From what I got from the dev responses in the dev diary: - You can still build colony ships normally with that origin. And the dev suggested doing so and not basing your growth entirely on rng. - You can start colonising a seeded planet outside of your empire and from what I can tell anywhere in the galaxy. It will give you a free starbase.
Imagine a hostile takeover of an opponent's inhabited planet bc some space whale happened to pass your seed there and you start "colonizing". Funny, but possibly nasty.
So from what I gather: you get an RNG decided free planet somewhere. That planet may/may not be a good one, and it may not be in a good spot, but it helps in spreading out your empire while you are busy. Not bad, might give that a try.
I don't think they do. Looking at the game code, their output is categorized as culture worker, but they don't activate the inline script that actual culture workers do that gives you ethics-based outputs.
I think Rangers are in the Culture Worker _category_ for certain effects, but ethics effects come from the Culture Worker _job_ specifically. Like how both the basic Artisans and the Masterful Crafters civic's Artificers are in the "Artisan" category for the purposes of getting boosted by factory buildings, but only Artificers have trade value output. That said, I think the fact that the Culture Workers category is actually a _subcategory_ of Administrators means that Rangers _should_ get boosted by the Auto-Curating Vault and the First League Filing Offices buildings.
Environmentalist is much more powerful than people realize anyway. If EVERY ranger lodge gets 2 unity per blocker, and every lodge spawns one blocker, when you build enough lodges on a planet it would stack and generate an absurd amount of unity without needing even a single pop to work it. And now that you can expand the blockers it would be even stronger. Just put it on a low habitability planet large enough to support some cities even when most of it becomes blockers and it can generate hundreds of unity that way. If they make the nature reserves give a bonus to the ranger job itself as well this civic would easily be very powerful when played right.
Could be interesting if another empire finds a planet with the pods if they get the option for their own special project to mature the seeds and make the new pops part of their empire.
The special bombardment feature that harms no pops could be interesting for a xenophile militarist empire? Not sure why you would run it with pacifists though.
I have to wander how Invasive Species reacts to Overtuned traits. I'm also picturing the possibilities of Fruitful Partnership with Cordyceptic Drones placing your Fruit Gardens in the three special systems linked to the Space Ameba and Tiyanki.
Actually, with this space fauna stuff, the galactic decisions on banning or allowing Tyankis could become really important. If you don't want your capital sniped, you might incur penalties for killing them. If you managed to force Tyanki hunting, it could be a death sentence to such seed empire
Me, the Spritualist Agrarian Idealist Environmentalist: "WOOOOOOOOOOO! YEAH BABY! That's what I've been waiting for! That's what its all about! WOOO!" Also, imagine the new Origin allowing people to use Bubbles the Amoeba to act as a Colony Ship/Seed Bomber. The perfect crime, no one would suspect or dare fire on Bubbles!
The invasive species trait is interesting. I made an empire called "The Terribirds" which I made to be as bad as possible. They only have negative traits. I also gave them the ring world origin, and their backstory is basically that a super powerful benefactor felt so bad for these things that they built a ringworld for them. Their only purpose in games is to provide a free ringworld and to be a nuisance to xenophiles. But with this trait I might have to change them from birds to plants. I can make them an even worse nuisance.
Put seeds in food Send food to alien planet ‘Oh yeah no idea why your population is gone and mine is just there, but thanks for the planet’ Meanwhile video feeds being deleted of plants sprouting out of people’s chest like a chest burster from aliens
Invasive Species could be a fun role play opportunity where you start the game with it then mod it out with genetic ascension. Pretty powerful too maybe
For Environmentalist expanded nature preserves, I think those might be useful on planets with lots of natural tile blockers as a way to get more ranger jobs. Sort of like an alternative basic resource district? Might not be fully optimal, but could be enough to make the flavorful run more viable. I do wonder if they'll benefit from resource amplifying buildings. I think they're technically Culture Workers/Administrators? So maybe you make your park planets also administrator hubs?
Honestly, environmentalist would make sense to either give bonus happiness or pop growth speed. I could see it being an early game civic like functional architecture in that case.
Rangers and natural preserves - would be great to have it as a politic setting or something like "declare natural preserves"/"declare urbanization" for the planet. Sadly all civics arent even in the same grade of worth but parks and rangers are such a cute little feature.
