Stellaris Plantoids Update & NEW Enclave Leaders

Поделиться
HTML-код
  • Опубликовано: 2 янв 2025

Комментарии • 251

  • @Kiwi9552
    @Kiwi9552 Год назад +76

    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.

    • @pieterfaes6263
      @pieterfaes6263 Год назад +19

      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.

    • @daviddragonheart6798
      @daviddragonheart6798 Год назад +4

      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.

  • @Soletestament
    @Soletestament Год назад +125

    Montu. My man. Rangers count as culture workers. Getting more rangers allows you to stack ethics effects. Thats way better than people realize yet.

    • @valdonchev7296
      @valdonchev7296 Год назад +17

      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.

    • @matterhorn731
      @matterhorn731 Год назад +11

      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.

    • @BlocksNinja
      @BlocksNinja Год назад

      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.

    • @valdonchev7296
      @valdonchev7296 Год назад +5

      @@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.

    • @BlocksNinja
      @BlocksNinja Год назад

      Ah.

  • @the_luckiest_charm
    @the_luckiest_charm Год назад +232

    Once the changes to environmentalist come out, you should do a ranger only challenge run

    • @MontuPlays
      @MontuPlays  Год назад +100

      Oh god!
      Good idea though

    • @colecook834
      @colecook834 Год назад +20

      Rangers with the seed pods. I wonder if the seed blockers help the environmentalist

    • @the_luckiest_charm
      @the_luckiest_charm Год назад +4

      ​@@colecook834 I'm not sure that would work since only the volcano, mountain, and forest blockers provide resources.

    • @pathfindersavant3988
      @pathfindersavant3988 Год назад +8

      @@the_luckiest_charm Those are the only ones we've seen so far, we don't know what other natural blockers might provide.

    • @ratking1330
      @ratking1330 Год назад +2

      ​@yourmother304 do we actually know this? They may of just not shown off the other blocker bonuses. They seem kinda eh though.

  • @darkassassin878
    @darkassassin878 Год назад +329

    The seed pod stuff could either be incredibly op or terrible.

    • @presticus
      @presticus Год назад +40

      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.

    • @westernbody
      @westernbody Год назад +3

      Time to invest in Fungicide

    • @Manoomu
      @Manoomu Год назад +10

      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.

    • @Dragonlord7012
      @Dragonlord7012 Год назад +11

      Combine it w/ gaiaforming civic for maximum aesthetics. (Too bad you cannot combine origins,Tree of life/seed pods would have been dope.)

    • @westernbody
      @westernbody Год назад

      @Dragonlord7012 modders to your keyboards!

  • @Muroshi9
    @Muroshi9 Год назад +57

    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.

    • @Manoomu
      @Manoomu Год назад +10

      Someone from PDX confirms you can use overturned traits with invasive species, but that they don’t count as negative modifiers.

  • @dankudrin
    @dankudrin Год назад +25

    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

  • @Xerkus
    @Xerkus Год назад +33

    All that they shown for the next update already exseeded my expectations

  • @pathfindersavant3988
    @pathfindersavant3988 Год назад +16

    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!

  • @arandomthingintheabyss2062
    @arandomthingintheabyss2062 Год назад +53

    I think this is the only origin that makes you actively want to interact with fana exept the dragon origin

  • @PinataFreaks
    @PinataFreaks Год назад +20

    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.

    • @joshvelazquez8706
      @joshvelazquez8706 Год назад +1

      just to be pedantic it's a species trait, not a civic

    • @PinataFreaks
      @PinataFreaks Год назад +2

      @@joshvelazquez8706 ah, of course. No idea why I called it a civic. Must have been really tired last night.

  • @Zorro9129
    @Zorro9129 Год назад +23

    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.

    • @silent_stalker3687
      @silent_stalker3687 Год назад

      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

    • @GabrielHorne
      @GabrielHorne Год назад +2

      Someone could prob make a mod for that.

  • @thomasbrundigejones5780
    @thomasbrundigejones5780 Год назад +18

    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

    • @indrickboreale7381
      @indrickboreale7381 Год назад +1

      You will not be able to take extra research traits, so it will be balanced by that

  • @matterhorn731
    @matterhorn731 Год назад +13

    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?

    • @ratking1330
      @ratking1330 Год назад +1

      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.

  • @gravytube4099
    @gravytube4099 Год назад +22

    Im loving the species reworks so far, love to see more!

  • @Deshiba
    @Deshiba Год назад +5

    If the invasive species trait could be taken on the second species for syncretic evolution you'd have an interesting worker pop.

  • @T-362
    @T-362 Год назад +11

    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.

    • @principleshipcoleoid8095
      @principleshipcoleoid8095 Год назад +1

      Buff the Environmentalist position in the Council by giving it buff to rangers. While also letting that ameneties buff remain as is.

  • @brycedolishny4138
    @brycedolishny4138 Год назад +6

    All these changes might make it interesting to play a scavenger/eviromentalist empire, with the scavenger and recylcer Council positions.

  • @blam320
    @blam320 Год назад +4

    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.

