Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess. Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess. Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess. Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
The buildings that adds base production like alloys mega forges are actually extremely op. Because they make the base production higher, it affects all the % based buff you get from modifiers and leaders.
Indeed! I only ever needed two dedicated forge worlds on a medium galaxy campaign and by that point all that matters is fleet upkeep and ship construction speed for the rest of the game
@@boomer194502 forge worlds are good, but do you know what's even better? Only forge worlds! This allows you an insane scaling of fleets. With the spiritual federation on level 3 you get +20% bonus on ascension tier effects, gigacorp gives you another +20% and the harmony tradition gives you +25%. Since this are all empire effects, they sadly just sum up to +65% total bonus. But that's enough... Getting your planet on ascension tier 10 gives 250% bonus on the planet designation. Multiplied with the +65% from above you gets you +412.5% Bonus on the planet designation. And guess what: Forge world designation reduces your upkeep from alloy dudes by -20%. This multiplied gives you -102.5% upkeep... Now just scale it up. If you are a megacorp, you don't need to worry about consumer goods and energy. Food can be done in space or just use robot's. Sadly it takes a lot of time to get it running, usually 70-90 years
I actually avoid holo-theaters. I use Gene Clinics for the amenities, they also give a little boost to pop growth AND they reduce the cost job upkeep on less than 100% habability worlds
@@spacecat4689 If you ONLY look at Gene Clinics as "way to generate additional Pops' Yes - you are correct. However if you are going to build a holo theater for amenities, then Gene Clinics provides so much more...
Always a good option. Also to anyone playing this origin. Always do research labs as the first tech. And on a note of micromanagement. When you give a survey order to an exploration vessel also queue an automatic exploration order. The vessel can't complete that order, but will throw a message saying that it couldn't, so you don't have as much risk of downtime on exploring because you missed a "starsystem charted" message.
I play as gestalt a lot (my favorite being Rogue Servitors). I think the thing that improved my play the most over the past years (especially in Multiplayer), was to always reduce the maintenance drones working on jobs, always keeping Amenities low enough to be positive, then +1 worker (just because we're not pausing, for me to react fast enough when Amenities drop). Keep in mind that there's always a delay on the display, as it only updates after a change (or flip of the month) and doesn't take your last click into consideration; meaning you always want to see a much higher number when removing pops from a job. But yeah, occasionally going through my planets and optimizing maintenance drones every few months definitely has become a standard for me by this point. It's micro-management, yes, but I kinda like doing that little bit of optimization. I would prefer there to be a more automatic solution to this, though, where pops migrate to other planets instead of filling out Amenities pointlessly (job priority doesn't really help here sadly). I'm in no way an expect, but these are some other things I started optimizing over the years (which might be bad, but seem to work for my play-style): * I always try to use all building slots; I tend to use research labs for filler until I further specialize a planet. Before tech kicks in, when my economy is stable, I always try to add more city districts for more building slots too, one at a time - "city district" -> "research lab" -> "city district" -> "research lab". Only if my economy doesn't have any clear issues, of course and if there's enough pop for it. Mid-game, I tend to tear down some of those city districts. * Game start: Having one "fast" surveyor and swapping with explorers to grab key nodes: I tend to have two science vessels early game, with one scientist that I skill as surveyor and another that I skill for archeology / governing. While the surveyor first handles the two habitable planet systems, the other vessel goes out exploring for bottlenecks (not automatic!). Then, I start to play a game of back and forth: I send my explorer to a system I want to survey, swap scientist to the surveyor, and while the surveyor is doing his job I use my other vessel to go to the next system I want to explore (usually in the opposite side). That way, my surveyor never loses time traveling and is just constantly surveying. I then try to grab important systems before connecting them, paying the extra Influence just to secure large chunks of empty space that I can gradually colonize later on without any rush. This is particularly important if I spot a ruined Megastructure, as I try to secure at least that. * Not surveying everything - snake country / having a surveyor skill spec: I tend to wait until mid-game to survey any system that isn't of strategic importance, doesn't have a planet or isn't required to link up governing sectors. The reason for this is that higher-level explorers (the specialization) get a trait that gives them a chance to give a system +X% resources when surveyed. I found that these systems become very, very potent later in the game; and when testing, I never found that those systems make much of a difference at the start anyways in terms of resources. It also incentivizes me to skip some techs (the +10% station output ones) as they don't do much for me. In general, I just try to be very selective when surveying... except for one case (see next point) * Leveling my surveyor in other's backyard / only talk to neighbors: One thing I do after finding my immediate neighbors is to send out at least 2 science vessels behind their border before establishing contact. After that, I change my first contact stance and try to not talk to too many empires (unless I need the Influence). Now, we go back to the scientist-swapping: when I'm done with my own systems, I swap my surveyor into those far-away science vessels, to explore systems I don't care about just to level the scientist up a bit. It is risky, I try to avoid other empire's space if possible. Back-and-forth, while one distant vessel is exploring, the other is surveying (always give the explorer the more dangerous job). Later, when that's all done, my surveyor goes and handles dig-sites for leveling. * Area control / hostile actions: one problem (or benefit) of not establishing any contact early, is that AI empires tend to ignore your secured system and just build behind it. There are two solutions to this: change diplomatic stance to aggressive, spread your three corvettes and kill any ship that tries to get past; or if you know you have an aggressive empire next to you (and you don't want to change diplomatic stance), leave an empty science vessel or construction vessel in their space for them to kill it and be marked as enemy. * My optimized traditions for above strategy: Since I need influence early on, want extra pop and want extra anomalies with those few systems I survey, I tend to do this: First tradition is expansion, then I take the lesser influence cost one (not the extra pop), because by the time the colony actually establishes, I will have another tradition pick to get the extra pop. Then I get discovery for the "map the stars" edict, then I get the pop growth. So, in short: Expansion -> Reach for the Stars -> (before planet colony establishes) Colonization Fever -> Exploration (map the stars edict) -> A new Life. * Always trade with other empires instead of using the market. I almost never buy minerals directly and always try to sell my surplus food or goods for minerals, credits and sometimes alloys. * Always trade away your surplus early, not late: prices tend to drop and that surplus is worth less and less the longer the game goes on; it's better to trade things away really quickly instead of having a large stock. * When nobody buys food anymore: trade with fallen empires (observers/caretakers). They tend to have good trades. * Get one "neutral / friendly" first contact asap: Just to have an early trading partner for all those mineral-hungry buildings / districts. * Rogue Servitor: Always put at least 1 trophy on each planet (something I used to always forget). My usual build order for new colonies (with enough habitability) is: Assembly -> city district -> Sanctuary -> move pop -> do whatever (usually districts or labs). Later, I clean those planets up. * Robots: Solar panels, solar panels, solar panels - I try to increase my station limit just for this reason (and food production). * Alloys are for stations, not for ships: I really try to get in contact with that salvaging faction as early as I can, just to constantly buy their salvaged ships instead of building my own. I do play on max difficulty settings, but I still tend to get away fairly conflict-free up to 2240/50 just with those salvaged ships. * Megastructure re-rolls: I tend to prepare "re-rolls" if I have everything else but still have to wait for Zero Point Reactors, by starting phys research and then swapping it one month before it completes. * Close / Open borders: If I don't want to piss off a neighbor too much, but don't want them to build a system behind mine, I tend to wait for the construction vessels to arrive and close / open borders.
