I made a mistake, nanites are actually not available on the market. Also, I was wrong about the mining districts becoming obsolete, I forgot that usually I have basic resource taxes from my vassals which cover my minerals needs. Timestamps for each of the flowcharts for if you want to pause and take a screenshot. 2:37 Food Flowchart 8:30 Mineral Flowchart 12:30 Energy Flowchart
Rule of thumb I use Keep minerals at a surplus of 100 or more. Keep EC at a surplus of 100 or more. Keep food at a surplus of ten or more. Keep consumer goods at a surplus of ten or more. As long as you're keeping these things true, build more research and more alloys. Rare resources are typically so easy to get that I rarely have to account for them more than just "throw down a few refineries throughout my empire and make sure the space based nodes are worked". Once you get past the mid-game, resources are so easy to produce in bulk that you'll always end up maxing out your stockpiles if you're doing your economy correctly, and steamrolling the AI in singleplayer unless you're using mods.
I just push out as many alloys as possible to conquest, sell alloys and strategics at the market to keep eco afloat while chilling at -200 or something minerals and around +10 Food, but 400-600 Alloys per month
I always overbuild a little, for example my energy credits could be 200 one month and then after a while -50 because of alloy foundries I plopped on that planned, jobs are still there, and I know it will be surplus when filled, so I just let it go down a little and it sorts itself out really
@@Illuminat-ve5ue You can get away with that for a while, especially if you're not playing on the higher difficulties. It depends on your situation in the galaxy. If your surrounded by two friendly nations and no threats you can go into deep deficits in order to do specialized projects - rushing tech, stations, terraforming, habitats, megaprojects, etc. and so on. There have been games where I've put literally everything down into the negatives except for minerals and just bought as much monthly minerals as I can in order to rush planets and was totally okay doing that because I had no immediate threats. It all depends on circumstances.
I clicked on the video thinking "With 1.8k hours in Stellaris I'm gonna know all this so I'm probably just wasting time" but with every chart there was something that caught my eye where I went "huh, I keep forgetting about this" or "I think I have a fun empire build based on this branch". In the end, I watched until the end and went back for seconds. It's a very useful tool for visualising your economy. Well done!
one of the best starter videos I have ever seen for Stellaris. Would really like to see a video like this breaking down the tech tree, you could break it down into 10-15min parts to appease the youtube algorithm.
Thanks, I'll look into it, though I'm not super familiar with the tech tree, so I'd need to do a decent bit of research first. I think its organized into tiers, and you need a certain percent of one tier to get technologies from the next tier up, but I don't know which technology is in which tier, etc.
@@CedarGamesStrategy It's 6 per tier to make the next tier show up, and some techs only show up if the right pre-requisite techs have been researched (Example: Synthetics Tech is a Tier 4 technology, however in addition to needing 6 Tier 1, 6 Tier 2 and 6 Tier 3 Engineering techs to make it appear, you also needs Positronic AI (Tier 4 Physics), Galactic Administration (Tier 3 Society) and Droids (Tier 2 Engineering) - so to rush synthetics, specializing for engineering output won't be enough - your scientific output needs to be high across the board. Also, techs have a greater chance to appear based on a variety of factors (Like your ethics or the specialty of the scientist doing the research). Most of the stuff on the tech tree is intuitive - Higher tier techs that boost energy output won't show up without the lower ones first, Stronger laser weapons won't show up till the weaker ones are done, etc etc - The most important techs to try and remember the pre-requisites and maximize odds for are Synthetics, Psionic Theory, Gene Tailoring, Anti-Gravity Engineering, Megastructures - you know, the technologies that have a really high potential to change your empire in a big way.
Nice presentation. As a person who often self-tanks my economy out of sheer ignorance, I would appreciate seeing a video on the RATIOS that are needed to safely build everything and keep everything in balance. Is it time to build that research building yet? If I knew that I needed "X" minerals to produce "X" consumer goods to support 1 research building w/ researchers that would really be helpful. I understand how nuanced that can get with all the complexity involved ... but I'm looking for a baseline of sorts that I can then modify in my head based on my policy decisions, planetary designations, etc. LOL, I would love it if the buildings had an icon that would "predict" if building something would put you in an economic deficit.
Thanks, that's a great idea for a video I'll look into it. Victoria 3 has a prediction tooltip similar to that, it would be cool to see in Stellaris someday too.
