Stellaris Planetary Management In 2024
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- Опубликовано: 11 июл 2024
- Stellars Planetary Management can be confusing. In this Stellaris beginner's guide video I will cover Captial management, Early Colony management and Planetary Management for the rest of the game. We should cover all of the bases in this Stellaris guide!
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Chapters:
0:00 Lets Manage Your Empire
0:31 Your Capital
9:09 Your Colonies
16:41 Planetary Governors
16:56 Officials
18:52 Scientists
19:50 Commanders - Martial Law
20:49 Midgame Planetary Management
22:30 Lategame Planetary Management
Stellaris Version 3.11
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And please comment with any feedback, any ideas or if you disagree! - Игры
Montu: I wouldn't normally recommend trade capitals.
Me: There is no force, not even 25x all crises that can take away my love for the 1000 value trade capital.
If you have just the level 1 buildings on all slots with a thrifty species you can get 1.8k~2k trade value
I think the idea is you either quadruple down on trade, or you just don't.
Had 11k on my last game with 190 pops I think
@@Paardenschijt5000 Good God, man. One planet to fund your entire empire?🤣
"There is no-one on this world or beyond that can out-stubborn me in this one, very specific thing."
Every time I see a video like this, I end up booting up Stellaris for another run, cuz now I know more.
Damn you Montu!!!
This is me 😂
Just always play Stellar is, that seems to be what I do. 😂
Ahhh big farm must have run out of funds, he's back to farmers = bad
WIthout catalytic, they are as bad as they have ever been...
*This message was sponsored by Big Minerals!*
@@MontuPlays Why mine minerals when u can generate energy and buy them? smh
big farma
@@ChannelMinerOr actually go Catalytic and go zero miners.
Also go Anglers for zero technicians.
@@Dharengo But I don't wanna use those civics, I wanna use my civics! >:(
For some reason, that bureaucracy quote from civ 4 is my favorite, nice to hear it here!
Probably being quoted by "Mr Spock" helps.
I hate how slow I get when I start conquering planets, I start really really slowing down when I have more than 4-5 planets
The automation settings really do help a lot with this. I went from having to check my planets constantly and pause the game to fix them periodically to just checking them every so often and making smaller adjustments.
Newly conquered planets get the lion's share of attention, because I need to convert them to fit in my empire, but the automatic stuff is honestly so helpful for taking care of planets you've had for centuries and already set up to succeed. The automation will properly control jobs and is very reasonably efficient. Not as efficient as a player directly controlling them (for example, with Amenities turned on they won't let you fall into the negative on amenities) but enough that you can be confident your economy won't tank because you took your eye off a planet and it's rebelling now.
@@BrisingrFan55is planet automation really worth it? Cause I get into having 15+ planets and the majority of the game is just managing the planets and while it's fun to see the results in terms of resources but man, it takes away from being able to do anything else.
Try to play a couple of no-pause games. It really teaches you to make decisions fast. After that you can start pausing again, but for the lore events only. A great way to increase your speed, even if at first you'll be misplaying alot
That is because you are not supposed to build stuff on every single planet.
Find the planets which are the best at producing one single ressource. Have one planet that is specialized in producing one ressource and bulldoze/don't develop the others. They will be your nurseries that produce pops but don't do anything else because their deposits are so bad that they aren't worth the infrastructure.
The pops they produce will automatically resettle for free to your high productivity worlds.
It's just like in real life. Sparsely populated (rural) areas with low productivity export their workers to high productivity densely populated areas with good infrastructure and many employment opportunities (cities)
This will lead you to functionally only having about 6 worlds.
1 Energy
1Mineral
1Food
1Alloy
1Consumer goods
1Tech
After those worlds are built up and settled find a new one with good deposits and potential.
@@BrisingrFan55And stop micromanaging everything? Never!
