I disagree that motes are the most important rare resource. You only need a few motes to upgrade your few forge worlds. Where as gas, which is needed for each and every upgraded science building is far more “in demand”. A late game empire might be using 20 or so motes total, while using literally hundreds of gas across all their relic / science focus worlds.
Only a few motes? You'll need 15+ to feed a Forge ecumenopolis, and you'll need more than one of those to beat higher rated Crisises. On the other hand, you can counterbalance the Gas requirement for Science by instead developing more Habitats.
seriously, i always have like 20+ motes surplus every month, but it's a total drag with exotic gas and crystals- barely break even or spend ungodly sums of energy to stay positive
It’s a shame that in Stellaris Hive Minds are assumed to be creepy, dominative, and individual-eliminating. I would really love to play as a Hive Mind like Gaia in the Foundation series, where individuals are not forced, but unanimously realized that it is the best for the future of the universe that they should turn themselves into a Gestalt consciousness. Kinda like the Psionic ascension path but that is set to be more related to religion and spiritualism imo.
@@aquilazyy1125 I can see what you mean, but I actually really like the Borg, but psionic approach. However, some friendlier, more diplomatic and good for the galactic community and frankly just better hive mind options would be nice.
@@quuaaarrrk8056 I'd like a cyborg-cooperative. Basically the Borg if they were the good guys (and what I think the Mirror Universe Borg should be if we ever get to see them onscreen). The Unity Saga (a Star Trek / Star Wars crossover-fic) actually explores something along those lines later on.
My first game was with 3 other people, I died before i got destroyers because 2 jumps away was a gaia that i colonized causing the holy guardians to destroy my only starbase and i had no idea how to get more then. An Ai took over my one remaing planet 7 min later.
Okay 8 seconds in, Titan AE reference? I love that movie and need to watch it again. Edit: when wet worlds were in C tier I called the s tier being the ecu, hive, and machine. Thought Montu would put dry worlds in A though.
A minor correction: normal pops don't just have 0% habitability on machine worlds, they can't inhabit them at all. You can't resettle them onto that world, you can't colonize it with organic pops, and I'm pretty sure they can't auto-resettle into it either
That is correct to some extent. Biological pops with the Cybernetic trait, whose owner is a Driven Assimilator can inhabit machine worlds, so can robot pops under either full rights policy or servitude policy with resettlement rights. In that regard, the Hive worlds are more secure, because literally no other pop except for one with "hive-minded" trait can permanently inhabit hive worlds. EDIT: It took me like 5 tries to articulate what I wanted to say.
@@dynia666666 Only? What are you playing on? Ensign difficulty and normal crisis strength? I'm curious what difficulty you normally play on for 1M to be bigger than their fleets.
@@KraNisOG fallen empire fleets are in the 200-300k range. 1 million fleet power should easily handle a mad spiritualist. Heck I’ve done it with far less, albeit after they burned all their fleets trying to humiliate me
Step 1: Find the Omnicodex Step 2: Colonise all the tomb worlds around you Step 3: ???? Step 4: Profit from the tomb world habitability on the new pops
@@dynia666666 Same, I know that the other planets are likely to have higher of X resource, but in my experience, I have better luck getting a planet with loads of minerals on continental worlds than on cold worlds, not to mention how those cold worlds seem to have much lower tiles.
Despite hive worlds being alive,and the tooltip literally mentioning they attack anything that touches the surface,invading armies have no problem just... Shooting the ground??
I remember seeing the description mentioning the world fighting anything non-hive minded. But when it did happen invading armies seemed to suffer no penalty's. It would have been cool if you couldn't invade a hive world, and instead had to blow it up or pacify it to get rid of it.
"If you're going for food you're doing something wacky and crazy!" Am I the only one who likes to make specialized agi-worlds? Just having one or two early-game can feed my entire population while the rest of my planets are devoted to energy and mineral production.
@@JangoBunBun What, do you colonize like 3 worlds in your entire playthrough???? No way in Zarqlan's black galaxy are you feeding an ACTUAL empire with ONE agrarian world.
@@basedimperialism A well setup agri world can feed around 500 pops, which can sustain you well into the mid game. If you gene edit agrarian onto your pops, have a high number of food districts, and use hydroponics/the food booster building you can have a food output of 400-600
For the size 14 or below planets, I work towards converting them all to ecumenopoli. I fill them with the housing\clerk districts, and then maybe one of each of the others. This unlocks all building slots, and I usually throw research and strategic resource creation on these to fill them out. This way, I feel like I have enough reasons to settle these small planets and squeeze more use out of them. The changes to unity feel like I have more influence to work with, and it becomes trivial to create them when midgame hits.
6:50 Funny. I regard Motes as the least desirable of the 3, with Gases being most desirable. Sure, I need a few Motes, but Crystals and Gases are more important. Also, picking a Cold/Frozen home planet type makes a bunch of sense for Lithoids.
Gasses are definitely the most important as they can give you must more science output. I play a spiritualist empire, and rarely ever have issues with keeping my fleet maxed out, and the strongest in MP and AI games, those repeatable techs actually do start to make a difference when you've reached them before everyone else.
Keep in mind that he means the most important for playing the meta, which is and basically always has been, a tech rush, play the game however you want, learn what works for you and what doesn’t, if you’re always out of one material jn every play through, then plan out a play through on a planet type that provides more of that…
I think the idea might be this: Foundries grants your metallurgist a direct output bonus, but require motes. Science Complexes and the like just provide more jobs and requires exotic gases. You can science rush just by spamming research labs without ever upgrading them, and only when you run out of space you need to start upgrading - either way you have to wait until your got the pops to fill the jobs. The Foundry will boost your existing pops. That can make it easier to do win wars by spamming ships. (And you can also afford your colony ships to conquer new worlds to put research labs on.) In the long run, you'll likely need all of them, and you wantot upgrade those research labs, too, of course. In a way, this might be a recent change, because the Overlord update removed the requirements that you first need to upgrade your colony headquarters. Before that, it might have taken longer to be able to build new Research Lab anywhere, and you were limited those on your homeworld and your youngest colonies.
No point, Aquatic isn't all that good, and hydrocentric is just a bad ascension perk since you can get the same with the one that lets you get gaias. They'd need to double the power of hydrocentric if they don't want it to be a worse world shaper in raw output. But the biggest issue is that you can't use aquatics on artificial worlds. If they changed that, then yeah it'd be pretty nifty.