The new “Invasive Species” trait gave me an idea for a Syncretic Evolution megacorp focused on providing the biological equivalent of robots. Fast-growing workers which can settle anywhere and take worker jobs. Cheap to maintain but useful in aggressively colonizing hostile environments but otherwise very poor quality labor from the negative modifiers.
I'm excited for this plantoid update, going to add it to my plantoid Budding Pharma State. I transitioned my Necrophage prepatents from plants because the pop growth was just too low for my needs, but maybe with that Invasive species...
Invasive species could be useful for rogue servitors. Tough you miss out on traditional it might be worth for twenty percent habitability and pop growth since there are so many free negative traits for bio trophies
Is this a really niche Indiana jones reference? 22:44 The whole ‘you’re meddling with powers you can’t possible comprehend’ or is that just a common saying lmao
Legit hyped, all these species packs getting some love, and many things seems instantly fun things to try when 3.9 releases. Hope next week brings some cool stuff again! 😍Also, a bonus that already owning all the species packs, so this all just feels like a free DLC for me. :D
About the outpost question for Fruitful Partnership, Eladrin's commented on the thread: "Assuming nobody's already there, you'll colonize the planet and then get a free outpost for having a colony in a system that doesn't have an outpost."
I wish fruitful partnership was more like what I imagined. Something that gets a bunch of different bonuses for non-plantoid species on your worlds like some of those toxoid traits. It could also have a syncretic evolution like start with free non-plantoids
I think the seed mechanic is that, the Tiyanki grab your seeds, fly off, drop seeds on an habitable world, later on you survey the system where they dropped the seeds, the habitable(s) have a passive icon indicating that your seeds are there, build the starbase, you colonize normally and then clear the "seed blockers" like you would Lithoids. 24:50 that brown/orange icon for sure has to do with CGs
I think this is mostly how it would work except for the part about colonizing normally. They mentioned it making you not need colony ships and some of the text talk about sending an energy beam to activate the pods. Makes me think you can activate the pods with a science or construction ship without having to build a colony ship at all.
I recently started a play through with this plantoid origin and it was hilarious how far the space fauna takes your seed pods for colonization. It actually does let you colonise planets without a starbase and it's as cool as it sounds.
Oh man I was kidding when I said endozoocory would be part of the origin in my comment on the last dev diary video. Definitely looking forward to trying this origin with my favorite happy little mushroom people and having those space jellies poop them on alien worlds
For fruitful partnership I would figured there also would be the occasional pre-fly civilizations of your species. Also it’s weird there isn’t pre-ftl spacefaring civilizations. They could be single system but just can’t go anywhere
3.9 Challenge run: No building ships. A Fruitful partnership hive mind with Cordyceptic Drones and void hive automate everything. Better hope you start close to the home system of some space fauna! (maybe building more science ships might be okay?)
Dev replies confirmed that fruitful partnership does indeed give you a free outpost in a system when you colonize a planet, as long as nobody already has one there.
I wonder if the seed pod blockers provide any synergetic bonuses with ranger lodges. That could be a very interesting combination, not only destroying the blight of civilization on a planet but then sacrificing the pop growth gained from clearing the blockers with perhaps some very tasty resource/research yields
After the big leader rework I very quickly ended up trying and liking Environmentalist. The reason for this is very simple, it is one of the few civics with a scientist Councillor slot that has a generally useful effect (decreased amenities use). I know there are other schools of thought, but to me filling up the council with as many scientists as you can seems very powerful for those research bonuses, at least if you play a build that has leaders that live a long time (I was playing Necrophage at the time). Typically I would build ranger lodges on most of my planets cause it is extremely pop efficient unity production, and one more thing to do with a planet in stellar culture shock, but I would unemploy all the rangers cause they seemed like not very good jobs. There was a huge variance in how many blockers a planet has so being able to build nature preserves sounds potentially interesting, though I don't imagine it would be particularly high priority since much of the point of this is that you don't have to build anything to be productive. More rangers doesn't sound interesting initially since I tend to unemploy them all, but if those production bonuses end up good that could maybe be another way to produce things with minimal infrastructure costs, I look forward to seeing it in practice.
Haha, I loved this intro (in general I love your intros). As a non native English, I was totally confused at first: "Now why don't you make like a tree and get out of here" - and I was like? Wait, what? I don't get it. And then came the explanation with the leave/leaf a second later. Great intro for a plantoid video!
