Stellaris - Void Dwellers Origin Mechanics (Managing Habitats Is Good Fun)

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  • Опубликовано: 21 окт 2024

Комментарии • 522

  • @InnocuousRemark
    @InnocuousRemark 4 года назад +1773

    Dirt. You know, that stuff under your fingernails? The stuff we send to the recycler after sweeping it out of the maintenance bays? Imagine a ball of it so big you could live on it. So big, it has its own gravitational pull. That's how the xenos live. They live on dirt. Filthy. Xenos.

    • @sqocks8254
      @sqocks8254 4 года назад +124

      This post made me more anxious about my nails then anything else really

    • @harbl99
      @harbl99 4 года назад +88

      Your matter envy is palpable. Enjoy spinning around in your little tin can scrabbling to commodify every last piece of space dust.

    • @rexthewolf3149
      @rexthewolf3149 4 года назад +28

      Bloody earthnoids

    • @kevinstrout630
      @kevinstrout630 4 года назад +51

      I feel a bit bad for them, trapped on a prison of filth. Physically and psychologically bound to never ascend.

    • @Zerpderp0
      @Zerpderp0 4 года назад +13

      I am using this.

  • @geofff.3343
    @geofff.3343 3 года назад +155

    Salesmen: *Slaps the side of the habitat station* This baby can hold up to seven districts.
    Void dwellers: I'll take your entire stock.

  • @thepolarianempire
    @thepolarianempire 4 года назад +669

    My only complaint is that they still get the penalty on ring worlds which seems wrong because a ringworld in all honesty is just a massive habitat

    • @boosterh1113
      @boosterh1113 4 года назад +280

      I think the idea is that a ring world still has nature, with continents and weather and animals and such (it just all sits on an artificial ring vs a natural ball), while a habitat is a giant apartment building in space. The infrastructure to build and maintain them is similar (except in scale), but the experience of living on them is very different. That's why ring worlders still pick a climate type and can colonize planets just fine, because lived experience of the average civilian is pretty similar, whereas Hab-dwellers get super freaked out by all the *dirt* and *sky* and *Oh no! Why is water falling from the ceiling? Did the fire alarm go off? What do you mean 'It's called rain?'*
      It would make sense to remove the penalty for ring worlds they built themselves (cause they can build it as a giant habitat), but I think that they should still have the penalty on any ring world they conquer/reclaim that was made by someone else.

    • @dustinharding5617
      @dustinharding5617 4 года назад +40

      @@boosterh1113 I think they should have to "repair" the ring world they conqwuer/reclaim.

    • @TheBlackdracula
      @TheBlackdracula 4 года назад +57

      @@boosterh1113 they have the same disadvantage for ecomonopolis which makes no sense at all. Habitats and city planets both are just closed corridors and artifical weather control.

    • @dungeonguy88
      @dungeonguy88 4 года назад +54

      Maybe it's not just physical health issues but psychological ones that give Void Dwellers a hard time on non-habitats. It makes me think of the Belters from The Expanse. Many of them often suffered from psychological issues of just being in wide-open spaces.

    • @Deshiba
      @Deshiba 4 года назад +29

      Funny how the above comments all try to justify void dwellers having issues on planets & ringworlds.
      Lets flip it around. Do planetdwellers get the same issues on habitats/ringworlds?
      Its a bit silly and hopefully there will be some changes made.

  • @thedoruk6324
    @thedoruk6324 4 года назад +447

    It appears we Got all the origins...
    *except* the interstellar Nomads!

    • @TheCinderfang
      @TheCinderfang 4 года назад +98

      Playing a "fleet" home world would be cool

    • @AndresRamirez-fi5uw
      @AndresRamirez-fi5uw 4 года назад +14

      Just like Homeworld

    • @AndresRamirez-fi5uw
      @AndresRamirez-fi5uw 4 года назад +28

      Or, maybe like mass effect andromeda, a species that came across the galaxy to colonize

    • @scaper12123
      @scaper12123 4 года назад +56

      They've said on multiple occasions they have no intent to make this a playstyle

    • @icyknightmare4592
      @icyknightmare4592 4 года назад +5

      I'd love this. Could make an accurate recreation of the Bug Eyed Monsters from the Kris Longknife series with that origin.

  • @lazyvessel8632
    @lazyvessel8632 4 года назад +137

    Void dweller reminds me of quarian in mass effect. They have habitability problems without controlled environment because of their weak immune system. And they're basicly space nomads. Interesting.

  • @katyushamarikov8819
    @katyushamarikov8819 4 года назад +189

    Aspec: "Habitats are fun."
    Also Aspec: "Logistics are fun."
    Normal people: *can't even manage a budget in real life*

  • @wetbrick3394
    @wetbrick3394 4 года назад +131

    Void dweller origin is for people who took way to long to choose doomsday instead.

    • @joshuahunt3032
      @joshuahunt3032 4 года назад +8

      The Cheese Hey, man, some people just don’t like being rushed XD

    • @wetbrick3394
      @wetbrick3394 4 года назад +6

      Joshua Hunt you think the planet cares?

    • @Kaldusar
      @Kaldusar 4 года назад +2

      Well in mine playtrough of doomsday with habitable planets set to 0,25 i kinda end like void dweller...

    • @ChaoticNeutralMatt
      @ChaoticNeutralMatt 4 года назад

      Heh

    • @davecrupel2817
      @davecrupel2817 3 года назад

      Lol!

  • @ariantes221
    @ariantes221 4 года назад +274

    Uh ASpec? Anything that refers to city something or planet something doesn't work on habitats... like city district housing. Also any civic that replaces admins with merchants/researchers or high priests is very powerful with the habitat start as you get basically 3 times the effect. Same with things like police state etc.

    • @DrDamazing
      @DrDamazing 4 года назад +39

      Jeah thats a dead tech for habitats...

    • @davidk1308
      @davidk1308 4 года назад +54

      Same with traditions. Expansion doesn't give habitats another district, and Prosperity for example does not give you more clerks or housing.

    • @MegaDrunkViking
      @MegaDrunkViking 4 года назад +13

      @@davidk1308 prosperity does improve ringworkds tho.

    • @davidk1308
      @davidk1308 4 года назад +17

      @@MegaDrunkViking that's pretty weird then. Why Ringworlds but not habitats?

    • @thomaslacroix6011
      @thomaslacroix6011 4 года назад +3

      @@davidk1308 because ringworlds are more like artificial planets than habitats

  • @johnnyb175
    @johnnyb175 4 года назад +183

    Me: *chooses void dwellers origin, xenophile, pacifist, and egalitarian
    Me: "Wow, I'm pretty good at this game"
    Aspec: "Hold my beer"

    • @lolasdm6959
      @lolasdm6959 3 года назад +2

      Bruh who play xenophile, that is kinda beta.

    • @zeehero7280
      @zeehero7280 3 года назад +3

      @@lolasdm6959 People with brains bigger than a walnut, thus able to comprehend a playstyle other than slaving purging technocracy xenophobes.

    • @lolasdm6959
      @lolasdm6959 3 года назад

      @@zeehero7280 Dude, you understand you can just not pick xenophile of xenophobe like normal people right?
      Because I don't kill or enslave all the aliens, nor do I get on my knees and start licking their balls.
      I just have them be a part of the citizenery.