@@archmagemc3561 aquatic hivemind devouring swarm with ocean paradise is a amazing start, and your early/midgame makes you a powerhouse, once you get terraforming early your converting every planet for 25% less energy cost and getting 20% extra job output with hydrocentric and your using 20% less housing. Its stupid good.
With the right build any of these planets can go higher, this is for a generic civilisation, that’s what makes the game great, RP ability, build diversity and the ability to do literally any build you feel like.
I find one merit to wet worlds, but specifically because of how I play. I do Void Dwellers origin with Non-adaptive. Habitats do not have colony specialization for food production, so I get a migration treaty and colonize a wet world with a species that has habitability and make that an agricultural world.
I'd put habitats up in the s tier for one reason. If built over a dark matter, zro, nanite, or living metal deposit, the colony itself prodices that resource, *regardless* of whether you have the tech to harvest that resource
I’ve got an idea for the next tier list Galactic Community Resolution Tier List Edit: if that is a little too long you could do the resolution chains instead example:industrial commerce or the one that gives worker happiness
We all know that the yellow resolutions = good, red resolutions = very good, blue resolutions = bad, and everything else makes no difference. Though I'd love to see Montu's take on some of the special resolutions, like the GDF, the Imperial Charter or Crisis Declaration. There's a lot to cover, but it should be interesting.
Ringworlds were supposed to be the great final habitable world that you could make. So sad to see where they went. Regardless of how op they may have been in mp they are basically just not that good in sp anymore because of the nerfs.
@@duncanharrell5009 4 Months late and I never played at the time, but from what I understand was that the requirements to restore the ring world were much lesser before the current iteration. Ringworlds are really good for their research districts, since the research ringworld designation actually increases researcher output, rather than just decreasing upkeep. You could create so many research jobs on a ring segment, and since that segment classes as one planet, you get to buff ALL of their research with just 1 research institute building. To get the same effect without a ringworld you would have to build loads of habitats (which get researcher bonuses like ringworlds, but can house far fewer researchers), and incest a research institute on all of them. Main issue with Ring Worlds are that their purpose is self defeating - their biggest strength over other world types is to research, to a massive degree. But outside of cybrex precursor, by the time you're able to build or restore a ringworld you're close to done with most of the tech tree anyway, and you also have the build time on top of that. On top of this, pop growth slowdown means they won't grow quickly - so to get the most out of them you have to relocate loads of pops and repurpose your other planets, or go conquering. Planets you conquer though will already have infrastructure built in as well, and then those would need repurposing. It just ends up being more trouble than it is worth, more often than not. Only reason to play a shattered ring world start now is for a trade build using Mercantiles traditions to get access to a trade federation and loads of merchants from our trade districts.
@@sirensoulegaming4158 I find them useful for tall play styles. Especially when being tall inevitably fails and some awakened Xenophobes completely takeover the galaxy with four million fleet power and it takes until 2550 to defeat them. Repeatable are very handy then.
@@joshuabanner3675 repeatable are handy then, and I'm not saying ring worlds are entirely useless. The main issue is that they're "win harder" rather than "make these to win if youre currently not". If you're in a position you can make a ring world, either its too late to make a difference, or you're already doing so well the ring world doesnt affect whether or not you win. Edit: I'm talking mostly standard gameplay, in galaxies where you have lower tech costs and longer till a crisis they could be worth more.
Its the Reason why I take the Relic World Start. Its so Powerful to get the Forgeworld early and just have this Giant Buffed Specialist World for Research, Alloys and Consumer Goods. ^^
Am i crazy for thinking ocean worlds should move up to b tier over the other wet worlds. Having a specific trait that allows for significantly increased habitability on them and decreased housing and increased production makes them way better that the other wet worlds imo.
I like to use at least one tomb world as a penal colony for roleplay purposes. I can't imagine prisoners trying to escape into an irradiated hell scape without getting into all kinds of trouble. I also have a preference for wet worlds to start on, sure it's not as good for resources, but I like the idea of living on a green jewel teeming with life.
Personally i like to turn tomb worlds into resort planets for the 100% habitability. Nothing more relaxing than taking a long walk through the irradiated ruins of a past civilization.
I always go for ecumenopolis in mid-game, even if you're negative on minerals you can sell them on the galactic market for huge amounts of energy. They are the perfect prelude to a first megastructure. Matter decompressor + ecumenopolis = infinite alloys. You can have tech worlds that also have enough housing for alloys.
Servitor Ecu is the most insane alloy production world possible. A minor draw back for hive, machine and ecus would be the loss of their raw resource nodes, but normal production buildings can replace them easily.
What is a relic? Relics are old as fuck. Your little eco planet isn’t old as fuck when it’s destroyed. It shouldn’t be called relic world…. But something else. Calling your own eco planet a relic is like thinking your cool when you smoke cigarettes at 18. Just cringe
@@frumpsterfirewell relic worlds contain a bunch of archeotech so a new type is better like a shattered ecumonopolis that instead containd a bunch of normal tech
Hello there Montu! I have a question about the habitats. What are the requirements for the "geological servey" desicion? I played as a void dweller a couple of times and in the beginning there is no such desision, but later that decision appears. IDK what are prerequisits to issue such decision. does't that desision make habitats even better in the tier list? i mean i get it, 'A' is the highest it can go. there is no way habitats can compete with Ecumonopolises. but still mb place in the 'A' tier would ve been higher.
You have to be void dweller and have to complete a certain tradition tree (can't remember which one off the top of my head). Further the habitat can't already have a deposit.
The Orbital Surveying planetary decision is exclusive to the Void Dweller origin and becomes available once you finish the Adaptability tradition tree.
Voletile motes are amazing.... But you really don't ever need masses of them, so I would rate them the worst, as gasses and crystals you usually need tons of.
My experience too, especially since 3.0 hit. I've gone from maybe a 3:5:4 ratio in 2.8 to a 4:8:5 ratio of Volatile Motes to Exotic Gases to Rare Crystals.