What, no Artisan Troupe leaders? We need a Court Jester in the empire! 😂 Honestly, these look like great changes, and I’m looking forward to playing with them!
And here I am, still thinking about starting a game as Tree of Life origins with Nature Reserves and Gaia Seeders civics... and never ending up trying it \/(-_-)\/
You know, the environmentalists being able to expand their jobs may be great on some planets. If a planet has like 3 volcanos then they'll literally be producing more energy credits than a baseline job. Obviously, late game it won't work as well but I'm kind of curious if vacation worlds will see a big buff from it since if I remember correctly this could be a way for you to generate resources off of it, where as before you were locked out of normal districts. Could be interesting to see us getting a new planet type in future specific to the civic. Basically the idea being it's a holy world you actually have people live on, but every single tile it turned into a nature preserve that isn't already blocked by something else. Would be a really fun synergy given the nature of civic and ascension perk.
I am tempted. With the Ranger changes. To have Consumer Goods from mountains and Jungles, and some alloy output from volcanos with technologies to be researched. On top of that I can imagine later with another wave of technologies extracting some Rare Crystals from mountains or volcanos, and Exotic Gasses from Jungle Fungi. But Explosive Motes seem to be a challenge. Unless we plant interesting fungi in moist damp jungles to minimise explosions and draw exotic gasses from our Active Volcanoes. This way these blockers become more useful and valuable and it becomes more of a question of do you really wish or need to remove these blockers from your worlds, unless you are already in surplus for the resource in question.
Environmentalist would make a lot more sense if the game had a tourism mechanic. Having nature preserves could boost the tourism attraction of a planet, and maybe cause it to generate more revenue. And it would make sense from an RP perspective. Tourists could come and see your active volcanoes and massive glaciers, or go on safari with your dangerous wildlife. Hell, any modifier in the game that represented a Weird Space Thing that would usually grant bonus science could also grant some bonus tourism. People from all over the galaxy could come to see your giant skeleton or warship graveyard. Completed archeological sites could grant bonus tourism, too.
Oh my goodness. A new, potentially peaceful origin? Be still my heart. The blockers made by the new bombing stance might also benefit in creating planets for the new Environmentalists, if you like them.
Made a comment before seeing that the Environmentalist blockers actually give some base resources from Ranger jobs. I think it'd still be cool to expand on the idea, and maybe unlock a Planetary Decision to designate a world specifically for Ranger jobs, like a Biosphere Sanctuary for example. Cap the districts at 3-6 each, have them change to be more thematic with the Sanctuary, and maybe apply buffs to Ranger jobs as a result. Unfortunately I'm not remotely an expert on Stellaris gameplay mechanics so I can't suggest more than vague thematic ideas.
I don't see invasive species being super viable except if chosen for the secondary species with the syncretic evolution origin, assuming you're using that origin for popbombing in a multiplayer game.
I did a budding, hive mid, invasive species with the fruitful partnership background and it was crazy good. Nearly every planet was habitable by taking 3 negatives. Even the marginal one became great after habitat genetic modification. Contental, Arid, and Tundra variants of your species and everything is habitable except Tomb. But even tomb isn't terrible. With tech I was able to get tomb to 75%. Economy is powerful. Fruitful dispersion is nice but not game changing.
I love the environmental changes!!! Think about it, instead of just basic industry growth and "conquering" the planet, you're playing as an empire that "tames" the planet and all these buffs really play into that! It's such a unique sounding way to play and with the uniquenesses of what tile rng you get, doesn't sound like stale replay-ability that some of the more recent origins *cough* Toxic knights or whatever it is yk what im talking abt *cough* srry had a itch. (PS ik knights of the toxic god is a origin and environmentalists are a civic but changes and additions that have replay-ability are crucial in games like Stellaris!
For environmentalists I could see losing a district on a resort world negligible at best. How it effects unity and other resources may need to be tweeted but since resort worlds don’t use districts you potentially won’t lose anything by expanding a preserve there.