    • @zeehero7280
      @zeehero7280 3 года назад +4

      @@lolasdm6959 Licking their balls would be the 3rd tier of fanatic xenophile. all xenpophile means is fascinated by aliens and or predisposed to friendly relations.
      It never meant worshipping them, although the Church of Xeno Divinity would make for an interesting game lol.

  • @cassiatullius9324
    @cassiatullius9324 4 года назад +37

    While playing void dwellers all my problems were solved by acquiring livestock. It produced all food I needed and artificially increased amount of pops without taking a lot of housing thus unlocking building slots (good for rare resource production)

    • @monstdrumm
      @monstdrumm 3 года назад

      I thought that livestock is only possible for a hivemind empire. And hiveminds cannot start as void dwellers. 🤔

    • @cassiatullius9324
      @cassiatullius9324 3 года назад

      @@monstdrumm It is possible for normal empires if they are xenophobes

    • @monstdrumm
      @monstdrumm 3 года назад

      @@cassiatullius9324 thx, I did not know that

    • @luigimrlgaming9484
      @luigimrlgaming9484 Год назад

      Got a solution that doesn’t require eating potential customers?

  • @seanmartin1762
    @seanmartin1762 4 года назад +77

    So the goal of this playstyle is to find a primitive civilization and have them colonize planets while you build habitats everywhere so as to take advantage of any planets you find

    • @onyhow
      @onyhow 4 года назад +9

      Or just migration treaty.

    • @phoenix402
      @phoenix402 4 года назад +21

      or use robots for that later on. droids and synths can also colonize if i remember correctly, it just takes a bit longer to get going than finding primitives. still gets the job done though.
      but if you prefer going something like spiritualist and keep robots to a minimum, though. you could always try seeing if there's any pops for purchase available on the galactic market once it's been established.

    • @gabrieljoseozanan6989
      @gabrieljoseozanan6989 4 года назад

      Better yet, make their homeworld into a Thrallworld and the things into livestock for a nice source of free food!

    • @arcanegamer2723
      @arcanegamer2723 4 года назад

      The disadvantage is reduced on relic worlds

    • @RayPoreon
      @RayPoreon 4 года назад +1

      @@arcanegamer2723 Specifically, relic worlds have the same habitability they normally do, but voidborne pops will suffer from -60/70(can't remember which) pop growth.

  • @PyroMancer2k
    @PyroMancer2k 4 года назад +30

    I've played Void Dwellers several times now and so far what I've found is they can be very strong. I don't play Mega Corps and so far they seem to be just fine for Standard Play Style.
    Tips for Void Dwellers:
    1) You can still colonize planets perfectly fine it's just low habit/growth penalties. Use Robots or Other species to work the planet. Since Robots/Droids can't work all the jobs on Habitats I find I just move them to a planet where they can mine. Plus they don't have bonuses of mining on the Habitat my population does.
    2) When starting set your specialization type to Mining and Generator on the appropriate Habitat as it will increase the output from those districts.
    3) You can build Habitats over Strategic Resource planets and it will let you build that Resource Building just like on Planets. This is something that's been in game a long time but I never see mentioned in forums/guides of Habitats.
    4) You can build Habitat over Alloys and you'll get Alloys as bonus income plus it acts like a normal Mining Habitat otherwise.
    5) If you want more houses you can build Fortresses as they give you 3 extra housing slots but do cost 1 Mote. Sure it also gives 3 soldier jobs but you can just turn those off so pop go where you want. Can be useful in specific cases but usually not an optimal strategy.
    6) Lithoid VD is my current play style and it's great cause you have 50% Habitability on most worlds to start. Which could be clouding my view VD.
    7) Expand fast as the influence is better spent getting more space at the start with cheap resources than it is getting a new Habitat. Once your fairly boxed in then switch to using influence to build more Habitats.
    8) The 3K alloys for a new Habitat can easily go towards a new fleet should a neighbor be aggressive, and if war does come you'll have a nice group of pops suited for manual labor on planets.
    9) Don't waste your R&D Habitat. Getting 3 researchers without use of building or special resource is huge. In the vid he has 2 Housing and 1 Trade district on the Habitat. Personally I recommend only 1 Housing and the rest R&D, assuming you can support the CG cost of all those Researchers. Specializing the build and have a science ship assist Habitat for further boost.
    10) Reduced Housing Trait on Species is great for Habitat and I put the same thing on the Robots to make the most out of housing. -10% means 10 pop can fit in space for 9. Thus Habitat with 1 Housing district and 7 Special districts can support 32 Population and 21 Jobs. Leaving you 6 building spots and 11 jobs to work with. Personally I prefer low or no job buildings such as strategic resource production, robot production, cloning center, and etc.
    The alternative is pure housing habitat of 8 housing can support 88 population which is enough to unlock all the slots and easily support a specialized production platform for alloys, consumer goods, bureaucrats, or whatever. This is key as specialization is your friend.
    11) Once you get your Habitat settled how you want it for the long run just continue to move extra pop it generates over to other Habitats. Don't waste it by discouraging pop growth.
    12) City Worlds give 100% Habitability to Void Dwellers so getting a City world with all those specialist bonuses can be huge.
    13) R&D Habitats can be the real power house to this play style as they act like mini Science Nexus when fully setup. You'll leave other empires in the dust with Tech and make a b-line for mega structures as the Dyson Sphere and Matter Decompressor let you shift those energy/mining Habitats into specialized production centers rather then raw material generators.
    14) If you don't like Xenos but want those juicy planets you can Gene Modify your species to a different habitability. There is a weird issue with way Void Dwellers reproduce on planets as it creates a species with -60% pop growth when it adds the new pop but that is never the pop that is chosen to grow as it uses the original trait of founding colonist so it doesn't matter. This remains even with Gene Modifications but you can suffer less habitability penalties and Gene mod out those weaker versions of your species.

    • @PyroMancer2k
      @PyroMancer2k 4 года назад +4

      Reading through some of other post I've seen some opinions on Traditions not fitting with VD which I find to be rather incorrect as they can still benefit in curtain ways so I figured I'd add to my Tips Post.
      Expansion: The +1 Pop, +10% Pop Growth, and Reduced Influence Cost are still great for VD even if they don't get anything from the completion on the +1 Districts.
      Domination: This one I often get regardless of empire type solely for the completion bonus of +1 Influence and with VD needing influence to expand more than any other empire and few ways to increase it I'd say this is a top pick. Plus the extra Leader levels and +5% worker production is nice.
      Prosperity: This one is also great for VD as the -10% District cost is huge since unlike planets which only need 300 minerals the districts on Habitats run you 500 Minerals each and saving 50 minerals per district is HUGE. Plus bonus to Specialist production and reduced upkeep of buildings/districts is great as well. And the Adoption of it gives you +10% minerals on all those mining stations which is really useful given how much you rely on your space resource gathering.
      Harmony: Not much unique here for VD except reduced food usage means less need for farm buildings.
      Supremacy, Diplomacy, and Discovery don't really change what you get form them as VD. It's more just personal preference and what your empire is working towards.
      Personally Expansion and Domination is my first two picks as VD. Expansion so I waste less influence on expanding while helping my pop growth. And Domination so I have more Influence to expand and build Habitats so it's sad to see some think they are worthless to VD.

