Stellaris 3.12.3 Full Patch Notes

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  • Опубликовано: 4 окт 2024

Комментарии • 256

  • @Everial
    @Everial 4 месяца назад +297

    I hope the next big DLC next year will do for biological ascencion and hive minds what this one did foe machines. Also a new end game crisis, perhaps something different. Like dormant galactic Hive Mind that is microbial and infects planets, pops etc. Not just another big numbers, but enemy within?

    • @schwingedeshaehers
      @schwingedeshaehers 4 месяца назад +10

      i hope to, but i think for that they should pack utopia in the base game/make the price 0

    • @jameshildebrand907
      @jameshildebrand907 4 месяца назад +8

      Honestly, this DLC adding Arc Furnace has put my subterranean silicoid gestalt on my list of playthrough. The idea being, colonize nearly every world at game start, no need to produce food or consumer goods so I can place more focus on mineral/alloy/research. But now with arc furnaces reducing mineral and alloy pressure, I can push more research.

    • @EpslionBear
      @EpslionBear 4 месяца назад +4

      The flood as a crisis.
      Ships lost in combat get scavenged , planets lost become hive worlds etc

    • @goldengolem4725
      @goldengolem4725 4 месяца назад +11

      Somehow integrating the fungal spy network seems like it could be a cool dormant hive crisis

    • @GreenSkinGentleman
      @GreenSkinGentleman 4 месяца назад +4

      Give me biological assimilators. I know you can do that after technologies, but would be cooler if they were available at game start and you just started going zerg on people.

  • @PizzaMineKing
    @PizzaMineKing 4 месяца назад +125

    My wishlist for a bio update:
    - different paths for bio ascension similar to those in synth and cyber ascension
    - organic ships that cost and upkeep food instead of alloys
    - those organic ships self-growing, thus upgrading automatically into higher value ship types over time but needing more upkeep there
    - if you wanna go crazy, random equipment for these ships

    • @christophebedouret9813
      @christophebedouret9813 4 месяца назад +11

      Gene stealing would be perfect.

    • @PizzaMineKing
      @PizzaMineKing 4 месяца назад

      @@christophebedouret9813 ... Why am I feeling like our different ideas sound like splitting genetic ascension into two, one for big spaceborne creatures and one for gene-stealing and gene manipulating pops?

    • @ErshErshovich
      @ErshErshovich 4 месяца назад +6

      Growing planets? Plant a seed, feed it with food and/or energy and get +1 to planet size and number of districts every 10 years. Habitability is reduced to other species
      Or a space-whale-like habitat. Small in size compared to the traditional ones, but it can travel across different systems and use resources from a system to get a buff to production (up to 5% per deposit in the system, I suppose). Drawback is that it exhausts the deposits of resources so they need 15-20 years to completely restore

    • @PizzaMineKing
      @PizzaMineKing 4 месяца назад +5

      @@ErshErshovich Those mechanics sound interesting, though VERY off with what the rest of the game has - I don't think there's anything else that grows planet size - maybe it needs to be a specific type like a gaia world or become a new type?
      As for removed deposits, this would be a first - and a way to go for scorched earth tactics... or a total nomand empire if that's your only habitat... Interesting concept, not sure how it works with balance.

    • @ErshErshovich
      @ErshErshovich 4 месяца назад +4

      @@PizzaMineKing this is Stellaris, balance has never been an option :D

  • @jaredpierce8477
    @jaredpierce8477 4 месяца назад +67

    Some modularity nerfs I noticed on starting my game this morning:
    Dark Matter trait upkeep increased to .02 DM/Pop from .01 DM/Pop
    Exotic gas trait upkeep increased to .04 EG/Pop from (?) .02 EG/Pop
    Exotic gas trait bonus cut to 10% from 20%.

    • @kaibaman7767
      @kaibaman7767 4 месяца назад +9

      Still extremely worth it, I'm normally in major surplus anyway. And wasn't exotic gas trait 15%?

    • @robguy8501
      @robguy8501 4 месяца назад +8

      Also they changed "mote-powered tools" from -20% industrial job upkeep to +20% industrial job output. And the output of "exotic fuel consumption" was previously 15%. So pops designed to only increase all output went from around +75% to +50% but maximized alloy pops went from +95% to 90%

    • @jacobp.2024
      @jacobp.2024 4 месяца назад +1

      Yeah, adding extra dark matter cost to the pops wasn't a bad idea!

  • @Luke-mr4ew
    @Luke-mr4ew 4 месяца назад +39

    I think the real stellaris are the pops we purged along the way

    • @jameshildebrand907
      @jameshildebrand907 4 месяца назад +6

      Nooooo, I merely displaced them... to the synaptic lathe...

    • @heavyhebrew
      @heavyhebrew 4 месяца назад

      What pre-flt population on this planet? there was no one here when we showed up.

  • @alexandredevloo6577
    @alexandredevloo6577 4 месяца назад +51

    Biological ascension really need a buff, especially to the trait it give, machine get +40% to everything from a trait meanwhile biological get +10% to artisant/metalurgist
    i did also once see someone suggest they should be able to build biological fleet, would be cool

    • @jameshildebrand907
      @jameshildebrand907 4 месяца назад +7

      Another feature that would be nice to see is, like the ascension perk for relic techs, why not have bio ascension boost biological techs such as what you receive from aomeba? The regenerative hull boosted and strikecraft boosted.

