「Stellaris」 How to Develop Planets in 3.0 - Nemesis
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- Опубліковано 17 лис 2024
- How to build up your planet from 1 pop to 100 in Stellaris - the ultimate guide! In this video we cover how to use the mechanics of 3.0 to build up your planets as effectively as possible!
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Video Title; 「Stellaris」 How to Develop Planets in 3.0
Previous video; 「Stellaris」 Pop Growth Mechanics Explained
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#Stellaris #Nemesis #Update
How do I get high stability on my worlds?
"The secret ingredient is crime" Stefan, 4/23/2021
They really need to provide more ways to increase stability without having to have players resort to tricks
@@andromedach Unless it's to the level of making stability completely meaningless, it won't be enough. Crime lord deal just needs a bigger negative, it currently basically just reads "gain 10 stability for free forever"
@@andromedach I never have stability problems, don`t understad what you mean
@@carlosleonardorubindecelis6272 It's not about stability being a problem, its that high stability gives you massive bonuses to production.
@@AdmiralTails Indeed, having crime lords should open up for something negative. Such as events is an easy way to add flavor to it, where crime lords might start influencing the planet to their benefit.
If you want to maximize population growth, I've found you should actually focus small planets on building city districts and production based on buildings, and build your resource districts on large planets. If you focus on city districts, you can get enough carrying capacity even on small planets to max out the growth bonus. On larger planets, you have more room for resource districts while still maximizing growth.
Very good point actually.
Now that you say it sounds super obvious, yet I didn´t realize it. Thanks you very much.
Rural worlds and City Worlds... Huh, I might try that out! Just some rural backwater worlds focused on growth, and large Ecumenopoli/Machine Worlds/Hive Worlds/Gaia for production.
I usually have one such world. I use it to "produce" unemployed folks in order to put them where I need them. It realy helps growing new colonies fast. In endgame I usually change the set up of this planet because I dont need such a planet anymore by then.
@@little_lord_tam lol... I like having a few of these worlds as well... usually use them for breeding lithid livestock and slaves tho
Size doesn't matter.
It's all about the pop motion in the stellar ocean 🥲
Lmao, get those vassals churning out pops
But it takes a long time to get to Alpha Centauri in a row boat.... Just saying.
Can you still do the exploit with the colonization? In endgame just make a couple habitats and colonize them you get 2 pops, resettle them and colonize it again.
@@bigbenhgy and take a -200 influence penalty each time you abandon the colony? lol
@@AzureRath97 Yeah I watched the other videos and saw it, didn't know they changed that. It was kinda exploity so understandable.
12:52 If only we could send ALL of our Bureaucrats to isolated, low habitat worlds in real life...
It's called a cubical
"A little crime is a good thing" ~ Stefan
It's alot like seasoning. A little spices things up, but too much can just ruin it
Especially if it's tax evasion!
We do a small amount of crime
You have to spice things up after not bothering with amenities.
It’s the secret ingredient
*"Size matters"*
So you're telling me that people have lied to me all my life? D:
As a Gay Man it’s always mattered
@@Beachdudeca bruh
It matters pretty much exponentially, but then it breaks off like a step function at the break-point.
Break-point is around 8 or less inches for most people, but some can handle 10 and more!
Of course it does. A 1 Liter tub of Ice cream is less than 2.5 L one.
@@melbournemeliodas215 10/10 meth
Fun Fact: As of 3.0.3, building a housing District without building luxury housing as well on a Gaia Planet will actually lower your planet capacity. It only produces 5 housing base so you lose 1 and you take -4 planet capacity with each resource district. Pretty sure this was unintended.
>How to Develop Planets in 3.0 - Nemesis
LAB AND INDUSTRIAL DISTRICT SPAM GOES BRRR
the only problem with that is that your minerals are still limited
@@0witw047 It is not realy hard to produce minerals
Spam labs and dont give a flying f about -1000 monthly energy as machines
Makes me wonder how a 1 planet challenge will look like now...
does shattered ring count as a planet?
Gaia or remnants origin, with pop raiding.
1 planet challenge with Void Dweller is 0 planet challenge in fact , so yeah can be done and was done countless times ;)
Ive done it a few times since it came out, any origin works decently just be xenophobic and egalitarian so you can pop raid and generate science and unity with utopian abundance. You should declare your first war by 2220 and be at war every second after that to steal more pops. You'll want to use the old strategy of having no food no consumer goods and building 4 fortresses and 1 stronghold with martial law to get 100% stability so your alloy people can get good production. There is one problem which is admin cap, the tech for upgrading admin buildings will not roll if you have one planet. What I do is settle 2 habitats and only put admin buildings on them, they will be at zero stability but that doesn't matter. By the end of the game you should have about 1000 pops. It also helps to to be a mega church since that gives you really easy energy.