  • @Delphineas
    @Delphineas Год назад +5

    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...

  • @rattled6732
    @rattled6732 Год назад +4

    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

  • @favic27
    @favic27 Год назад +1

    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

  • @sorkvild1473
    @sorkvild1473 Год назад +8

    Seed Bombing sounds like a great way to troll other players in multiplayer.

  • @Jannah_2k
    @Jannah_2k Год назад +7

    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

  • @jaysherman9138
    @jaysherman9138 Год назад +3

    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."

  • @thechosendino206
    @thechosendino206 Год назад +3

    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

  • @aze94
    @aze94 Год назад +2

    I think invasive species is going to be my go-to trait for biotrophies as most negative traits are a non-issue for them

  • @aptspire
    @aptspire Год назад +1

    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

    • @Manoomu
      @Manoomu Год назад +2

      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.

  • @petrusjnaude7279
    @petrusjnaude7279 Год назад

    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.

  • @CliffCutterActual
    @CliffCutterActual Год назад +2

    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

  • @iloveemeralds4622
    @iloveemeralds4622 Год назад +1

    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

  • @ryanharrelson6935
    @ryanharrelson6935 Год назад +4

    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?)

  • @mitchderise
    @mitchderise Год назад +1

    The ability to add blockers as environmentalist could be valuable when capturing planets that have already been cleared

  • @ryanharrelson6935
    @ryanharrelson6935 Год назад +3

    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.

    • @Filippo11235
      @Filippo11235 Год назад

      Also they mention that colony ships can be build, the random seed colonies are more like a bonus

  • @ktoma36
    @ktoma36 Год назад +2

    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

  • @FowlFolk
    @FowlFolk Год назад +1

    I could definitely see grabbing the trade leaders on runs where a particular rare resource is scarce.

  • @ososimiospub6406
    @ososimiospub6406 Год назад +3

    I always play as environmentalist, this update brings joy to my heart.

  • @SeeAndDreamify
    @SeeAndDreamify Год назад +1

    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.

  • @ZeNex74
    @ZeNex74 Год назад +1

    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

  • @Zathurious
    @Zathurious Год назад +1

    Wow, those human shaped planetoids look amazing.

  • @art-games6230
    @art-games6230 Год назад +15

    I just hope that these kinds of changes will allow normal organics too compete with robots and hives again

    • @Ramschat
      @Ramschat Год назад +4

      The many OP leader traits from Paragons did that, and then some.

    • @jacobp.2024
      @jacobp.2024 Год назад +1

      The lack of variety on machine empties is also a soft balance, since it makes them boring without plenty of mods.

    • @art-games6230
      @art-games6230 Год назад +3

      @@jacobp.2024 i mean in competitive play

    • @Zorro9129
      @Zorro9129 Год назад

      Why can't they compete now?

    • @art-games6230
      @art-games6230 Год назад

      @@Zorro9129 last time I checked they were vastly inferior

  • @smoore6461
    @smoore6461 Год назад +2

    I really like the new art a lot. Not sure about the origin im reserving judgement but the art is prety awesome!

  • @wedgeantilles8575
    @wedgeantilles8575 Год назад

    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!

  • @dyne313
    @dyne313 Год назад +1

    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.

  • @azevol216
    @azevol216 Год назад +1

    I believe that seed pods and cordyceptic perks will me mutually exclusive

  • @brandonadkins9435
    @brandonadkins9435 Год назад +1

    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!

  • @LowOfSolipsism
    @LowOfSolipsism Год назад

    All time the stellaris exists it receives a huge gameplay refreshments.
    It is good thing, even some changes may perceived controversial at a start.

  • @TheArklyte
    @TheArklyte Год назад +3

    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 \/(-_-)\/

  • @your_princess_azula
    @your_princess_azula Год назад +1

    Would be hilarious if the seed bombing blockers could spawn ranger jobs. "I'm going to bomb your planet into a nature reserve!"

  • @auramaster2068
    @auramaster2068 Год назад +1

    Plantoids keep on getting better and better

  • @bencolter1117
    @bencolter1117 Год назад

    Invasive species is such a creative trait. I absolute love that they thought of that!

  • @domehammer
    @domehammer Год назад +1

    I hope were getting human skeleton necroids, let the skeleton war overtake space!

  • @DemonKing19951
    @DemonKing19951 Год назад

    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.

  • @SquintyMellow
    @SquintyMellow Год назад

    Fruitful Partnership alone is a complete game changer. Sweet Vegetable Jesus I'm going to base a dozen playthroughs on that

  • @glenmcgillivray4707
    @glenmcgillivray4707 Год назад

    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.

  • @wrydfell3932
    @wrydfell3932 Год назад

    That xuracorp governor, on the feral gas world, with an ancient refinery, good lord

  • @rileybalduf8092
    @rileybalduf8092 Год назад +3

    Lol awesome intro.

  • @Fluffybunz779
    @Fluffybunz779 Год назад

    I’ve never used environmentalist for that reason, but this is awesome!