Nice video, also if you do a flowchart in the future could you add arrows to make it the direction of resource flow clearer since it isnt always the going in the same direction? Nitpicking ik Guy the current meta of stellaris requires you to have large amounts of colonies so eventually you wont be able to do predictive economy building to that level. After all if your producing 300 alloys a few robot assemblies won't tank you. I'd recommend reacting instead by keeping your eyes on your resource tabs and knowing when and where you need surpluses. Also know that its ok to have a deficet in a few resources so long as the rest of your economy can bouy it. Generally, early game focus on basic resources, then mid-late game special resources. You want small surpluses in crystals, motes, gases, decent surpluses in energy and minerals, large surpluses in alloys, tech, and unity. Every other resource should be just above the red line. With all that, you can react by looking at the resource tab and deciding where you need to invest in next. Once you notice something dipping below the needed surplus, you should have enough time to react.
The problem with doing ratios is techs, civics, etc., will alter them. Job upkeep and job output, for example, will change the ratios of input to output resources, like minerals to alloys. I think the biggest tip for managing your economy is use the market. Sell excess resources like consumer goods or food, and use the extra energy income to shore up your deficits.
Basically never run out of consumer goods. Often when you get a deficits you need to build districts for the jobs you need ahead of time so new pops fill it out.
Building the right ratio of jobs isn't the difficulty. Managing your pops to work where you want them too, as well as pacing your buildings to keep your upkeep costs down, THAT is the key to making your economy strong. A perfect ratio means diddly squat if you build it all too fast or too slow, or don't have the pops or habitability. You always have to adapt on the fly to your situation, then re-adapt and adjust from there.
This is a really good break down! My only issue is that the flow charts on their own (no video explanation) could be confusing. As mentioned in other comments a colour scheme for input / output or using arrows to show the flow would make this perfect :D good job though
Amazing work! I'm gobsmacked to think of how much planning and preparation had to go in to just preparing for all the work to be done in this presentation.
Amazing visualization. This is actually perfect for players who played their first hour and look for guides. I understood better and more with this video.
I love this video alot, you explain things well with this flowchart. I think in this video especially chapters would help, cahpters for each of the main resources your going over (food,minerals,energy) only because it makes things a bit more uniformed. Also, in the future if you get into breaking down how economy is calculated in the galactic community that would be great too. This video is amazing honestly, you did a great job visualizing how the economy works in this game.
Thanks, I'm glad it helped, I just added chapters as well. The wiki says diplomatic weight from economy is the total income of resources (costs not included) : +1 per Energy, Minerals, Food +2 per Consumer goods +4 per Alloys +10 per Exotic gases, Rare crystals, Volatile motes +20 per Dark Matter, Living Metal, Zro Source : stellaris.paradoxwikis.com/Empire#Relative_power
I have followed "food is useless" mantra a few games as synthetics and it was fine but when I went genetics with pop assembly - it screwed me up, each clone vat is 30 food upkeep, I had to reroll and plan my food production in advance
Yeah, this guide was more geared towards the early game economy, in the late game a lot changes. One thing I recommend is the replace button on your districts or buildings, it is very useful to repurpose a planet as your needs evolve.
Something about this video is incredibly satisfying, enough to make me watch the whole way through even though I have about 2k hours in Stellaris. Thanks for the amazing video!
love this recipe maps are one of my main ways to do mods for games u make the initial recipe map and than modify it the way you want the actuall programing comes after when u visualised what you want really cool video
Just found you channel and its an absolute gold mine of information for all the games I love but suck to much at to fully enjoy. Thank you so much for all this amazing content :)
Very good, effective approach. This is ColorsFade good and detailed. Worth mentioning you have to develop the tech to mine and/or make crystals, gases, or motes.
I am once again struck by the thought that it'd make the economy much more immersive if the flow of goods was visualized by flows of (small) trade ships. Within systems and also trade flows that just go directly through a system. Would make the empires feel far more alive.
Just a suggestion, how about making the line different color for "output" and "input" otherwise a great video and chart, good job Edit: for example all the line that produces the resources is green, and all the line that uses said resources is red (or at least arrow)
I second this, I really liked the flowcharts, but without the talking over the images there's not necessarily a clear indicator as to which way the lines point. An actual arrow would help a lot. For the most part, it seemed like whatever was further to the left was necessary to go towards whatever was further to the right, but this wasn't the case for everything on the charts. So yeah, definitely add arrows. Otherwise, great charts.
Imo out of all the resources in Stellaris, Food is by far the easiest to get through the market & their value in the market isnt enough to justify having a planet be specialised towards food production, the best resource I've found to go for is alloys, mainly because A) they are way more valuable in the market (selling for more & being harder to buy) & B) they help you build up bases & ships much, much faster (which is very good for defense and/or offence if you wish) Having a strong economy mainly based around your energy credits, if you have them you can always buy the resources youre missing (and due to food being so cheap to buy monthly you can get away with not focusing on it heavily & simply waiting for tech and/or star bases to help with food production), however Minerals are by far one of the most important resources in the early parts, mainly because they are required to in order to build up your planets, having 1 or 2 planets dedicated to mineral output can be very, very useful & it'd give you the option to focus on industry on your bigger planets in order to make consumer goods & alloys which then can be sold or used to improve your economy/grow it
Excellent video. Thank you a lot. Will recommend it to my friends in case they need help on that subject. Keep the good work going. One Point: I don't think you can buy Nanites in the galactic market. If they added it in 3.6 you would be correct, but in previous version you couldn't buy them.