Liked this! But I’d love another guide going in depth for “early mid game” pop management- the point where you’re not building stuff since everyone is employed, but I don’t quite grasp how to optimize utilizing my employed pops to the fullest (balancing industry, research, and basic resources like EC and minerals) to really snow ball out of control.
The most important Planet/population tip is that each pop has to produce as much as possible while using as little ressources as possible. Planet ascension, stability, unique planet types like ecomenopolis, Job upkeeep reduction/pop output modifiers etc.
Or, just turn the bloody automation on on all worlds with ctrl-clicking on any planet and focus on building mostly energy, alloy and mining districts while trading for everything else. I barely spend 20% of my time on economy management nowadays. Needless to say, I field massive fleets and can finally enjoy the story instead of balancing the godforsaken mess of 50 worlds.
Tip: (nearly) Always pick a frozen planet type as your starting planet. Minerals are almost always the most important primary resource, as they will be an early bottleneck to your expansion (you need them to make buildings on your planets and to build mining stations), and you need them to make both consumer goods and alloys. Energy and food, by comparison, don't have any real uses other than paying upkeep (in most cases they aren't transformed into anything else like minerals are), and in the case of energy you can obtain large amounts of it from trade. This makes having productive mining worlds far more valuable than having good energy or farming worlds.
I disagree on the Holo Theater though. I think the gene clinic is a way better building for amenities because it also provides you with a pop growth modifier. And as we all know pop growth is king in Stellaris :-)
All other pop growth modifiers don’t require you to work comparatively low output jobs. I believe the math for ideal output is if you get the clinics early on in the game in 50 years you’d have a significant pop advantage over someone without clinics.
@@nofoxgiven6561 getting the clinics within the first 50 years is not an issue at all. Also I rather have my pops working in the clinic compared to the Holo Theater. My first 2 buildings on each planet are always first the robot factory and then the gene clinic to maximise pop output.
Yeah, they give *some* amenities, pop growth/assembly, AND habitability. The jobs don’t scale but that usually isn’t an issue for the empire types I use. The bonuses are quite nice if you empire uses a ton of slaves.
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. Two alloy jobs at 40-50% stability will produce more alloys than one alloy job and one amenities producing job.
@clownytheclown8603 Building pop production buildings as your first two buildings in the first 50 years is actually pretty awful in terms of overall empire growth since the changes to pop growth scaling from some years back. Best pop growth has and will continue to come from the raiding bombardment stance as long as each pop increases growth time and wasting early game specialists on anything that isn’t alloys, research, and unity is really going to slow down your empire snowball, by multiple decades. Robot assembly buildings basically shouldn’t be built until droid tech, at the very least, is unlocked but even better is to simply wait on the upgrades for robot production buildings to even make them at all (or cosmogenesis robot production buildings). Gene clinics are amazing amenity buildings, but you build them as an amenity building, not for pop growth, and most empires don’t and won’t ever have issues with amenities in the current game state at any point in the game. In the first 50 years of a game you really just want only research labs, culture worker buildings, unity production buildings if rushing ascension stuff, and that’s kind of it on all your planets. You want factory districts for normal empires, but essentially no mineral or energy districts at all if possible, food should always come from hydro labs, and just buildings that employ pops in unity, alloy, and research jobs in the first 50 years to maximize your empire snowball. You can get basic resources enough from trade, diplomacy, and space mining and want as many pops as possible working higher priority jobs so practically only home world pops should ever even be working worker class jobs (and this only for as long as needed to maintain your economy to facilitate all those specialist jobs). Don’t bother with most pop growth buildings when raiding is just light years more efficient pop growth due to game mechanics and scaling pop growth. Wait until mid game (2050s or so) to even consider those buildings when you’ve already unlocked 5 ascension trees, have 1k+ total research and can produce a couple hundred alloys per month. At that point the upkeep costs associated with pop growth buildings matter very little and you’ll have agendas, techs, and tradition bonuses that make them much better to complement your pop growth from raiding and conquest and accelerate your snowball further.
Just enable planet automation on all of your worlds by clicking ctrl-planet automation on any of them. Then manually build the districts which you directly need to wage wars(energy, minerals for more districts, alloys). Try to produce as many alloys as possible and sell all of your consumer goods on the market. Only build food districts if you have a big deficit (more than 100), otherwise just buy food. If you see a mutiny or crime event brewing, build some Holotheaters and precinct houses or distribute amenities in the event tab.
I have a few challenge plays where I play as a Ringworld megacorp that looks tall, but it's a branch office abuser. My entire worlds generate trade, while branch offices generate other needs. I also recommend controlling the trade route in your empire between Starbases. In the default setting, your furthest Starbase will try to send trade to your capital world Starbase. Because of this, you might lose trade due to distance, but you can make Starbase send the trade to the nearest Starbase, and that way, you can protect 100% trade route efficiency.
Small worlds with no abundant resources are perfect for Tech or Unity specialization early game as they are not good for anything else but you can still fill them up with with city districts and utilize all the building slots. Later on you can turn them into ecumenopolis and have them all do unity while shifting research to the far more effective habitats or ring world segments
Very nice and important info in this , great job man. This was a real help to me who hasn't played in a couple months and forgot a lot of the basics and advanced strats.
Your work is excellent. Right down to the narrative pace and lack of ums and ehs (is that good editing?) Best of all is your "unconventional" take on the processes and strategies. I'm not good at that kind of thinking at all so I'm always grateful to find someone who is.
I have to go out of my way so I don't forget to do set these things up constantly. But I've found new fun with tall empires since those micromanagement details are now a massive improvement
I agree with tall empires, PS4 version for me atm (pc is broken,big oof) but even with how outdated console is, an how slow the game goes even at speed 3 compared to an average pc, I'm still forgetting to do a lot of the small things on my bigger empires. So playing tall really helps, especially if you use robots, since you don't have to think about 50 different planets at year 20.
@zalophuscalifornianus5457 I managed to clock in about a thousand hrs on my Xbox before I got my claws on a pc. I've never been interested in wider gameplay so I've always played tall. We need more representation that isn't just empire cap maxing. Need them buffs
On my own behalf, I can add that governors increase the attractiveness of the principles that they themselves profess. This can be useful if you play as a spiritualist corporation to double the volume of trade from spiritualist populations. Or if you have captured an enemy world in which you do not like the principles and new factions that the population professes, you can appoint your own governor. Also, fanatical egalitarians with their civic model double the unity of their faction, so the more pops profess egalitarianism, the more unity you get from the faction. Also, the size of unity depends on the political strength of the settlements. If you declare a utopia, you will increase the production of unity from all factions, because on average the political power of the entire population will increase. Egalitarians also have a decree that increases the chance of changing principles to a more attractive one. Also, sometimes on planets where you use two or more races, the population with the best performance will try to take the most suitable positions if they are not already occupied. Therefore, for example, sometimes it is necessary to remove all bad scientists from their posts and their place will be taken by a more preferred population. At the beginning of the game, this can be useful when assigning zombies to positions, because they have a debuff to the production of ordinary resources, but do not have a debuff to the production of trade and goods. They make excellent clerks.
