@MontuPlays content for GamesCon incoming?
@@MaxHaydenChiz I'm playing Homeworld 3 tomorrow. Will report!
@@MontuPlayswow that must be amazing. Me and my friend are waiting for it to come out
The -30% pop growth during wars might be the most free points ever. Obviously not always the case, but if you are playing a trade empire or any peaceful empire really, the impact of the occasional war isn’t that big of a deal.
Agreed. A strong indirect buff for pacifists
Once this goes live, I think I'll be trying a void dweller megacorp again. Just go straight economy and finance my trade partners wars.
In multiplayer i suspect people will torture you with wars from across the galaxy lol. So a risky pick for MP.
@@MrErdem95 Well, if there is a rule forbidding wars before a certain year, the additional pops from that trait before it might give you that additional bit of resources to quickly decide a war against those that didn't get that trait.
If you conquer pops with the Iteropathy trait that way, it will insulate you from such torture.
So picking Iteropathy might paint quite a target on your head in MP for a bonus you don't get to enjoy leading up to the warfest.
It is probably better to mod on said trait when you research the techs for it.
but during crisis also means the great khan and the endgame one.. but its still really strong
"We found a xenophobe! Now we can employ another scientist!" Fantastic.
I guess the logic is "another alien species to research" or something
During times of crisis governments will give more power to an agency or department, this just simulates that. Aliens existing is the crisis.
Since it's a generic leader increase, I interpret it more as, "the threat to our species is rising, we need more individuals to step up and lead us"
@@TheREALTheRealAdam We must assemble a team
I might be using mods for the first time and getting rid of leader limits altogether. It makes no sense that you wouldn't have admirals for your fleets and generals for your troops. But with current balancing I only want governors and scientists.
Ought to be X per role.
The clerks providing more amenities fits better with how clerks work IRL
I always thought clerks should have reduced happiness and efficiency.
The second to last time I had to go to a place which required them, it involved going to multiple lines for clerks whose sole job was to tell me which clerk line I needed to go afterwards instead of having just one telling me where to go and not having to increase costs in order to keep the other's employed. The one whose job it was to actually send me to the right door was also the one who didn't do her job properly. It would have been a lot funnier if I wasn't at the ER.
The last time I went to a place with them, you could skip having to interact with them at all except for payment.
Glad us Machine Intelligence players are finally allowed to join the necromancy club
Something i dont think people have noticed is that the new merchant civic and corresponding trade stance is also a buff for ringworlds for non-gestalts as they can actually be totally self sufficient. Producing all the energy, minerals and food they need
Wow. I didn't notice that. That could be cool to try out. Trade jobs aren't meta tho as theres no research options to boost production so it probably won't be too powerful.
@@onepangaean3018 Yeah trade has really weird scaling in that there is no research to increase it (other than the buildings that give +25% to the planets trade value) however it can scale really well with commercial pacts/Trade Federation and vassals giving the vassals more income that you can tax (and of course your vassals having more resources is also slightly beneficial)
Praise the Worm for these changes, I like the Automation changes and the new habitat ideas.
Can always depend on Montu to bring us the news asap (just like the devs joke reffering go Montu zooming into the teasers!)
I’m interested to see how megacorps will work with the new habitats
Since trade districts have been removed from habitats... they won't.
Didn’t even think of that impact… less sources of branch offices.
As a void dweller main the proposed changes in previous dev diaries greatly concerned me. This version though has me quite excited. Good work Paradox!
Love me habitats, big hype
Agreed. The rest of the dev diary is awesome, but this change literally destroys the void dweller origin, making it the absolute worst start you can do. One per system, have to build up to a medium sized planet max, no trade or leisure districts, and you can't make orbital rings. Oh yea, and you can't build tall anymore, since it's one per system.
On the flip side, this massively buffs Knights of the toxic god and Payback origins to absurd levels, which is good i guess, but definitely not worth killing off the most unique playstyle in the entire game...
These Habs look good. Slow and steady upgrading to them instead of the big lurches we get now with the 2 techs. As well as they can finally make alloys and CGs. I’m happy I won’t have to search my empire for deposits to build over for specific things.
@@Skydragonace I'm trying it right now on the beta and it feels pretty good.
I’m on the fence about it. While the changes do make for a more streamlined system and simpler for game mechanics… it feels weird that the population is centralized for all habitats/stations on one structure.