Great video! I love your diagrams. A suggestion would be to add arrows instead of lines, so it's easier to see in which directions resources are flowing. Other than that, it was very clear and insightful. Thanks!
Damn, been watching a few videos about old stellaris like pre-2.0 era and it is actually WILD how much complexity and depth has been added over the years, I haven't been hit that hard personally because I experienced these changes as they were implemented, but just imagining a returning player from that era jumping in and getting absolutely ass blasted by this much feature creep... that's gotta be rough. Hopefully they find this video because it explains the economy game really well.
Fun fact. You can also get food from mining stations, on the crack the egg event chain if you are playing as a devouring swarm it will give you the FEAST!!! option which will give a food mining station+8 food per month.
Another fun devouring swarm thing is that you have some new fun options involving the blockers. Upon greeting them they will give there usual greeting with witch you can respond something like “you are food like all else YOU WILL BE DEVOURED”. They will then respond that there mass is to dense and that trying to consume them will not be possible.
The Best trade protection is afforded not by kinetic batteries but hangar bays, it has the best range and suppression, you should have a central station fully loaded with hangar bays to suppress piracy
Going from the food flowchart with it's nicely sized icons to the beginning of the mining flow chart starting with a tiiiiiiny icon: "oh yea this guy knows his stuff" I laughed pretty hard. Minerals are wayyyyyy too important lol
Really, thank you for this video. Would like to see more about how to run an empire / planet / economy in early / mid / late game. I love this game, but for some reason, after hours and hours of playing it, I still have a very difficult time wrapping my brain around the various systems to be successful.
And maybe to clarify a little bit... I've seen the "how to play" videos by other creators. but while helpful, they don't really go into the "why" you need to do it this way...or they don't give enough of an explaination or the thought process behind it. Anyways, thanks again.
>it's very important to have a decent surplus of energy credits me, just producing abundant amounts of rare resources and sell them for everyone without worrying about my -1000 deficit of energy credits entire game until I start to build 3 Dyson spheres in the s same time so I don't know what to do with credits
I don’t know if it matters for the purposes of this video, but direct trade is still there and always important for my economy. It’s something that’s more important when it comes to food because it seems like food is so undervalued by a lot of players. In reality, though, the AI highly values it, and it can be directly traded at 2-3 times it’s normal value making it one of the most efficient sources of income through the early-mid game. No engineer (or even miner) can compete with a farmer if you have some good trading partners. Of course, ymmv based on galaxy size and aggressiveness of the AI.
That's a great point, I usually forget to trade with the AI for anything other than for favors. It's really funny to trade food to lithoid or machines because despite having no use for it, they don't seem to be programmed to realize they don't need it, so they often end up paying a ton for it.
I will say that space minerals resources are nowhere near enough and become much less of your economy as the game goes on. This is based on the massive amount of alloys you need to produce to stay ahead of other empires in eco and military and beat the crisis, especially on higher difficulties, and the amount of consumer goods you need for research as you expand. Space resources will become maybe 1/10 or less of your total mineral output if you're growing your eco right.
Betharian Stone deposits suck. It’s not that they’re actively bad, but they’re just not good either. The last time Beths were good was in v2.1, when it appeared on specific tiles. However, the devs have finally become aware of the problem they created 49 months ago, so I expect that one of the early Dev Diaries this year will talk about changes to Betharian Stone and to Alien Zoos.
How could you forget about the 12 food you can mine a month from literal candy asteroids? smh Jk, it was a great video, I'll share it with my friends to help them learn the game.
You forgot a pretty big part of unity use - planetary ascensions. Aside from the already mentioned missing producing megastructres, i think you got all big things.
Living metal and Nanites can't be sold or bought on Market normally. You can sell or buy Living metal only if you have it in stockpile and you can never sell or buy Nanites. BTW, the Living metal restriction isn't true for Motes, Gases, Crystals, Matter or Zro. You can buy them as soon as you get the technology regardless if you produce any. For Living Metals it's impossible to get the tech unless you have them inside your borders (or you through rare event chains). You can also get the Living Metals through manual trade with other Empire, which also unlocks the Market trade, unless you ever run out of them.