  • @mustlovedragons8047
    @mustlovedragons8047 Год назад

    There needs to be a "Gaia's Vengence" bombardment stance that adds blockers to a planet.
    Either requiring Enviromentalist of Mastery of Nature.

  • @whydid666
    @whydid666 Год назад

    Invasive Species trait going back the old "pop-bomb" strat of 1.9 era.

  • @tbotalpha8133
    @tbotalpha8133 Год назад

    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.

  • @LegacyArkGames
    @LegacyArkGames Год назад

    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.

  • @GonzaloAPH
    @GonzaloAPH Год назад +1

    It is impossible that the devs didn't intend a pun with the whole seed thing.

  • @Wolfspaule
    @Wolfspaule Год назад

    Oh my, oh my, Fruitful Partnership will be my fav thing in the game!

  • @TheREALTheRealAdam
    @TheREALTheRealAdam Год назад +1

    Although the initial version of the Ranger Lodge and the Ranger jobs for the Environment civic were good-
    Gaslighting civic when?

    • @FuelDropforthewin
      @FuelDropforthewin Год назад +1

      There's always been a gaslighting civic. What are you talking about?

  • @Cthululululu
    @Cthululululu Год назад

    The idea of like, Plantoid Hive Mind, Void Mind and Fruitful Partnership,.and just
    Full speead

  • @helcarloki1887
    @helcarloki1887 Год назад

    Hive Mind with those bird additions, the humanoids are actually controlled by the birds and their collective mind

  • @Reoh0z
    @Reoh0z Год назад +1

    "Look at this Graa-aa-aaph."

  • @TEAserOne
    @TEAserOne Год назад

    I love the new flavour for environmentalist civic!!!

  • @Jokie155
    @Jokie155 Год назад

    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.

  • @Gmandancer
    @Gmandancer Год назад

    I can't wait for the seed pods

  • @ChrissieBear
    @ChrissieBear Год назад

    I was right about the fruit dispersal! It was just an origin, rather than a civic.

  • @minyaw1234
    @minyaw1234 Год назад +1

    I really hope humanoid species traits are going to be worth it.

  • @ChrissieBear
    @ChrissieBear Год назад

    Phototrophic, Radiotrophic, and Budding are the only Botanical traits.

  • @ticklezcat5191
    @ticklezcat5191 Год назад

    Nature preserves are basically free for resort worlds.

  • @ComradePhoenix
    @ComradePhoenix Год назад

    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.

  • @wayneyessir6350
    @wayneyessir6350 10 месяцев назад

    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.

  • @jwfcp
    @jwfcp Год назад

    Big synergy between the environmentalist and incubators.

  • @agenteiegaming
    @agenteiegaming Год назад +3

    Invasive finally more grass

  • @LucianCanad
    @LucianCanad Год назад

    Leave it to Montu to get a cool, wholesome Origin and immediately turn it into a nightmarish roflstomp intergalactic plague.

  • @davidrocksvideogames
    @davidrocksvideogames Год назад

    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!

  • @msutter117
    @msutter117 Год назад

    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.

  • @Miranda17137
    @Miranda17137 Год назад

    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. :(

  • @shiznit6969
    @shiznit6969 Год назад

    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

  • @ClockworkOuroborous
    @ClockworkOuroborous Год назад

    Well, with the bird people I could do an empire based on my Sylvari from Guild Wars 2... he was a necromancer

  • @cabaledesimelya
    @cabaledesimelya Год назад

    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

  • @williamgrimm2452
    @williamgrimm2452 Год назад

    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

  • @ChrissieBear
    @ChrissieBear Год назад

    15:50 Ironically I've been doing similar empires where I replace humans with something else on Earth. xD

  • @Sirmoth108
    @Sirmoth108 Год назад

    I like the idea that if the seeds are droped on a planet outside your territory it could become a primitive world

  • @sylvie_v2939
    @sylvie_v2939 Год назад

    Hmm. I only have so many councilor slots... And I hope I can change them when I hire them.

  • @GabrielHorne
    @GabrielHorne Год назад

    Invasive species could be useful as a weapon for genetic ascend empires.

  • @joeandrew8752
    @joeandrew8752 Год назад +1

    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.

  • @queenbrightwingthe3890
    @queenbrightwingthe3890 Год назад

    They got thier own attack bird.

  • @MRDRK1
    @MRDRK1 Год назад

    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.)

  • @jtharpla
    @jtharpla Год назад

    @MontuPlays I'm surprised you didn't say "Let's dig in and see..." at the beginning of the video...plant joke missed :-)

  • @Sepaedius
    @Sepaedius Год назад

    I hope Invasive Species trait works with Overtuned traits. ^^

  • @redomer91
    @redomer91 Год назад

    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.

  • @casanova9922-b9k
    @casanova9922-b9k Год назад

    Exploring if human originated from plants, when mushrooms are related to humans

  • @syrusalder7795
    @syrusalder7795 Год назад

    The custodian team was the best decision Paradox ever made

  • @markvt22
    @markvt22 Год назад

    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.

  • @Nomadic_Gaming
    @Nomadic_Gaming Год назад

    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