And they’re still relying on influence instead of unity for cost. Influence should be exerting control outside your empire (diplomacy, claims, espionage) while unity is for internal modification (mega structures, edicts, colonial decisions, habitats).
No matter how hard i try to escape, stellaris always pulls me back in. Be it friends getting me back into it, or enough fresh mods to change it up. My younger brother pointed out something to me, "Stellaris is a live service game", because of the INCREDIBLE work of the custodian team, who genuinely love stellaris, i'll always keep coming back. And keep opening up my wallet for (most) of the DLC.
woah i LOVE the new agenda, not only does it give massive move speed buffs which is always top tier and loved; but it of course lets you double tap your rivals if for example you wanted to do a humilate war > force tributary war.
but it also has a innate downside, it removes ALL truces so a rival of yours could easily be like "whut you doing over there? ;ppp" and retaliate against you for being greedy.
also some pretty cool traits, i don't typically buy species packs but i might do this one.
16:14 never thought that champagne naming restrictions would make for such a great joke but I love it
Please do the changelog, putting things in context is the reason I watch your videos. I can and did read the diaries myself, after all.
Finally. Galactic Commusm!!
Void dwellers looks freaking awesome! Love it
"Shared Burdens" would be Communist, this is Syndicalism baby!
The new elf portraits kinda remind me of Romulans in Star Trek as opposed to Vulkans.
Romulans don't look like that, unless if you're talking about the new shows which I won't watch.
@@Zorro9129 Good for you, no-one asked if you're missing out on enjoyable new content.
Romulans have had smooth foreheads and ridged foreheads throughout the eras. It seems entirely arbitrary based on whether they wanted to add the detailing or not.
Do you mean the Remans? Romulans look exactly like Vulcans, just with different fashions.
Jokie is right, what the Romulans look like in Star Trek depends on the era. I was thinking of the TNG era ones (which I think includes DS9 and VOY) when I made the post. Vulcans don't have ridges.
Who pissed in your cornflakes bud?@@Jokie155
The second set of portraits looks like a cross between the Githyanki and the Ferengi
Montu, thank you for being a harbor in the political maelstrom currently sweeping across this nation. I know I can count on you and your videos to help me calm down and hear about something interesting/exciting. Thanks you, sir.
I kinda want to try the new habitat system.
Man.... if I ever want to play stellaris again I got to watch a lot of videos... this is the first video RUclips suggested me since the holy knights.... and i'm subscribed.
13:25 I really hope they don't update the art for this event. This artwork is glorious
1:50-7:30 🎶”Let’s be Xenophobic, it’s really in this year, let’s find a nasty, slimy, ugly alien to fear, There’s no more cutesy stories, about E.T. phoning home, let’s learn to love our neighbours like the Christians learned in Rome.”🎶
If only we could make a Necron Empire in game
Mechromancy sounds amazing. I have already a variety of empires in mind where would fit awesome!
I take it the humanoid with the big hair braid reminded you of the Vaadwaur, since they had those big neck 'dishes' which look vaguely similar. I personally like the episode 'Dragon's Teeth' that features them, and they even come back for Star Trek Online as major antagonists.
OMG I once saw a post that suggested we the addition of a specialist trade job and I think this is pretty cool. Let s hope that the numbers are tweked in such way that you are pretty much prducing the same amount of TV but instead of getting most of it from merchants and a small amount from clerks you get it from traders( and maybe an insignificant amount from clerks which are now kinda bad). I really like how with every update the balance of TV builds shifts ( Merchant guilds became better than Megacorps with 3.8 even though they also got buffs to commericial pacts and now it is quite likely that megacorps will become the go to option for TV builds like before). They finnaly added market socialism ...... looks so fun can t wait to test it.
Can they please make a basic federation or military alliance function? It’s annoying that I have to adopt the Diplomacy tradition to have any federation whats so ever. I like the idea of us having access to a basic alliance or federation type at the start of the game and then being able to upgrade it based on the traditions we take. I feel we need an in between option between defensive pacts and full blown federations.
More traditions means more options on how to play. My interest is peaked.
OK, mechromancy immediately made me think of servitors from 40K. 😁
Trader jobs cost 2 consumer goods upkeep for 6 trade value output. 😓 That's a bit concerning considering trade league policy now does 0.20 consumer good conversion. So a sing trader job would produce 1.2 consumer goods. Definitely will raise importance of stability on your trade specialized colonies to boost output.