Invasive Species looks viciously good for both Syncretic and Necrophage. You can just take the anti-Leader traits for these pops and they'll do nothing because these pops will never be a leader. Also nothing about hired Marauders having a special council position. :(
Hey Montu, and fellow viewers! Please, can anyone tell me what is the name of the music starting at 05:50? I tried looking for it but can't find it under Stellaris tracks
So do you need to have a starbase in the system to colonize the planets that have pods? Hope this can build a starbase with the special project, cause all I’m getting from this is I might not need to wait for colony ships to each far planets I can colonize in my empire and I might be able to get some pops from bombardment.
Well, it isn't quite the 'zoo keeper' mechanics I've been hoping for, but it's step in the right direction. (If only people weren't such eager murder-necros.)
I am really unsure why the leader cap doesn't scale at all. The rework to xp gain is ok but doesn't address the underlying issue of there simply not enough leader cap even when you focus on it. Mid to late game I never have enough governors or admirals to fill all the positions.
i like the enclaves but i think they should change the Salvager enclave to a Fully occupied system by them so you cant have random empires block you from using them by closing borders with you.
yup its the appropriate time to start using voice lines and memes from the seed machine from fallout new vegas dlc old world blues also plantoid w necroid or syncretic evo origin using bird on leaders icon then having avian slave species will truly be something meta in terms of aesthetics after all we are the branches these dirty shrill feathered dolts roost and thrive from they should always remember their place as our eternal servants
From what I got from the dev responses in the dev diary:
- You can still build colony ships normally with that origin. And the dev suggested doing so and not basing your growth entirely on rng.
- You can start colonising a seeded planet outside of your empire and from what I can tell anywhere in the galaxy. It will give you a free starbase.
Imagine a hostile takeover of an opponent's inhabited planet bc some space whale happened to pass your seed there and you start "colonizing".
Funny, but possibly nasty.
So from what I gather: you get an RNG decided free planet somewhere. That planet may/may not be a good one, and it may not be in a good spot, but it helps in spreading out your empire while you are busy. Not bad, might give that a try.
Montu. My man. Rangers count as culture workers. Getting more rangers allows you to stack ethics effects. Thats way better than people realize yet.
I don't think they do. Looking at the game code, their output is categorized as culture worker, but they don't activate the inline script that actual culture workers do that gives you ethics-based outputs.
I think Rangers are in the Culture Worker _category_ for certain effects, but ethics effects come from the Culture Worker _job_ specifically. Like how both the basic Artisans and the Masterful Crafters civic's Artificers are in the "Artisan" category for the purposes of getting boosted by factory buildings, but only Artificers have trade value output.
That said, I think the fact that the Culture Workers category is actually a _subcategory_ of Administrators means that Rangers _should_ get boosted by the Auto-Curating Vault and the First League Filing Offices buildings.
Environmentalist is much more powerful than people realize anyway. If EVERY ranger lodge gets 2 unity per blocker, and every lodge spawns one blocker, when you build enough lodges on a planet it would stack and generate an absurd amount of unity without needing even a single pop to work it. And now that you can expand the blockers it would be even stronger. Just put it on a low habitability planet large enough to support some cities even when most of it becomes blockers and it can generate hundreds of unity that way.
If they make the nature reserves give a bonus to the ranger job itself as well this civic would easily be very powerful when played right.
@@BlocksNinja That would be powerful, if it weren't for the fact that ranger lodges are planet unique, so you can't stack them like that.
Ah.
Once the changes to environmentalist come out, you should do a ranger only challenge run
Oh god!
Good idea though
Rangers with the seed pods. I wonder if the seed blockers help the environmentalist
@@colecook834 I'm not sure that would work since only the volcano, mountain, and forest blockers provide resources.
@@the_luckiest_charm Those are the only ones we've seen so far, we don't know what other natural blockers might provide.
@yourmother304 do we actually know this? They may of just not shown off the other blocker bonuses. They seem kinda eh though.
The seed pod stuff could either be incredibly op or terrible.
Could be interesting if another empire finds a planet with the pods if they get the option for their own special project to mature the seeds and make the new pops part of their empire.
Time to invest in Fungicide
The special bombardment feature that harms no pops could be interesting for a xenophile militarist empire? Not sure why you would run it with pacifists though.
Combine it w/ gaiaforming civic for maximum aesthetics. (Too bad you cannot combine origins,Tree of life/seed pods would have been dope.)
@Dragonlord7012 modders to your keyboards!