For the starting colonies in the early game I tend to use the Rural designation as they rarely have the capability of going full for one resource as they have few slots for any given resource. Later on you can make this happen easier with mastery of nature or machine worlds, but early on I found this to be best.
Planetary size, features and modifiers are all also important factors to consider. Modifiers such as "Lush" or "Exceptionally Rich Minerals" are obviously the best spots to specialise your basic resource output, and usually provide additional district slots to back that up. Just the other day, during a test game for a new species I was creating, I encountered a modifier that was something like "Volcanic Flows", that spawned 6 Active Volcano tile blockers, but also added a tiny amount of Volatile Motes output to EVERY job on the planet (I think, I might be remembering that wrong)!
When it comes to size, I generally follow these guidelines: 11 or smaller usually becomes a Unity or Research world. 12-17 is good for basic output (depending on the exact resources present of course), then transition them into Refinery planets later when basic resources are more abundant. 18 or more generally ends up as an Industrial planet of some kind, unless it's particularly rich in anything else.
Of course, certain unique worlds can break this pattern - Relic Worlds make natural tech hubs with all the bonuses present, and you'll want to set aside a poorer planet for a Resort World later on if possible. And a planet on a hyperlane choke point is a natural candidate to be a Fortress world; personally I find this designation can be useful for expanding Naval Capacity with all the Soldier jobs you can stack there, or as good places to designate as Penal Worlds too, to help the Crime situation in general. At the end of the day, as long as you play to each planet's individual strengths, you should do just fine!
With or without mods, planets on chokepoints for FTL means the planet will fall before the guard does if you spec it into a fortress world.
For good measure, set up the system defenses to make sure that when(usually if, but always plan for the when) the station and defense stations go down, you'll have bought time for a reinforcement fleet to come charging in like a battering ram and scatter what's left of the invaders.
Thank you for teaching the basics of planetary development. I wish I had something like this available when I started playing 7 months ago.
These are super helpful whenever I come back to play some Stellaris after a bit. Thanks for making it! The automation tricks are clutch :)
speciallized worlds like Wenkwort or relic worlds are really great to find and develop early. increased researcher output is a hell of a mod to have on a gaia world, that also increases output by 10% of everything.
I have been waiting for an updated guide on this topic for so long. So much is different now with the new research rate nerfs. THANK YOU MONTU!
This is the guide i was expecting, thanks!
I will never have enough of your tutos ❤
I have a whole lot of hours in this game but you still tell me new things that icdidn´t know, thanks Montu!
My explanation of planetary management: pure, tedious, pain
just started the game and these guides are very useful. I'm trying not to let myself just turn everything on auto and weathering out the noob stages of my gameplay and this content makes that growing pains much more bearable! Thanks!
Thanks a lot! I needed a basic guide like this to help specialization click for me.
Very nice guide. An advanced one with shown examples of various specialization types of world in various stages would be awesome as well.
Example: Show an early, mid game, late game (finished) Tech world, Alloy world, Mote extraction world etc. + add starbase if they have one.
Awesome video, super informative!
Good to get a refresher. Haven't played for a while waiting for the new dlc.
I love your content bro, thank you for the gems of knowledge shared with us
Your best video so far. Loved it
Glad you liked it!
I must admit I'm often ignore efficiency for the sake of RP. For example on my spiritualist playthrough all my planets need to have a temple, UNE gets gene clinics and amenities above 0 at all times and so on.
Great vid, didnt know I needed this 😂. Thx bro 👍
New player here, im 9 hours deep into my 1st playthrough. Wish i saw this video prior to me starting cus i definitely didnt do my 2 planets efficiently as you describe on the video but for me going blind into games is part of the learning experience. Thanks for the your videos! I will keep going with my 1st playthrough as i planned it, just to wing it as i learn the ropes. I will apply all these tips for future playthroughs.