You are missing cg pop upkeep and amenities. Amenities is not a real resource, because it is planet bound, but it is still important. The real fun part is ratios. Early on it is 1 farmer 1 technician 1 miner 1 factory worker 2 researcher 1 entertainer to make 8 of each research. But early game worker yields go from 6ish to late game 20+. And high tech output goes from 4 to 10+. So you need 1/3 as many support pops per researcher and they generate 2x as much research; 4 pops making 20 reseach (about 2.5 per pop) instead of 7 making 8 (about 1 per pop). Alloys and Unity, the other high tech "end" good, also experiences similar leveraged output improvements. Alloys less so.
You're right, thanks for correcting me, I was lazy and just copied down all of the strategic resources from the top bar, forgot to actually double check if it was in the market. I'll update my pinned comment.
I like that you open with pops, but I just want to suggest you should just outright say Pops are your GOD RESOURCE all other resources 95% of the time stem from Pops and the more of them you have the more resources you can produce. This has been true for the 4X genre since Civilization hit in 1991 or whenever I got that shit on a BBS backdoor disk my asian friend in kindergartens dad downloaded.
In what universe are mining districts becoming obsolete? Mining districts are the most important ones. U better try to get as much minerals as possible to transform into alloys.
hey, I really like your visualizations! Are they available in pdf form, for example, by any chance? These would be huge to have around to reference, I could just screenshot so dw if you can't share for whatever reason :)
Thanks, I’m glad you enjoyed. I have a pinned comment with the times of the full charts, so you can use that for your screenshots. I created these charts in a video editing software rather than a photo editing one so there are no pdf files I can share.
OR you could just play gestalt consciousness machine empires and completely ignore food, cgoods and trade to get the simplest economy known to any friendly robot around. Great Video though!
@@CedarGamesStrategy It's an excellent engineering. I found it to be extremely fun building Systems, Working out things largely like you're describing and this video. That said, it's its entire point as a game so will have a lot more robust system.
I made a mistake, nanites are actually not available on the market. Also, I was wrong about the mining districts becoming obsolete, I forgot that usually I have basic resource taxes from my vassals which cover my minerals needs.
Timestamps for each of the flowcharts for if you want to pause and take a screenshot.
2:37 Food Flowchart
8:30 Mineral Flowchart
12:30 Energy Flowchart
Just as energy is the master resource in the real world, you can never go wrong generating more energy credits.
Tech-rushing to mega-engineering to repair a ruined dyson sphere, and getting it online in the early 2300s be like "UUNNNLIIIIMIIIITED POOOOOWAAAAAH"
Rule of thumb I use
Keep minerals at a surplus of 100 or more. Keep EC at a surplus of 100 or more. Keep food at a surplus of ten or more. Keep consumer goods at a surplus of ten or more. As long as you're keeping these things true, build more research and more alloys. Rare resources are typically so easy to get that I rarely have to account for them more than just "throw down a few refineries throughout my empire and make sure the space based nodes are worked".
Once you get past the mid-game, resources are so easy to produce in bulk that you'll always end up maxing out your stockpiles if you're doing your economy correctly, and steamrolling the AI in singleplayer unless you're using mods.
Yep, I pretty much use the exact same numbers, well said.
Good info! Thanks for the tips!
I just push out as many alloys as possible to conquest, sell alloys and strategics at the market to keep eco afloat while chilling at -200 or something minerals and around +10 Food, but 400-600 Alloys per month
I always overbuild a little, for example my energy credits could be 200 one month and then after a while -50 because of alloy foundries I plopped on that planned, jobs are still there, and I know it will be surplus when filled, so I just let it go down a little and it sorts itself out really
@@Illuminat-ve5ue You can get away with that for a while, especially if you're not playing on the higher difficulties. It depends on your situation in the galaxy. If your surrounded by two friendly nations and no threats you can go into deep deficits in order to do specialized projects - rushing tech, stations, terraforming, habitats, megaprojects, etc. and so on. There have been games where I've put literally everything down into the negatives except for minerals and just bought as much monthly minerals as I can in order to rush planets and was totally okay doing that because I had no immediate threats. It all depends on circumstances.
I clicked on the video thinking "With 1.8k hours in Stellaris I'm gonna know all this so I'm probably just wasting time" but with every chart there was something that caught my eye where I went "huh, I keep forgetting about this" or "I think I have a fun empire build based on this branch". In the end, I watched until the end and went back for seconds. It's a very useful tool for visualising your economy. Well done!
one of the best starter videos I have ever seen for Stellaris. Would really like to see a video like this breaking down the tech tree, you could break it down into 10-15min parts to appease the youtube algorithm.
Thanks, I'll look into it, though I'm not super familiar with the tech tree, so I'd need to do a decent bit of research first. I think its organized into tiers, and you need a certain percent of one tier to get technologies from the next tier up, but I don't know which technology is in which tier, etc.