I have to wander how Invasive Species reacts to Overtuned traits. I'm also picturing the possibilities of Fruitful Partnership with Cordyceptic Drones placing your Fruit Gardens in the three special systems linked to the Space Ameba and Tiyanki.
Someone from PDX confirms you can use overturned traits with invasive species, but that they don’t count as negative modifiers.
Actually, with this space fauna stuff, the galactic decisions on banning or allowing Tyankis could become really important.
If you don't want your capital sniped, you might incur penalties for killing them. If you managed to force Tyanki hunting, it could be a death sentence to such seed empire
All that they shown for the next update already exseeded my expectations
Boo this man. Boooooo
Me, the Spritualist Agrarian Idealist Environmentalist: "WOOOOOOOOOOO! YEAH BABY! That's what I've been waiting for! That's what its all about! WOOO!"
Also, imagine the new Origin allowing people to use Bubbles the Amoeba to act as a Colony Ship/Seed Bomber. The perfect crime, no one would suspect or dare fire on Bubbles!
I think this is the only origin that makes you actively want to interact with fana exept the dragon origin
The invasive species trait is interesting. I made an empire called "The Terribirds" which I made to be as bad as possible. They only have negative traits. I also gave them the ring world origin, and their backstory is basically that a super powerful benefactor felt so bad for these things that they built a ringworld for them. Their only purpose in games is to provide a free ringworld and to be a nuisance to xenophiles.
But with this trait I might have to change them from birds to plants. I can make them an even worse nuisance.
just to be pedantic it's a species trait, not a civic
@@joshvelazquez8706 ah, of course. No idea why I called it a civic. Must have been really tired last night.
I was hoping for the seed pods to sprout armies and attack the planet like Orks in W40k. What the devs came up with is quite creative though.
Put seeds in food
Send food to alien planet
‘Oh yeah no idea why your population is gone and mine is just there, but thanks for the planet’
Meanwhile video feeds being deleted of plants sprouting out of people’s chest like a chest burster from aliens
Someone could prob make a mod for that.
Invasive Species could be a fun role play opportunity where you start the game with it then mod it out with genetic ascension. Pretty powerful too maybe
You will not be able to take extra research traits, so it will be balanced by that
For Environmentalist expanded nature preserves, I think those might be useful on planets with lots of natural tile blockers as a way to get more ranger jobs. Sort of like an alternative basic resource district? Might not be fully optimal, but could be enough to make the flavorful run more viable. I do wonder if they'll benefit from resource amplifying buildings. I think they're technically Culture Workers/Administrators? So maybe you make your park planets also administrator hubs?
Honestly, environmentalist would make sense to either give bonus happiness or pop growth speed. I could see it being an early game civic like functional architecture in that case.
Im loving the species reworks so far, love to see more!
If the invasive species trait could be taken on the second species for syncretic evolution you'd have an interesting worker pop.
Rangers and natural preserves - would be great to have it as a politic setting or something like "declare natural preserves"/"declare urbanization" for the planet. Sadly all civics arent even in the same grade of worth but parks and rangers are such a cute little feature.
Buff the Environmentalist position in the Council by giving it buff to rangers. While also letting that ameneties buff remain as is.
All these changes might make it interesting to play a scavenger/eviromentalist empire, with the scavenger and recylcer Council positions.
The new “Invasive Species” trait gave me an idea for a Syncretic Evolution megacorp focused on providing the biological equivalent of robots. Fast-growing workers which can settle anywhere and take worker jobs. Cheap to maintain but useful in aggressively colonizing hostile environments but otherwise very poor quality labor from the negative modifiers.
I'm excited for this plantoid update, going to add it to my plantoid Budding Pharma State.
I transitioned my Necrophage prepatents from plants because the pop growth was just too low for my needs, but maybe with that Invasive species...
Invasive species could be useful for rogue servitors. Tough you miss out on traditional it might be worth for twenty percent habitability and pop growth since there are so many free negative traits for bio trophies
Is this a really niche Indiana jones reference? 22:44 The whole ‘you’re meddling with powers you can’t possible comprehend’ or is that just a common saying lmao
Seed Bombing sounds like a great way to troll other players in multiplayer.
Legit hyped, all these species packs getting some love, and many things seems instantly fun things to try when 3.9 releases. Hope next week brings some cool stuff again! 😍Also, a bonus that already owning all the species packs, so this all just feels like a free DLC for me. :D
About the outpost question for Fruitful Partnership, Eladrin's commented on the thread:
"Assuming nobody's already there, you'll colonize the planet and then get a free outpost for having a colony in a system that doesn't have an outpost."