Lately I keep thinking that the game might be so much better if they just replace Stellaris Pops/Building system entirely with something similar to what they use in Vic3. I mean moving pop around in the early game is fun and all but it become an absolute nightmare to micromanagement late game. Compare to what you seen when streamer like Generalist Gaming do his economic magic trick, like, too many farmer? build mine and construction site than import agriculture product to bankrupt the local farm, Now the farmer moving in to industrialized production without your need to micromanage anything.
Not to mention it's somewhat more satisfying in term of empire management. Why would the Galactic Emperor drive himself crazy trying to figuring out which plebeian go where? just pump capital into the sector and watch the problem solve itself.
Sweet, i feel like im not the greatest at this game so these kind of videos are always helpful
Ahhhmt favorite Civ. Civ 4 tech quote from my boy Lenord!
Another great video
Glad you enjoyed it
Thank you for the Stellaris content!
I was happily wasting hours in the game anyway, but after having seen a couple of your tutorials I already roflstomped the AI as a machine empire, a hive swarm and a clone army. I might try plain ol' humans next.
Love the Civ 4 tech quote!
Oh, great! I've got some friends who could really benefit from this video.
About rural world. You need it when build up your new planet on basic resourses districts, you will make it faster, and then you transfer there pops and change it.
Also type "colony" is good at start and you can send there pops with bad happienes
If only planet automation would work. I mean, why not creating a "blueprint" system where you can define how the automation should build each type of designated planet?
This... I had a planet that got half of its population unemployed randomly. I was because the automated designations swifted every month between industrial and forge world.
Nice idea. Perfect to put on a $30 DLC
Oh man that qoute gives me ptsd/fond memories
mid to lategame i like ascending planetary designations on my specialist focused planets with most pops. often the capital it both increases pop efficiency and if the planet has many pops also lowers the empire size.
Montu when are we getting a test video with the revelation about how median range is calculated for ships ?
Industrial spec is good to building. Coz +25% build speed. Good guide. Ty
Oi, Montu! What about us roleplayers that want to make our pops happy and with stable lives, hmm? Is there going to be a guide for being a benevolent ruler at some point?
And before anyone chews me out for it and says I should be minmaxing, I play a generalist style that caters to doing all I damn well can to make each and every citizen in my empire happy; after all, a happy citizen is an overproductive citizen.
I mean, you know how to make more amenities jobs and employ clerks? 😅 What more of a guide do you need?
@@MontuPlays Sounds like a Resort World only Challenge
Thanks
Damn, I thought that suprlus/deficts are important for specific planets. Thanks for the video!
My favorite is finding a big planet with a +x% buff in the resource. I remember getting one planet to produce almost 900 food one time. Got a mining world to like 600 or so since sadly there isn't a mining version of the hydroponics farm (Well, one that you can build more than one of anyway).
It's the worst though when you find an awesome modifier on a planet you can't inhabit 😂
@@romanterry7215 once saw a +30% all research output with size 25 and it had crystals, and gas on it... on a holy world RIP,
@@estebanslavidastic4382 Either get the head relic or just, eat the fallen empire
@@mothman8300 yah i mean i did eventually but, by the time im strong enough to kill a FE that world doesn't make too much of a difference.
Every time I watch you play Montu I think, "wow you're citizens must be very unhappy." To think what you're reaction would be to me building agriworlds so I know I have the food to build up my population. Building theatres for their great amenities output so that they can all enjoy a nice day/ night at the movies. Not to mention half the time its easier for me to invest in trade instead of generators because I know I can that while its not the best way to get energy credits I know in some ways it makes it all easier. Please Montu think of you're citizens give each of them a life worth living.
Also don't forget to build a Gene Clinic on each planet even though they are inefficient because your pops deserve healthcare
Yes Commissar, this one over here...
No matter how many times you tell me farmers are terrible, I refuse to accept that Aquatic Hydrocentric Megacorp with Trawlers and Catalytic (and ideally Baol precursor for that juicy farmer buff building) isn't both a quiet meta and a lovely empire to live in - system after system of ocean worlds where everyone just uses their natural/gene modded aquatic abilities to swim around collecting food and consumer goods at a leisurely pace, while also pulling enough energy credits to support a Federation out of their backsides.