Don't forget to mention sektor bonuses these help you out buy having a resort world you can fucus on amenities for one sector as a whole instead of a planet Also play machine empires or go synthetics so you can ignore food upkeep lithoids helps out with that But a machine empire is really good so good that one should alway play them because they are simply that good
Biggest under-rated tip is clerks are important if you are playing a authority species with lots of servitude races. you need the amenities and happiness
If you chose Master crafters and mineral production is not too stressed would you rather build luxury housing until your jobs are mostly full and then a holotheater?
Yes, this is how I usually build up industrial worlds on masterful crafters. Alternatively, you can use the extra slots for rare resources if you are short of planets.
My own philosophy to planet management is simple, I just ask myself, "What would I want on this planet if I was a citizen on that world?" and go from there. Very often have 90%+ stability, usually 100% happiness, 0% crime, and just massive productivity bonuses across the board.
My philosophy is much different. I just turn planetary automation on and react only when the game tells me crime is too high or amenities are too low. And if I get shortages I just balance them using monthly trades.
@@georgeousthegorgeous I find I haven't always had to use trades. But, I tend to play psionic and that is a VERY powerful ascension path for internal stability. When I don't play that way, then I find trades become more valuable.
I always do consumer benefits policy and militarized economy then turn capital into forge capital for the juicy early economic boost, for trade focused build
I prefer a gene clinic than a holo theater. Speaking of amenities, you can easily bump your overall empire stability by making sure Distribute Luxury Goods is up at all times, especially on colonies where it's super cheap to maintain at first.
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. For example, 2 alloy jobs at 40-50% stability will produce more alloys than 1 alloy job and 1 amenities producing job.
I play a lot of determined exterminators at the moment, I rush unity and get Discovery and supremacy traditions first, declare war on all my neighbors and absorb them fast and that puts my economy way ahead of everyone. Then it's just a non-stop snowball of me declaring war on everyone and becoming the end game crisis, it's surprisingly easy and a little boring. By year 150 I usually have the whole map wiped out and I'm just preparing for the endgame to show up.
"You only need to keep your crime below percent." What? Scrub back, watch again. "...below percent." Ugh. Oh, good a text bubble quickly follows, ah, 30 percent. Thank you, text bubble dude.
It's slightly randomized. Also, Sol is in the Orion spur of the Saggitarius arm (about halfway in the milky way) but ingame it can spawb anywhere from near the core to the outer edges.
@@theapexdragon5010 Hmm so question, is 49% of something is negative? or low %? in general, as long as you dont have minus in front of number its positive, and vice versa. So 49% of apple dont make it negavive apple. Sorry no offence.
@@theapexdragon5010 I played the game and i know that lower then 50% stability gives negative Production modifiers, but lets say you new and watching this as Tips video, and hearing negative stability you will presume as long as Stability have posityve % you fine as negative stability means - in front. Thats all to it, bad wording. Off topic, this is not really Tips video, its more like Basic game mechanic video.
I just build all the special districts, buff them, then specialize further based on planet type and production availability, though I also play with gigas and more, so admittedly I don't need to optimize anything but minerals. Furthermore, a LOT of these tips are only good for the first couple hundred years. By the next couple hundred years, you'll usually have a massive host of world with enough pops to shunt around them to make optimization like this rather pointless, and the moment a ringworld is produced you're pretty much going to be making it an industry and research powerhouse, thus usually negating the need to consider a planet an industry world UNLESS you saved up an otherwise useless huge world for a ecumenopolis instead of choosing to build ringworlds in your otherwise useless systems. Though why you'd choose that over gia worlds is absolutely baffling due to ringworlds existing and bringing much more use to otherwise entirely unusable space within your empire. These massive structures might seem daunting to manage, but once they house enough pops to fill the districts set out, you're just wasting other resource production potentials. The best part is that you can farm on ringworlds, meaning that aside from EC and Mineral production, literally everything else can be produced on your ringworlds. The resources required to upgrade and maintain your buildings? Ringworld. Food for your empire? Ringworld. Trade value to maintain hold on the galactic market host? Ringworld. Research to boost your tech levels even higher? Ringworld. You only need planets to produce EC and minerals, and you'll inevitably start to put your worlds on minimal staffing while investing in rapid transit to the ringworld to ensure automatic pop emigration to the ringworld. With gigas, this flips into the end game involving doing exactly this to support your inevitable theft or construction of the birch world, or the inevitable construction of the alderson disk if you, for some weird reason, decide to go that route instead of just finding a super massive black hole. With that in mind, you begin to see that the game, even in vanilla, has always been geared to view planets as resource hubs, and these conceptual mega engineering projects as the actual population systems of an interstellar empire. As it would be for any significantly advanced species that had not yet physically evolved to the point that they no longer have material needs. For people who know how to minmax research, this would probably only be useful tips for the first hundred years of the game while making their mad dash towards a ringworld and then just ignoring any other empire as they push so far ahead of anyone else that their fleets have a godly tech level compared to everyone else. Mind you, for the 100 years plan, you're going to need the gene modding tree to get clone vats or else you just won't have enough pops. I usually have my first ringworld about 250 years into a playthrough, and it's full about 400 years in because of my focus of play, and I actually NEED gigas because I actually NEED the birch world so I can house the unforgiveable amount of pops I force my computer to compute.
I grow so quickly, creating small, but very dense empires. I never worry about a lot of this stuff. I'm always a super power and can destroy pretty much everyone if I chose too. I find that micromanaging a lot of this stuff, for me is a waste of effort.
I'm not sure if this fits with the idea of this video but early game (right at start) if you want you can deupgrade your starting corvettes/fleet and also use only energy jobs. Deupgrade the fleet gives just about enough for an outpost if I remember correctly and you can easily balance economy at the start with energy jobs only. Will save you like 5 years or more in the game on just economy.
As someone who lost an entire empire except for one single system with an undeveloped ringworld that I rapidly tossed everything I had into fortifying beyond belief while my homeworld was already falling to ground invasions, just churning out resources to throw as many ships directly into combat just to hold the line against wave after wave of an entire aggressive federation that had it out for me due to being machines, I can tell with 100% certainty that pops are the most important thing ever! Micromanaging jobs just because you don't have enough to run all jobs at once is torturous, especially when having to do it in in-game time while there are so many fleets coming at you from the whole galaxy that the game is going at roughly a day every five seconds for almost an entire century before I finally managed to start pushing my borders back outward.
Is there a way to put certain species into specific jobs? I for example have Mineral, Unity and Armenity species but somehow stellaris keeps putting the Mineral species into unity production, unity species into armenities production and armenity species into mineral production xD (I have one main Resource per planet and fill the rest with unity and eventually armenities to balance it out. Sometimes i even put science on it if i really need to) Problem is, i have like negative armenities and unity traits on the mineral species to higher the trait points i get to use for more minerals) This is modded stellaris btw thats why i need so many trait points for better e.g. mineral production (some traits go up to 20 Trait Point Cost) But i imagine theres also some times where it could come in handy in vanilla Stellaris
Unfortunately no, but the pops are weighted to work jobs they’re better at. So if you have a good mineral species they should work the mineral jobs. I find favouriting / shifting around jobs can get them to go over to their best jobs if by default they aren’t!