I wish fruitful partnership was more like what I imagined. Something that gets a bunch of different bonuses for non-plantoid species on your worlds like some of those toxoid traits. It could also have a syncretic evolution like start with free non-plantoids
I think invasive species is going to be my go-to trait for biotrophies as most negative traits are a non-issue for them
I think the seed mechanic is that, the Tiyanki grab your seeds, fly off, drop seeds on an habitable world, later on you survey the system where they dropped the seeds, the habitable(s) have a passive icon indicating that your seeds are there, build the starbase, you colonize normally and then clear the "seed blockers" like you would Lithoids.
24:50 that brown/orange icon for sure has to do with CGs
I think this is mostly how it would work except for the part about colonizing normally. They mentioned it making you not need colony ships and some of the text talk about sending an energy beam to activate the pods. Makes me think you can activate the pods with a science or construction ship without having to build a colony ship at all.
I recently started a play through with this plantoid origin and it was hilarious how far the space fauna takes your seed pods for colonization. It actually does let you colonise planets without a starbase and it's as cool as it sounds.
Oh man I was kidding when I said endozoocory would be part of the origin in my comment on the last dev diary video. Definitely looking forward to trying this origin with my favorite happy little mushroom people and having those space jellies poop them on alien worlds
For fruitful partnership I would figured there also would be the occasional pre-fly civilizations of your species.
Also it’s weird there isn’t pre-ftl spacefaring civilizations. They could be single system but just can’t go anywhere
3.9 Challenge run: No building ships. A Fruitful partnership hive mind with Cordyceptic Drones and void hive automate everything. Better hope you start close to the home system of some space fauna! (maybe building more science ships might be okay?)
The ability to add blockers as environmentalist could be valuable when capturing planets that have already been cleared
Dev replies confirmed that fruitful partnership does indeed give you a free outpost in a system when you colonize a planet, as long as nobody already has one there.
Also they mention that colony ships can be build, the random seed colonies are more like a bonus
I wonder if the seed pod blockers provide any synergetic bonuses with ranger lodges. That could be a very interesting combination, not only destroying the blight of civilization on a planet but then sacrificing the pop growth gained from clearing the blockers with perhaps some very tasty resource/research yields
I could definitely see grabbing the trade leaders on runs where a particular rare resource is scarce.
I always play as environmentalist, this update brings joy to my heart.
After the big leader rework I very quickly ended up trying and liking Environmentalist. The reason for this is very simple, it is one of the few civics with a scientist Councillor slot that has a generally useful effect (decreased amenities use). I know there are other schools of thought, but to me filling up the council with as many scientists as you can seems very powerful for those research bonuses, at least if you play a build that has leaders that live a long time (I was playing Necrophage at the time).
Typically I would build ranger lodges on most of my planets cause it is extremely pop efficient unity production, and one more thing to do with a planet in stellar culture shock, but I would unemploy all the rangers cause they seemed like not very good jobs. There was a huge variance in how many blockers a planet has so being able to build nature preserves sounds potentially interesting, though I don't imagine it would be particularly high priority since much of the point of this is that you don't have to build anything to be productive. More rangers doesn't sound interesting initially since I tend to unemploy them all, but if those production bonuses end up good that could maybe be another way to produce things with minimal infrastructure costs, I look forward to seeing it in practice.
Every video I go cool I will get into this and finally learn it properly after all these years.. then I don't get very far... one day I must
Wow, those human shaped planetoids look amazing.
I just hope that these kinds of changes will allow normal organics too compete with robots and hives again
The many OP leader traits from Paragons did that, and then some.
The lack of variety on machine empties is also a soft balance, since it makes them boring without plenty of mods.
@@jacobp.2024 i mean in competitive play
Why can't they compete now?
@@Zorro9129 last time I checked they were vastly inferior
I really like the new art a lot. Not sure about the origin im reserving judgement but the art is prety awesome!
Haha, I loved this intro (in general I love your intros).
As a non native English, I was totally confused at first:
"Now why don't you make like a tree and get out of here" - and I was like? Wait, what? I don't get it.