    • @davilox07_15
      @davilox07_15 4 месяца назад +9

      Biological doesn’t need a stat buff, it requires a rework

    • @dan_the_dirty1
      @dan_the_dirty1 4 месяца назад

      Yeah, biological ships would be really cool (especially for hiveminds). We already know it's possible to have gigantic powerful biological creatures from all the levithans. They could also do a fleet reskin/update once you ascend.

    • @nash6520
      @nash6520 4 месяца назад +2

      The power difference is a bit silly. Leviathan bio trait gives +50% army health and 0.025 monthy alloys per pop, while the machine one gives +500% army damage and +15% metallurgist output, same trait point cost.

    • @heavyhebrew
      @heavyhebrew 4 месяца назад

      The flesh is weak, just admit it.

  • @col.firefly
    @col.firefly 4 месяца назад +28

    Best feature IMO is the tooltips for Arc Furnace/Habitat system potential.
    Would be nice if they could put that in *Expansion Planner*.

  • @tschysas
    @tschysas 4 месяца назад +40

    the QoL feats are absolut awesome... nice patch....

    • @heavyhebrew
      @heavyhebrew 4 месяца назад +1

      This is the first time in a long time I felt like I was getting my moneys worth.

  • @mikailfournea9545
    @mikailfournea9545 4 месяца назад +4

    Hear me out: a bio ascension that allows the growth/construction of void beasts, up to and including dragons

  • @evansarver2989
    @evansarver2989 4 месяца назад +5

    We GENUINELY need to buff genetic to insane crack levels of power, genetic is just sad at this point. And I do feel like psionic would be good to receive some extra complimentary bonuses as well. But truly, I’m not sure if overtuned genetic ascension can even compete.

  • @ObiwanNekody
    @ObiwanNekody 4 месяца назад +6

    Macing out building and district upkeep reduction is really nice with cosmogenisis FE buildings.

  • @Bobylein1337
    @Bobylein1337 4 месяца назад +26

    idk know about the swarmer agenda, considering you can build as many swarmers as you want 15% cost reduction are basically 15% more built swarmers, especially early in nanotech you won't receive that many for free.
    Also evasion buff is neat I guess, means you don't need to take the afterburner.

    • @schwingedeshaehers
      @schwingedeshaehers 4 месяца назад +1

      but probably you want the afterburners at the bigger ships, to be faster

    • @crocfighter.1322
      @crocfighter.1322 4 месяца назад +9

      It's actually about 18% more swarmers. 1 swarmers worth of resources makes 1/0.85=1.1765 swarmers at a 15% cost reduction.
      It's still a nice buff and the evasion things does make it slightly more versatile, however I've always found planning wars around having the right agenda active to be difficult or impossible so I doubt it will change how I play.

    • @Bobylein1337
      @Bobylein1337 4 месяца назад

      @@schwingedeshaehers But swarmers are always the same small size (which itself should be changed, I feel)

    • @Bobylein1337
      @Bobylein1337 4 месяца назад

      @@crocfighter.1322 so it's an even bettter buff, also early launching agendas is a thing (that I always forget..) but I get what you mean

  • @esorevikofficial
    @esorevikofficial 4 месяца назад +1

    That megastructure dismantling and tooltip for arcfurnace/habs potential of a system are BEAUTIFUL

  • @zoande83
    @zoande83 4 месяца назад +19

    I think you should be able to destroy megastructures while at war, make 2 stages first it takes a while to make it a destroyed version of it and then more time to destroy it entirely. I feel like some empties would destroy their Dyson sphere instead of letting the enemy get it

    • @davidbilich1708
      @davidbilich1708 4 месяца назад

      Maybe require a fleet to destroy it... fight it like bombing a planet.

    • @andrewextravaganza8796
      @andrewextravaganza8796 4 месяца назад +4

      While I understand this point, if you allowed this in war it would be allowed in total war. Meaning you can capture an enemy structure you know you can't hold and destroy it before they can take it back.

  • @sorantorann
    @sorantorann 4 месяца назад +22

    Honestly, I kinda feel like virtuality should work with auto modding, in that, when you open a job you get +1 pop a month until it's filled so that it doesn't just instantly completely fill the planet. It would make sense in some regard, cus how is a "virtual pop" mining? Dont you have to build the miner for them to inhabit? Or install them into something to operate? Idk, it just seems weird. +1 pop a month is pretty insane still, and that's 12 jobs filled per month, but it will also make the transition slower by at least a few years without ruining the effect either. Instead of just instantly getting 37 clerks or maint drones, it'll take you a few years, before you can start instantly pumping your job production as well.

    • @AizaakThurston
      @AizaakThurston 4 месяца назад +6

      You would build the mining droids that are specialized for mining when you build the mining district and it would just sit there at the mine until someone logs in and controls it. So basically instant.

    • @cosmosyn2514
      @cosmosyn2514 4 месяца назад +3

      they mine it on the blockchain or whatever lol

    • @heavyhebrew
      @heavyhebrew 4 месяца назад +2

      Imagine the vastness of the computational power necessary to make entire worlds, down to the subaotimic particulates if you wanted. Making as many copies of whatever you wanted, needed, would be child play.
      But from a gameplay mechanics point, I get it. Once you cross that threshold in virtuality, you snowball.