Ocean worlds are pretty good if you choose the Ocean Paradise origin and get the Hydrocentric Acention perk. Terraforming all the worlds you find into ocean worlds is very quick and cheap
I'm very nearly done in my determined exterminator campaign, and my main rival empire converted nearly all of their planets into ecumenopolis. I now am a nation that owns 18 of them, and since the only thing machines can build on them is foundry arcologies my alloy production is absurdly high.
To be honest, I play Stellaris since the Distant Stars dlc came out and i never knew that the basic three planet types have different chances for different deposits
I love tomb worlds. They can have lots of mines and all I gotta do is freshen the world up a bit with some terraforming equipment, clean up the old rusted buildings with Mr. Clean, then have Mr. Clean advertisements everywhere on that world
Void Dwellers have many hidden benefits. The biggest one is that you can build starbases all in a line and build habitats around them and because all the starbases are in a line your whole trade network is 100% protected from piracy meaning its super easy to run a trade build and you can do consumer benefits for consumer goods so you can make all your habitats into alloy foundries (and with no consumer jobs you can go militarized economy and buff your alloy production with no negative) and with catalytic processing and a 1 bonus job on hydroponics (which food also has a higher base production per pop than minerals) you can print unlimited alloys and be incredibly efficient with your pops. But even if you don't want a trade/ catalytic processing build finishing and finishing the adaptability tradition tree unlocks the ability for your habitats with no resource to roll a new random one so you can get all the generator and mining districts you need very easily.
Very good advice. When running a Void Dweller build you should generally think of your systems as huge planets divided into specialized "super-districts". And because you can build them almost anywhere, it's natural to keep them close together to maximize security and trade output. This naturally lends itself to having a very tight core sector where your pops reside, and as a result lends itself to a trade-heavy, dense empire build. Anything you can do to maximize your trade output will have enormous benefits when running Void Dwellers, simply due to the nature of this origin. But still, I agree you don't HAVE to run a trade build as a Void Dweller. The sheer fact your habitats are so close together has enormous security benefits (fortress habitats), and their flexibility is what gives you pretty much unlimited possibilities when it comes to running your economy.
@@B3RyL I recently tried a non trade non catalytic processing void dweller build where i had each habitat self sustainable. like 60% of my habitats were mining, 40% generator, and 20% industrial and research. Because I didn't have to spam hydroponics for catalytic processing it freed up building space and each habitat i did 1 administrator, a civi and alloy building, 1 hydroponics, 1 holothearter. Each hab basically broke even on civi production so I still would need to build factory habs to pay for the research ones, but each hab paied for its own alloy upkeep and had a surplus that went to building more habs,. I was really behind on research since I was building so many admin buildings but i was playing a casual game so If ur doing a more serious run then u can easily spam out research on each hab instead of a few specialized for research and when you roll a research hab u can just make them industrial and focus more on alloys. Honestly I think the more efficient build is trade without catalytic processing so you'll have a free civic for merchant guild and you can build more commecial districts without hydropnics taking up all that space, do consumer benefits so you get ur amenaties, ur energy, and ur consumer goods balanced and you can do orbital surveys on each hab just to roll mining districts, and all the other ones u can do trade and specialize into industry/research. I guess you could also do lithoid so you wont have to build any hydroponics but your growth would be super low and ud have to build more housing districts to compensate. Void Dwellers is always so interesting to play lol.
Montu: Volatile Motes are more important than Exotic Gases ot Rare Crystals" Me: Laughs in around 800 Exotic Gases 500 Rare Crystals and 400 Volatile Motes upkeep in the lategame.
You’re telling me this whole time that your choice of home world type actually matters beyond just a simple flavour choice?! Time to question everything I guess
Honestly, I think Shattered Rings are F tier, it can only run off trade (minus Ape Lord Landmine builds), its industrial, mineral and Agri districts are just significantly worse from an opportunity cost standpoint. This is combined with only two ways to get one, start with one, or conquer one, starting with one is bad, getting one is only good if you have the mercantile tradition locked in, otherwise it's just, ok, the only exception being machine intelligence Shattered Ring (Energy Districts for Days and you can colonize everything). Ecumenopolis planets I also believe are solidly A tier, I hate saying it because they are my favorite planet type and they are so powerful (easily one of the biggest reasons bio empires and rogue servitors are so strong), but they require considerable support to fully utilize, otherwise you have this big planet with like 20 open districts taking up 40% of you whole empire's resources to maintain, let alone grow. They are very similar to ring worlds in that regard, I love em both, they both can guarantee end game victory if you get them fully set up and running. Relic Worlds, they should be definitively S Tier (the found ones, not the Remnants one), they give +2 Strategic Resource Jobs per resource, massive Researcher Bonuses (to include a free +8), they tend to be large (only the rubricator and remnants ones are smaller than 25), have a large amount of Mining and Generator Jobs (usually 9 districts each), and they give big habitability bonuses (+80% is great) to almost everyone (poor Aquatic pops). As a fourth planet they basically guarantee your early to mid game, even as a Hive Mind, you never say no to one, then if you are bio or rogue servitor, when you have enough resources to support an Ecumenpolis, you get to turn it into one late mid to early late game, WITHOUT an ascension perk. It's the only planet type in the game to let you do something without taking an ascension perk, is achievable relatively early and you don't need to do some weird game manipulation (like having Psychic Cyborg Erudite Aquatic Necrophage Pops). I have never had a game where a Relic World was not a big game changer, but I've had plenty of games where an Ecumenopolis was a dud (not ring worlds because if you manage to make or repair one, you are definitely winning). I just wish there was a bigger distinction between Hive and Machine Worlds (like Machine Worlds give more replicator Jobs and Hive Worlds giving you money defensive armies or something, they are just reskins of each other really)
The pop requirement for Ecumenopolis are literally overshadowed compared to the benefits. By the time you have an ecumenopolis, you should already have had forge or factory planets so all you really need is to resettle them.
100 years ago, a satellite detected an object under the sands of the Great Desert. An expedition was sent. An ancient starship, buried in the sand. Deep inside the ruin was a single stone that would change the course of our history forever. On the stone was etched a galactic map... and a single word more ancient than the clans themselves... ...Bob. Our home.