    • @MChannel80
      @MChannel80 4 года назад +1

      @@PyroMancer2k yeah, expansion comes first for me too. Then I am split between discovery and domination when maxing out research. The reduced upkeed for researxhers can be useful for a fully built out RnD habitat early on.

    • @PyroMancer2k
      @PyroMancer2k 4 года назад +1

      @CMDRUlon Yep the reduced upkeep on all those researchers can help if you have a lot of researchers but not sure one habitat really qualifies. Full 24 Jobs using 48 Consumer goods means you save 9.6 CG which is less than 1 level One CG Factory.
      Going for Discovery solely for that I think there are better options but if you are also going for the completion of the tree the +10% from science stations and +10% overall science can really help keep you ahead in the science game. The reduced CG I'd view more as gravy.
      Personally I always seem to be low on Influence which is why Domination is my 2nd pick. Also I do dip into Traditions for quicker progression. Here is what I mean.
      Here is my Pick Order:
      1) Adopt Expansion
      2) -10% Starbase influence cost
      3) +1 Pop New Colonies
      4) +10% Pop Growth
      5) Adopt Domination
      6) +20% Crime reduction from Enforcers, Telepaths and Overseers
      7) +5% Worker, Slave and Menial Drone Pop Resource Output
      8) +2 Governor Level Cap
      9) +1 Housing from Capital and Residence buildings
      10) +2 Ruler Level Cap (Completes tree for +1 Influence)
      After this I may dip into prosperity to get the -10% cost and upkeep picks for buildings/districts plus the +10% mineral from adopting it. And at this point it really depends on how the game is going for what tradition I go for next.
      If I need another ascension perk I'll drop back and finish off Expansion as sometimes you'll get more from the Tradition to help your empire than you will from a Perk. Like with the Voidborne perk the +2 district are a must at some point for VD but I often may but it off to my 2nd Perk Pick cause my Habitats are not yet full when I get my first pick option.
      For Ascension perks my top two picks are Technological Ascendancy and Voidborne. Other great Perks for VD are World Shaper & Arcology Project because Gaia & City Worlds have 100% habitability for VD so you can convert all those planets to better fit your needs. Or can just stick with Driods/Sub-Species and make break for Mega-structure tech with Ring Worlds. All down to personal preference and how the RNG Gods layout your surrounding area.

    • @MChannel80
      @MChannel80 4 года назад +2

      @@PyroMancer2k Playing as Free Traders I use Marketplace of Ideas to rush pretty much that list, then switch to Consumer and complete Expansion and go either for Diplomacy or Discovery depending on the circumstances. Lower diplo costs are useful, if there is a lot going on. With the new corporate embassy building, I am even considering Universal Transactions as perk for Void Dwellers now (third choice). Makes it far easier to build embassies everywhere while still having inf for constructing more habitats. Forming a Commercial Federation can also be pretty strong here. This is all for Megacorp Traders ofc.

  • @CheshireFatorum
    @CheshireFatorum 4 года назад +60

    It's kind of sad that you can't make Hive Mind Void Dwellers.
    This looks like it would be fun with Terravores.

    • @leiffitzsimmonsfrey1272
      @leiffitzsimmonsfrey1272 4 года назад +8

      And why are Terravores hivemind exclusive anyway?

    • @CheshireFatorum
      @CheshireFatorum 4 года назад +6

      @@leiffitzsimmonsfrey1272 I'd love to make a Steven Universe style Diamond Authority empire - xenophobic, fanatic authoritarian, imperial government, consuming planets to build habitats…
      Closest thing currently would be Machine Worlds and a synthetic/robot empire, but their whole thing is that they're all based on various gemstones, which just _screams_ lithoid…

    • @NuclearDystopia
      @NuclearDystopia 4 года назад +3

      Yuuto Amakawa right? i wanted to make game with robots who were the only things left after plague killed the habitat inhabitants and then they eventually gained sentience. :(
      robot janitor empire plz.

    • @gabrieljoseozanan6989
      @gabrieljoseozanan6989 4 года назад +8

      @@NuclearDystopia Or even better, a Rogue Servitor Void Dwellers for actual Wall E shenanigans!

    • @ChaoticNeutralMatt
      @ChaoticNeutralMatt 4 года назад

      @@leiffitzsimmonsfrey1272 it was the lithoid devouring swarm?

  • @fellowtemplar5679
    @fellowtemplar5679 4 года назад +67

    Roleplaying as Hyperion corporation (Borderlands) with Void Dwellers origin.
    Would be cool if Paradox created nomadic/horde type origin. Your pops live on fleets and build different buildings on them to sustain themselves until they decide to settle on a planet.

    • @doomyboi
      @doomyboi 4 года назад +9

      That can't be that far off at this point, it's such a great sci fi trope it has to come in at some point as an origin or even an origin/civic combo

    • @1border2lands3
      @1border2lands3 4 года назад +10

      I always wanted a Quarian origin

    • @blackmib
      @blackmib 4 года назад +3

      like the nomads in game

    • @fellowtemplar5679
      @fellowtemplar5679 4 года назад +12

      TheMikiah L Exactly what I was referring to. It’s great how many similarities Stellaris has with Mass Effect. There’s galactic council, mass relays (aka gateways), Cerberus (habitats), Reapers (Contingency).
      The Federations release trailer has Mass Effect vibe all over it. It represents pre-genophage Krogan vs Salarian conflict. They even added Post-Apocalyptic origin, which is exactly Krogan lore.
      Paradox obviously were inspired by Halo, Mass Effect, and Star Wars.

    • @dreadpenguinlord340
      @dreadpenguinlord340 4 года назад +5

      @@1border2lands3 Keelah Sa'lai!

  • @vvbr2372
    @vvbr2372 4 года назад +100

    I had the worst start ever with it, 3 gestal consciousness, 1 fanatic purifier, some xenophobic and 1 mega corp... horrible start couldnt build any corporate branches had to turtle up till mid game where i could build dison sphere and matter decompresor, luckily i got the cybrex so that helped

    • @michasokoowski6651
      @michasokoowski6651 4 года назад +6

      Heh, i had the start at the very edge of the galaxy, i menaged to get 2 more systems before advanced starts rogue defense system and fanatic purifiers completely cut me off...
      Also start with lithoids, Advanced fanatic purifiers that already took out 2 (one of which was another advanced start) and half of empire... 20 years into the game... bordering me, on Admiral. Defensive pacts? Nope, they killed all my friends when i tried them. Mid game was... well, i had no research because i needed alloys so much to survive.

    • @HazzronIV
      @HazzronIV 4 года назад +9

      Went with a lithoid megacorp. Then I made friends with a xenophobe early game and he's been slowly wrecking all my neighbors ever since.

    • @kotzpenner
      @kotzpenner 4 года назад

      haha I feel you
      I'm producing like 150 alloys a month currently 70 years in and I can't expand beyond my first 3 habitats and a Gaia world I found because I'm a somewhat evil empire built after the Goa'uld and my 4 neighbours all hate me for some reason and I'm always at war with at least one of them so real diplomacy outside is nearly impossible. The AI empires also every single one alone can match or exceed my fleet, let alone all at once. So I spend every single alloy for fleets barely struggling to survive. They really improved the AI a lot. I think if I wasn't that much hated and struggling, I'd have more fun with habitats lol.