Update:
Crunched the numbers. If you use the trade designation on a colony with 100% stability while running recycling campaign edict under a trade league policy, then traders will produce 1.8 consumer goods and cost upkeep of 1.8 consumer goods. Just breaking even. Certainly other aspects can further improve this, but I'm considering options available to any empire regardless of traits, trade routes and galactic senate policies. Still concerning. 🤔
Update #2:
OK, my eyesite is bad, it's 8 trade value not 6. Whew... That's a bit of relief. 😥
I can see Mutual Aid being a great combo with the civic that turns food into alloys.
I love your uploads man 🙏 thank you
My pleasure!
I hope the Mechromancy thing let's you revive the Mining drones.
tbh you shouldn't even need it if you're a machine empire, maybe a research or a special project
@@anarchosnowflakist786 Other than the bonus to large wepons i realy dont see a point in taking it
Mechromancy sounds like Reaper tech.
They really need to rebalance the vassals - all these are nice but no point in Enmity if you can just vassal everyone as if you don’t the AI does
2nd portrait reminds me of the Ferengi from Star Trek. Big ears & big eyebrow ridges
21:33From how I interpret it, this type of government should mean that every pop/employee is also a shareholder of the company/government.
Think you misread some of the void bonuses between the civic and the tradition. And I imagine it stacks.
I like the district and building slot changes for habitats but I don't care for the other changes to them
really happy about the habitat change!
I've literally never wanted to play Void Dwellers before now. It always seemed very harsh in the beginning. This has me excited!
11:14 they look like they could be a hybrid of the star trek discovery klingons and romulans/vulcans (or elves)
Void dwelers + Fanatic Purifiers will definitely be my first run on the new patch.
Name suggestions: Fanatic Void dwelers? Voidifires? Pure dwelers? Pure void? Dweldifiers? Dweldificators?
And because you live exclusively on habitats, destruction of enemy planets becomes more of an option
I would even propose a "destroy all planet" challenge
Even despite the balance issue in stellaris, the experience is after every patch refreshing
MfG,
Max
Purifiers of the Void
Void Purists. Returning the universe to its proper inky dark state.
I want to give a try to the new habitats, i usually build them in bulk when play as Machine empire (with organics i just use the stick, a big one always works) to skyrocket the assembly of pops and resources, and i am interested to see how it will work now.
im really curious how the habitat rework will affect planetary diversity habitats, i like the state of habitats right now, hopefully its not too bad
i had a gamerection over limiting habitats, no more clearing multiple when at war
That explains why my megacorps always seemed to be flush with unity, without any extra effort on my part.
The enmity tradition tree reminds me of the Drazi from Babylon 5.
Missed the Adaptation tradition finisher for Voidborn origin. Still dont know 100% what it does.
I feel like Montu missed a prime opportunity for an Austin Powers movie clip.
"You know i have one simple request and that is to have sharks with fricken laser beams attached to their heads!"
With how many civics there are we should have more civic spaces. OR the ability to pick up spaces from techs and stuff
I would love to get more civics from events.
The update on the habitat rework left me wondering what's happened to trade habitats...esp with the nerfs to trade. Are void-dweller megacorps getting some anti-trust action here?
The new species look super dope. I think the second species looks like an orc-elf hybrid, with the aforementioned plantoid features.
I've also been doing Criminal Heritage lately, and while it's not as strong in trade value as some other builds, you can absolutely get insane levels of trade value. I find that the legitimate megacorps (especially MSI if you leave them alone) tend to balloon in Diplomatic Weight far past their contemporaries. When I did play a legal megacorp, I found it exceedingly easy to be the toppest of dogs in the galactic community, even when pitted against vastly more powerful player-ran empires.
I would personally love to see a empire type where instead of directly controlling your entire empire, you instead competing with rival "houses" over control, you share the same borders, but you get different shares of a planet's output and have your own individual ships and research, but whether you get the resources you want from a planet is dependent on which house has the most influence over the production of that resource on that specific planet
to make this a little bit clearer if you've read the drizzt books or know some forgotten realms think of menzoberranzan and how that works
Stellaris' systems assume that every empire is a centralised state. That kind of internal politics is not what the game is built to simulate.
Basically how Republics work in CK 2
Mechromancy might be good for a "Borg" playthrough. These changes add some nice flavor!