My main problem with this game is no matter the difficulty, the ai just cant exploit planets properly. I swear they just build random shit. Which always results in me outpacing them, and im not even good at this game. I dont like the way paradox handles difficulty in any of their games. So i feel like actually trying to do anything but roleplay is kinda pointless and boring.
Ive been playing for 40 hours. I just learned what districts are and how to build them. I was wondering how even the smaller AI's had such a better economy......
I'm guessing you have played more hours by now, but in general it's really useful to just click through every menu and button at least once when you're starting out, even the little ones that look inconsequential (*note: they may be harder to spot than you think*) as there's a lot of useful or even massively impactful features that are hard to spot. Things like planetary ascension, sector editing, species rights, policies, different map view modes, etc.
Okay so I have a question if I want a world to just be let’s say alloys and just put that so forge world what about my planet deficit do I try to break even because you said it’s expensive and costly to try and have a planet producing all supplies?
Planet deficit doesn’t matter, as long as your entire empire economy doesn’t go negative you’re good to go! Hence making a dedicated mineral world to fund any alloys worlds is the best idea
Every gamer video is now mega loud mega large pow pow pow pow pow in your face graphics. It's like the entire planet is snorting coke all day long while smoking crack during bathroom breaks.
I find I have to build monuments on every early world to keep up with unity. Still not sure if I should replace them once I have an admin world or two going. Any tips?
If your spiritualist, or either on the xeno axis keep them, the culture worker's extra effects will usually be worth having them on every world. Authoritarian/materialist effects are almost worthless other 3 are situational. (pacifist is more trade, egal is housing usage reduction, milatary is extra naval cap)
@@MarlKitsune I usually play Authoritarian and materialist and i don't have this issue, even without a dedicated focus on unity jobs. Maybe the OP has more of an issue with over-spending unity? Maybe hiring too many leaders too early?
! HELP REQUIRED ! Can anyone tell me how can i build a ring ? Never founded how to do this. I wish this game has some indept guides/tutorials integrated 😢
Amenities is the stupidest mechanic in the game fr, like how in the world 60 B people can't entertain themselves, they don't have social media or something
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. For example, 2 alloy jobs at 40-50% stability will produce more alloys than 1 alloy job and 1 amenities producing job.
Like having 3 earths in one solar system at start. Dumb. But they could put it in the game as an option. Also, why isn't that an option? Oh, maybe a 6 sun system? With just one super planet? Or a Relic World revolving around a quasar or black hole? Why not?
This guy is trying way too hard at being a "YouTubber." Everything about this video is nothing but cliches. The floating head on the bottom right. The attempt at a joking one-liner. The showing off of a headset and trying to use it to be "stylish." And the breaks! Oh my gosh, the breaks! The breaks RUclipsrs do, is partially for stylistic effect, and partially because they aren't good speakers and trying to mask it. But this! The breaks! There's a break almost every other words, and it makes it hard to follow what he's even saying! Also, he made an entire video on "15 things that nobody does," when VERY. LITERALLY. EVERYONE already DO know about those things, and DO pay attention to them. The problem is, once your empire gets large enough, you cannot micromanage your planets to the fine degree he is pointing out. That's where "automation" comes in and the AI handles it for you. You only interfere when you get a notification for one particular planet that stability or amenities or jobs are low. No. If you want to be a YouTubber, do NOT emulate this guy. All this guy is doing, is emulating others that came before him. If you aspire to be a YouTubber, just be yourself. It's fine if you stumble on a word and say "uh," or "um." It sounds more natural that way anyway. These breaks makes the YouTubber sound like an ADHD hyper little kid that's just messing around in his mom's basement.
"magic happens" it is a series of slides and zero action :') expect a subscription for a single player game or $300 for dlc lolololol what a fucking game..
all achievement waiting room
Soooon sooon
We’re running out of chairs
Waiting
Feels like a dentist waiting room. I can hear Ep3o's screams inside.
Well, I guess we'll be waiting for a while.
You don’t need pops for food
My devouring swarm: and I took that personally
The planet automation if you turn off all the resources does a pretty good job of turning amenities/crime jobs on and off.
The one valid use of Planet Automation is to automate Amenities for Gestalts.
@@peterknutsen3070there are some other okayish uses
Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess.
Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess.
Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
Literally, no. Planetary automation for even a mid-sized empire with more than a dozen colonized planets as well as a dozen colonized habitats, does a far better job than a human possibly can. Unless you sim one day, stop the timer and go through each and everyone of your planets and habitats. Sim one more day. Go through them all again. No. Ain't nobody have time for that mess.
Personally, I only keep a handful of my planets to not be automatid. Usually 3 - 5 core worlds I manage myself. All the other stuff: Automated!
The buildings that adds base production like alloys mega forges are actually extremely op. Because they make the base production higher, it affects all the % based buff you get from modifiers and leaders.
Indeed! I only ever needed two dedicated forge worlds on a medium galaxy campaign and by that point all that matters is fleet upkeep and ship construction speed for the rest of the game
@@boomer194502 forge worlds are good, but do you know what's even better?
Only forge worlds! This allows you an insane scaling of fleets.
With the spiritual federation on level 3 you get +20% bonus on ascension tier effects, gigacorp gives you another +20% and the harmony tradition gives you +25%.
Since this are all empire effects, they sadly just sum up to +65% total bonus. But that's enough...
Getting your planet on ascension tier 10 gives 250% bonus on the planet designation. Multiplied with the +65% from above you gets you +412.5% Bonus on the planet designation. And guess what: Forge world designation reduces your upkeep from alloy dudes by -20%.
This multiplied gives you -102.5% upkeep...
Now just scale it up.
If you are a megacorp, you don't need to worry about consumer goods and energy. Food can be done in space or just use robot's.
Sadly it takes a lot of time to get it running, usually 70-90 years
I actually avoid holo-theaters. I use Gene Clinics for the amenities, they also give a little boost to pop growth AND they reduce the cost job upkeep on less than 100% habability worlds
It's less effective
@@spacecat4689 If you ONLY look at Gene Clinics as "way to generate additional Pops' Yes - you are correct. However if you are going to build a holo theater for amenities, then Gene Clinics provides so much more...
How do you not need more amenities than it can supply?
@@William0271 It give half the amenities - mid to late game not worth it - early game when you are low on building slots it can make a difference
My worlds typically use as much amenities as the theatres can provide... I don't see how gene clinics can be useful there
Also, a tip for Eager Explorers: you can hire a Commander for your capital garrison to give them XP before they take over your first military fleet.
Always a good option. Also to anyone playing this origin. Always do research labs as the first tech.
And on a note of micromanagement. When you give a survey order to an exploration vessel also queue an automatic exploration order. The vessel can't complete that order, but will throw a message saying that it couldn't, so you don't have as much risk of downtime on exploring because you missed a "starsystem charted" message.
I play as gestalt a lot (my favorite being Rogue Servitors). I think the thing that improved my play the most over the past years (especially in Multiplayer), was to always reduce the maintenance drones working on jobs, always keeping Amenities low enough to be positive, then +1 worker (just because we're not pausing, for me to react fast enough when Amenities drop). Keep in mind that there's always a delay on the display, as it only updates after a change (or flip of the month) and doesn't take your last click into consideration; meaning you always want to see a much higher number when removing pops from a job.