  • @LordBruuh
    @LordBruuh 4 месяца назад +3

    The stellaris team has to be the best IMO. I don't know any other game devs that make updates worth it every single time. Well maybe Crate is another one.

  • @pantheracheaxb747
    @pantheracheaxb747 4 месяца назад +3

    What I'm expecting on the next storm DLC is that the psionics would cast a galaxy storm on certain area towards the certain empires or/and course the storm to different course, that'd be a real psionic buff...

    • @Sephiroth144
      @Sephiroth144 4 месяца назад

      UNLIMITED POWER!!!
      Wait, wrong Palpy quote- eh, it works.

  • @therealspeedwagon1451
    @therealspeedwagon1451 4 месяца назад +3

    Thank you Paradox for adding in the ability to dismantle megastructures! I’ve always found it annoying that when you play very wide and conquer other empire’s systems you inherit their megastructures and have to suffer with their upkeep. I’ve genuinely resorted to console commands just to get rid of them. I also think this could open up a strategy of scorched earth. I just wish they could add in the ability to dismantle any megastructure at any point if you decide you don’t want it anymore.

    • @2MeterLP
      @2MeterLP 4 месяца назад

      Why would you not want extra megastructures? Sure they cost upkeep, but if its worth having one, its worth having ten!

    • @therealspeedwagon1451
      @therealspeedwagon1451 4 месяца назад +1

      @@2MeterLP arc furnaces have insane upkeep. 100 energy credits per arc furnace. To me that’s just not worth it. One on a very strategic system is enough. Same with mega shipyards and matter decompressors. You can never have too many Dyson spheres or ring worlds though! Energy is by far the most valuable resource in the game.

    • @Sephiroth144
      @Sephiroth144 4 месяца назад +1

      Personally, I'd prefer a third option- deactivation (which could have a possible activation cost if you change your mind). Generally, Megastructures are great (even Kilos); and I'd rather keep them on standby than completely remove them. I mean, you're telling me none of these come with an off switch or they aren't pulled in somehow...?

  • @jameshildebrand907
    @jameshildebrand907 4 месяца назад +3

    So I find cyborg is still a preference for me as late game I can add Enhanced Memory and Learning Algorithms. Combined with Aptitude and Harmony traditions giving -4 leader negative traits. In addition I still have room to add in Streamlined Protocols and Docile to push empire size back down.

  • @ryorai5804
    @ryorai5804 3 месяца назад +1

    I got a "theory" for you. We going to get 2 more major DLCs similar to machine age for genetics and psionics. The Genetics DLC is going to feature changes to the ship designer and BIO ships, perhaps ship traits?

  • @sentreb9400
    @sentreb9400 4 месяца назад +1

    had an ongoing virtual cosmogenesis run where I was in the midst of harvesting pretty much the entire galaxy and dumping them into the lathe before the patch. got on after the update and instantly got hit with a -140k energy deficit from the 750 pops having their minds used as living chips so uhh yeah don't do that anymore

  • @GinaRanChaosdiver
    @GinaRanChaosdiver 3 месяца назад

    with the cosmic storms DLC suggestions about primitives possibly being knocked back to a pre-electric age by cosmic storms, i would say it should probably only happen once, then when they eventually build back up, they remember what happened last time and apply various types of shielding to their electronics, which if you're observing them, could lead to one of those techs you get from observing pre-FTLs

  • @LG-jn5fx
    @LG-jn5fx 4 месяца назад +2

    Great summary Montu and it was fantastic that you reminded us about your recent Acension tier list ....... which is already outdated and absolete :)

  • @Hennetsims
    @Hennetsims 4 месяца назад +4

    Every time i watch one of the patch notes i keep hoping for the devs to let my hive minds take psionic ascension and always slightly disappointed since they broke all the mods that let me take it :D

    • @theragequitter910
      @theragequitter910 4 месяца назад +1

      That doesn’t make any sense, might as well let robots take it too then

    • @WhenDevilsDuel
      @WhenDevilsDuel Месяц назад

      ​@@theragequitter910it does and it doesn't. It doesn't in the sense of random leaders being psionic save for THE leader, but in many other ways it does. Pooled knowledge hiveminds are essentially a fully psionic race and not actually a hivemind, and why shouldn't the primary mind be capable of connecting to the shroud, what's to stop a hivemind from being manipulated into worshipping one of the gods, why shouldn't they have access to arguably one of the worst ascension paths.

  • @WhitetheCa
    @WhitetheCa 4 месяца назад +3

    We are assimilating organics with this one 🗣️🔥

  • @BenaSPACE
    @BenaSPACE 4 месяца назад

    I feel like a fun little addition to the engineered evolution line is a trait that oversizes your pops, making you play as a literally tall empire.
    Each macropop generates 1-2 virtual pops, as your macro pops literally are just doing the same work but on a bigger scale.