@@CedarGamesStrategy It's 6 per tier to make the next tier show up, and some techs only show up if the right pre-requisite techs have been researched (Example: Synthetics Tech is a Tier 4 technology, however in addition to needing 6 Tier 1, 6 Tier 2 and 6 Tier 3 Engineering techs to make it appear, you also needs Positronic AI (Tier 4 Physics), Galactic Administration (Tier 3 Society) and Droids (Tier 2 Engineering) - so to rush synthetics, specializing for engineering output won't be enough - your scientific output needs to be high across the board.
Also, techs have a greater chance to appear based on a variety of factors (Like your ethics or the specialty of the scientist doing the research).
Most of the stuff on the tech tree is intuitive - Higher tier techs that boost energy output won't show up without the lower ones first, Stronger laser weapons won't show up till the weaker ones are done, etc etc - The most important techs to try and remember the pre-requisites and maximize odds for are Synthetics, Psionic Theory, Gene Tailoring, Anti-Gravity Engineering, Megastructures - you know, the technologies that have a really high potential to change your empire in a big way.
I shed a tear when I saw how fast that build timer was going down, I can only wish for such speeds on my pc
That was sped up to about 6 times speed in post for the video’s pacing.
@@CedarGamesStrategy ok good cuz I was absolute flabbergasted at the speed
Nice presentation. As a person who often self-tanks my economy out of sheer ignorance, I would appreciate seeing a video on the RATIOS that are needed to safely build everything and keep everything in balance. Is it time to build that research building yet? If I knew that I needed "X" minerals to produce "X" consumer goods to support 1 research building w/ researchers that would really be helpful. I understand how nuanced that can get with all the complexity involved ... but I'm looking for a baseline of sorts that I can then modify in my head based on my policy decisions, planetary designations, etc. LOL, I would love it if the buildings had an icon that would "predict" if building something would put you in an economic deficit.
Thanks, that's a great idea for a video I'll look into it. Victoria 3 has a prediction tooltip similar to that, it would be cool to see in Stellaris someday too.
Nice video, also if you do a flowchart in the future could you add arrows to make it the direction of resource flow clearer since it isnt always the going in the same direction? Nitpicking ik
Guy the current meta of stellaris requires you to have large amounts of colonies so eventually you wont be able to do predictive economy building to that level. After all if your producing 300 alloys a few robot assemblies won't tank you. I'd recommend reacting instead by keeping your eyes on your resource tabs and knowing when and where you need surpluses.
Also know that its ok to have a deficet in a few resources so long as the rest of your economy can bouy it.
Generally, early game focus on basic resources, then mid-late game special resources. You want small surpluses in crystals, motes, gases, decent surpluses in energy and minerals, large surpluses in alloys, tech, and unity. Every other resource should be just above the red line.
With all that, you can react by looking at the resource tab and deciding where you need to invest in next. Once you notice something dipping below the needed surplus, you should have enough time to react.
The problem with doing ratios is techs, civics, etc., will alter them. Job upkeep and job output, for example, will change the ratios of input to output resources, like minerals to alloys. I think the biggest tip for managing your economy is use the market. Sell excess resources like consumer goods or food, and use the extra energy income to shore up your deficits.
Basically never run out of consumer goods. Often when you get a deficits you need to build districts for the jobs you need ahead of time so new pops fill it out.
Building the right ratio of jobs isn't the difficulty. Managing your pops to work where you want them too, as well as pacing your buildings to keep your upkeep costs down, THAT is the key to making your economy strong. A perfect ratio means diddly squat if you build it all too fast or too slow, or don't have the pops or habitability.
You always have to adapt on the fly to your situation, then re-adapt and adjust from there.
A fantastic visualisation of how things are managed. This is high quality. Thank you!
This is a really good break down! My only issue is that the flow charts on their own (no video explanation) could be confusing. As mentioned in other comments a colour scheme for input / output or using arrows to show the flow would make this perfect :D good job though
Thanks, I appreciate the feedback!
Amazing work! I'm gobsmacked to think of how much planning and preparation had to go in to just preparing for all the work to be done in this presentation.
Megastructures can produce both minerals (matter decompressor) and energy credits (dyson sphere)
Great visuals and a nice covering of the basics of Stellaris economy
Amazing visualization. This is actually perfect for players who played their first hour and look for guides. I understood better and more with this video.
This really cleared up a lot for me in terms of how to prioritize. Good presentation.
I'm going to start recommending this video to every new Stellaris player I meet. Great content.
I love this video alot, you explain things well with this flowchart.
I think in this video especially chapters would help, cahpters for each of the main resources your going over (food,minerals,energy) only because it makes things a bit more uniformed.