Birch world Origin. Stonks
Literally the video I needed for 3.0!
I got back into Stellaris, booted up a new game on commodore and got swept twice because I was totally lost on how to build out my planets.
Thank you!
Corvee System feels like a good choice now, because it makes the cost of resettling pops negligible.
It is pretty good as the 3rd empire trait.
Although cloning vats are more expensive, the fact that it generates it without a job puts it at probably the top tier building in my book, which by the time you are able to build them food shouldn't be an issue.
The math goes like this: roboticist requires 2 alloys per job, which takes 4 minerals to make. If we ignore the production bonuses from tech etc, upkeeping 1 roboticist requires 1 miner jobs (1 miner produces 4 minerals) and 2/3 of a metallurgist (who produces 3 alloys/month), so 1+2/3 jobs, plus the roboticist itself so 2+2/3 in total. The clone vat requires 30 food, which requires 5 farmers (each makes 6 food/month), but also produces 1 pop growth point more (3 instead of 2). So the cost in terms of job use is the same, roboticist uses 2+2/3 pops to produce 2 points and clone vat takes 5 pop jobs to make 3. Although you can get minerals and alloys from space without needing pops to work them
My guideline would be: if you want maximum growth, go for clone vats, if you have lack of resources, go for robots. So basically go for clone vats 95% of the time you get biological ascension, pop growth is so valuable
This video was what I was waiting for since this update came live. I have had so many problems now developing my planets recently, thank you very very much.
SAME i love necrophage but for some reason i cant get past year 2250 without every planet struggling so badly it makes the great depression look like a minor issue
@@nathansheppard1088 I've found I've had to micro manage ascension a lot with enabling and disabling the necro building
Well, until you can get a world just dedicated to growing pops anyways
@@Rannos22 anyway to prevent the issue where my Main pop is showing as slaves? like half of the are slaves and i dont really understand how to fix it
@@nathansheppard1088
You probably have the Slaver Guilds civic, which makes 40% of your main species' pops into slaves.
@@salamalejkum760 yep....... just started using mod stuff and never ran auth before so I've never used slavery guilds. Mad that I am that retarded. Thanks!
Of course size matters, it's 3.0 after all
Recently got back to Stellaris, these videos sure do come in handy. Cheers!
This game looks like it has changed so much I'll probably come back to this game it's really good
Absolutely, the 3.0 economy is so much easier to manage
The zero-G refineries also get buffed and even produce exotic gasses as a byproduct. Black hole observatories are also buffed and produce dark matter as a byproduct.
Last time I played it was Le Guin 2.2, so for me EVERYTHING is new. I already sunk 17h in stellaris again the last two weeks, but still have to watch those vids like I have no clue whats going on. After I just finished this one, I might start over a third time. :-D Thx for providing such stuff, subbed!
That bit about using your capital to balance your economy and saving specialization for the other planets (because you can't designate a focus on the capital) was actually really smart, I'm definitely gonna look for situations to use that.
Thank you for the video!
So you suggest to exile all the bureaucrats to some backwater forgotten world with hostile deadly climate? I like the idea!
Now now, be nice to the planet it doesn't start off with a hostile deadly environment till the bureaucrats actually get there
Thank you for sharing that bit about unemploying your pops to get them to move + how transit hubs affect it (I had 3 working theories on them)
Didn't realize you could manually set designations, sweet
Making a consumer goods world and a tech world is amazing. You can sell the consumer goods to help maintain a huge fleet
The only problem with hyper-specialising planets is that losing a planet can obliterate the balance of your economy.
That's why you have several specialized planets, instead of just one per resource
@@acheron16 and spread them out as well
Or just don't lose your planets lol
@@anthonyfrost1123 The most pro tip there is
@@anthonyfrost1123 yea why would i lose my planet when a 30k fleet comes out of an L gate in 2300
*cries in void dweller*
Doesn't matter. Just pump out those suckers with the Expansion Tree. Not gonna need most megastructures anymore.
Build one habitation district for every resource district, and get the extra starting pop from expansion. Void dwellers is still extremely powerful.
Ive been playing around with the Niilistic Acquisition ascension, and i think it might be the best early ascension in this patch.
Rush fleet early game, pick supremacy, raid all you neigbors capital plaents for 40 to 60 pops each and ressetled them to your worlds. I have 400+ pops with 8 planets in 2270. Try it out.