  • @ProBaiter0012
    @ProBaiter0012 4 месяца назад +29

    Nanite oh Nanite...
    Why you have to be suck.
    But then again having 7 Maxed size 450 fleet with 0 upkeep is bonkers.
    Put Carrier Nanites and Voila your Swarm fleet is ready to consume the universe

    • @7Naur7
      @7Naur7 4 месяца назад +1

      works with neutron launchers too(sometimes even better but always show low fleet power due using carrier computer(other looks useless because of behavior =\ ).Usable then you need actual power for destroing levi or titan, not for showing power on paper.
      But yes, carrier nanites something... something that destroy late game 2 times for me ;D

    • @Supreme-no2ye
      @Supreme-no2ye 4 месяца назад +3

      ...after 30 years when your harvesters are ramped up fully. They had a great opportunity to allow nanotech empires to grow faster by making the agenda force your harvesters to ramp up once, but they blew it.

    • @2MeterLP
      @2MeterLP 4 месяца назад +2

      What do you mean *7* maxed out fleets? They have no upkeep! Just go over naval cap! By the time the crisis hit I had HUNDREDS of fleets!

    • @heavyhebrew
      @heavyhebrew 4 месяца назад +1

      Crisis? What crisis? We ate the Crisis. All of them. Why are we talking to ourselves? O yeah, we ate everyone. No one left but ourselves, might as well consume that.
      Nanite singularity

    • @PizzaMineKing
      @PizzaMineKing 4 месяца назад

      @@2MeterLP command capacity...

  • @dach829
    @dach829 4 месяца назад +1

    yes system info is so amazing didnt want to find a mod

  • @WiseStrategist
    @WiseStrategist 4 месяца назад +1

    I was hoping they'd give us back the ability to purge unwanted machine pops again.

  • @robertmcpherson138
    @robertmcpherson138 4 месяца назад +1

    Also included in the patch... a bug that crashes the game when you try and save a new species.

  • @EnnuiSports
    @EnnuiSports 4 месяца назад

    The mutual aid "buff" is +.1 unity for -.1 energy, making it still suboptimal in many cases and leaving it still obsolete once you gain access to trade league or holy covenant policies. It really needs a bit more energy/minerals/food and/or a unique version of these federation trade policies to be worthwhile after year 30.

  • @TheRealEtaoinShrdlu
    @TheRealEtaoinShrdlu 4 месяца назад +8

    I love the whole nanotech thing, but jeez, in my last playthrough I was making 7k+ nanites a month. There is also no storage cap for nanites, so I was at 50mil+ nanites pretty quickly. Game slowed to a crawl and I stopped playinh.

    • @7Naur7
      @7Naur7 4 месяца назад

      then the dlc come out i tried mining drones civic + nanites.Attempt to orginize popuped 30+ fleets all over your empire every 5 years was awful experience.

    • @toweroffrogs9470
      @toweroffrogs9470 4 месяца назад

      How did you make so many nanites?

    • @ClockworkOuroborous
      @ClockworkOuroborous 4 месяца назад +1

      I started one, and did it on the smallest galaxy with the least amount of races and planets possible. So far the lag hasn't been to bad, but I've just hit the midpoint.

  • @thelastroman7238
    @thelastroman7238 4 месяца назад +4

    With the new DLC hopefully you can do a full Rome play and lose your entire navy to a storm just to rebuilt it and lose it to another storm

    • @regiuseques6333
      @regiuseques6333 4 месяца назад

      Lol, nice history reference and losing ships would be an interesting effect for storms. In practice I think most people would just find it annoying but I think it would add an interesting dynamic. If I really want to risk it I could charge a whole fleet through the storm and surprise an enemy but risk losing a not insignificant portion of my fleet.

  • @simply_Compos
    @simply_Compos 4 месяца назад +1

    BRUUUUUH when buff genetic asention

  • @seanmcandrews9514
    @seanmcandrews9514 4 месяца назад +2

    I think virtual pops should have their consumer good upkeep replaced by research upkeep (about 1 cg = .1 of each research) and the energy upkeep increase from colonies changed to research.

    • @2MeterLP
      @2MeterLP 4 месяца назад +3

      Nah. High quality circuit boards are consumer goods. Let them eat chips.

  • @GrayTheHeadache
    @GrayTheHeadache 4 месяца назад

    Ok, some suggestions to bio-ascension:
    Opener:
    Replaces all clinics with Cloning medication facility(+6 medics and Clone vats functionality)
    1. Nature amplification(increased bonuses from any common trait)
    2. Individual genetic layouts(+army damage, you can create leader layouts)
    3. Gaia world symbioths trait
    4. Catalytic processing without civic
    Ascension ispiration situation:
    Gameplay mechanic for ALL ascencion path, gives technologies based on your ascencion. As example Gaia world architecture tech for bio: gives more jobs in gaia world

  • @rainbowappleslice
    @rainbowappleslice 4 месяца назад

    Dismantling megastructures is going to be very helpful. I conquered an empire that basically crippled my energy credit production because they had built so many arc furnaces that I just didn’t need

  • @diamondboy2560
    @diamondboy2560 4 месяца назад +7

    Montu will you let my family out of your basement please? Ill do anything

    • @MontuPlays
      @MontuPlays  4 месяца назад +10

      Which one are they again? I'll check!

    • @jameshildebrand907
      @jameshildebrand907 4 месяца назад +3

      ​@@MontuPlays Wait... There is more than one. 😮

    • @lucjanl1262
      @lucjanl1262 4 месяца назад

      Anything?