    • @willywodka1924
      @willywodka1924 4 года назад +1

      I once had the Situation, in which the fanatic Materialists next to me formed a Federation with the Fanatic Spiritualists on my other side. That was fun, as you can imagine.

    • @vvbr2372
      @vvbr2372 4 года назад

      @@willywodka1924 wait aren't they supposed to hate each others?

  • @TheAcunianGamer
    @TheAcunianGamer 4 года назад +40

    Uploads exactly when I start playing with this origin.. Aspec has the greatest timing of all..

    • @kotzpenner
      @kotzpenner 4 года назад

      lol same here, it's really fun but really hard

  • @razorthewolf18
    @razorthewolf18 4 года назад +123

    Can we do the one where you start as a vassal of a fallen empire. Super interested in how that works.

    • @doomdrake123
      @doomdrake123 4 года назад +23

      Current playthrough is as scion. Duuude is it OP. First try kinda flopped, because the fallen empire will give you some of their ships, and if you don't have 50-100 spare energy your economy will tank. Once you receive their fleet you become the most powerful empire in the galaxy. And my start was amazing, rerolled until I got the cybrex and the nextdoor neighbours are shattered ring origin...

    • @loafofbread9400
      @loafofbread9400 4 года назад +5

      @@doomdrake123 thats cause scion is meant for sandbox/roleplay/fun just like doomsday

    • @ricktherockandroller
      @ricktherockandroller Год назад

      I know this is just me but I had a run; two sectors away was a fallen empire that acted like they created my race... They "saved" one pop and gave me a ton of research thats as far as I've gone

  • @geofff.3343
    @geofff.3343 4 года назад +12

    Conservation trait is a good one for void dwellers. Cuts down on your consumer good consumption so much it can easily replace one of those traits in the trade off.

  • @manofcultura
    @manofcultura 4 года назад +7

    Just some insights for my play through. Nobles are really good for habitats. Their bonus to stability really helps with bonuses or offsetting low amenities. I highly recommend aristocratic elite! Since I’m doing RP playthrough instead of min maxing I have feudalism as my second, which is really really stinky for void-dwelling start

  • @Theharmlessone
    @Theharmlessone 4 года назад +40

    May i recommend going fanatic authoritarian with slaver guilds. With the new adentured servitude slavery type you can apply the 20% bonus to alloy and reaserch jobs. It's pretty nasty

    • @geofff.3343
      @geofff.3343 4 года назад +19

      Hey, we don't like that word. You know... slavery.
      They're prisoners with jobs.

    • @Larry-qz2fw
      @Larry-qz2fw 4 года назад +7

      @@geofff.3343 No mate, In the context of this game they are called 'Internship'

  • @vaniellys
    @vaniellys 4 года назад +50

    "Thunderbird 5" Nice reference. FAB !

    • @OnboardG1
      @OnboardG1 4 года назад +5

      Vaniellis The other two better be Cloud Base and Moonbase Alpha

    • @condorscondor
      @condorscondor 4 года назад +2

      Lots of references in there. I spotted his empires leader, which he named Peter Weyland.

  • @daedalusdreamjournal5925
    @daedalusdreamjournal5925 4 года назад +30

    Several things that were mentioned before in separate posts here which I will put here together for clarity purposes in case someone is interested:
    1. Traditions that affect normal districts (planet districts) will not work on habitats as a whole. So, prosperity tree will not! give clerks jobs or (more importantly) extra housing. habitat housing districts start as 8 and stays at 8. Same thing for technology, you don't get extra housing. (EDIT: habitat housing districts are not! considered regular planet housing districts and any bonuses that apply to the later will not work on the former END EDIT).
    2. Speaking of housing, there is a single building that actually allows you to do that and that's forts and their upagraded version for respectively +1/+3 housing. Of course, the upgraded version (and even the normal one) are far from being a perfect fix due to low extra housing + cost of special resources in the case of the upgraded one. But it is something to keep in mind.
    3. There seems to have been an oversight from developers in the sense that you are not! forced to stay on habitats. You can rely on xeno pops to colonize planets in the early game. Either by stealing pops, invasion or, in the case of the empire you showed here, using envoys to secure immigration treaties which in turn allow you to build colony ship using those xeno-pops ... which is quite powerful indeed since you can combine your (quite useful) strategy which you just showcased here and combine it with regular planets to support building even more habitats (for food and minerals mainly from what I can see).
    Another thing, which hasn't been mentioned, and I believe is still true, is that you can build habitats on "basic" strategic resources (mote, gas and crystals). This allows the habitat to build the resources extractor as a building. The advantages are, at least, as follow: While it will require you to build the building before accessing those resources, once you do, barring any other bonuses, you will end up producing roughly double that amount.
    Add to that the various bonus that apply to population jobs and the bonus can get substantially higher. Something to keep in mind (for say, like, those forts and upgraded forts for the +1/3 housing ... and a few soldiers jobs to improve military and nav capacity to teach those xenos a lesson ;) ).
    And that's my two cents :)

    • @daedalusdreamjournal5925
      @daedalusdreamjournal5925 4 года назад +3

      An addendum to my above post ... but has nothing to do with mechanic per say, hence why I put it here. The xeno pop for colonization is quite broken from what I can see (not as broken as say ... the shattering ring one but still) ... on the other hand, while Paradox has some balancing out to do (which I imagine is why they recruited the spiffing brit and even allowed/asked him to break the thing ;) ) the void dwellers origin, if you put some restrictions on yourself, is an incredibly fun way to play :)
      Also, thanks to aspec for pointing out some thing which I initially missed :) (like focusing more on research at the beginning, which I did somehow but not to the level aspec did here ... I am testing it now and it certainly works ... any bonus to production is a godsent for this origin ... especially pop related ones ;) ).
      The main thing which I have problems with is how much territory to acquire at the beginning for mines: Too little and you might run into production problems, too much and risk getting too spread out but, even worse, lacking the influence to build more habitats.
      But I am no expert at the game ... which is fun for me, since there's still a lot more to discover for me there ;)
      Also, the imbalance in some of the origins makes me want to try my hand at modding ... just to try a few interesting idea to create a custom way of playing which might be interesting ;) ( well ... at least to me :D ).

    • @HazzronIV
      @HazzronIV 4 года назад

      @@daedalusdreamjournal5925 Have you all played around with administration buildings yet? I was playing a lithoid megacorp build and didn't need farms so I was just spamming them for the hell of it.

    • @MN121MN
      @MN121MN 4 года назад +1

      The part with xeno pops colonisation is intentional I think. Especially since the modifiers come from the trait and not the preference. Now whether that was a good idea or not, I can't say. I think it's fairly balanced atm.

    • @KaidonUK
      @KaidonUK 4 года назад

      Playing this as a MegaChurch, rushed the ascension perk for terraforming Gaia worlds. Absolutely crazy with this build if you can get some decently sized worlds. I only terraformed 20+ district worlds and it snowballed me so hard.

    • @HazzronIV
      @HazzronIV 4 года назад +1

      @@MN121MN Maybe there needs to be some kind of tech or event that you can't get till mid-game that allows you to accept migration treaties. I mean if your a voidborn species, whose to say your habitats are even habitable by the rest of the galaxy's standards? Maybe you need some xeno refurbishing before the other races will let you have visitation rights with the kids.