Also, in the future if you get into breaking down how economy is calculated in the galactic community that would be great too.
This video is amazing honestly, you did a great job visualizing how the economy works in this game.
Thanks, I'm glad it helped, I just added chapters as well.
The wiki says diplomatic weight from economy is the total income of resources (costs not included) :
+1 per Energy, Minerals, Food
+2 per Consumer goods
+4 per Alloys
+10 per Exotic gases, Rare crystals, Volatile motes
+20 per Dark Matter, Living Metal, Zro
Source : stellaris.paradoxwikis.com/Empire#Relative_power
Subscribed. This is a really high-quality guide that showed up in my recs, nice work!
I have followed "food is useless" mantra a few games as synthetics and it was fine but when I went genetics with pop assembly - it screwed me up, each clone vat is 30 food upkeep, I had to reroll and plan my food production in advance
Yeah, this guide was more geared towards the early game economy, in the late game a lot changes. One thing I recommend is the replace button on your districts or buildings, it is very useful to repurpose a planet as your needs evolve.
Something about this video is incredibly satisfying, enough to make me watch the whole way through even though I have about 2k hours in Stellaris. Thanks for the amazing video!
Very succinct, no fluff. Thank you! Subscribed.
love this
recipe maps are one of my main ways to do mods for games
u make the initial recipe map and than modify it the way you want
the actuall programing comes after when u visualised what you want
really cool video
Amazing vid, felt I had to leave a comment I absolutly loved it!
I wish this video had existed when I started playing, fantastic work!
Wow, just getting into this game. Thanks for the rundown. I now understand so much more.
Very well said and shown. This came out at the perfect time. Keep up the good worka
As a newish player to Stellaris I really appreciate this video. Very well made and informative.
Full, clear and excelent guide, thank you
Brilliant, really clear and understandable explanation.
Excellent explanations, definitely will use this to help teach my friends that are new to the game :)
Just found you channel and its an absolute gold mine of information for all the games I love but suck to much at to fully enjoy. Thank you so much for all this amazing content :)
This video is incredibl thank you there's a lot to find put yourself but it's some of the small details I missed
Infinitely useful to a player that hasnt played in several years and like, wtf do my planets even do now ?
Tysm xx
Excellent presentation, I would suggest some more in UI to allow players to better understand where these things are.
Good idea, thanks!
Well done! Super accurate and easy to understand.
Glad it was helpful!
Damn good explanation, dude! Subbed
Cool and informative video while keeping quite short good job hope to see more
Awesome video. Thank you very much for your explanation.
Love your explanation. Even for semi-experienced player I found this very informative. :)
For me after being playing the game for years is like breathing ., but is good to see it well explained for new players.
Strategy soo deepy 😍🇧🇷 we loved
Very good, effective approach. This is ColorsFade good and detailed. Worth mentioning you have to develop the tech to mine and/or make crystals, gases, or motes.
Thanks for the video man!
I am once again struck by the thought that it'd make the economy much more immersive if the flow of goods was visualized by flows of (small) trade ships. Within systems and also trade flows that just go directly through a system. Would make the empires feel far more alive.
There used to be a mod that added that, but I can't find it, so unfortunately I think it might be discontinued.
Just a suggestion, how about making the line different color for "output" and "input" otherwise a great video and chart, good job
Edit: for example all the line that produces the resources is green, and all the line that uses said resources is red (or at least arrow)
Thanks, that's a great idea for if I make another flowchart video like this moving forward.
I second this, I really liked the flowcharts, but without the talking over the images there's not necessarily a clear indicator as to which way the lines point. An actual arrow would help a lot. For the most part, it seemed like whatever was further to the left was necessary to go towards whatever was further to the right, but this wasn't the case for everything on the charts. So yeah, definitely add arrows. Otherwise, great charts.
I would say use arrows.
that's godlike! thank you!
This is perfect, thanks.
Imo out of all the resources in Stellaris, Food is by far the easiest to get through the market & their value in the market isnt enough to justify having a planet be specialised towards food production, the best resource I've found to go for is alloys, mainly because A) they are way more valuable in the market (selling for more & being harder to buy) & B) they help you build up bases & ships much, much faster (which is very good for defense and/or offence if you wish)
Having a strong economy mainly based around your energy credits, if you have them you can always buy the resources youre missing (and due to food being so cheap to buy monthly you can get away with not focusing on it heavily & simply waiting for tech and/or star bases to help with food production), however Minerals are by far one of the most important resources in the early parts, mainly because they are required to in order to build up your planets, having 1 or 2 planets dedicated to mineral output can be very, very useful & it'd give you the option to focus on industry on your bigger planets in order to make consumer goods & alloys which then can be sold or used to improve your economy/grow it
Excellent video. Thank you a lot. Will recommend it to my friends in case they need help on that subject. Keep the good work going.