  • @Silver-tep976
    @Silver-tep976 4 месяца назад +1

    Hey Montu! Please do a video on the best machine type for a voidforged (habitat)

  • @argetfreohr
    @argetfreohr 4 месяца назад

    I got the impression that the synthetic ascending pops would be able to access versions of modularity or virtuality functionality but the synthetic fertility seems to lock you out of that which kind of sucks…. If even just for the flavor it would be cool

  • @CallMeSomething7
    @CallMeSomething7 4 месяца назад +1

    Ah yes lets gigabuff synthetic and not touch any other ascensions...

  • @askyw69
    @askyw69 4 месяца назад +1

    I really hope you will be able to build a "storm catcher" style starbase building or megastructure so you can have a permanent "pet" storm in a system to mess with enemy ships.

    • @outland2874
      @outland2874 4 месяца назад

      They do… Zroni storm caster

    • @askyw69
      @askyw69 4 месяца назад

      @@outland2874 that is true but that is locked behind rng on which precursor you get and might as well not exist as a result as unless you keep restarting the game just to get the Zroni you can't build for it. Also there are likely going to be multiple storm types in the coming expansion not just the one we have currently.

    • @outland2874
      @outland2874 4 месяца назад

      @@askyw69 you can if you play the new crisis path, which gives you access to multiple precursor techs.

  • @christopherg2347
    @christopherg2347 4 месяца назад

    They missed some fixes the first time. They appended the list. A lot of fixes and changes about the Lathe. Including a purging floor of 40 pops.
    3:16 I made a suggestion for that. I like to think that had something to do with getting it.
    11:30 + 14:39 The Communue of Toil got a buff. +20% Happiness from Augment was turned into +10% from Selection. And +20% worker output was added to Augment instead.

  • @anormos7270
    @anormos7270 4 месяца назад

    I am waiting for this Sanctuary-Pack with "buildable" Spacefauna or something sounds like something that would work for a point with bio(ascension)-updating

  • @tokikobirb482
    @tokikobirb482 4 месяца назад

    Imagine if vitruality traditions also touched Bio-trophies

  • @shietinghd3020
    @shietinghd3020 4 месяца назад +4

    Who has thought that you give a 60% buff for 0.01 dark matter is not busted. I would have more fun if they increase the dark matter upkeep instead of reduce the production bonus

    • @schwingedeshaehers
      @schwingedeshaehers 4 месяца назад

      it would destroy more i think

    • @robguy8501
      @robguy8501 4 месяца назад +2

      It was left out of the patch notes but they actually did both. The dark matter and exotic gas upkeeps doubled. the exotic gas trait was also reduced from 15% to 10% so modular empires should have 25% less resource output and moderately higher pop upkeep.

    • @2MeterLP
      @2MeterLP 4 месяца назад

      @@robguy8501 Seems like a pretty harsh nerf for an ascencion that was already only second best.

    • @robguy8501
      @robguy8501 4 месяца назад

      @@2MeterLP It's still very powerful by any metric that isn't a virtual rush. I think it was intentional that they buffed alloy traits to compensate for the general output nerfs. I'll be interested in seeing how this pans out in the next tournament where virtual will be banned.

  • @mikicerise6250
    @mikicerise6250 4 месяца назад

    Hope this helps me. I've had my arse handed to me twice trying the new synthetic ascension path. 😅

  • @jakemanoogian7814
    @jakemanoogian7814 4 месяца назад

    I hope this leads to eventually being able to dismantle more megastructures so you can built them elsewhere

  • @ketsueko7498
    @ketsueko7498 4 месяца назад +1

    For some reason i cannot use the new update because my game cannot open the setting.txt. but yeah the update seemed great

  • @Ceraphid
    @Ceraphid 4 месяца назад +3

    I really fail to see how psionic keeps up with cyborg and synth, to me they're under powered compared to the two

    • @jamiefenwick8359
      @jamiefenwick8359 4 месяца назад

      I do agree that it tends to be a bit overrated these days but it is still quite powerful in my opinion. Overall with the covenants it provides very fat bonuses to pop output, you can get the ascension extremely easily and early without too much science required and the ship components are a solid boost to your fleet. The only big flaw to me is that compared to the other ascensions you really don't get that much of boost to pop growth. Even the composer of strands gives pretty mediocre growth bonuses next to what most of the other ascensions are capable of. I get that pop growth is supposed to be psy ascension's weakness but modularity, synth and cyborg ascensions provide similar levels of pop output boosts and are all way better at mass producing pops. That being said its clearly on a totally different level to genetic ascension and also feels a good bit stronger than nano (if nothing else because it doesn't explode your computer).

    • @tbotalpha8133
      @tbotalpha8133 4 месяца назад

      I wish Psionic Ascension would let us go full-blown Ruinous Powers, and start beckoning psi-daemons into material reality, and starting Chao- I mean Shroud cults in other empires to draw them into our sphere of influence.

    • @sirensoulegaming4158
      @sirensoulegaming4158 4 месяца назад

      Psionics productivity and growth doesn't really compete no, However I do think it's worth remembering that they get exclusive shroud techs that mean they get better military tools to play with than anyone else. Psi Jump drives are better than regular, and Psionic Shields are the best shield component in the game, even beating Cosmogenesis's Dark Matter Deflectors. They also get access to pre-cog interface, and all the extra tracking that computer provides gives them an edge in dealing with cheap-ship swarms.
      The thing that really hurts Psionic is that this is the *ceiling*, and it's all achieved through rng. I think if they had consistent access to these components every game then they may at least have a shot of keeping up on the battlefield and may make a place for themselves as aggressors (afterall, someone else can be productive, but if you can take most of their planets away from them, does it really matter?).