  • @humanhomosapien298
    @humanhomosapien298 4 года назад +15

    "sorry sweetie, I know how you're looking at me right now". Funny how you there was no response. Coincidence I think not.

    • @A_Spec
      @A_Spec  4 года назад +4

      There was, she was sitting next to me whilst recording this.

  • @principleshipcoleoid8095
    @principleshipcoleoid8095 4 года назад +31

    City district housing doesn't help your habitats! And they don't get anything from +City District bonuses >::(

    • @danterosewood5734
      @danterosewood5734 4 года назад +1

      I noticed this as well. Not sure if it is intentional game design or not.

    • @principleshipcoleoid8095
      @principleshipcoleoid8095 4 года назад +8

      @@danterosewood5734 I think they forgot to fix that. Making parts of traditions useless is NOT their game design choice. Or maybe it is kind of a nerf to this origin? Probably not.

    • @cryptkeeper08
      @cryptkeeper08 4 года назад +6

      @@principleshipcoleoid8095 IT needs to be fixed, I get void dwelling shouldn't be easy but having things that do nothing for you is pointless and confusing for new players. If they don't want it to add housing it could add amenities instead to habitat city districts.

  • @GamingMasterAnthony
    @GamingMasterAnthony 4 года назад +10

    I can't wait until I can get the expansion so I can create the closest representation of the Quarians (mass effect) I can in Stellaris.

  • @Kaiser282
    @Kaiser282 4 года назад +3

    I feel like the revolution and its housing bonus building would be really fun on this for compact habitats.

  • @d.nazaratiy
    @d.nazaratiy 4 года назад +8

    ASpec, I think it should be also noted: whenever voidborn species lands a planet they have popgrowth reduced to -60% on next generation

    • @peterknutsen3070
      @peterknutsen3070 4 года назад +1

      I actually watched this video in order to get a detailed explanation of those game mechanics... didn’t get it.

    • @ChaoticNeutralMatt
      @ChaoticNeutralMatt 4 года назад

      Oddly though you can just have them produce the pops without voidborne

    • @ChaoticNeutralMatt
      @ChaoticNeutralMatt 4 года назад +1

      @@peterknutsen3070 yeah.. not sure how it didn't come up

  • @ToxicCalamari
    @ToxicCalamari 4 года назад +3

    Starborn is an amazing mod, and I'm glad it's been officially incorporated into the game in full now.

  • @jochem12jdj
    @jochem12jdj 4 года назад +6

    Yesterday in my diplomatic superiority focused game I had an event I have never seen before and found nothing about relating to stellaris... the “dancing plague” event chain...

    • @gandalflegris3549
      @gandalflegris3549 4 года назад +3

      Very good event if you decide to study the causes of the plague

    • @jochem12jdj
      @jochem12jdj 4 года назад

      @@gandalflegris3549 oh? i decided to let it do it's thing, it just went away

  • @Wlerin7
    @Wlerin7 4 года назад +3

    17:27 "City District Housing, so important" -- Habitats don't have City Districts, they have *Habitation* Districts. That tech does nothing. Same with the two Prosperity tree Traditions that boost City Districts.

  • @Lanceleoghauni
    @Lanceleoghauni 4 года назад +16

    listening to aspec at 2x just sounds like a normal person talking and it's the only way I can watch anymore.

  • @cdgonepotatoes4219
    @cdgonepotatoes4219 4 года назад +1

    Just done with a 4-days long megacorp run of void dwellers, I've got to say I definitely improved my planet management skills due to just how much juggling is needed to not stumble at start.

  • @sorcikator993
    @sorcikator993 4 года назад +2

    What I always wondered, is there a link between the amount of resource on the planet and the number of districts associated on the habitat? For example, would a planet with 6 mineral make for more mining districts?

  • @Spartan878455
    @Spartan878455 4 года назад +3

    Droids are also important with servitude so that you can mod them to have the servant job to get your amenities.

  • @geofff.3343
    @geofff.3343 3 года назад +1

    One of my favorite Human starts is Human Void Dwellers. My current build is called the United Free Cities of Sol.
    It's not optimal VD play, no, but oh boy is it fun to role play. It uses the standard human template for humans.
    I'm thinking about writing a book series based on it, so now I can chalk up several dozen hours of Stellaris as work and research.

  • @jo1italianstyle
    @jo1italianstyle 4 года назад +3

    If habitats had 10% cost reduction for void dwellers, they would be a good origin

  • @ricodarebeira1629
    @ricodarebeira1629 4 года назад +1

    Did Void Dwellers earlier as well but went Fanatic Spiritualist and other traits to boost Unity as much as possible to get through the traditions. working out nicely with the Leisure Districts and Temples

  • @adherry8142
    @adherry8142 4 года назад +1

    This was the first one I tried with my Spiritualist Xenophile empire. I befriended a neighbour and got Planet dwellers to build the resource base worlds and tech worlds (and later one ecunumepolis) while the Intaki were stackend on Forge habitats producing disguisting amounts of alloys.

  • @StarDruid
    @StarDruid 4 года назад +1

    Really reminds me of the Alternative Reality race types in the old 4x game Stars!. Except they couldn't live on planets at all, plus side is you could have vast mining fleet strip mining every planet you could get your hands on.

  • @gracefulcubix4730
    @gracefulcubix4730 4 года назад +1

    You can change the size of the habitat using the planet size command.
    Also usable on ringworlds

  • @EstrellaViajeViajero
    @EstrellaViajeViajero 4 года назад +2

    The -10% pop growth speed is the same as you would get on an 80% habitability planet.

  • @orgashi4932
    @orgashi4932 4 года назад +3

    Thanks Aspec for this video appreciate it.

  • @ayrtonbarmecide4912
    @ayrtonbarmecide4912 4 года назад +1

    I can't wait for your video on the Scion origin!

  • @DrLongWang
    @DrLongWang 4 года назад +1

    This is the start I anticipated most and I use it often. The 3k alloy cost is extremely steep in the early game, and the 200 influence can be inhibitive to early growth. But it’s overall very enjoyable, the only issue I’ve found is that you can micro your pops to force the out of growing on planets.

  • @dungeonguy88
    @dungeonguy88 4 года назад

    Something handy I've found, is to aim for lots of population controls. Not just for moving people around your habitats, but making sure it's your Void Dwellers taking up space on your Habitats. Then you can form migration treaties and do the reverse for any alien friends you find in the galaxy. Keep you Void-pops off of it and only have the growth of robots and outside species. I have most of my habitats food needs being supported by a nice Arid planet that I have a bunch of fungoids living on with robot workser.
    Kinda imagine it as leasing out my planets to alien species to live on. Very fitting for a Megacorporation.
    Also, while your Void-pops can live on 100% Habitability worlds like Gaia worlds, they still take a penalty to Pop Growth. Still good for when habitats get crowded and you need to let off some pressure.

  • @ryanharrelson6935
    @ryanharrelson6935 4 года назад

    I played around with a variety of Void Dweller races, and I found two that are worth sharing. The first empire minimizes housing usage with the communal trait, plans to take biological ascension for the Fertile Trait, hopes to find the speed demon for the Social Pheromones Trait and takes the Inward Perfection trait for access to the Adaptability Tradition tree. The End result is a species that only uses .65 housing per pop. The second empire that I liked using with Void Dwellers used the citizen service civic and copious amount of strongholds on each habitat. I would build only a certain type of district on a habitat, then fill the building slots with fortresses to get unity and a bit more housing.