One Point: I don't think you can buy Nanites in the galactic market. If they added it in 3.6 you would be correct, but in previous version you couldn't buy them.
Thanks, and there wasn't a change to the nanites, I just made a mistake.
@@CedarGamesStrategy shit happens, still very useful vid
Great video! I love your diagrams. A suggestion would be to add arrows instead of lines, so it's easier to see in which directions resources are flowing. Other than that, it was very clear and insightful. Thanks!
Thanks! I actually already made a new one with arrows if you want to check that out.
Damn, been watching a few videos about old stellaris like pre-2.0 era and it is actually WILD how much complexity and depth has been added over the years, I haven't been hit that hard personally because I experienced these changes as they were implemented, but just imagining a returning player from that era jumping in and getting absolutely ass blasted by this much feature creep... that's gotta be rough.
Hopefully they find this video because it explains the economy game really well.
That was a great vid
Great video my guy hope to see more breakdown like thing 👍👍👍👍
Fun fact. You can also get food from mining stations, on the crack the egg event chain if you are playing as a devouring swarm it will give you the FEAST!!! option which will give a food mining station+8 food per month.
Another fun devouring swarm thing is that you have some new fun options involving the blockers. Upon greeting them they will give there usual greeting with witch you can respond something like “you are food like all else YOU WILL BE DEVOURED”. They will then respond that there mass is to dense and that trying to consume them will not be possible.
The Best trade protection is afforded not by kinetic batteries but hangar bays, it has the best range and suppression, you should have a central station fully loaded with hangar bays to suppress piracy
Amazing. Thank you.
Me with over 200hrs in stellaris: WRITE THAT DOWN WRITE THAT DOWN
Going from the food flowchart with it's nicely sized icons to the beginning of the mining flow chart starting with a tiiiiiiny icon: "oh yea this guy knows his stuff" I laughed pretty hard. Minerals are wayyyyyy too important lol
Really, thank you for this video. Would like to see more about how to run an empire / planet / economy in early / mid / late game. I love this game, but for some reason, after hours and hours of playing it, I still have a very difficult time wrapping my brain around the various systems to be successful.
And maybe to clarify a little bit... I've seen the "how to play" videos by other creators. but while helpful, they don't really go into the "why" you need to do it this way...or they don't give enough of an explaination or the thought process behind it. Anyways, thanks again.
Missed out on:
Merchants
Defense Platforms in the Role of Anti-Piracy
Off-World Trading Centers
Other than that a quite excellent visually of economy.
A+ great presentation!!!
>it's very important to have a decent surplus of energy credits
me, just producing abundant amounts of rare resources and sell them for everyone without worrying about my -1000 deficit of energy credits entire game until I start to build 3 Dyson spheres in the s
same time so I don't know what to do with credits
this charts should be added to the stellaris wikia
I don’t know if it matters for the purposes of this video, but direct trade is still there and always important for my economy. It’s something that’s more important when it comes to food because it seems like food is so undervalued by a lot of players. In reality, though, the AI highly values it, and it can be directly traded at 2-3 times it’s normal value making it one of the most efficient sources of income through the early-mid game. No engineer (or even miner) can compete with a farmer if you have some good trading partners. Of course, ymmv based on galaxy size and aggressiveness of the AI.
That's a great point, I usually forget to trade with the AI for anything other than for favors. It's really funny to trade food to lithoid or machines because despite having no use for it, they don't seem to be programmed to realize they don't need it, so they often end up paying a ton for it.
One thing you forgot to mention is that minerals are used by hive minds for research lab upkeep
Energy is also used for terraforming
I will say that space minerals resources are nowhere near enough and become much less of your economy as the game goes on. This is based on the massive amount of alloys you need to produce to stay ahead of other empires in eco and military and beat the crisis, especially on higher difficulties, and the amount of consumer goods you need for research as you expand. Space resources will become maybe 1/10 or less of your total mineral output if you're growing your eco right.
nice video, don't know if its worth mentioning but energy is also used for espionage operations upkeep
5:46
And that's one of several reasons why I quit playing Stellaris when 2.0 came out.
Betharian Stone deposits suck. It’s not that they’re actively bad, but they’re just not good either. The last time Beths were good was in v2.1, when it appeared on specific tiles. However, the devs have finally become aware of the problem they created 49 months ago, so I expect that one of the early Dev Diaries this year will talk about changes to Betharian Stone and to Alien Zoos.
Mmm, this reminds me of how some economy paths are less complex than others.
Good video. good explanation. thank you
Sometimes i wish we could produce influence you know.