  • @TechBearSeattle
    @TechBearSeattle 4 месяца назад +1

    I'm kind of amused that the randomness added to Democracy and Oligarchy governments comes right after the UK Parliament decided to dissolve early and hold new elections. This essentially resets when the next election would normally be held, although there is nothing to stop the next parliament from again dissolving early. So the change adds some unpredictability to the game while still being fully based in real-world politics.

  • @njohan100
    @njohan100 4 месяца назад

    Interesting new changes. My current DA run likes the 260% pop growth alot 😅 Maybe not the strongest as mentioned, but cybernetic isnt bad

  • @herrbona7095
    @herrbona7095 4 месяца назад

    They should totally add a Bio pop virtuality equivalent, maybe after they balance it, where the empire's species become souls rather than bodies.

  • @TOOTHBRUSHDUCK
    @TOOTHBRUSHDUCK 4 месяца назад

    I think they need to prioritise making the other ascension paths also good and strong over nerfing the machine further. They're just outdated more than anything

  • @grayrook8637
    @grayrook8637 4 месяца назад

    Hooray, the best ascension path got better. Imma be over here loving Bio ascension starving in these streets.

  • @QuestionableObject
    @QuestionableObject 4 месяца назад

    Resources? I thought the daedalus seal was the one that just dimensional locked all the wormholes & gateways in your empire.

  • @sampfrost
    @sampfrost 4 месяца назад +1

    can we decommission habitats now with the kilostructure disassembly?

  • @andypham4216
    @andypham4216 4 месяца назад

    Individual machines with trade value is soooo much better than gestalt machines. Ive had my capital producing over 15k trade value going virtual and converting a 30 gaia world into an ecumenopolis. Then i just build another world or 2 for forges, arc furnaces create more minerals than i ever need. Glad nothing in my current play style has been nerfed.

  • @blackspiders741
    @blackspiders741 4 месяца назад

    To bad. I don't see a fix for dyson swarms sometimes not collecting their resourse.

  • @Bill-2203
    @Bill-2203 4 месяца назад

    I reckon machines should have an option of 3 traits being robot, droid and synthetic so you can purposefully build robots that do only worker jobs, droids do worker and specialist and synthetics do all job types for biological empires obviously as a zenophobic empire surely wouldn’t want a machine to get superior to them or perhaps a nerve stapled robotic trait equivalent

  • @darko8959
    @darko8959 4 месяца назад +1

    Could you do a video about the ground combat? Maybe then Paradox finally will change it into something that isn't boring

    • @MrRhoidRage
      @MrRhoidRage 4 месяца назад

      What’s your idea?

    • @nobey1kanobey
      @nobey1kanobey 4 месяца назад

      @@MrRhoidRage Planets should have a continental invasion screen similar to the katzen imperium in Gigastructural engineering. There should be a roll system and pips like other paradox games, and respective research for new equipments and terrain combat advantages (i.e. deep sea diving combat gear)

  • @paulcatindig2260
    @paulcatindig2260 4 месяца назад +2

    First? Also paragons tier list please!

  • @EpixOrBust
    @EpixOrBust 3 месяца назад

    the game has changed so much in the last 3 years can we get a returning players guide?

  • @LachlanRoss-zx8qn
    @LachlanRoss-zx8qn 4 месяца назад

    Would love to hear your thoughts on the best traits for Ai empires. Which ones are strongest and which ones are most fun!

  • @alexalbrecht5768
    @alexalbrecht5768 4 месяца назад +1

    Are orbitals supposed to block you from building mining stations even after you dismantle the orbitals? I’ve got some AI arc furnace systems that used to have orbitals and it’s not letting me build mining stations.

  • @makaramuss
    @makaramuss 4 месяца назад

    they should just make miners, technicians, farmers, metallurgists and artisians can't be filled by virtual pops and be done with it. not only very balanced but also a very fine fix that solves question of "what happens to migration"

  • @ulitharid8907
    @ulitharid8907 4 месяца назад

    Really hoping we get a bio version of this DLC next. Synthetic Age is one of the best DLC's we've ever gotten (Second only to Utopia in my opinion), and it'd be a shame if the sheer level of polish, flavor, and power wasn't also available to bio empires eventually
    Definitely a few things I'd love to see:
    - Multiple Hive Mind ascensions like the Synthetic Age paths for robots currently
    - Ascension path that converts a non-gestalt bio empire into a gestalt bio or pseudo-gestalt bio empire, kinda like Virtuality but for for hive-minds instead of robots.
    - More things that are specifically geared toward making Tall builds more viable. The Wide meta has been dominating stellaris for almost its entire life because of how few viable tall options there are (more specifically, because all of the things that are good for tall builds are also just as good for wide builds), and I'd love to see some more tall-centric stuff like Virtuality (seriously, Virtuality ascension is my favorite part of this DLC and it's not even close)

    • @sirensoulegaming4158
      @sirensoulegaming4158 4 месяца назад

      I'm all in favour of stuff that buffs tall playstyles, but Virtuality is the single worst designed thing in the expansion imo, and I really hope any future attempts at making "tall" things don't follow Virtuality's route. The raw number of production bonuses they get is obscene, considering the pops are all instant. Mixing those 2 things together is bad news.
      Sure it's powerful, but that doesn't make it well designed or thought out.