It allows for a very strong tech start, and a very easy shift into catalytic alloys later on.
Then just to really roll in the filth that is that build, you can go organic ascension to make everyone aquatic and immediately build cloning vats without worrying about the food upkeep.
He did say "unless you have certain civics." It sounds like you have a whole build that massively improves farmers and makes them more important.
@@overestimatedforesight Yes, that's what I was saying. I was just expressing a personal preference for a fun build, not questioning the validity of his statement.
@@aecides3203 unironically sounds like a great place to live.
@@logan8963 I thought so when it got running - in the middle of a galactic crisis, refugees were arriving constantly in a sector of the galaxy where they were greeted with "Welcome to one of our many beautiful ocean worlds. Please accept this citizenship card as well as this free house, gill and fin upgrades, and the option between working for the satisfaction of supporting our society, or simply living peacefully on Utopian Abundance." I looked at it and thought "Hell, if I ended up here I'd be glad Earth got overrun by a merciless army of killbots".
It was just this self contained, immensely well defended, bubble of paradise pumping out defensive fleets and resources to prop up an entire Federation. Eventually, the rest of the galaxy fell and we ended up in a stalemate where I couldn't clear their fleets and push out effectively enough to reduce their capabilities, but they couldn't get past my chokepoints either.
Trade capital sound like the best one to me, when your capital gets so full of people that you're running out of jobs, one of the buildings that offer the most jobs are commercial zones i think. So you get those, so you get the most jobs, so you'll stave off that unemployment crisis for a few more years.
why not just build transit hubs on your starbases so that unemployed pops migrate to planets with jobs? those commercial zone jobs aren't very efficient, particularly if you aren't a trade build
How fast are your pops growing? With just a little investment into district building and a world that's like size 18, you'll have enough jobs up until you can upgrade your buildings, which staves it off permanently
think is you don't want many pops
you want as little pops as possible, but all of them working at max efficiency
I tend to have "unity" or "tech" worlds that have the factory words designation. This is because in general I only want as much consumer good production as I have cunsumption. But with the way industrial district works, you need to have a factory world if you want to be able to create as much artisans jobs as needed without waste. So what i do is that i make factory worlds, but who don't focus on artisans jobs. Instead all my building slots are focused on unity production outside of two: one for the robot assembly plants, and one for the boost to artisan jobs.
I love the intro quote from Alpha Centauri
I remember hearing that in Civ IV
Curious about when the best time to build robot pops is and how to specialize them - maybe just curious on how to optimize pops on your planet in general. Thanks though this video is awesome.
The best time to start building Robotic Pops is as soon as possible. Also, as of v3.11, specialised Robots are usually too much work for not enough gain. Just go for faster Robot Assembly speed and secondly the generalist +5% stuff from Jobs RoboTrait. v3.12 might add a more flexible Trait for Robots where they adapt to their Jobs.
The main exception is if I play as a Megacorporation starting as Lithoids. Then I’m doing Trade Value instead of ECs from Generator Districts, and I’ll need much less Food (initially none, but I’ll want Immigrants). With my Lithoids Pops being Thrifty (and Charismatic), it makes a lot of sense to opt for Robotic Pops with the +15% Minerals from Jobs Trait.
Thank you Montu - and I didn't skip ahead! I was gonna, but it was so informative I watched all the way through.
Wonderful homage to both Civ III and Leonard Nimoy!
I haven't found a single use case for Capital Extraction World designation yet. I even used Agradrian Idyll with a Traditions mod to make farmers give 2 amenities, 1 unity and 1 of each Tech, but it was still better to just use the normal Capital designation. :D
Wow.. I was looking exacly for that vídeo.. and boom.. are in my mind?
....