And then came the explanation with the leave/leaf a second later.
Great intro for a plantoid video!
If I don't want to hear about plantoids?
That's the only reason I was excited to watch this video. I love the plantoids DLC.
I believe that seed pods and cordyceptic perks will me mutually exclusive
What, no Artisan Troupe leaders? We need a Court Jester in the empire! 😂
Honestly, these look like great changes, and I’m looking forward to playing with them!
All time the stellaris exists it receives a huge gameplay refreshments.
It is good thing, even some changes may perceived controversial at a start.
And here I am, still thinking about starting a game as Tree of Life origins with Nature Reserves and Gaia Seeders civics... and never ending up trying it \/(-_-)\/
Would be hilarious if the seed bombing blockers could spawn ranger jobs. "I'm going to bomb your planet into a nature reserve!"
Plantoids keep on getting better and better
Invasive species is such a creative trait. I absolute love that they thought of that!
I hope were getting human skeleton necroids, let the skeleton war overtake space!
You know, the environmentalists being able to expand their jobs may be great on some planets. If a planet has like 3 volcanos then they'll literally be producing more energy credits than a baseline job. Obviously, late game it won't work as well but I'm kind of curious if vacation worlds will see a big buff from it since if I remember correctly this could be a way for you to generate resources off of it, where as before you were locked out of normal districts.
Could be interesting to see us getting a new planet type in future specific to the civic. Basically the idea being it's a holy world you actually have people live on, but every single tile it turned into a nature preserve that isn't already blocked by something else. Would be a really fun synergy given the nature of civic and ascension perk.
Fruitful Partnership alone is a complete game changer. Sweet Vegetable Jesus I'm going to base a dozen playthroughs on that
I am tempted. With the Ranger changes. To have Consumer Goods from mountains and Jungles, and some alloy output from volcanos with technologies to be researched.
On top of that I can imagine later with another wave of technologies extracting some Rare Crystals from mountains or volcanos, and Exotic Gasses from Jungle Fungi. But Explosive Motes seem to be a challenge.
Unless we plant interesting fungi in moist damp jungles to minimise explosions and draw exotic gasses from our Active Volcanoes.
This way these blockers become more useful and valuable and it becomes more of a question of do you really wish or need to remove these blockers from your worlds, unless you are already in surplus for the resource in question.
That xuracorp governor, on the feral gas world, with an ancient refinery, good lord
Lol awesome intro.
I’ve never used environmentalist for that reason, but this is awesome!
There needs to be a "Gaia's Vengence" bombardment stance that adds blockers to a planet.
Either requiring Enviromentalist of Mastery of Nature.
Invasive Species trait going back the old "pop-bomb" strat of 1.9 era.
Environmentalist would make a lot more sense if the game had a tourism mechanic. Having nature preserves could boost the tourism attraction of a planet, and maybe cause it to generate more revenue. And it would make sense from an RP perspective. Tourists could come and see your active volcanoes and massive glaciers, or go on safari with your dangerous wildlife.
Hell, any modifier in the game that represented a Weird Space Thing that would usually grant bonus science could also grant some bonus tourism. People from all over the galaxy could come to see your giant skeleton or warship graveyard. Completed archeological sites could grant bonus tourism, too.
Oh my goodness. A new, potentially peaceful origin? Be still my heart. The blockers made by the new bombing stance might also benefit in creating planets for the new Environmentalists, if you like them.
It is impossible that the devs didn't intend a pun with the whole seed thing.
Oh my, oh my, Fruitful Partnership will be my fav thing in the game!
Although the initial version of the Ranger Lodge and the Ranger jobs for the Environment civic were good-
Gaslighting civic when?
There's always been a gaslighting civic. What are you talking about?
The idea of like, Plantoid Hive Mind, Void Mind and Fruitful Partnership,.and just
Full speead
Hive Mind with those bird additions, the humanoids are actually controlled by the birds and their collective mind
"Look at this Graa-aa-aaph."
I love the new flavour for environmentalist civic!!!
Made a comment before seeing that the Environmentalist blockers actually give some base resources from Ranger jobs. I think it'd still be cool to expand on the idea, and maybe unlock a Planetary Decision to designate a world specifically for Ranger jobs, like a Biosphere Sanctuary for example. Cap the districts at 3-6 each, have them change to be more thematic with the Sanctuary, and maybe apply buffs to Ranger jobs as a result. Unfortunately I'm not remotely an expert on Stellaris gameplay mechanics so I can't suggest more than vague thematic ideas.