I love my ocean worlds and thanks too the combination of Angler and Catalytic processing I don’t need energy districts as my trade covers that and I don’t need mineral districts as my trade covers that as well with a minor supplement from the angler job. Unity goes through the roof from my trade as well. Practically owned half the galaxy in the first 50 to 100 years, never got that powerful so quickly before. Was fun
Thank you for referencing Bob, my human hivemind inhabiting a shattered ringworld, Bob's Place, around Bob's Sun. As for the shattered ring: get a bunch of scientists (best with anomaly discovery bonus), survey a bunch of systems, build lots of bases. I never lacked minerals, it was always alloys that put a cap on me.
i think a tech category tier list would make for a really good video, as in industry, computing, particles, field manipulation, biology, statecraft etc. it would be based on how useful the combined technologies are to your empire as a whole
I'd like that. There's a lot a caveats though. For materialist empires the Industry path is #1 the most useful, but it's at most B-tier for spiritualists, since they can't make full use of robots and can offset mineral production with an expensive edict early on. Psionics is definitely S-tier for spiritualists, but F-tier for materialists (unless you're into some weird roleplay). Biology is straight up S-tier for hive minds, but totally F-tier for machine empires. And so on, and so on. I'd say, if Montu was to do a video on that (and I actually hope he does) there would be a lot of asterisks involved.
I think Frozen Worlds rate higher than Dry worlds because Minerals are Better than Energy. There are multiple ways to get energy not just energy districts as trade also gives energy. Where as minerals have fewer sources to pull from. While it's true energy is the "currency" of the game and you can use excess energy to buy what you are short on I find that this doesn't really work. The problem is that anything other than small purchases quickly drives up the price to the point that it's more economical to just move pops from tech jobs into whatever it is your short on. Where as the reverse is much easier to achieve as if you are over producing food, alloys, CG, strategic resources, or whatever you can sell them off to keep your balance up if your credits are running low. At the end of the day I find I'm in a much better position if I have tons of minerals which I'm turning into alloys because then I can build massive fleets, upgrade stations, and build mega structures. If I'm low on cash alloys often fetch a very high price on the market as I suspect the AI buy them a lot so the price is always high. And even when it's not I can often setup monthly trades with other empires for my excess alloys at really good rates. I've noticed trying to get fair trade for basic resources like min/eng/food from the AI is a lost cause but they often give really good trades on alloys, CG, and Strats. And it's better to be in the position of supplying the galaxy than being the one buying. As piles of energy credits don't mean much when you got a fleet of enemy ships bearing down on you and the market wants 25K energy for like 2.5K Alloys, which is about enough for 2 battle ships. Even with a Dyson sphere income at those prices your alloy production is pretty pitiful. Better to have a Matter Decompressor supported by a Factory world pumping out tons of alloys. Which you can over easily sell for 5+ credits per on the market if your really need extra cash. But in end game I'm often over producing in every resource the only thing to do with them is to sell them off for extra cash.
Is fun how the power of machines/hive worlds is 12 buildings unlock, different from gaia, it show how buildings are important to normal organic empires...
An important aspect to consider about trade is that there is direct trade deals besides the galactic market. And there the meta is completely different. For example food is worth a lot, while energy is very, very cheap. You can often get 3:1 energy to food deals, meaning your farmers are incredibly effective. And most empires produce enormous energy surplus.
Dry worlds come with the benefit of being the default for the Zroni Precursor Chain. No that picking it will give you that precursor, but the Archaeology Sites are on Dessert worlds (or os I've found in the past), and as inhabiting said worlds gives you the Zro deposit income, the spice becomes a highly lucrative business...
Can't stress the importance of the S-teir planet types enough. Whatever your empire type, get it. Machine, Hive, or Regular just get it. I made a Mega Corp build where I terraformed all my planets by turning them into ecumenopoli, (console player, using old clerks and it still worked well) I took the extra civic for "unemployed pops contribute research" so they also had no negative happiness. Having so many Ecu's boosted my trade value and my pop growth to where nothing could displace me as biggest galactic council member, which brings me to my newest trick, The Greater Good. Three steps into this policy is something called "Greater Than Ourselves" which essentially removes micromanagement from your planets. All your unemployed pops will automatically move to a new planet or habitat with free jobs once you activate the edict. With so many free clerk jobs (residential ecology has no strategic resource upkeep) and bonus Merchants per 50 pops from Prosperity Tradition, the economy becomes unstoppable.
Habitat are amazing honestly. Logistically, allows you to super-develop a small handful of systems (probably ones with inhabitable planets already and lots of research and mineral planets and moons). Means one starbase or fleet can defend many planets, provide modules for secret police and for easier miragtion, etc. One gateway can allow access. Etc. My latest playthrough, I ended up going heavy on habitats out of neccessity due to the small number of habitable planets in my empire. I have three systems crammed full of habitats, and a couple habitat outside those "hub" systems where resources were too good to pass up.
On my last playthrough as a Clone Army, I lucked out to get the Kettlings directly below me: six free populated planets- like they do suck, compared to Gaia worlds, but I really love genetic ascencion, so I was able to turn them into basically tier 1 specie, and with the Baol precursor chain, didnt even have to terraform Grungur. Just turned them all into support worlds for the core system Ascended Clone worlds, swarming with psionic (they start with this trait), erudite, ingenious, natural engineers and fertile kettlings that love basking in radiation. Its cool how everything in stellaris is situational, and while its true 9/10 times things are bad, but every so often we get a play through where a shit situation becomes weirdly awesome! Love this game so much. Ps. The fact that Relic worlds can become ecumenopoli with out the perk I think is also a good reason for why Relic worlds are A tier. If they kept the rare resource plants they would easily be S tier IMO.
i love listening to montus voice its rly calming somehow skdhfkjdfh i also love your content so much montu!! thanks to you im not a noob in stellaris anymore, thanks man!
Welcome to Planet Bob! One of our most luxurious Gaia Resort worlds! Anywho! In my opinion, I think the only way Wet Worlds could be useful is if you are daring enough to pick Angler Civic for the extra food, trade value, consumer goods, and the infinite farm districts on ocean worlds. Or if you have ocean paradise which gives you a better version of the ocean world at start. Mean while, I’ll just stay up here in space with my habitats where it’s nice and cozy.
Fun tidbit about machine worlds. If you terraform them with one organic non-cyborg pop, the organic pop dies, and you get a food feature that gives you +15 food a month.