*no*
Hey Montu, does the Urban World 10% resources from jobs apply to researchers too? The Tech World bonus of reduced Consumer Goods upkeep seems not worthwhile
I see you have made a nice guide for pre sapient life forms, but what about for sapient machine life?
I never noticed there were capital specializations before watching this video, lol.
I like to have a fram world or two, it suits my play style. I like to vassalize everybody around me. Once that is done I annex them one or two at a time. Having some farm worlds keeps me from going from +10 food to -300 in a single annexation. Then again I play for fun not for meta.
What’s your thoughts on the new bio reactor. It seems awful speaking I doubt any bonuses apply to the food producers energy production but it’s really good for making an higher scaling food/energy credit planet as you can build hydro farms in building slots but there are no energy buildings
Could you make a new Mega Corp Civic tier list? As a lot has changed since the old one
I've played this game for years. Countless hundreds of hours (actual hours, not the "I left the game paused over night") . GA with crisis at at least 10x is the standard.
I say all this not to brag, but show how much I lament the fact I never knew you could change the capital designation. Thank you again Montu for teaching me something I should already have figured out.
What do you do on worlds that have pops that can only work basic jobs like early robots/slaves?
Honestly, I think they need to improve Gaia worlds to have uncapped resource districts like hive worlds. As they are right now, they're kind of a waste of time to create via the ascension perk unless you're running the gaia seeder civic (the one with the terraforming building). If you get the Baol with the gaia seeder civic, then I can see spending your precious ascension perk on world shaper to speed up the pace at which you make gaia worlds.
Oh my god, you need to build the districts??? I thought the boxes filled in once the job was filled by a worker and i didnt have enough workers
Any chance of doing one of these types of videos on GalCiv4 maybe? I recently picked up the game and I quite enjoy it.
Absolutely!
Civ 4 reference ♥️
Rural is a designation that imo just exists for worlds that have alright minerals, energy, and food, but none in particular
I did not know that about amenties! Thanks!
One question I did have that was not addressed, do local governors override or add to sector governor bonii?
Override. Their effects replace that of the sector governor
One of the difficult game. I have seen video for a while but too lazy to play it myself
The pronunciation of Alpha Centauri is killing me lol. The i at the end is pronounced like -ee, or at least that’s how I have heard astronomers saying it
Its obvious because its Latin
@@Adidas_der_schwanger_war there are a lot of words in English that were taken from Latin or other languages that are pronounced in an “English” way. For example, in the word “radius”, letter “a” is pronounced different that it wouldn’t be been with Latin.
Alpha Centauri has a distinct English pronunciation that is different from Latin pronunciation.
@@Adidas_der_schwanger_war same applies to other languages: in Russian автобус, нюthe stress (ударение) falls on the o, but it was borrowed from the French language so the stress should fall on the у instead
I have been having a lot of problems with habitat automation.
They just refuse to build anything, and the unemployment and homelessness explodes forcing me to work them manually.
They really need a research capital designation that's all I use it for but maybe it'd be a bit too op
Anything you'd do differently as void dwellers?
Thank you for the great video! But what happened to the holo theaters? Are they not worth it anymore?
Also, how did you get so many building slots with only 2 city districts at 20:59
he has the civic that changes artisans to artificiers, which gives one building slot for every 3 industrial districts. i forgot the exact name of the civic, but you need the humanoids dlc for it.
@@cadeor6454Masterful crafters
2 from technology, 2 from planetary capital, 2 from districts and you get one base.
That's the total of 7!
Thank you
I have 2 questions: 1) what is your opinion on holotheaters? 2) I thought the science director building granted research output bonuses?
Iv been playing stellaris for about a week now, on console, and i still have no idea how to set sectors and governors for planets
i really wish there was a more indepth system for this. i play way too pacifist in stellaris which means getting an op economy and such set up is quite easy and quick.