    • @ulitharid8907
      @ulitharid8907 4 месяца назад

      @sirensoulegaming4158 Honestly I have to disagree, the only real way to ensure a tall build functions is to get more production out of a smaller area, and the only way to really do that is wither more production bonuses, or bigger planets. Bigger planets have the problem of building slots never increasing, and pop growth slowing down as pop numbers increase due to the effects of the growth scalar.
      Since bigger planets doesn't work as well for tall, production bonuses is what they went with, and since they knew people would try and optimize their number of boosted jobs by making larger planets with our available tools (Shattered ring anyone?), they preemptively realized that production bonuses without population growth is weak as fuck, so they made instant pop generation and removal (Which also stops the secondary issue of tall builds, longevity, since once a planet is finished developing, it will necessarily eventually run out of housing, and therefore lose stability. In a normal empire this is solved by relocating pops to new planets, but a tall build has no such luxury.)

    • @sirensoulegaming4158
      @sirensoulegaming4158 4 месяца назад

      @@ulitharid8907 tall builds shouldn't get both at the same time though I think, mostly because of how wackwd up the scaling is.
      Virtual is by far and away the best build in the game, yet they have to do barely a fraction of the work of other empires who need to go wider, grow pop, fill jobs and do whatever to match it.
      Tall should be an option. It should be viable. It should never be so good as to eclipse everything else in the game. Why should a build that just sits on its bum be able to so vastly outperform Everything else in the game? It's dumb.

  • @RamzaBehoulve
    @RamzaBehoulve 4 месяца назад

    I've been waiting for them to finish tweaking the DLC despite getting it day one.
    I assume ACoT and Gigastructures are doing the same before really updating the mods. No point having to update almost every week due to the game still patching regularly.

  • @dawidgowacki7963
    @dawidgowacki7963 4 месяца назад

    Can't wait for another hive mind build

  • @Zathurious
    @Zathurious 4 месяца назад

    I cannot help but feel like biological and psionic ascensions need a good buff now. I'd like those converted into a situation as well.

  • @whitecat1441
    @whitecat1441 4 месяца назад

    20:33 stellaris it is own game now with lore, they are no more space fantasy simulator

  • @johnsafer
    @johnsafer 4 месяца назад +1

    I wonder what happens to the discovered resources if you demolish the arc furnace?

  • @alexreiz6128
    @alexreiz6128 4 месяца назад

    I know it getting old by now, by hope Paradox overlorda heavily expand on Espionage options eventually, allowing for more tricky plays

  • @Nerazmus
    @Nerazmus 4 месяца назад

    Momyssiah answer our prayers!

  • @clausbohm9807
    @clausbohm9807 4 месяца назад

    The goto guy for Stellaris.

  • @QuestionableObject
    @QuestionableObject 4 месяца назад

    Huh maybe the next dlc won't be as far away as I thought

  • @caffize3919
    @caffize3919 4 месяца назад

    Genetic and Psionic still need buffs.

  • @SwiftrunnerXXY
    @SwiftrunnerXXY 4 месяца назад

    "Momnissaiah" took me the fuck out

  • @slipknottin
    @slipknottin 4 месяца назад

    I’d still like to see trade offices produce trade, not energy credits

  • @mister_enemy
    @mister_enemy 4 месяца назад +2

    Day 13 of asking for a new megacorp civic tier list ;p (screw the metal tin cans 😂)

  • @popecorkyxxiv2363
    @popecorkyxxiv2363 4 месяца назад +1

    I'm loving an unbalanced combination created by the Virtual ascension and the Birch World origin included in the Gigastructures mod. Took a while to get going but once the Birch World is complete you snowball to an absolutely cartoonish degree.

  • @samuelanderson9800
    @samuelanderson9800 4 месяца назад

    @Montu Plays have you gotten all of the achievements yet? If not that could make an interesting video.

  • @timebrain3188
    @timebrain3188 4 месяца назад

    Wish virtual would get some nerfs. Never liked going exclusively tall and from a rp standpoint just not into virtual shit, so it's a bummer seeing it get stronger while the ascensions for robots that actually interested me get weaker.

  • @adamhubbert8896
    @adamhubbert8896 3 месяца назад

    I've tried nano twice now and I do not like it. Virtual is awesome but boring on my first trip down that path I was into repeatable so fast that I was sitting around FOREVER waiting for the crisis.

  • @starmiz1740
    @starmiz1740 4 месяца назад

    I think Nanite is fun to play but damn I wish they would fix the mess it becomes. The lagfest is real and it becomes a pain in the ass to manage all those ships.

  • @jean-lucesterhuizen8279
    @jean-lucesterhuizen8279 4 месяца назад

    i Played a fanatic materialist run where early game i was boxed in to 3 planets till like 2160, i declared war on a much more bigger neighbor and won and took alot of is space and something like 12 planets, He was a machine empire and so i assumed i would simply adopt his pops, But they for some reason acted like they became stupid and could only do worker jobs, but they were running their empire before i took over, can anyone explain?