Do wet worlds have a higher chance of spawning with 20+ tiles? I rarely ever see dry, or cold worlds with 20+ tiles, even when I'm playing games for those planet types, and despite having over 1k hours in Stellaris, I think I've found more 20+ Tile Gaia worlds than I have dry worlds, hell, haven't even conquered one 20+ either. I've come to update this comment. I've finally found a few 20 tile desert worlds. Just needed to move the habitable worlds slider up to find them. No luck for cold worlds yet, then again I have been playing with Planetary Diversity as of late, dunno if that changes much or not.
I think you are underestimating the Ringworld or the Scrap Miner Job more specifically. Scrap Miners get buffed by Worker Output, Mining Subsidys and an upgraded Mineral Purification Plant and produce 15+ Minerals and 4+ Alloys with no upkeep then wich is pretty strong imo.
On my current game I've conquered about a third of the galaxy and I haven't built a single mining district and maybe one or two energy districts. I'm playing as an aquatic empire with Anglers, Catalytic Processing, and Hydrocentric, so I get consumer goods from agriculture districts, can use food instead of minerals to make alloys, and have uncapped agriculture districts. Being the only megacorp in the galaxy helps too, since I can pretty much just spam branch offices.
My primary race is a Celestial Conscious with Dry climate preference, and really what I see those worlds spawn as is Alloy instead of power, with agriculture being the hardest hit.
Montu you forgot that Mechanical/Machine Intelligence pops get 100% habitability on Tombs Worlds and the -10% housing usage for Machine Worlds Other than that I think Wet Worlds should be in the B tier for their exotic gasses and the food is useful in the early game. (This is a console question but what do you mean by alloy foundry I thought you could build several)
Mechanical/Machine Intelligence pops get +200% habitability so they can colonize literally any type of world and get a 100% habitability modifier, unless it's a Hive World. This is more to do with the species, rather than the planet type.
@@taylorbufkin1591 He probably didn't mention it since this video covers world types, and not species, but I see your point. Although, not in the way you think. In a sense, when it comes to world habitability the Hive worlds are probably the best, since only hive minds can inhabit them, making them unlikely targets for conquering for any non-hive-minded species. With machine worlds you can get away with being a cybernetic driven assimilator or having robots with full synthetic rights at least, but with Hive minds the habitability is either 100% as a hive mind, or 0% as anyone else. If you spawn as the only hive mind in the galaxy, you can see how this gives you an unfair advantage. Though I agree with the Wet worlds being in the B tier, as gas is the resource that powers advanced science buildings. The more "free" gas you have, the more science you can do, so it definitely deserves a higher spot than on Montu's list.
Tropical worlds are slightly better than other 'regular' wet worlds because they can't get the bleak modifier. Notwithstanding anyone else's guaranteed habitable worlds, this makes Tropical better than your other options for a starting planet!
The only specific thing I'd note is among Frozen Planets, Alpine Worlds would technically the most optimal starting as they have the least amount of chance to spawn Active Volcanoes which are both the most expensive and longest to clear Tile Blocker. I'd otherwise say this Tier List is pretty accurate.
Another thing worth mentioning is that ECUs take 10 years to complete too and that the unity districts will be even more important considering marketplace of ideas getting halved
Mineral shortages on shattered ring world can be fairly easily offset by extra mining districts, mining stations and technologies, and if possible you'll want to be running mining subsidies to boost both minerals AND alloys from scrap miners. The fact you're getting extra alloys from scrap miner jobs more than offsets the fact you have less fewer minerals to start with.
psh, tomb worlds are awesome, the events make them more fun, and those events can be beneficial. Although I do prefer them partly because I heavily favour terraforming, and turning them to gaia worlds is very satisfying
I would put habitats in the F tier. They are laggy and you cant remove them. I only play hive minds, and I think wet is good because food is needed. I always need more food planets over mineral planets.
I’d like to update your description of the ecumenopolis. Almost no gestalt conscious, including machines (barring rogue servitor or a civilization having the agrarian idyll) can’t build one. I found this out the hard way recently. I just completed the rubicator chain event and got a relic world, only to find out my exterminator robot empire couldn’t build an ecumenopolis. Also, the remnants origin gives you a relic world to start the game and gives you five blockers that give a random tech tree item to near completion. You can transform your relic world capital to a ecumenopolis, but I have heard that it is not ideal to do that as the bonus from a remnants relic world are not as good as a naturally spawned galaxy relic world.
I disagree that motes are the most important rare resource. You only need a few motes to upgrade your few forge worlds. Where as gas, which is needed for each and every upgraded science building is far more “in demand”. A late game empire might be using 20 or so motes total, while using literally hundreds of gas across all their relic / science focus worlds.
You could say motes are the most imprtant early game ressource and then it shifts over to gas
Only a few motes? You'll need 15+ to feed a Forge ecumenopolis, and you'll need more than one of those to beat higher rated Crisises.
On the other hand, you can counterbalance the Gas requirement for Science by instead developing more Habitats.
seriously, i always have like 20+ motes surplus every month, but it's a total drag with exotic gas and crystals- barely break even or spend ungodly sums of energy to stay positive
What about rare crystals?
Kinda depends on your fleet design as well, I think
I absolutely love Hive Worlds for the lore, the entire world being a part of the collective just seems so cool to me.
It’s a shame that in Stellaris Hive Minds are assumed to be creepy, dominative, and individual-eliminating. I would really love to play as a Hive Mind like Gaia in the Foundation series, where individuals are not forced, but unanimously realized that it is the best for the future of the universe that they should turn themselves into a Gestalt consciousness. Kinda like the Psionic ascension path but that is set to be more related to religion and spiritualism imo.
@@aquilazyy1125 I can see what you mean, but I actually really like the Borg, but psionic approach. However, some friendlier, more diplomatic and good for the galactic community and frankly just better hive mind options would be nice.
@@quuaaarrrk8056 I'd like a cyborg-cooperative. Basically the Borg if they were the good guys (and what I think the Mirror Universe Borg should be if we ever get to see them onscreen).
The Unity Saga (a Star Trek / Star Wars crossover-fic) actually explores something along those lines later on.
@@quuaaarrrk8056 I hate that psionics are religion in stellaris
@@thejumper7282 True, that's somewhat of a roleplay limitation (assuming you don't choose to ignore it)
No, don't warn them to not colonize Holy Worlds.