But yeah, occasionally going through my planets and optimizing maintenance drones every few months definitely has become a standard for me by this point. It's micro-management, yes, but I kinda like doing that little bit of optimization.
I would prefer there to be a more automatic solution to this, though, where pops migrate to other planets instead of filling out Amenities pointlessly (job priority doesn't really help here sadly).
I'm in no way an expect, but these are some other things I started optimizing over the years (which might be bad, but seem to work for my play-style):
* I always try to use all building slots; I tend to use research labs for filler until I further specialize a planet. Before tech kicks in, when my economy is stable, I always try to add more city districts for more building slots too, one at a time - "city district" -> "research lab" -> "city district" -> "research lab". Only if my economy doesn't have any clear issues, of course and if there's enough pop for it. Mid-game, I tend to tear down some of those city districts.
* Game start: Having one "fast" surveyor and swapping with explorers to grab key nodes: I tend to have two science vessels early game, with one scientist that I skill as surveyor and another that I skill for archeology / governing. While the surveyor first handles the two habitable planet systems, the other vessel goes out exploring for bottlenecks (not automatic!). Then, I start to play a game of back and forth: I send my explorer to a system I want to survey, swap scientist to the surveyor, and while the surveyor is doing his job I use my other vessel to go to the next system I want to explore (usually in the opposite side). That way, my surveyor never loses time traveling and is just constantly surveying. I then try to grab important systems before connecting them, paying the extra Influence just to secure large chunks of empty space that I can gradually colonize later on without any rush. This is particularly important if I spot a ruined Megastructure, as I try to secure at least that.
* Not surveying everything - snake country / having a surveyor skill spec: I tend to wait until mid-game to survey any system that isn't of strategic importance, doesn't have a planet or isn't required to link up governing sectors. The reason for this is that higher-level explorers (the specialization) get a trait that gives them a chance to give a system +X% resources when surveyed. I found that these systems become very, very potent later in the game; and when testing, I never found that those systems make much of a difference at the start anyways in terms of resources. It also incentivizes me to skip some techs (the +10% station output ones) as they don't do much for me. In general, I just try to be very selective when surveying... except for one case (see next point)
* Leveling my surveyor in other's backyard / only talk to neighbors: One thing I do after finding my immediate neighbors is to send out at least 2 science vessels behind their border before establishing contact. After that, I change my first contact stance and try to not talk to too many empires (unless I need the Influence). Now, we go back to the scientist-swapping: when I'm done with my own systems, I swap my surveyor into those far-away science vessels, to explore systems I don't care about just to level the scientist up a bit. It is risky, I try to avoid other empire's space if possible. Back-and-forth, while one distant vessel is exploring, the other is surveying (always give the explorer the more dangerous job). Later, when that's all done, my surveyor goes and handles dig-sites for leveling.
* Area control / hostile actions: one problem (or benefit) of not establishing any contact early, is that AI empires tend to ignore your secured system and just build behind it. There are two solutions to this: change diplomatic stance to aggressive, spread your three corvettes and kill any ship that tries to get past; or if you know you have an aggressive empire next to you (and you don't want to change diplomatic stance), leave an empty science vessel or construction vessel in their space for them to kill it and be marked as enemy.
* My optimized traditions for above strategy: Since I need influence early on, want extra pop and want extra anomalies with those few systems I survey, I tend to do this: First tradition is expansion, then I take the lesser influence cost one (not the extra pop), because by the time the colony actually establishes, I will have another tradition pick to get the extra pop. Then I get discovery for the "map the stars" edict, then I get the pop growth. So, in short: Expansion -> Reach for the Stars -> (before planet colony establishes) Colonization Fever -> Exploration (map the stars edict) -> A new Life.
* Always trade with other empires instead of using the market. I almost never buy minerals directly and always try to sell my surplus food or goods for minerals, credits and sometimes alloys.
* Always trade away your surplus early, not late: prices tend to drop and that surplus is worth less and less the longer the game goes on; it's better to trade things away really quickly instead of having a large stock.
* When nobody buys food anymore: trade with fallen empires (observers/caretakers). They tend to have good trades.
* Get one "neutral / friendly" first contact asap: Just to have an early trading partner for all those mineral-hungry buildings / districts.
* Rogue Servitor: Always put at least 1 trophy on each planet (something I used to always forget). My usual build order for new colonies (with enough habitability) is: Assembly -> city district -> Sanctuary -> move pop -> do whatever (usually districts or labs). Later, I clean those planets up.
* Robots: Solar panels, solar panels, solar panels - I try to increase my station limit just for this reason (and food production).
* Alloys are for stations, not for ships: I really try to get in contact with that salvaging faction as early as I can, just to constantly buy their salvaged ships instead of building my own. I do play on max difficulty settings, but I still tend to get away fairly conflict-free up to 2240/50 just with those salvaged ships.
* Megastructure re-rolls: I tend to prepare "re-rolls" if I have everything else but still have to wait for Zero Point Reactors, by starting phys research and then swapping it one month before it completes.
* Close / Open borders: If I don't want to piss off a neighbor too much, but don't want them to build a system behind mine, I tend to wait for the construction vessels to arrive and close / open borders.
Liked this! But I’d love another guide going in depth for “early mid game” pop management- the point where you’re not building stuff since everyone is employed, but I don’t quite grasp how to optimize utilizing my employed pops to the fullest (balancing industry, research, and basic resources like EC and minerals) to really snow ball out of control.
The most important Planet/population tip is that each pop has to produce as much as possible while using as little ressources as possible. Planet ascension, stability, unique planet types like ecomenopolis, Job upkeeep reduction/pop output modifiers etc.
Or, just turn the bloody automation on on all worlds with ctrl-clicking on any planet and focus on building mostly energy, alloy and mining districts while trading for everything else. I barely spend 20% of my time on economy management nowadays. Needless to say, I field massive fleets and can finally enjoy the story instead of balancing the godforsaken mess of 50 worlds.
@georgeousthegorgeous ik late comment but thats basically what im stuck doing because i have like 40+ worlds and im new af to the game
Tip: (nearly) Always pick a frozen planet type as your starting planet.
Minerals are almost always the most important primary resource, as they will be an early bottleneck to your expansion (you need them to make buildings on your planets and to build mining stations), and you need them to make both consumer goods and alloys. Energy and food, by comparison, don't have any real uses other than paying upkeep (in most cases they aren't transformed into anything else like minerals are), and in the case of energy you can obtain large amounts of it from trade. This makes having productive mining worlds far more valuable than having good energy or farming worlds.
Robots need more energy better so better pick deserts
Only as long as it fits the roleplay aspect
"energy has no real uses" - terraforming has entered the chat
@@MK-hi4jy I usually never terraform planets, just settle them with species that finds the environment suitable.
Energy fuels your fleet that's multiple times larger than your naval cap.
I disagree on the Holo Theater though. I think the gene clinic is a way better building for amenities because it also provides you with a pop growth modifier. And as we all know pop growth is king in Stellaris :-)
All other pop growth modifiers don’t require you to work comparatively low output jobs. I believe the math for ideal output is if you get the clinics early on in the game in 50 years you’d have a significant pop advantage over someone without clinics.