  • @10011110011
    @10011110011 4 года назад +5

    I liked my lithoid habitat game.
    It felt "natural" for my headcanon. Too bad lithoids dont have custom buildings.

    • @CheshireFatorum
      @CheshireFatorum 4 года назад

      Ohhh…
      Void Dweller Terravores could be interesting. Sure, you eat the planets, but you don't actually _need_ them…
      /Edit: Nevermind, no Hive Mind Void Dwellers…

    • @10011110011
      @10011110011 4 года назад

      @@CheshireFatorum in my headcanon they already ate the planets. I play with low habitable planet count. The rest got cracked.

    • @ChaoticNeutralMatt
      @ChaoticNeutralMatt 4 года назад

      @@CheshireFatorum that would have been interesting. Mods?

  • @Adidas_der_schwanger_war
    @Adidas_der_schwanger_war 4 года назад

    I think a good trait for a void dweller race is the one that decreases housing usage. Because it increases the maximum amount of pops in one habitat from 64 to 70.
    For megacorp the trade district is irrelevant because it gives 5 clerk jobs, which is the same amount as the commercial zones give. So maxing out the habitation districts and gaining the jobs from buildings is the way to go.
    Another thing I find really strong about void dweller megacorp is that you can focus on energy production and then just buy huge amounts of alloys and spam out habitat after habitat.
    I personally find leisure districts the most useless. District space is very limited on habitats and the leisure district can easily be swapped with an ammenities building.

  • @SpaceTrump
    @SpaceTrump 4 года назад

    Void Dweller Lithoids Criminal Organizations... ARE AMAZING!
    I had almost the same trait groups as you.. I'm currently one of the smaller Empires and am Second Highest on the Galactic Counsel... Just got Mega Structures going and a Ecumenopolis for EVEN MOAR Alloys.

  • @MrMeesyo
    @MrMeesyo 4 года назад +4

    Can you do a more detailed start tutorial like this for other scenarios?

  • @lordofthepie6475
    @lordofthepie6475 4 года назад

    The executive retreat building gives you +10% amenities and stacks. so once you get that you can drop a few of those and it will generally get you sorted on that front.

  • @renaldoawes2210
    @renaldoawes2210 4 года назад

    Your guide so far is 100% spot on. I just decimated my first game on ironman on the hardest difficulty as a megacorp. I went with mechanist instead of voidborn but literally all of your civics and stuff I also chose. It's hilarious how strong megacorps are and how wide you can play now. I honestly love it. Megacorps were such shitty government styles because that tech malus was absolutely absurd and their civic picks were weak. With the diplomatic civic and admin cap production... oh man are megacorps insanely powerful.
    Basically it's a simple process to rule the galaxy politically. 1. Be megacorp with political civic. 2. Build franchises EVERYWHERE. 3. Build the increase 10% trade value diplo weight building to EVERY LOCATION. EDIT: SILLY ME forgot the most IMPORTANT STEP. Build a federation. Preferably a Trade Federation because that first slot is soooooo freaken good you'll never run out of consumer goods and have crazy high unity. You can also choose hegemony, since the +15% jobs resource production is easily the best passive bonus of all the current federations. You don't need anything else!!!
    And that's it. Sure on higher difficulties the AI performs well but if you play on a medium difficulty you'll literally be the senate in no time at all.

  • @elisirfly
    @elisirfly 4 года назад

    The real power of habitats imo is the ability to build advanced buildings like Stock Exchange/Planetary Supercomputer/Citadel of Faith as early as there are just 10 pops vs otherwise 40 on planets. As for pop growing Migration treaties are insane (your own pops only like habitats and everyone else likes them too) and later Nihilistic Aquisition or Servant synths with Flesh is weak to prevent upraisings.

  • @vKILLZ0NEv
    @vKILLZ0NEv 4 года назад

    How do you build additional habitats? I got like 60+ years into a game and the option was never available to me, no matter how may resources I collected. Hit the alloy cap several times

  • @jonathanklassen1826
    @jonathanklassen1826 4 года назад

    I have noticed that the Housing districts on the Habitats are not influenced by the Technology of addictional City districts... Is this intentional? I started three days ago a run as Voiddwellers. Really much fun. I had at some time big problems with housing and had changed to AL housing districts.
    I think my problem are that I have all these xenos running around my Habitats (should not let them on our station...) and because I play lithoids my pop growth is soooooo slow!

  • @torinjones3221
    @torinjones3221 4 года назад +2

    This basically means I can finally play as space pirates like the Maurauders.

  • @Canadian_Lynx
    @Canadian_Lynx 4 года назад +2

    Thunderbirds lol, that was a good movie

  • @netanmaldoran4816
    @netanmaldoran4816 3 года назад

    I'm going an OPA roleplay right now, its quite a fun adventure in learning how to build tall!

  • @Nyst2
    @Nyst2 4 года назад

    Questions? Oh boy do I have questions!
    -Would it be bad to get other species in a void dweller empire? Like will your pops emigrate down to planets & will alien pops immigrate to your habitats?
    -Would you settle planets with robots or is a zero planet build viable?
    -You can put all your stations super close together, but what does that mean for sectors, specialized starbases or long trade routes?
    -Does building a new settlement costing 3000 alloys instead of 200 hurt your fleet building capacity?
    -Do void dweller pops get a negative modifier on Gaia worlds, Ecumenopoleis or ring worlds?
    -Do habitats get a bonus based on the amount of resources a world has? For example, if you have a +1 mineral bonus and a +10 mineral bonus, would it be better to build a habitat on the +1 and a mining station on the +10, or would that not make a difference?
    Thank you.

  • @whitecat1441
    @whitecat1441 4 года назад +1

    Hello Aspec been loving watching yout content lately, i was wondering have you ever try to use the weakest trait and ability species to win and conquer the galaxy?

    • @A_Spec
      @A_Spec  4 года назад +1

      Yes, look for garbage aliens

  • @delpheus7658
    @delpheus7658 4 года назад

    I'm doing void dweller right now, and it's a struggle. Even with a trade and amenities district, stability and happiness is super low. I put nobles in to see if that would help. That's the biggest challenge. And also having enough influence to build more, the cost is much higher than expanding normally. I need influence to keep my edicts on, such as capacity overload. Economy is not nearly as good as you would think because no one is happy. Housing is a nightmare too. Interesting but not competitive, I think.

  • @Hubbubb22-citiesskylines
    @Hubbubb22-citiesskylines Год назад

    very new to the game … only 90 hours … I’m playing with a Gaia world start and somehow found an abandoned ring-world which I was able to rebuild. It’s fascinating because it’s so huge it basically solves the unemployment problem that arises when core systems become full. Everyone is 100% able to live in a ring world. Why is this mega structure not more well-loved? I’m kind of biased because Larry Niven’s novel was one of my favorite sci fi epics when I was a kid (1970s). But still.
    Off-task there… because this video is about habitats. Since I got the ring world going I discovered I can build habitats now too… You can basically build as tall as you want in a cramped neighborhood. You may not do much expanding but you can make yourself such a hard target that basically no one will mess with you.

  • @Taoscuro3003
    @Taoscuro3003 4 года назад

    I was thinking to make my fanatic spiritualist empire with this origin. Do you think is possible without the level of trade value at not being a megacorp and without robots?