Everyone should have the pleasure of experiencing that at least once.
It's funnier that way.
ua-cam.com/video/7Q8hAb230OE/v-deo.html
did that on my first time playing lol
My first game was with 3 other people, I died before i got destroyers because 2 jumps away was a gaia that i colonized causing the holy guardians to destroy my only starbase and i had no idea how to get more then. An Ai took over my one remaing planet 7 min later.
I'm feeling funny today, so I'm gonna go crack the world for a little bit of fun.
with my empire, there was an option to just colonize Holy Worlds but with a temporary modifier which made resource production go down
Okay 8 seconds in, Titan AE reference? I love that movie and need to watch it again.
Edit: when wet worlds were in C tier I called the s tier being the ecu, hive, and machine. Thought Montu would put dry worlds in A though.
Wet world for 99% of species : meh
Wet world for aquatic anglers : stonks
A minor correction: normal pops don't just have 0% habitability on machine worlds, they can't inhabit them at all. You can't resettle them onto that world, you can't colonize it with organic pops, and I'm pretty sure they can't auto-resettle into it either
That is correct to some extent. Biological pops with the Cybernetic trait, whose owner is a Driven Assimilator can inhabit machine worlds, so can robot pops under either full rights policy or servitude policy with resettlement rights. In that regard, the Hive worlds are more secure, because literally no other pop except for one with "hive-minded" trait can permanently inhabit hive worlds.
EDIT: It took me like 5 tries to articulate what I wanted to say.
Isn't that an effect of
**laughs in Driven Assimilator**
But you can terraform machine worlds into any type of regular planets with just basic terraform tech
Montu: Gaia World - don't colonize it if it's a holy world. You've been warned!
Zarqlan: Ummm... Actually...
materialist with milion fleet power, bitch pls :)
@@dynia666666 Only? What are you playing on? Ensign difficulty and normal crisis strength? I'm curious what difficulty you normally play on for 1M to be bigger than their fleets.
im using starnet mod and play on admiral setting 2300 year end game with scaling cause vanilla GA is way too easy even on new patch
@@KraNisOG fallen empire fleets are in the 200-300k range. 1 million fleet power should easily handle a mad spiritualist. Heck I’ve done it with far less, albeit after they burned all their fleets trying to humiliate me
Step 1: Find the Omnicodex
Step 2: Colonise all the tomb worlds around you
Step 3: ????
Step 4: Profit from the tomb world habitability on the new pops
I found two tomb worlds with advanced primitives on them recently, it was amazing to have them super early in the game.
@@blahmaster6k To quote the immortal words of our lord and prophet, Hannibal: "I love it when the plan comes together"
By that point tou can just terraform them
Rather have the Grunur precursor.
It makes me sad because aesthetically I like Wet worlds the most out of the base worlds.
Then go with them. This list is only his opinion. He doesn't like them because he doesn't like food production.
i played on continental worlds cause of rp and have 0 problems with it
Well hey, that's what Aquatics are for!
@@dynia666666 Same, I know that the other planets are likely to have higher of X resource, but in my experience, I have better luck getting a planet with loads of minerals on continental worlds than on cold worlds, not to mention how those cold worlds seem to have much lower tiles.
Aquatics makes them very good.
Despite hive worlds being alive,and the tooltip literally mentioning they attack anything that touches the surface,invading armies have no problem just... Shooting the ground??
I remember seeing the description mentioning the world fighting anything non-hive minded. But when it did happen invading armies seemed to suffer no penalty's. It would have been cool if you couldn't invade a hive world, and instead had to blow it up or pacify it to get rid of it.
its a target rich environment
you have 0 habality on hive worlds if you are not hive empire
They attack on hoverboards. Just roll with it.
'the entire planet is alive? Good. That means we can't miss'
"The galaxy is a wide and wonderful place"
LIKE MY EMPIRE!
The galaxy IS my empire. The rest of the xenos just don't realise it yet...
Join the Empire, our ships are triangles
The galaxy isnt my empire, its my slave. Vassalise everyone
Praise the Grand-Admiral and the Commonwealth true son of Humanity!
"If you're going for food you're doing something wacky and crazy!"
Am I the only one who likes to make specialized agi-worlds? Just having one or two early-game can feed my entire population while the rest of my planets are devoted to energy and mineral production.
I always like taking catalytic processing just because I like the idea of being a humongrous agrarian empire. Then all your planets pfoduce food.
This
One agri world can feed an empire, allowing you to focus the rest of your planets. It's objectively better to have an agri world
@@JangoBunBun What, do you colonize like 3 worlds in your entire playthrough???? No way in Zarqlan's black galaxy are you feeding an ACTUAL empire with ONE agrarian world.
@@basedimperialism A well setup agri world can feed around 500 pops, which can sustain you well into the mid game. If you gene edit agrarian onto your pops, have a high number of food districts, and use hydroponics/the food booster building you can have a food output of 400-600
For the size 14 or below planets, I work towards converting them all to ecumenopoli. I fill them with the housing\clerk districts, and then maybe one of each of the others. This unlocks all building slots, and I usually throw research and strategic resource creation on these to fill them out. This way, I feel like I have enough reasons to settle these small planets and squeeze more use out of them.
The changes to unity feel like I have more influence to work with, and it becomes trivial to create them when midgame hits.
6:50
Funny. I regard Motes as the least desirable of the 3, with Gases being most desirable. Sure, I need a few Motes, but Crystals and Gases are more important.
Also, picking a Cold/Frozen home planet type makes a bunch of sense for Lithoids.
Gasses are definitely the most important as they can give you must more science output. I play a spiritualist empire, and rarely ever have issues with keeping my fleet maxed out, and the strongest in MP and AI games, those repeatable techs actually do start to make a difference when you've reached them before everyone else.
Keep in mind that he means the most important for playing the meta, which is and basically always has been, a tech rush, play the game however you want, learn what works for you and what doesn’t, if you’re always out of one material jn every play through, then plan out a play through on a planet type that provides more of that…
I think the idea might be this: Foundries grants your metallurgist a direct output bonus, but require motes. Science Complexes and the like just provide more jobs and requires exotic gases. You can science rush just by spamming research labs without ever upgrading them, and only when you run out of space you need to start upgrading - either way you have to wait until your got the pops to fill the jobs. The Foundry will boost your existing pops. That can make it easier to do win wars by spamming ships. (And you can also afford your colony ships to conquer new worlds to put research labs on.)