@@nofoxgiven6561 getting the clinics within the first 50 years is not an issue at all. Also I rather have my pops working in the clinic compared to the Holo Theater. My first 2 buildings on each planet are always first the robot factory and then the gene clinic to maximise pop output.
Yeah, they give *some* amenities, pop growth/assembly, AND habitability. The jobs don’t scale but that usually isn’t an issue for the empire types I use. The bonuses are quite nice if you empire uses a ton of slaves.
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. Two alloy jobs at 40-50% stability will produce more alloys than one alloy job and one amenities producing job.
@clownytheclown8603
Building pop production buildings as your first two buildings in the first 50 years is actually pretty awful in terms of overall empire growth since the changes to pop growth scaling from some years back. Best pop growth has and will continue to come from the raiding bombardment stance as long as each pop increases growth time and wasting early game specialists on anything that isn’t alloys, research, and unity is really going to slow down your empire snowball, by multiple decades. Robot assembly buildings basically shouldn’t be built until droid tech, at the very least, is unlocked but even better is to simply wait on the upgrades for robot production buildings to even make them at all (or cosmogenesis robot production buildings).
Gene clinics are amazing amenity buildings, but you build them as an amenity building, not for pop growth, and most empires don’t and won’t ever have issues with amenities in the current game state at any point in the game.
In the first 50 years of a game you really just want only research labs, culture worker buildings, unity production buildings if rushing ascension stuff, and that’s kind of it on all your planets. You want factory districts for normal empires, but essentially no mineral or energy districts at all if possible, food should always come from hydro labs, and just buildings that employ pops in unity, alloy, and research jobs in the first 50 years to maximize your empire snowball. You can get basic resources enough from trade, diplomacy, and space mining and want as many pops as possible working higher priority jobs so practically only home world pops should ever even be working worker class jobs (and this only for as long as needed to maintain your economy to facilitate all those specialist jobs).
Don’t bother with most pop growth buildings when raiding is just light years more efficient pop growth due to game mechanics and scaling pop growth. Wait until mid game (2050s or so) to even consider those buildings when you’ve already unlocked 5 ascension trees, have 1k+ total research and can produce a couple hundred alloys per month. At that point the upkeep costs associated with pop growth buildings matter very little and you’ll have agendas, techs, and tradition bonuses that make them much better to complement your pop growth from raiding and conquest and accelerate your snowball further.
Just enable planet automation on all of your worlds by clicking ctrl-planet automation on any of them. Then manually build the districts which you directly need to wage wars(energy, minerals for more districts, alloys). Try to produce as many alloys as possible and sell all of your consumer goods on the market. Only build food districts if you have a big deficit (more than 100), otherwise just buy food. If you see a mutiny or crime event brewing, build some Holotheaters and precinct houses or distribute amenities in the event tab.
Truly one of the 15 tips of all time
I have a few challenge plays where I play as a Ringworld megacorp that looks tall, but it's a branch office abuser. My entire worlds generate trade, while branch offices generate other needs. I also recommend controlling the trade route in your empire between Starbases. In the default setting, your furthest Starbase will try to send trade to your capital world Starbase. Because of this, you might lose trade due to distance, but you can make Starbase send the trade to the nearest Starbase, and that way, you can protect 100% trade route efficiency.
Another tip: never use the "demolish district" button. Always replace, not demolish. It will keep your pops busy until the new district is built.
It’s fine to do if no one is actually working those jobs, it’ll save you some upkeep.
Small worlds with no abundant resources are perfect for Tech or Unity specialization early game as they are not good for anything else but you can still fill them up with with city districts and utilize all the building slots.
Later on you can turn them into ecumenopolis and have them all do unity while shifting research to the far more effective habitats or ring world segments
Very nice and important info in this , great job man. This was a real help to me who hasn't played in a couple months and forgot a lot of the basics and advanced strats.
Your work is excellent. Right down to the narrative pace and lack of ums and ehs (is that good editing?) Best of all is your "unconventional" take on the processes and strategies. I'm not good at that kind of thinking at all so I'm always grateful to find someone who is.
Clerks the moment I start the game: 🚫
happy to know these, thank you! Please keep this updated!
I have to go out of my way so I don't forget to do set these things up constantly. But I've found new fun with tall empires since those micromanagement details are now a massive improvement
I agree with tall empires, PS4 version for me atm (pc is broken,big oof) but even with how outdated console is, an how slow the game goes even at speed 3 compared to an average pc, I'm still forgetting to do a lot of the small things on my bigger empires. So playing tall really helps, especially if you use robots, since you don't have to think about 50 different planets at year 20.
@zalophuscalifornianus5457 I managed to clock in about a thousand hrs on my Xbox before I got my claws on a pc. I've never been interested in wider gameplay so I've always played tall. We need more representation that isn't just empire cap maxing. Need them buffs
A lot of the time instead of building a holo theater you can just make some luxury residences and save yourself some pops working useless jobs
as someone with a little under 2000 hours, i agree with all of these tips, they are all good tips.
Congratulations on completing the tutorial! 😉
@@TrentLayell lmao yea, barely scratched the surface lol
On my own behalf, I can add that governors increase the attractiveness of the principles that they themselves profess.
This can be useful if you play as a spiritualist corporation to double the volume of trade from spiritualist populations.
Or if you have captured an enemy world in which you do not like the principles and new factions that the population professes, you can appoint your own governor.
Also, fanatical egalitarians with their civic model double the unity of their faction, so the more pops profess egalitarianism, the more unity you get from the faction. Also, the size of unity depends on the political strength of the settlements. If you declare a utopia, you will increase the production of unity from all factions, because on average the political power of the entire population will increase.
Egalitarians also have a decree that increases the chance of changing principles to a more attractive one.
Also, sometimes on planets where you use two or more races, the population with the best performance will try to take the most suitable positions if they are not already occupied. Therefore, for example, sometimes it is necessary to remove all bad scientists from their posts and their place will be taken by a more preferred population.
At the beginning of the game, this can be useful when assigning zombies to positions, because they have a debuff to the production of ordinary resources, but do not have a debuff to the production of trade and goods. They make excellent clerks.
Don't forget to mention sektor bonuses these help you out buy having a resort world you can fucus on amenities for one sector as a whole instead of a planet
Also play machine empires or go synthetics so you can ignore food upkeep lithoids helps out with that
But a machine empire is really good so good that one should alway play them because they are simply that good
Biggest under-rated tip is clerks are important if you are playing a authority species with lots of servitude races. you need the amenities and happiness
If you chose Master crafters and mineral production is not too stressed would you rather build luxury housing until your jobs are mostly full and then a holotheater?
Yes, this is how I usually build up industrial worlds on masterful crafters. Alternatively, you can use the extra slots for rare resources if you are short of planets.
I wish pops could still be moved around like the tile system for more efficient optimisation.
My own philosophy to planet management is simple, I just ask myself, "What would I want on this planet if I was a citizen on that world?" and go from there. Very often have 90%+ stability, usually 100% happiness, 0% crime, and just massive productivity bonuses across the board.