When I played this I generally don't know how to develop a planet's infrastructure, since the last time I played Stellaris was two years ago.... lol
5:00 shared burdens agree
A moment of silence for the poor souls struggling in 3.0, and haven't found Stefan.
Thanks for these tutorials and tips!
Can't wait for the void dwellers vid.
12:57 thats the dream my friend, it goes well with the fact bureaucrats are barely human
People seem to have forgotten the slave market, buy all the pops you need! Liberate* the whole market for your needs!
*liberation may result in reenslavement
I haven't forgotten it, but damn empires suck it dry real fast!
Early on there might be pops there, but not later in the game, either they stop selling or they auto snatch them in less than a second. The abduction bombardment stance looks real useful with how slow pop progress have become. I've resorted to absorbing all my neighbors to staff my ecunopolis and ringworld. THink I've forcefully recruited half the galaxy at this point. THough its nice to get extra mega shipyards and more :P
@@frederiksd I've noticed that when an empire dies by anything but your hands, their pops appear on the market, try using the crisis lure beacon to kill em for free pops (the only good espionage mission anyways :p )
@frederiksd The AI does snatch the pops immediately. I had to buy slave pop to get a worker for my dmin cap building, and the only way to get it was to spam click the point where the buy icon appears, the AI buy's the pops the second they appear. It's stupid
Awesome guide! I'm really enjoying the new mechanics but it is more complex in some ways... Thanks for a really useful summary! Looking forward to more😁
I quite like the mechanics of this, it means that you have "frontier" worlds, as well as like, "core worlds" I think thats very cool and very thematically nice
I've started a playthrough and I've always needed much more mining world's to have healthy alloy economy. Now I have two and I have insane mineral flow.
Really looking forward to that habitat build guide. I always seem to fumble void dweller runs right out the gate.
Noice ! Always glad to see a new video from you !
I think byz bureaucracy is very op now, since it waives the influence cost to resettle pops. This allows you to have planets with huuuge growth, and you can just resettle pops to other low growth planets to keep them there.
This video is incredebli usefull, thumbs up. The only thing I'm missing is some advice on production ojectives in each phase of the game, in order to decide how to assign planets to each role.
It feels like all the changes have made building military oriented empires has become even easier. I've been able to get ridiculous empires especially with necrophage
A public service announcement: when talking the decision for ecumenopolis all industrial districts will be converted to alloy arcology. Don't be like me and suddenly have a consumer good deficit in the multiple hundreds when converting your industrial colony.
I thought that given it was designated as a consumer good world and haveing a upgraded consumer good factory it would instead convert to consumer good arcology. I was wrong.
Sounds like an oversight on their behalf, usually you get it by having only city districts, so they had not thought about the variation of which focus you had.
Recently I have Yuht precursor, the passive effect is +1 pops on colony ships.
Each starts with 2 colonists and an unemployed pop.
Finally they have taken care of the specialisation of the planets, which were as good as useless until now. good vid friend.
When update came out i thought that i won't need manually resettle pops, but 1 pop migrating every year is VERY BAD. If you specialize, 1 pop can produce like 30 energy or 15 alloys. Just with 5 unnemployed pops you can lose up to 150 energy or 75 alloys per month for entire year. So in the end i still manually resetle pops. Great job Paradox. Also they decreased number of pops, but forgot to adjust number of pops needed for every capital upgrade. It should be like 25 and 50 or 30 and 60 instead of old 40 and 80.
Game became even slower. Yeah it runs better but this is a misconception. You just need more time to get to the same point where game starts to lug. By decrisenig the number of pops they just make the game longer. And 30% buff to resource output at 80 pops does not help at all, when you have 3 or 5 times less pops then before. Game didn't magicly became more optimazised, it just runs even more slowly now. I could achieve the same result before by just toggling game speed from fast to normal.
There is a chance a free pop will migrate every month to an open planet, not a guarantee. Obviously manually moving is more efficient, but it's more towards late game and letting you ignore it to some degree.
No comment otherwise
Thrall-Worlds and Ecumonopoli FTW!
Saw one of your streams and decided to pick it back up.. A lot has changed since i use to play version 2.1.3.. the new planet building and management seems so difficult now
i'd love to see an op build for necrophages
Remember Stellaris players, Size does matter.
Clarified a lot of things for me. Thank you!
The ultimate metagame is to rush Arcology as a Megacorp and just spam cities. Everything else you can buy
Thank you, first video on the subject I found that actually makes me understand it. :) *subs*
Thanks Stefan, that was really handy.