  • @therock439
    @therock439 4 месяца назад +4

    Can't wait for the space weather dlc that literally nobody asked for

  • @YukishiroShikaze
    @YukishiroShikaze 4 месяца назад

    I was hoping for a little bug fix concerning cetana's situations and archaeological dig sites sometimes not starting or appearing. If there is someone here who knows how to fix it maybe thru console commands, please help?

  • @pikpikgamer1012
    @pikpikgamer1012 4 месяца назад

    I got an error on the luncher so I tried uninstalling and reinstalling, but now I keep getting a disk write error and it won’t progress past 94% installed. Please help.

  • @HadesCowboy
    @HadesCowboy 4 месяца назад +2

    I think the best Buff/Fix for the nanite ascension would be the following:
    1: Nanite ships are no longer spawned in, instead you are given that amount of "Nanite Ship" resource which is based on how many nanite planets you have and is the only way you can build Nanite Ships. This should completely fix the lag and stop you from always being over naval capacity if you choose to not be at war for a total of 5 minutes.
    2: Give the Nanite ships more health (just enough where they aren't always one hit) and a large amount of HP regen. They should be small fast and annoying, but rn the only effective way to use them is with neutron torps and you still lose half of them to a much weaker fleet.

    • @2MeterLP
      @2MeterLP 4 месяца назад

      Who cares about naval cap? Naval cap only increases ship upkeep, nanites have zero upkeep! I deleted all my normal ships and went 10k over naval cap with millions of fleet power! And who cares about losing half if I have literally millions of nanites stored up and the swarmers take a week each to build?

    • @HadesCowboy
      @HadesCowboy 4 месяца назад

      @@2MeterLP Thats fine for PvE but my corvettes usually take out 20-50 swarmers for each corvette lost and my battleships don't even get scratched unless the nanite swarmers have proton torps which leads to the 50ish swarmers per corvette. I've literally won a 1v2 against 2 nanite players as a was psionic voidborn

    • @2MeterLP
      @2MeterLP 4 месяца назад

      @@HadesCowboy fair enough. My experience is based on a playthrough where I got scourge missile torpedos out of a rift relatively early, so that may have made my swarmers more effective than they would usually be.

    • @HadesCowboy
      @HadesCowboy 4 месяца назад

      @@2MeterLP from what I’ve seen doing PVP games (we have setting to make tech, unity and pop growth fast to speed up games) if you have a tech advantage they are great but they struggle if your on a similar level and become paper tigers if your opponent has better tech.
      Autocannon corvettes, strikecraft and swarm missiles deal with them pretty well in my experience. I also always run armor/shield hardening on anything that’s not evasion based, so that might be a factor also.

  • @LanceBryantGrigg
    @LanceBryantGrigg 2 месяца назад

    I mean; if they cant balance the game in the last 5 years, why would they start now?

  • @GilAzuara
    @GilAzuara 4 месяца назад

    we need a new weapon tier list

  • @BridgeFairy
    @BridgeFairy 4 месяца назад

    I feel like Virtuality is overrated at this point especially if you are good at scaling. In my last several runs Modularity came out always on top, then again in multiplayer you will not be allowed to sim city your way trough ;/ The best thing about virutality is 0 stress or effort planet management, also it's new player friendly! Still i prefer my pain and suffering and scaling xD

  • @dach829
    @dach829 4 месяца назад

    with so many recent changes what traits would you guys suggest taking for machines to go wide or tall?

  • @Nomadic_Gaming
    @Nomadic_Gaming 4 месяца назад

    overtuned into synth w imperial is now busted
    also anyone even care about the worms midgame crisis anyone even seen it yet?

  • @BloodySwede
    @BloodySwede 4 месяца назад

    and the ai will be able to understand to space weather predictions?

  • @dejannincic9671
    @dejannincic9671 4 месяца назад

    So not only are nanite worlds still useless but we still have waste time to merge all the spawned nanite ships. Oh boy thats sad

  • @Konzon
    @Konzon 4 месяца назад +1

    YOU TAKE BACK WHAT YOU SAID ABOUT BIO NOT BEING AN ASCENSION PATH 😡😡

  • @DEATH-px6mh
    @DEATH-px6mh 4 месяца назад

    Anyone not getting the option for The Synthetic Age ?

    • @MontuPlays
      @MontuPlays  4 месяца назад

      do you have the new DLC, the machine age? If not, thats the issue. If you do, maybe ask on discord or the reddit with some screenshots, or post a bug report

  • @Darkn3ssF4ll
    @Darkn3ssF4ll 4 месяца назад

    Wahoo

  • @Dmc1184
    @Dmc1184 4 месяца назад

    a problem ive had with the new dlc is that i cant place dyson spheres anymore, i have to instead place the dyson swarm and convert to a sphere that way
    is that a bug or intended

    • @MasterChief-ie2xu
      @MasterChief-ie2xu 4 месяца назад

      That's an intended change, generally speaking it's a good one since it makes the first part of the dyson sphere build faster since it's already partially built. As well as the fact that you can tech rush dyson swarm pretty early and built them to sustain your energy economy long before you get galactic wonders.
      So yea always build dyson swarms & arc furnaces when you get the chance, use the swarms to offset the energy needed for the furnace and boom you've a great economy.