In the long run, you'll likely need all of them, and you wantot upgrade those research labs, too, of course.
In a way, this might be a recent change, because the Overlord update removed the requirements that you first need to upgrade your colony headquarters. Before that, it might have taken longer to be able to build new Research Lab anywhere, and you were limited those on your homeworld and your youngest colonies.
IMO the wet/Ocean planet needs to go a few tiers higher when you're going the Aquatic trait + Hydrocentric perk route.
No point, Aquatic isn't all that good, and hydrocentric is just a bad ascension perk since you can get the same with the one that lets you get gaias. They'd need to double the power of hydrocentric if they don't want it to be a worse world shaper in raw output. But the biggest issue is that you can't use aquatics on artificial worlds. If they changed that, then yeah it'd be pretty nifty.
@@archmagemc3561 aquatic hivemind devouring swarm with ocean paradise is a amazing start, and your early/midgame makes you a powerhouse, once you get terraforming early your converting every planet for 25% less energy cost and getting 20% extra job output with hydrocentric and your using 20% less housing. Its stupid good.
With the right build any of these planets can go higher, this is for a generic civilisation, that’s what makes the game great, RP ability, build diversity and the ability to do literally any build you feel like.
@@archmagemc3561 lmao aquatic is actually broken
I have loved your tier list videos. They're clear, to the point, and entertaining. I'd love to see a pop job tier list personally
That... is an excellent idea!
I find one merit to wet worlds, but specifically because of how I play. I do Void Dwellers origin with Non-adaptive. Habitats do not have colony specialization for food production, so I get a migration treaty and colonize a wet world with a species that has habitability and make that an agricultural world.
I'd put habitats up in the s tier for one reason. If built over a dark matter, zro, nanite, or living metal deposit, the colony itself prodices that resource, *regardless* of whether you have the tech to harvest that resource
wtf, why didn't I know that?!
That feels like a bug lmao
I’ve got an idea for the next tier list
Galactic Community Resolution Tier List
Edit: if that is a little too long you could do the resolution chains instead
example:industrial commerce or the one that gives worker happiness
We all know that the yellow resolutions = good, red resolutions = very good, blue resolutions = bad, and everything else makes no difference. Though I'd love to see Montu's take on some of the special resolutions, like the GDF, the Imperial Charter or Crisis Declaration. There's a lot to cover, but it should be interesting.
I hope already saw the video. 😊
Ringworlds were supposed to be the great final habitable world that you could make. So sad to see where they went. Regardless of how op they may have been in mp they are basically just not that good in sp anymore because of the nerfs.
What nerfs?
(Hopes and prays the nerfs never hit console)
True, but you can get the funny research number ;)
@@duncanharrell5009 4 Months late and I never played at the time, but from what I understand was that the requirements to restore the ring world were much lesser before the current iteration. Ringworlds are really good for their research districts, since the research ringworld designation actually increases researcher output, rather than just decreasing upkeep.
You could create so many research jobs on a ring segment, and since that segment classes as one planet, you get to buff ALL of their research with just 1 research institute building. To get the same effect without a ringworld you would have to build loads of habitats (which get researcher bonuses like ringworlds, but can house far fewer researchers), and incest a research institute on all of them.
Main issue with Ring Worlds are that their purpose is self defeating - their biggest strength over other world types is to research, to a massive degree. But outside of cybrex precursor, by the time you're able to build or restore a ringworld you're close to done with most of the tech tree anyway, and you also have the build time on top of that. On top of this, pop growth slowdown means they won't grow quickly - so to get the most out of them you have to relocate loads of pops and repurpose your other planets, or go conquering. Planets you conquer though will already have infrastructure built in as well, and then those would need repurposing. It just ends up being more trouble than it is worth, more often than not.
Only reason to play a shattered ring world start now is for a trade build using Mercantiles traditions to get access to a trade federation and loads of merchants from our trade districts.
@@sirensoulegaming4158 I find them useful for tall play styles. Especially when being tall inevitably fails and some awakened Xenophobes completely takeover the galaxy with four million fleet power and it takes until 2550 to defeat them. Repeatable are very handy then.
@@joshuabanner3675 repeatable are handy then, and I'm not saying ring worlds are entirely useless. The main issue is that they're "win harder" rather than "make these to win if youre currently not".
If you're in a position you can make a ring world, either its too late to make a difference, or you're already doing so well the ring world doesnt affect whether or not you win.
Edit: I'm talking mostly standard gameplay, in galaxies where you have lower tech costs and longer till a crisis they could be worth more.
Its the Reason why I take the Relic World Start.
Its so Powerful to get the Forgeworld early and just have this Giant Buffed Specialist World for Research, Alloys and Consumer Goods. ^^
Instructions unclear!
Turned all my worlds into ecumenopolises and now I’m making negative in all recourses
download giga structure mod
That's fine. Now just conquer everyone else to make up the difference.
Start your mining habs early
Am i crazy for thinking ocean worlds should move up to b tier over the other wet worlds. Having a specific trait that allows for significantly increased habitability on them and decreased housing and increased production makes them way better that the other wet worlds imo.
I like wet worlds for not only the aesthetics, but them having the most interesting rare events / planetary features, such as Sea of Consciousness.
😆 I legit laughed at the intro calling the planet "Bob". I usually never laugh at intros
I like to use at least one tomb world as a penal colony for roleplay purposes. I can't imagine prisoners trying to escape into an irradiated hell scape without getting into all kinds of trouble.
I also have a preference for wet worlds to start on, sure it's not as good for resources, but I like the idea of living on a green jewel teeming with life.
Personally i like to turn tomb worlds into resort planets for the 100% habitability. Nothing more relaxing than taking a long walk through the irradiated ruins of a past civilization.
I had no idea there was a difference between the 9 base planet types. I thought it was just flavor.
I did not realize they kept/changed back to the 3 world types having different amounts of resources.
I think it’s one for myth busters to crack
I always go for ecumenopolis in mid-game, even if you're negative on minerals you can sell them on the galactic market for huge amounts of energy. They are the perfect prelude to a first megastructure. Matter decompressor + ecumenopolis = infinite alloys. You can have tech worlds that also have enough housing for alloys.