My philosophy is much different. I just turn planetary automation on and react only when the game tells me crime is too high or amenities are too low. And if I get shortages I just balance them using monthly trades.
@@georgeousthegorgeous I find I haven't always had to use trades. But, I tend to play psionic and that is a VERY powerful ascension path for internal stability. When I don't play that way, then I find trades become more valuable.
ngl it feels so weird to see him staring at his screen instead of the camera when talking to us 😂
I always do consumer benefits policy and militarized economy then turn capital into forge capital for the juicy early economic boost, for trade focused build
I prefer a gene clinic than a holo theater. Speaking of amenities, you can easily bump your overall empire stability by making sure Distribute Luxury Goods is up at all times, especially on colonies where it's super cheap to maintain at first.
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. For example, 2 alloy jobs at 40-50% stability will produce more alloys than 1 alloy job and 1 amenities producing job.
I play a lot of determined exterminators at the moment, I rush unity and get Discovery and supremacy traditions first, declare war on all my neighbors and absorb them fast and that puts my economy way ahead of everyone. Then it's just a non-stop snowball of me declaring war on everyone and becoming the end game crisis, it's surprisingly easy and a little boring.
By year 150 I usually have the whole map wiped out and I'm just preparing for the endgame to show up.
"You only need to keep your crime below percent." What? Scrub back, watch again. "...below percent." Ugh. Oh, good a text bubble quickly follows, ah, 30 percent. Thank you, text bubble dude.
One of my personal habits is building ancient refinery on every world despite designation
How come Barnards Star appears closer to Sol than Alpha Centauri even though Alpha Centauri is closer?
It's slightly randomized. Also, Sol is in the Orion spur of the Saggitarius arm (about halfway in the milky way) but ingame it can spawb anywhere from near the core to the outer edges.
Can you please make a beginners guide series for newbies to Stellaris ?
Food is really good if you’re doing ocean paradise catalytic processing
Negative stability???????????????? never seen -1% stability. Low stability yes, negative no.
Negative means below 50% if I'm not mistaken.
@@theapexdragon5010 Hmm so question, is 49% of something is negative? or low %? in general, as long as you dont have minus in front of number its positive, and vice versa. So 49% of apple dont make it negavive apple. Sorry no offence.
@@WarBeasLT negative as in the modifiers, not the percentage itself.
@@theapexdragon5010 I played the game and i know that lower then 50% stability gives negative Production modifiers, but lets say you new and watching this as Tips video, and hearing negative stability you will presume as long as Stability have posityve % you fine as negative stability means - in front. Thats all to it, bad wording. Off topic, this is not really Tips video, its more like Basic game mechanic video.
@@WarBeasLT yeah he didn't word it well. I was just saying what he meant.
I just build all the special districts, buff them, then specialize further based on planet type and production availability, though I also play with gigas and more, so admittedly I don't need to optimize anything but minerals. Furthermore, a LOT of these tips are only good for the first couple hundred years. By the next couple hundred years, you'll usually have a massive host of world with enough pops to shunt around them to make optimization like this rather pointless, and the moment a ringworld is produced you're pretty much going to be making it an industry and research powerhouse, thus usually negating the need to consider a planet an industry world UNLESS you saved up an otherwise useless huge world for a ecumenopolis instead of choosing to build ringworlds in your otherwise useless systems. Though why you'd choose that over gia worlds is absolutely baffling due to ringworlds existing and bringing much more use to otherwise entirely unusable space within your empire. These massive structures might seem daunting to manage, but once they house enough pops to fill the districts set out, you're just wasting other resource production potentials. The best part is that you can farm on ringworlds, meaning that aside from EC and Mineral production, literally everything else can be produced on your ringworlds. The resources required to upgrade and maintain your buildings? Ringworld. Food for your empire? Ringworld. Trade value to maintain hold on the galactic market host? Ringworld. Research to boost your tech levels even higher? Ringworld. You only need planets to produce EC and minerals, and you'll inevitably start to put your worlds on minimal staffing while investing in rapid transit to the ringworld to ensure automatic pop emigration to the ringworld. With gigas, this flips into the end game involving doing exactly this to support your inevitable theft or construction of the birch world, or the inevitable construction of the alderson disk if you, for some weird reason, decide to go that route instead of just finding a super massive black hole. With that in mind, you begin to see that the game, even in vanilla, has always been geared to view planets as resource hubs, and these conceptual mega engineering projects as the actual population systems of an interstellar empire. As it would be for any significantly advanced species that had not yet physically evolved to the point that they no longer have material needs. For people who know how to minmax research, this would probably only be useful tips for the first hundred years of the game while making their mad dash towards a ringworld and then just ignoring any other empire as they push so far ahead of anyone else that their fleets have a godly tech level compared to everyone else. Mind you, for the 100 years plan, you're going to need the gene modding tree to get clone vats or else you just won't have enough pops. I usually have my first ringworld about 250 years into a playthrough, and it's full about 400 years in because of my focus of play, and I actually NEED gigas because I actually NEED the birch world so I can house the unforgiveable amount of pops I force my computer to compute.
Do a roleplay run! Materialist that find the Old Gods, Zroni Precursor and change from materialist democracy to spiritualist empire!
I wish the specialty designation would add an icon to the world in the outliner.
I grow so quickly, creating small, but very dense empires. I never worry about a lot of this stuff. I'm always a super power and can destroy pretty much everyone if I chose too. I find that micromanaging a lot of this stuff, for me is a waste of effort.
1:55 "I was once human... I am still human." ~Mark Zuckerberg
Food worlds are not needed, but they can free up agriculture workers to specialise other planets. Specialised planets are good.
Everytime I think I know how to play this game I learn I'm doing things wrong or inefficiently lol thank you so much for the tips!
I'm not sure if this fits with the idea of this video but early game (right at start) if you want you can deupgrade your starting corvettes/fleet and also use only energy jobs. Deupgrade the fleet gives just about enough for an outpost if I remember correctly and you can easily balance economy at the start with energy jobs only. Will save you like 5 years or more in the game on just economy.
I don’t think this works anymore. You don’t get the alloys yet.
All achievements does sound like a good challenge
New challenge idea: how fast can you be conquered/destroyed?
Paradox Interactive developers used only 30 years lol
As someone who lost an entire empire except for one single system with an undeveloped ringworld that I rapidly tossed everything I had into fortifying beyond belief while my homeworld was already falling to ground invasions, just churning out resources to throw as many ships directly into combat just to hold the line against wave after wave of an entire aggressive federation that had it out for me due to being machines, I can tell with 100% certainty that pops are the most important thing ever! Micromanaging jobs just because you don't have enough to run all jobs at once is torturous, especially when having to do it in in-game time while there are so many fleets coming at you from the whole galaxy that the game is going at roughly a day every five seconds for almost an entire century before I finally managed to start pushing my borders back outward.
I had a stroke reading this. Try punctuation next time
@@nickchapman3199 wasn't that much of a stroke if you were able to shrug it off, was it?
Do buffs stack? If you have a sector governor and a planet governor will you get both of their buffs on your planet?
I built a holotheatres in my living room!!!
Your voice made me frkn madder
Are orbital rings alert of a dlc? I've never had the option for the tech but I have taken over AI planets with rings
Is there a way to put certain species into specific jobs?