I can't wait for the seed pods
I was right about the fruit dispersal! It was just an origin, rather than a civic.
I really hope humanoid species traits are going to be worth it.
Phototrophic, Radiotrophic, and Budding are the only Botanical traits.
Nature preserves are basically free for resort worlds.
I don't see invasive species being super viable except if chosen for the secondary species with the syncretic evolution origin, assuming you're using that origin for popbombing in a multiplayer game.
I did a budding, hive mid, invasive species with the fruitful partnership background and it was crazy good. Nearly every planet was habitable by taking 3 negatives. Even the marginal one became great after habitat genetic modification. Contental, Arid, and Tundra variants of your species and everything is habitable except Tomb. But even tomb isn't terrible. With tech I was able to get tomb to 75%. Economy is powerful. Fruitful dispersion is nice but not game changing.
Big synergy between the environmentalist and incubators.
Invasive finally more grass
Leave it to Montu to get a cool, wholesome Origin and immediately turn it into a nightmarish roflstomp intergalactic plague.
I love the environmental changes!!! Think about it, instead of just basic industry growth and "conquering" the planet, you're playing as an empire that "tames" the planet and all these buffs really play into that! It's such a unique sounding way to play and with the uniquenesses of what tile rng you get, doesn't sound like stale replay-ability that some of the more recent origins *cough* Toxic knights or whatever it is yk what im talking abt *cough* srry had a itch. (PS ik knights of the toxic god is a origin and environmentalists are a civic but changes and additions that have replay-ability are crucial in games like Stellaris!
For environmentalists I could see losing a district on a resort world negligible at best. How it effects unity and other resources may need to be tweeted but since resort worlds don’t use districts you potentially won’t lose anything by expanding a preserve there.
Invasive Species looks viciously good for both Syncretic and Necrophage. You can just take the anti-Leader traits for these pops and they'll do nothing because these pops will never be a leader.
Also nothing about hired Marauders having a special council position. :(
Hey Montu, and fellow viewers! Please, can anyone tell me what is the name of the music starting at 05:50? I tried looking for it but can't find it under Stellaris tracks
Well, with the bird people I could do an empire based on my Sylvari from Guild Wars 2... he was a necromancer
And now we could build kuat. One of the greatesr spacedocks of the republic/empire with a rule of all construction in space, nobody touche the planet
For people who can see the future the Shroud Walkers love to make threats when you've got more military might than the entire rest of the galaxy
15:50 Ironically I've been doing similar empires where I replace humans with something else on Earth. xD
I like the idea that if the seeds are droped on a planet outside your territory it could become a primitive world
Hmm. I only have so many councilor slots... And I hope I can change them when I hire them.
Invasive species could be useful as a weapon for genetic ascend empires.
So do you need to have a starbase in the system to colonize the planets that have pods? Hope this can build a starbase with the special project, cause all I’m getting from this is I might not need to wait for colony ships to each far planets I can colonize in my empire and I might be able to get some pops from bombardment.
They got thier own attack bird.
Well, it isn't quite the 'zoo keeper' mechanics I've been hoping for, but it's step in the right direction. (If only people weren't such eager murder-necros.)
@MontuPlays I'm surprised you didn't say "Let's dig in and see..." at the beginning of the video...plant joke missed :-)
I hope Invasive Species trait works with Overtuned traits. ^^
I am really unsure why the leader cap doesn't scale at all. The rework to xp gain is ok but doesn't address the underlying issue of there simply not enough leader cap even when you focus on it. Mid to late game I never have enough governors or admirals to fill all the positions.
Exploring if human originated from plants, when mushrooms are related to humans
The custodian team was the best decision Paradox ever made
i like the enclaves but i think they should change the Salvager enclave to a Fully occupied system by them so you cant have random empires block you from using them by closing borders with you.
yup
its the appropriate time to start using voice lines and memes from the seed machine from fallout new vegas dlc old world blues
also plantoid w necroid or syncretic evo origin using bird on leaders icon then having avian slave species will truly be something meta in terms of aesthetics after all
we are the branches these dirty shrill feathered dolts roost and thrive from they should always remember their place as our eternal servants