  • @noahmueller709
    @noahmueller709 4 года назад +2

    I wish playing tall was treasured more. Its all i know how to do

  • @gamerplays5131
    @gamerplays5131 3 года назад

    On one of my playthroughs it was hillarious as I got blocked in by a devouring swarm lithoids (max army strength that I custom made) but I had only 1 hyperlane that leads to my sector of the galaxy and since there are 4 hyperlanes in a line I placed 2 fortress habitats and 4 citadels.
    Luckily I could hold out until the war weariness kicks in and I could settle status quo. I also could not get a migration treaty as I later found out that a fanatical purifier sits above me and a devouring swarm and driven exterminators below me.
    After that I had like 30 habitats in 20 systems and specialized in their respective produce and I started labeling then tech/food/energy/minerals/alloys/goods/admin/motes/crystals/gas/fortress
    The min maxing was so difficult until I could finally levy an army large enough to escape my current cage, and into the larger cage against the other three galactic threats.
    Honestly I should've died out but the constant strife between the four helped me protect myself just enough to get going.

  • @blazednlovinit
    @blazednlovinit 4 года назад

    For Amenities on habitats, might be more min-maxy to use domestic servants or robots with domestic protocols, they'll create amenities at the cost of housing

  • @andrewmiller407
    @andrewmiller407 4 года назад

    I did not find amenities to be a problem as void dwellers, just build leisure districts or holotheaters. My void dwellers were a warrior culture though, so your mileage may vary.
    Also, you don't have to limit pop growth as early as you have said. You can transition your habitats to all housing districts with lots of buildings once you can use the second or third tier research buildings and have even higher research per habitat than with research districts.
    Finally, migration treaties are your friend. Everyone wants to live on your beautiful habitats, and you can use your xeno friends to colonize all the habitable worlds in your territory and put them to work on resource extraction.

  • @heckinmemes6430
    @heckinmemes6430 4 года назад +1

    Always remember, if it floats out in the black; IT BELONGS TO THE BELT. BELTALODA

  • @SirSmurfalot
    @SirSmurfalot 4 года назад

    5:30 What is this "Admin Center" you speak of?

  • @vincenthall7950
    @vincenthall7950 4 года назад

    Try the lithoid setup for this build. Its great. Without having to worry about food it frees up so much space. In the late game you have to start colonizing mining worlds though. I just let the many dozens of habitats grow past the housing limit so I can throw pops into the mines. It works great.

  • @Invisifly2
    @Invisifly2 4 года назад

    The housing district is really the only one worth building unless you're specializing the habitat for generation/mining. You can produce more research with 1 housing district and 1 lab than you can with a research district. Same with amenities and shopping districts, unity and monuments, etc... And you'll have a few housing left over.

  • @DareXIII
    @DareXIII 4 года назад

    How does the void dweller trait apply to the horizon signal?
    If you synthetically ascend, do you keep it or no?

  • @kenawyn
    @kenawyn 4 года назад +1

    Hmm... I dislike both megacorps and diplomacy.
    Could this origin be adopted by a purifier empire and still be viable? I like the idea of building habitats over the shattered remains of your enemies planets.
    If possible, what would a purifier void dweller build look like?

  • @snowdrop9810
    @snowdrop9810 4 года назад +3

    I miss the playthroughs

    • @janedoe4929
      @janedoe4929 4 года назад +2

      He's still doing them, they just aren't called playthroughs anymore. Here's the newst one you missed. ruclips.net/p/PLcq9DHjo3g0Z-xkblqdOex37JxotKgc9t

    • @snowdrop9810
      @snowdrop9810 4 года назад +1

      Jane Doe I mean they are too rare

  • @Izznogood76
    @Izznogood76 4 года назад +1

    Beltalowda we go again! I guess someone at PDX loves the Expanse!

    • @Calliopa_22
      @Calliopa_22 3 года назад

      _Aspec is a fan of The Expanse: Confirmed?_

  • @hotarusama5826
    @hotarusama5826 4 года назад +3

    So, I've been playing a lot of Void Dwellers since Federations came out, and you have several bits of wrong information in here.
    First, anything that refers to "City Districts," such as the three techs needed for Ecumenopoli and the two Prosperity traditions have no effect whatsoever on habitats, and as such they are entirely useless for a Void Dweller start early on. Sure, if you eventually start grabbing relic worlds or something they can be useful, but until that point, avoid them.
    Second, if you rush the Droids tech, amenities become a complete non-issue, and you can completely ignore trade and leisure districts unless you need them for their other effects. This is because the Droids tech unlocks the ability to modify droids with the "Domestic Protocols" trait, which causes your robots to produce amenities when not otherwise employed, along with producing 20% more amenities if in an entertainer or clerk job. Just having large numbers of domestic servant robots allows you to completely counteract the negative happiness from overpopulation via excess amenities, as long as it doesn't reach an absurd level. Sure, there is still a growth penalty from that, but you can just leave your pops growing more or less indefinitely. You can also do this using bio-pops in the "Domestic Servitude" population type, but then you don't get the extra growth from robots and the bio-servants slow the growth of your main species.
    Third, there is currently a bug (presumably) which negates the negative growth speed caused on normal planets by the Void Dwellers trait. First, don't be egalitarian, since that prevents population growth controls, including choosing which version of your species should be growing on a given planet. Second, use genetic tailoring to modify your main-species pops on a normal planet which have the negative version of the Void Dwellers trait (which they get on normal planets) into a version with the positive version of the Void Dwellers trait. This will give them the 15% bonus to productivity they have on habitats. Next, use the population tab on the planet window to choose the version of your pops with the positive trait. This means that the -60% growth penalty is no longer present, allowing them to grow at normal speed. The new pops produced will actually have the negative version of the trait when they appear, though, so if you want to keep the 15% productivity bonus, you'll need to occasionally modify the new pops. I expect that this will be patched sooner or later, but it's fun to take advantage of while it's a thing.

  • @LowbrowDeluxe
    @LowbrowDeluxe 4 года назад

    Lithoid Barbaric Despoiler Void Dweller Origin was a pretty fun run.

  • @MrDax13
    @MrDax13 4 года назад

    Is going Egalitarian with goal of using Utopia living standard in combination with Voidborn origins a good idea?

  • @rickfox4068
    @rickfox4068 4 года назад

    How do you get Charismatic? Does not show up under my civics?

  • @MN121MN
    @MN121MN 4 года назад

    Specialised habitat districts are mostly useful until the mid-game, when you start getting level 2 and level 3 buildings. Then you'd be better off converting your research and leisure disteicts into habitation diatricts and replacing their production with the respective buildings. I managed to stack 75 pops on 1 habitat alone, which is powerful especially on a trade hub I jad (generating 400-500 trade value). The generator/mining habitats are still very useful until late game though.

  • @gabrieljoseozanan6989
    @gabrieljoseozanan6989 4 года назад +1

    Hey Aspec, can you do Terravores with Calamitous Birth? Really want to see that in action!

  • @cleanguy2822
    @cleanguy2822 3 года назад

    I got mega Corp and federations yesterday and I very quickly found this was the start to use, I could fit a literal ton of habitats in 1 system and my 1 trade station has 703 trade and the whole system together has 1000 currently

  • @MaximusDadcimus
    @MaximusDadcimus 4 года назад

    What happen with the habitat districts if i build them on alloyastroids/planets or living metal resource?