I usually play megacorps and I rock the trade economy very well. I’ve been working on a cosmogenesis run and it’s still early game but my economy is still struggling with a deficit in food and consumer goods as well. What am I doing wrong? I seem to find trade builds amazing
he doesnt cover what to do about food aside from hydoponic bays which isnt a sustainable strategy. he mentions to deprioritize consumer goods and nothing more
You can talk about the best associations of a council of 5 scientists, admirals and officials.
There has also always been a problem with biological elevation: there are too few points for everything. What options are there to maximize this number?
On the one hand, efficiency gives more resources. On the another tho, minmaxing is such a draining chore that i rather spam food and consumer goods and call it a day than keep shifting pops/buildings on every planet.
Civilization IV intro soundclip O_o
Why i cant see habitation module on orbital rings? Are they patched out or maybe my mods did the funny?
Not sure if its "good" or not, but I tend to make my capital world a generator world with research facilities only (except for one generator building).
I’m a metallurgist. I approve of forge worlds.
“The bureacracy is expanding to meet the needs of the expanding bureacracy” that is circular Logic! Where is that quote from?
Originally not sure, I first came across it in civ 4: forums.civfanatics.com/threads/bureaucracy-quote.144294/
Should you clear sprawling slums before building anything as long as you have free employment?
My biggest problem with planetery-management is my "I hate red numbers" mentality. I just hate it if I do not have enough ammenities and I always build stuff to remedy this.
I want the worshippers of my god-emperor to be happy...
Edit: I definitly need to start building the luxury residence - for happyness I always build the Holo-theater. Never realized that the luxury residence give ammenities, without requiring a pop to work this job.
Well, I only play Stellaris since many years...
Edit 2: Ecumenopolis is the second thing I have never used...
Great video, thank you!
Where's the added 0.25 stability per Soldier coming from, on top of the +1 via the Commissioner governor?
Soldier provide stability (+0.25) as a base benefit now.
and here i am knowing damn well i should not build my worlds so balanced that they dont have negativ numers anywhere XD
Do this for consoles. We need someone that does videos for console edition since its different.
Ring around a planet midgame ? :O i never build something like this.
there are some things here, i have never heard of.
We often win before we reached year 150. But i'm still a beginner i guess
100% sure that is dlc thing
You should really state what things are locked behind DLCs when making videos like this. They're obviously targeted more towards beginners and a lot of beginners with just the base game probably watch and are confused when they don't have stuff like leader specialisations, arcology projects, etc. that you're showing.
Just get the subscription. I take it on all paradox games and don't own dlc.
After playing 300 hours, i need this :/
Ik watching this in school and I turn it up a bit just to be hit with SlAVeS and like 5 people heard 😅
The fact that this video is 24 minutes long is perfect
Agree, that's the brilliance of this video that nobody is talking about.
ore-TOK-thon.
Not trying to shame, trying to save
You know what else you could do instead of luxury homes?
Clinics, each doctor gives you 5 amenities and the bonus to habitability makes you need less amenities, so you know, always build a clinic in your worlds ;)
Clinics use pops. The main point here is to make sure our pops are producing resources, while they are the limiting factor. Later on when building slots are the limiting factor you'll want to switch over to clinic or entertainers
You neglected coverage of Machine Nexus Colony Designation.
I cant operate the leader traits menus the game UI crawls to a slideshow.
Why not say about rise button? Ecu can make 6k alloys for 500 food
I’d like to see a video on more advanced planetary management. I knew all this yet only yesterday learnt the utopian abundance unemployment strat for the early game.
Love to see an in depth video on all the micro efficiencies and more obscure aspects.
Surprised you didn’t mention holotheaters. IMHO they’re much better than luxury residences in terms of building slot efficiency.
holotheaters are generally very inefficient, from a pop management perspective. Until you max out your building slots (and have lots of pops) building slot efficiency is less important that pop efficiency! It takes a long time to get new 2 ne pops to work the jobs from one building/districts, building slots are relatively east to come by, just build another city district