I for example have Mineral, Unity and Armenity species but somehow stellaris keeps putting the Mineral species into unity production, unity species into armenities production and armenity species into mineral production xD
(I have one main Resource per planet and fill the rest with unity and eventually armenities to balance it out. Sometimes i even put science on it if i really need to)
Problem is, i have like negative armenities and unity traits on the mineral species to higher the trait points i get to use for more minerals)
This is modded stellaris btw thats why i need so many trait points for better e.g. mineral production (some traits go up to 20 Trait Point Cost) But i imagine theres also some times where it could come in handy in vanilla Stellaris
Unfortunately no, but the pops are weighted to work jobs they’re better at. So if you have a good mineral species they should work the mineral jobs.
I find favouriting / shifting around jobs can get them to go over to their best jobs if by default they aren’t!
My main problem with this game is no matter the difficulty, the ai just cant exploit planets properly. I swear they just build random shit.
Which always results in me outpacing them, and im not even good at this game. I dont like the way paradox handles difficulty in any of their games.
So i feel like actually trying to do anything but roleplay is kinda pointless and boring.
Ive been playing for 40 hours. I just learned what districts are and how to build them.
I was wondering how even the smaller AI's had such a better economy......
I'm guessing you have played more hours by now, but in general it's really useful to just click through every menu and button at least once when you're starting out, even the little ones that look inconsequential (*note: they may be harder to spot than you think*) as there's a lot of useful or even massively impactful features that are hard to spot. Things like planetary ascension, sector editing, species rights, policies, different map view modes, etc.
@Hex... yea I got like 300 hours in it now. I'm comfortable.
Those orbital rings look amazing too bad theyre paywalled
Subscribe Station got me to subscribe, I honestly thought I already had.
Hi sorta wish you had a channel intro.. my vol on max and hearing you scream PLANET'S at 4:14 am is scary. Good vid handy for noobs ❤
What you call officers are actually called OFFICIALS (Oh-Fish-als) lol
Okay so I have a question if I want a world to just be let’s say alloys and just put that so forge world what about my planet deficit do I try to break even because you said it’s expensive and costly to try and have a planet producing all supplies?
Planet deficit doesn’t matter, as long as your entire empire economy doesn’t go negative you’re good to go! Hence making a dedicated mineral world to fund any alloys worlds is the best idea
@@Ep3o Getting vassals to produce minerals so you don't have to is actually the best idea.
Hey mate great video. Do you have one about how to optimise stellaris to reduce late game lag?
That's easy. You just assimilate pops, purge pops, and/or crack worlds.
huh.... i play on console, help, some of these things can't be done like that
Why?
Console is a completely different experience. It uses a much older style of play than PC.
Why are admirals commanding planets "niche", don't they buff basic materials planets by alot?
If you can specialize rural worlds between minerals and energy it can be pretty good imo
Every gamer video is now mega loud mega large pow pow pow pow pow in your face graphics. It's like the entire planet is snorting coke all day long while smoking crack during bathroom breaks.
I figured this out on day 2 from playing rome total war 😅
I find I have to build monuments on every early world to keep up with unity. Still not sure if I should replace them once I have an admin world or two going. Any tips?
If your spiritualist, or either on the xeno axis keep them, the culture worker's extra effects will usually be worth having them on every world. Authoritarian/materialist effects are almost worthless other 3 are situational. (pacifist is more trade, egal is housing usage reduction, milatary is extra naval cap)
@@MarlKitsuneThanks for the advice will have a look at the bonuses.
@@MarlKitsune I usually play Authoritarian and materialist and i don't have this issue, even without a dedicated focus on unity jobs. Maybe the OP has more of an issue with over-spending unity? Maybe hiring too many leaders too early?
6:03 Ok you only have 3 city districts, so how did you get all those open building slots?
Capital level and techs. Ceramo-metal infrastructure speeds up colony development and gives a building slot, and is locked behind ceramo-metal armor.
Aren’t clerks needed for unity?
I still watch these even though I already know all of this stuff because hey, maybe one day I will learn something new!
As if any serious players have guaranteed habitable worlds turned on though 😊
1:13 I cannot understand what you are saying. How much percent???
I think he meant 3%
30%, he flashes a tooltip on the screen just after
Yeah that was completely unintelligible
challenge is a single planet playthrough
! HELP REQUIRED ! Can anyone tell me how can i build a ring ? Never founded how to do this. I wish this game has some indept guides/tutorials integrated 😢
As a human... noted.
Thank you
You rly need to buy a good microphone or disable some of its noise cancelling cause its hiting my nerve system :D :P
My man, why do you sound like you're constantly on the verge of breaking down sobbing?
Your mic is cutting out a lot. its hard to understand sometimes. The text helps though.
Sooo much micromanaging in this game!
When you talk, than almost always first letter of every word is kinda weirdly half cut out
He's hot, and Welsh. He doesn't need to say the first let'er bruv
can you spell 30% ? i've had to enable subtitles to understand what you're saying IN YOUR VERY FIRST TIP, my dude!
Amenities is the stupidest mechanic in the game fr, like how in the world 60 B people can't entertain themselves, they don't have social media or something
For most builds, there is no need for amenities buildings. Stability is what matters, not positive amenities. For example, 2 alloy jobs at 40-50% stability will produce more alloys than 1 alloy job and 1 amenities producing job.
Just me or is his voice just like really choppy
by all means please stop using whatever noise suppression software you're using or get a new microphone
Why would you have 2 habitable worlds near you? How does that make sense? Turn that gimme off. Makes the game much better.
Like having 3 earths in one solar system at start. Dumb. But they could put it in the game as an option. Also, why isn't that an option? Oh, maybe a 6 sun system? With just one super planet? Or a Relic World revolving around a quasar or black hole? Why not?
Normally i dont leave negative comments, but for the love of god pls get a new mic, thats horrendous
This guy is trying way too hard at being a "YouTubber." Everything about this video is nothing but cliches. The floating head on the bottom right. The attempt at a joking one-liner. The showing off of a headset and trying to use it to be "stylish." And the breaks! Oh my gosh, the breaks! The breaks RUclipsrs do, is partially for stylistic effect, and partially because they aren't good speakers and trying to mask it.
But this! The breaks! There's a break almost every other words, and it makes it hard to follow what he's even saying!
Also, he made an entire video on "15 things that nobody does," when VERY. LITERALLY. EVERYONE already DO know about those things, and DO pay attention to them. The problem is, once your empire gets large enough, you cannot micromanage your planets to the fine degree he is pointing out. That's where "automation" comes in and the AI handles it for you. You only interfere when you get a notification for one particular planet that stability or amenities or jobs are low.
No. If you want to be a YouTubber, do NOT emulate this guy. All this guy is doing, is emulating others that came before him. If you aspire to be a YouTubber, just be yourself. It's fine if you stumble on a word and say "uh," or "um." It sounds more natural that way anyway. These breaks makes the YouTubber sound like an ADHD hyper little kid that's just messing around in his mom's basement.
What's a YouTubber?
I just cant listen to this voice
"magic happens" it is a series of slides and zero action :') expect a subscription for a single player game or $300 for dlc lolololol what a fucking game..