I found that playing as Void Dweller, the Transit Hub doesn’t work. It doesn’t regard a habitat as a planet (which, makes sense I guess), but just keep this in mind if you want to resettle pops. Playing as Void Dweller right now is still a big (manual) hassle to move pops.... :-(
Newbie here. After watching this I feel like I fucked up my entire game... So much to fix.
I just recently discovered, after starting 3 wars and wondering why I never get planets that you need armies! Wow! Facepalm.
Question: I usually specialize the capital into a research world. Is that inefficient compared to a balanced economy?
Specialization is key in 3.0. So it is definitely ok as long as you can sustain it.
Awesome strategies, thanks man!
In the most recent update (as of today, 6-20-2021) they changed the buildings that added extra jobs to different districts. Now instead of adding extra jobs, they increase the production of said jobs as well as the upkeep of those jobs. Not nearly as powerful, but I think still worth it to specialize planets.
Great video, thx a lot!
Videos like this are so useful Stefan, Thank you! Once 3.0.3 is settled can you edit this of add some extra info if needed?
Keep your awesome videos coming!
Huh, so that's what transit hubs are for. I thought they meant a lost colony would be resettled automatically if I happened to lose the planet.
They added a bunch more edicts so if you want you can specialize in bureaucracy and get all the edicts.
>only one beaurucratic world
i feel like wer'e not even playing the same game. . .
Feels like I need at least two, trending towards 3, just to keep up with even just a midsized empire
What in the world are you doing?
@@ChaoticNeutralMatt p o p s
Incredibly helpful! Thx!
Research focused planets can be assisted by a science vessel
Ah, came to say this. That's a pretty good reason to specialize a few planets for research.
He didn't mean don't dedicate planets to science, he meant the planetary focus for science world doesn't boost science gain, it just decreases the upkeep cost. Of course you should make science worlds
recently done a game, where i ended up producing like 30 new clone vats in a month (pause and set them all to build) i went from having a good food supply to about -500 odd, damn it hurt lol
That Transit hub is way overdue, superpopulation in some planets while other had huge empty slots and I having to manually resettling people from time to time was super annoying
So if I get this correctly you get more growth by waiting last moment before making non urban district rather than building them in advance? (if that's the case that's very counter intuitive as dumping a ton of ressources on a planet sounds like a good way to make it grow).
Also that means it's reasonable to just spam urban district at the beggining for big planet and then slowly replace them over time (since you won't need the extra building space) with other district type once you start getting unemployement?
Playing Rapid-breeders empire is not as viable now because of s-curve mechanic granting +3 to base pop growth. Making the extra 10% unneeded compared to more energy or more research or more amenities. Also, SCREW MAINTENANCE DRONES, they suck.
Eh not sure if rapid breeders is that bad, 6 vs 6.6 growth is still a large difference
@@0witw047 It's still viable especially with hive minds WHO need more pops because of fucking maintenance drones. But mid-game your gonna want to remove it. Unless you have mods that disable empire growth limit.
Has anyone who played Stellaris watched Netflix's Colony? It fits so well...
ooga booka deletus mac netus
There so many things I dislike about this update, I thought maybe I was missing something but it appears my suspicion was right basically the person who spawns the biggest planets will most likely win. Not a set in stone rule obviously but winning has alot more to do with chance now and not skill. I've literally had 3 games in a row where I didn't get any plant over the size of 18 except for my homeworld just so brutal.
"or be a hive mind and use spawning pools" Me: YES
Does anyone have any tips with regard to deciding what to specialize planets as? Is the decision to make a mining planet for example arbitrary or should you look for some minimum amount of mining slots available before making that designation?
you know what you were doing with that thumbnail
I like going discovery for the survey speed then going expansion or supremacy if I plan to go to war early ..
Is it bad ? Is going expansion first always the best ?
Typically. But discovery isn't terrible because it's really only useful at the start and the research bonus is nice
What I am still not sure of is outside of size, how do you choose what a planet specializes in? Is it sector whichever districts the planet is able to make the most of? I have had some planets that seem to be only capable of three or four food districts. So I know not to make that planet a food planet. It seems like the small and almost useless ones should be turned into bureaucrat centers.
I wish I knew about how capacity works sooner. I had been making districts based on what I need at the time and usually only when it looks like unemployment was happening or amenities were getting low.
Thanks 👍 great video.
Hello mr. stef. I very enjoeyd this video. Well job
Favoriting a job will prevent pops in that job from autopromoting. Since you probably only have workers in one job on a new colony, this should fix your problem with specialist unemployment with no downsides.