Driven Assimilators are literally already the Borg.
@@tbotalpha8133 They are but they're not menacing enough.
@@Zorro9129That comes down to civics and traits as to how menacing they are.
Necroids are more fitting for the Flood. And they’re also only menacing depending upon traits/civics.
-100% build speed indicates that its build slower. either it should be red or it should be plus build speed. or build time -50%
3:50 Does the description has the wrong sign? "Research Labs Build Speed -x %" would mean it's build slower ... and the 100% would mean you wont be able to finish them forever.
+100 % sounds more correct to me, because it would double the build speed.
Unless they mean build time… in which case they’ll be almost instantaneous.
27:52 habitat complez? I find it quite simple
Enmity is a never-pick for me.
The one problem with a rivalry tradition tree: If you're playing the game well, you'll reach the point where you can't even have rivals. In my experience, if everything is going well, early mid-game is where you'll overtake all other empires to the point that there will be nobody strong enough to rival. Even fallen empires will be too weak, once your build fully comes online and you've absorbed a FE or two. At that point, the tradition tree will do almost nothing for you, which is a waste of tradition space.
Does it really matter if you waste some tradition space after you've completely eclipsed the rest of the galaxy though? It gives a nice boost at the start where you give the most. At least I often find myself concentrating too much on the final build that I end up instead of stuff that benefits me short term giving me more resources or territory that ends up as a bigger boost in the long run.
If you have supremacy filled out, you take supremacy stance it relaxes the requirements on rivalry.
@accelerationquanta5816 You do kind of have a point. But that can depend somewhat on the power of your endgame crisis. I've had games where I just barely managed to handle them, and having a literal dead tradition tree when I could have something else in its place that's increasing my tech or power instead, seems like it would be a better choice. It's not generally the AI empires that are the main threat in the game after all, but the scourge or the contingency, and you can't rival them.
Necromancer Robots is something I always needed but never knew I wanted. I am happy.
Is it just me, or does Mechromancy buff all weapons of those types, rather than just from space fauna? It might be good late game regardless because its just more BB damage.
I found no Trade districts on the new Habitats in the beta.
I wonder how many people will play a combination of Existential Iteroparity and Pre-Planned Growth to get into early/regular wars for +60% pop growth speed in the early game?
"Have you tried turning the squishy meatbag off and on again?" Better reanimate me, because I died laughing.
Wow. Habitats look so kool now!
Did trade really need the nerf in 3.9? I thought compared to higher-end builds in singleplayer it was fairly balanced (at least without the Paragons DLC). It requires a lot of tradition investment to pull off and might generate less resources compared to an equal sum of dedicated resource jobs, but was far more streamlined regarding pop modification and output boosting through tech and leaders, and good unity/CG output once you finally got into federation and got the build going, if you didn't get only purifier empires as neighbours.
Getting jobs with trade value cut by a third seems like quite a heavy cut, I would think slightly changing the Trade Federation-policy from 0.5/0.2/0.2 to something like 0.6/0.15/0.15 might have been possible instead as well.
I’m not sure what their goal was with these changes. If these numbers go live trade is 100% dead as a build. The trader requires consumer benefits to not crash your economy from CGs. And then it’s literally just a clerk. It makes 1 more energy than a technician???
Ooooh goody this is made for me.
I really want machines to have the void dweller origin.
Wait they can’t pick it?
@@minibotas9496 not by default, not sure if they can with the new update to habitats, I'd really want them to, but with their habitability bonus and all they say it's a bit broken as they can still colonize everything
If theyre trying to turn clerks into a more amenities focused job they either need more amenities or something else to boost the value of the job. It would take 7 clerks to produce more amenities than 2 entertainer jobs
more than that actually, since you also have to account for the amount of amenities consumed by the pop working the job.
an entertainer produces 10 and consumes 1, resulting in a net of 9. a clerk produces 3 (4 with the perk) and consumes 1, resulting in a net of 2 (3 with the perk). this means that, in order to equate to 2 entertainers worth of amenities, you would actually have to have 9 clerks. the perk does help, as it shaves it down to 6 clerks, but this is still hilariously terrible efficiency considering that pops are the most valuable resource in this game.
Remember that clerks as a source of amenities isn’t something you choose to do. It’s something you’re forced into if you don’t want to spend another building slot on entertainers. They’re not making them an alternative to entertainers, they’re just making the pain of using them a bit less. I’d say it’s a good change.