Excellent
hmm, I don't even have stellaris
How could you forget about the 12 food you can mine a month from literal candy asteroids? smh
Jk, it was a great video, I'll share it with my friends to help them learn the game.
Based video
hydroponics: i rely on these when im running lithoids/machine to either pay off marauders or feed meatbags
Thank you for introducing me to the fact that Stellaris lets you turn slaves into snacks. I had no idea about the horrors I was missing out on so far!
Glad I could enlighten you! I think its a feature from one of the DLCs, I don’t remember which.
@@CedarGamesStrategy I'll say no to that DLC the way I would to a sentient alien hors d'oeuvre: Thanks, but no thanks :D
You forgot a pretty big part of unity use - planetary ascensions. Aside from the already mentioned missing producing megastructres, i think you got all big things.
Living metal and Nanites can't be sold or bought on Market normally. You can sell or buy Living metal only if you have it in stockpile and you can never sell or buy Nanites.
BTW, the Living metal restriction isn't true for Motes, Gases, Crystals, Matter or Zro. You can buy them as soon as you get the technology regardless if you produce any. For Living Metals it's impossible to get the tech unless you have them inside your borders (or you through rare event chains). You can also get the Living Metals through manual trade with other Empire, which also unlocks the Market trade, unless you ever run out of them.
And some people say Stellaris is a complicated game!
(One point, all sapient pops need consumer goods, not just organic ones.)
Yeah, I probably should have said non-gestalt pops.
I’m gonna show this to my friend as a tutorial, they have the game but not played yet
Comprehensive.
I would say that this is a very good video for beginners but I think that they will still be a bit overwhelmed at the beginning X)
You are missing cg pop upkeep and amenities. Amenities is not a real resource, because it is planet bound, but it is still important.
The real fun part is ratios. Early on it is 1 farmer 1 technician 1 miner 1 factory worker 2 researcher 1 entertainer to make 8 of each research.
But early game worker yields go from 6ish to late game 20+. And high tech output goes from 4 to 10+. So you need 1/3 as many support pops per researcher and they generate 2x as much research; 4 pops making 20 reseach (about 2.5 per pop) instead of 7 making 8 (about 1 per pop).
Alloys and Unity, the other high tech "end" good, also experiences similar leveraged output improvements. Alloys less so.
Thanks for bringing this up, I did totally forget to include amenities.
In the mineral part you forgot alloys are used to build habitats, and that lithoid lifestock produce minerals
Yep, I had to trim some content to make the video a reasonable length and keep the chart somewhat readable.
Great video, however unless it was recently added, I don't believe nanites are tradeable on the market.
You're right, thanks for correcting me, I was lazy and just copied down all of the strategic resources from the top bar, forgot to actually double check if it was in the market. I'll update my pinned comment.
nice video, the only issue is the lack of direction indication in the charts
5:57
You used to be able to have split ownership of a system way back in the day
I really miss that. the border gore was so impressive, especially when you managed to get a 3 way split.
I like that you open with pops, but I just want to suggest you should just outright say Pops are your GOD RESOURCE all other resources 95% of the time stem from Pops and the more of them you have the more resources you can produce. This has been true for the 4X genre since Civilization hit in 1991 or whenever I got that shit on a BBS backdoor disk my asian friend in kindergartens dad downloaded.
Definitely. I made another flowchart video that represents the importance of pops a bit better than this one.
Mining districts cannot become obsolete before matter decompressor and even after they're not very obsolete.
10:49 You cannot purchase Nanites from the Galactic Market.
In what universe are mining districts becoming obsolete? Mining districts are the most important ones. U better try to get as much minerals as possible to transform into alloys.
Fun fact you can get food from asteriods if you get an anomely
i think bio reactors are for everyone who doesnt have organic dominant species (can be lithoid, machine)
In short, if you're making too many minerals, *_you're not making enough alloys._*
Oh yes let's basic Jobs means, more industry which means the bigger fleet and more consumer goods.
hey, I really like your visualizations! Are they available in pdf form, for example, by any chance? These would be huge to have around to reference, I could just screenshot so dw if you can't share for whatever reason :)
Thanks, I’m glad you enjoyed. I have a pinned comment with the times of the full charts, so you can use that for your screenshots. I created these charts in a video editing software rather than a photo editing one so there are no pdf files I can share.
OR you could just play gestalt consciousness machine empires and completely ignore food, cgoods and trade to get the simplest economy known to any friendly robot around. Great Video though!
i like the visual workflows. If you do this for oxygen not included youd be a god, or your head would explode lol
Thanks! I’ve not played that game, so likely the second option.
@@CedarGamesStrategy It's an excellent engineering. I found it to be extremely fun building Systems, Working out things largely like you're describing and this video. That said, it's its entire point as a game so will have a lot more robust system.