Isn't reduced upkeep still good for specialization if it means you can scale your production better? So specializing into research means you use less consumer goods which means you can build more research planets down the line. Not as good as just extra output in the early game I grant you, but still decent.
Background music is Tyranny soundtrack, from the spires?
Stefan, could you be so kind and make some live stock slavery review guide. Since its giving you housing it could be interesting insights there. Huh?
//ps. Thanks for the guides.
I never build refineries on other planets. I concentrate them on refinary worlds
I wonder what tactics you use for Void Dwellers.
Personnally I use luxury houses to reduce how many habitation districts I need, though that doesn't work well for science habitats
"Put your bureaucrats on a low habitable world". Now I know why the people at the DMV area always so unhappy.
I would be having a max mining district built on a mining world but for some reason the planet production is way less than it should be why is that?
I always thought that a colony should provide one influence per turn because it makes sense that the more you spread throughout the Galaxy the greater your influence
I wonder if a small planet that goes maximize on city and growth buildings comboed with the new building on starbase for auto resettling actually worth to build ?
Do you have a video about what to do with conquered plannets per chance?
The name Stefan sounds like german names...
I think your pronunciation sounds like that....
Someone please explain, at 11:42 planet has 6 City District and the 40 pop admin building upgrade = 2 building slots still locked but at 16:26 same planet with same number of city district/pop and now all the building slots are unlocked?
In order to unlock all building slots (assuming we won't get to 80pops for that upgrade) wouldn't we always need 8 City Districts (plus the 40 pop upgrade for the +3)?
Edit: there are 2 tech in Society tree that give +1 building slot each, they requires level 2 and level 4 armor and Planetary/System Capital building techs to unlock.
So 6 City District should be enough to unlock all building slots.
SIZE MATTERS -the marve
Are Gene Clinics worth it now when the medical worker job provide 2,5 % habitability each in addition to what they did pre 3.0 ?
How exactly does housing factor in carrying capacity? Do you mean total housing on the planet from housing districts and buildings? Or empty housing? If its only about total housing, then having -10% housing on your pops seems like a waste of a trait. If its about empty housing, then having low housing usage would be very good. Could you explain this in a little more detail?
it's total housing + (undeveloped districts * 4). For gaia world undeveloped districts are worth more while on tomb worlds they're worth less
Yeah, it does not matter how much housing is actually used. This means that solitary (+10% housing usage) becomes the most free negative trait in the game in 3.0
@@Stefan_Anon Even more free than deviant and unruly. I didn't know that would be possible. But I guess its Paradox, they can always surprise you. Also the director Grekulf wrote in the last dev diary that tech rush is supposed to be harder now, which should be proof that the doesn't understand the game at all. Now that building slots can be unlocked easily, you can spam science labs more than ever before and the job output was increased aswell. Ontop of that you get more strategic ressources per job, so you can have 3 upgraded labs per gas refinery instead of 2. I don't want to sound rude but these devs must be really terrible at balancing the game if they don't even understand the implications of their changes. I can only hope they listen and incorporate things from your balance mod into the game. Spiritualists are still a complete joke since I started playing at around Megacorp release.
@@Drachenfurie definitely a moron if he said that. Maybe not a complete one, but definitely to some degree
So what's the "do this, ape" strategy to employ when planning planets now? Specialize your planets according to alloys / consumer goods / research, and then also specialize them according to food / minerals ? Mix it up? xD Specializing them towards base resource like Mining World not good?
Small planets focus on maximum mineral or food exploitation and nothing else, the rest goes towards housing space for pop growth and adv. resources (motes,gas,crystals) buildings. Big planets you spam full of factories and resarch (refinement)
what if u had a 20size planet with just housing and geneclinic just how much can u stack popgrowth? with immigration dropping 500 energy for a art exibit or distribute goods to boost immigration to auto resettle
I like machine mind and hive mind. Not too much problems
They really need to rework the crime lord deal. Such a small cheese.
They made it so that if crime falls below the required amount to use crime lord deal it instantly removes its self
Wait what?
Holy smokes, when did they?
Also, it's only a cheese in mid-lategame imo, because it costs influence.
@@kiro1469 oh shoot really?
@@alexandererhard2516 It costs like 25 influence
Is resettling manually just as good as letting the transport hub auto resettle?
I don’t think i want to build upgraded starbases on every system with colonies.
Would rather save the starbase capacity for trade routes and shipyards on my borders
6:17 what bigger size planets do you recommend specializing them? (Like how much tiles is suitable?)