    • @A_Spec
      @A_Spec  4 года назад +1

      You'll get mineral districts.

  • @diegomata1062
    @diegomata1062 4 года назад

    Hey Aspec what do you think about Paradox improving the scaling i just hate to see my corvets passing through enemy ships and starbases it takes me out of the moment :/

  • @gigaflynn_
    @gigaflynn_ 4 года назад +1

    Hi ASpec, thanks for another excellent guide.
    Question: can you build a habitat over a natural deposit of Alloys?
    If so, does that give you alloy districts?
    That seems very powerful, so possibly not...
    Thanks!

    • @matthewmcneany
      @matthewmcneany 4 года назад

      You get mineral mining districts.

    • @gigaflynn_
      @gigaflynn_ 4 года назад

      @@matthewmcneany does that make the alloys inaccessible then?
      Should you avoid building habitats on them...?

    • @matthewmcneany
      @matthewmcneany 4 года назад

      ​@@gigaflynn_ Yeah you can't get the alloys if you build the station but that's not necessarily a net loss for a strong economy. It depends what other mineral producing uninhabitable planets are in your empire (moons and asteroids don't count as you can't build habitats on them). You're also limited on the number of habitats too due to alloy production and influence and you might need to build one on a research planet or an energy planet if you're low on those resources.
      You can turn the mined minerals on a station into way more alloys, plus you get pops who can generate unity etc. In an ideal build a tall empire would have a habitat around every planetary body in the empire as a habitat is so much more valuable than anything you can get from a mining station.
      In the late game the limiting factor for strength becomes the number of mineral districts in your empire and overall building the mining station (up to 8 districts) gives way more alloys than just the 1 or 2 you get from the station. One alloy is worth roughly 3-4 minerals I'd say. The conversion rate is 6 -> 3 per metallurgist but there's opportunity cost for building foundries so a 'real' value of three or four to one feels about what they're worth and about what the inital market conversion rate roughly works out to.

    • @swissachocolate7440
      @swissachocolate7440 4 года назад

      You still get the alloys as a planet rare resource on the habitat.

    • @A_Spec
      @A_Spec  4 года назад

      You still mine those alloys. It's not a free alloy district though.

  • @Beef1188
    @Beef1188 4 года назад

    how does it work to buy this directly from paradox store? How do I put the DLC into my steam copy of the game?

    • @A_Spec
      @A_Spec  4 года назад

      You go to your library and grab the key. Then activate it in steam.

  • @helcarloki1887
    @helcarloki1887 2 года назад

    Minor note, advanced habitats can have housing buildings (paradise dome)

  • @misterfreeze9916
    @misterfreeze9916 4 года назад

    I just did a Hab run. It was a lot of fun. I was able to do an early alloy rush and took over a neighboring empire and had guys on planets and habitats. I then went full on cyberman and turned everyone into robots. Assimilated a militaristic fallen empire too. Not sure if end game crisis is fixed.

  • @davidsanta8010
    @davidsanta8010 4 года назад

    1. How do you make sure your habitats are not being flooded by foreign spcies as xenophile (refugees/migration pacts)?
    2. I couldnt manage to build a 2nd science habitat. For some reason I only find science on planets which have either multiple resources or the science resource is not on the "main" planet but on a small moon besides it which I cant build any habitats on (i destroyed the science station first).

  • @sanotin
    @sanotin 4 года назад

    If you go the psionic route with good ol' inward focus, you can get worlds with massive over population that still have 70-95% stability. My first forge world is 25 overpop over and still at 75% stability.

    • @sanotin
      @sanotin 4 года назад

      Sure, dealing with your neighbors without envoys is a little chop, but it's not like that wasn't the case before envoys and it was often manageable even at admiral/grand admiral.

  • @sketchbook8177
    @sketchbook8177 4 года назад

    If you pair the void dwellers perk with fanatic egalitarian and meritocracy, does the specialist output boost stack to 35%? If so is that something worth doing?

  • @hisroyalfatness8430
    @hisroyalfatness8430 4 года назад

    I love how your leader is "Peter Weyland" and you are playing a Megacorp govt. Nice reference right there...

  • @caad5258
    @caad5258 4 года назад

    I found late game that I had to convert all my districts to housing, because there are no housing districts for Habitats. By then I had acquired some terrestrial pops and settled some relic worlds, so all-good.

  • @meowkai3487
    @meowkai3487 4 года назад

    @someone does city district mineing's +1 housing even work on habitat city district

  • @SuperCheeseGod
    @SuperCheeseGod 4 года назад

    What do you think about a 1 system challenge on the ringworld start aspec?
    With horizon signal and habitats, you can easily get something like 3 ringworlds + 4 worlds + 1 arcology + 5 habitats in that one system, if you manage to survive the lack of minerals

  • @davecrupel2817
    @davecrupel2817 3 года назад

    One thing i don't understand in regards to specializations. This might be a somewhat elementary question.
    Let's say i have 5 habitats. I can build up to 5 districts on each one:
    Why should i build 5 mining sections on one station, when i can build 1 mining section on 5 stations?
    What incentive do i have to choose one over the other?

    • @isuckatusernames4297
      @isuckatusernames4297 Год назад

      makes allocating pops to it much easier, as well as making colony specialization worthwhile, not to mention that building providing like 2% extra output for a certain jobs are overall better

  • @kornelg8584
    @kornelg8584 4 года назад

    What is Admin Center? It is on my for Habitats?

  • @LuciferonMinecraft
    @LuciferonMinecraft 4 года назад

    Honestly I am adoring this origin, partially because you can cheese the fuck out of it. In my run I started with similar empire, went for robots fast, and society techs to mitigate pop growth. I then used envoys to make friends with empires with strong economies, and then traded favors for alloys. One particularly powerful empire gave me 600 alloys per 10 favors at least 3 times every time I would come over to trade, and that financed getting a habitat dedicated to each resource. From there I was totally self sufficient, and had a decent fleet and way better tech. I was an egalitarian gov, so once I got a fully dedicated factory habitat going, I worked to focus my housing, and then just put on the abundance standard of living so I was getting research and unity from unemployed. I also managed to lock another empire into a federation early on, and then changed the rules to give myself a 40 yr ruling period and challenge by thesis.

  • @fearisthemindkiller5225
    @fearisthemindkiller5225 3 года назад

    6:18, Megacorp leader Peter Weyland, i see what you did there. :)

  • @suspicioussalad5578
    @suspicioussalad5578 4 года назад

    Loved the vid and I learned a lot about management here, but...
    Everyone I've seen do the Void Dwellers has done a Mega-corp build and it's making me kind of sad because I want to see some kind of Purifiers or barbaric despoilers (Playing like a fully unified marauder empire just out here trying to Tributary some Dwamaks make some into good Dwamak Stew.) or something else crazy to try and prove it's a bit more versatile than just mega-corps. That's just the impression I get from the seeming over-saturation of mega-corp void dwellers. I have a run like that right now but I play on Captain rn, and I'm going to try Admiral with Scaling diff later, it's just a bit discouraging
    Ya know actually, as a matter of fact, I just went to Lathland's video and he has the exact same Civics too, it's a corporate conspiracy.