I"m really Interested to see how the cyborg zombies work with Rogue Servitors...
My devouring swarm will LOVE the 30% pop grow during a war...
Dat change on habitats ❤
34 - War is good for business.
35 - Peace is good for business.
War and peace should impact trade. Some would suffer some would thrive. Just see the war we are seeing today.
What could be done is to add a consume cap related to a lot of things like civis, ethics, traditions, living standards, etc. Then add the export (trade market) oriented economy perks.
Next we need an internal politics dlc that will cost another 20 bucks
I love the Ruling Class mod, but I'm not spending $20 on it lol
My first thought with Jinxed is now you can make the little lemming guys who worship Jeff from Star Control.
I want more shipsets. I think the game could use another half dozen of them minimum, and they're at least as important as species portraits imo.
Haven't watched, have they changed how mass relays interact with trade and piracy yet?
mutual aid could be fun with siccing bullwarks onto other empires while just chilling and trading in the save space :D
wow... Void Dweller is dead. I don't see these buffs making up for the lost benefits of VD (pop growth, ability to specialize every hab, manny ruler jobs, having endgame empire eco in only 3 systems). you are left having to pay thousands of alloys to make bad planets and can't really afford to make research habs anymore. RIP my favorite playstyle. Maybe for the better.
I’m a big fan of the clerk change, previously it felt really difficult to get amenities without building holo-theaters. hopefully this should make clerks more useful and save that building slot for something else.
Honestly as a Ring World Spiritualist Merchant I never built even 1 holo theatre.
nah man, if you spammed a fair bit of commercial zones you didn't need to worry about amenities
Man, my top three empires that I play are An authoritarian necroid empire, a Void dweller megachurch, and calamitous birth Terravore. It is nice that two of my three empires are getting either major or minor reworks.
If these numbers go live then trade is dead. But you can always pivot your mega church into a more classical empire type.
When you said "socalist megacorp" I nearly died to a brain aneurysm.
"Have you tried turning the Squishy Meatbag off and on again?"
I just can't 😂😂😂😂
My favourite thing about your videos is always the random clips you use as intros
Thank you for the sparkling businessmen laugh :D
i feel like the worker cooperative, where workers own a share of the corporation, might actually fix the cyberpunk dystopia we're heading towards
"Have you tried turning the squishy meatbag off and on again?"
How big is 3.9?? This is shaping up to be... rather large.
I like it.
Does major and minor habitat have upkeep of alloys ? Have the upkeep changed?
I think the Merchant Guild's councillor now buffs traders instead of clerics. I think I saw it in the beta notes.
Similarly, I think they banned Void Dwellers taking Voidborn.
I was trying the new habitats, and I really wonder how it synergizes if you become a prospectorium.
The habitat changes sound like amazing quality of life.
I was trying it out and it could use a lot of improvement (which I hope we get) such as telling you know exactly what you get when you make a new orbital and making it easier to figure out where you can build new orbitals in a system (especially with resourceless planets.
A short term early game benefit from rivaling Fallen Empires will be very short term indeed.
New Ascension perks can be sick for a Reaper roleplay
The 2nd new portrait looks like they're space hobgoblins.
is the text on the match tradition wrong? it says -100% speed not time, if your speed is 0 then you never build.
I mean if the voidborn perk stacks...
with all the new tradition trees, I wish we'd get even one or two more slots for them
As a game mechanic you’re supposed to choose between them. Getting all the ones you want defeats their game design purpose. We’re finally getting to the point where we have meaningful choices to make.
Yo, new Psychic War build just came out...
Not sure I like the no Merchants change, especially if Branch Offices still give a Merchant job.
Wonder how Commercial Zones will work. 1 Trader, 2 Clerks? Megaplex will be 1 Merchant, 2 Traders, 3 Clerks? I do appreciate the buff to Clerks, just not sure it's worth losing ALL Merchant jobs.
The new habitats look good, will need to start building them more.
Does anyone know how these Void Dwellers changes will affect the Expansion and Adaption trees?
Machine can become reanimator, assimilator and gain buff to werpon dmg in same time? Its too opt.
I’m not even gonna watch this video man:
If you’re telling me there’s gonna be another tradition added without being able to expand the number of traditions by at least ONE more slot I don’t even know if I wanna know what this does because there’s so many I don’t know if I’m ever even gonna use it