Servitor Ecu is the most insane alloy production world possible.
A minor draw back for hive, machine and ecus would be the loss of their raw resource nodes, but normal production buildings can replace them easily.
If a fanatic empire bombs an ecumenopolis using armageddon stance, does it turn into a relic?
No, but that would be fantastic from a lore/roleplay perspective. I wouldn't even be mad if it happened to me.
WHY ISNT THIS A THING
What is a relic? Relics are old as fuck. Your little eco planet isn’t old as fuck when it’s destroyed. It shouldn’t be called relic world…. But something else.
Calling your own eco planet a relic is like thinking your cool when you smoke cigarettes at 18. Just cringe
@@LCInfantry I dunno, relic worlds are literally just Broken Ecumenopoli so it isn't that crazy to think about
@@frumpsterfirewell relic worlds contain a bunch of archeotech so a new type is better like a shattered ecumonopolis that instead containd a bunch of normal tech
0:00 Intro
0:45 F Tier
• 0:51 Tomb World
1:58 C Tier
• 2:10 Wet World
• 3:13 Shattered Ringworld
5:26 B Tier
• 5:31 Frozen World
• 6:13 Dry World
7:20 A Tier
• 7:30 Gaia World
• 8:37 Relic World
• 9:34 Habitat
• 10:57 Ringworld
12:05 S Tier
• 12:25 Hive World
• 13:28 Machine World
• 14:46 Ecumenopolis
16:37 Outro
Hello there Montu!
I have a question about the habitats. What are the requirements for the "geological servey" desicion? I played as a void dweller a couple of times and in the beginning there is no such desision, but later that decision appears. IDK what are prerequisits to issue such decision.
does't that desision make habitats even better in the tier list? i mean i get it, 'A' is the highest it can go. there is no way habitats can compete with Ecumonopolises. but still mb place in the 'A' tier would ve been higher.
You have to be void dweller and have to complete a certain tradition tree (can't remember which one off the top of my head). Further the habitat can't already have a deposit.
The Orbital Surveying planetary decision is exclusive to the Void Dweller origin and becomes available once you finish the Adaptability tradition tree.
You get it instead of planetary prospecting
Voletile motes are amazing.... But you really don't ever need masses of them, so I would rate them the worst, as gasses and crystals you usually need tons of.
Wait, what do you need loads of crystals for? I need more motes for Eccumenopolis Foundries.
My experience too, especially since 3.0 hit.
I've gone from maybe a 3:5:4 ratio in 2.8 to a 4:8:5 ratio of Volatile Motes to Exotic Gases to Rare Crystals.
@@raptorofwar4415 mostly advanced machine assembly plants
you need lot of gases for labs early on
Ocean worlds are pretty good if you choose the Ocean Paradise origin and get the Hydrocentric Acention perk. Terraforming all the worlds you find into ocean worlds is very quick and cheap
Tomb worlds are great man, all that lovely radiation and no nasty atmosphere to get in between me and the worm's love GRAVITY IS DESIRE
Great video Montu. Very informative. Time to start turning all my worlds into Hive Worlds
YES I LOVE THE TITAN AE INTRO! SO UNDENIABLY BASED
I personally think wet worlds should go up one tier because of the absolutely busted aquatic trait but I see why they’d be c tier without it.
Glad you opened with a cut from Titan AE, a weird sci-fi animated not-quite-kids movie I saw once in 2002 that is seared into my mind.
I'm very nearly done in my determined exterminator campaign, and my main rival empire converted nearly all of their planets into ecumenopolis. I now am a nation that owns 18 of them, and since the only thing machines can build on them is foundry arcologies my alloy production is absurdly high.
Love the titan a e segment. For years i thought i was the only one to see it.
You forgot the worst planet type: broken worlds
I would bump up wet worlds. Exotic gases are important enough for tech that they outweigh the drawbacks of being food dominant
To be honest, I play Stellaris since the Distant Stars dlc came out and i never knew that the basic three planet types have different chances for different deposits
I love tomb worlds. They can have lots of mines and all I gotta do is freshen the world up a bit with some terraforming equipment, clean up the old rusted buildings with Mr. Clean, then have Mr. Clean advertisements everywhere on that world
Titan AE reference? dude need a RP play as this right here
Ah, loved the Titan A.E. ref.
Loved that movie in my childhood, lots of nostalgia
First F Tier from back then: Tomb Worlds
Toxoids: Laughs in Tomb WOrld Supremacy
Void Dwellers have many hidden benefits. The biggest one is that you can build starbases all in a line and build habitats around them and because all the starbases are in a line your whole trade network is 100% protected from piracy meaning its super easy to run a trade build and you can do consumer benefits for consumer goods so you can make all your habitats into alloy foundries (and with no consumer jobs you can go militarized economy and buff your alloy production with no negative) and with catalytic processing and a 1 bonus job on hydroponics (which food also has a higher base production per pop than minerals) you can print unlimited alloys and be incredibly efficient with your pops. But even if you don't want a trade/ catalytic processing build finishing and finishing the adaptability tradition tree unlocks the ability for your habitats with no resource to roll a new random one so you can get all the generator and mining districts you need very easily.
Very good advice. When running a Void Dweller build you should generally think of your systems as huge planets divided into specialized "super-districts". And because you can build them almost anywhere, it's natural to keep them close together to maximize security and trade output. This naturally lends itself to having a very tight core sector where your pops reside, and as a result lends itself to a trade-heavy, dense empire build. Anything you can do to maximize your trade output will have enormous benefits when running Void Dwellers, simply due to the nature of this origin. But still, I agree you don't HAVE to run a trade build as a Void Dweller. The sheer fact your habitats are so close together has enormous security benefits (fortress habitats), and their flexibility is what gives you pretty much unlimited possibilities when it comes to running your economy.
@@B3RyL I recently tried a non trade non catalytic processing void dweller build where i had each habitat self sustainable. like 60% of my habitats were mining, 40% generator, and 20% industrial and research. Because I didn't have to spam hydroponics for catalytic processing it freed up building space and each habitat i did 1 administrator, a civi and alloy building, 1 hydroponics, 1 holothearter. Each hab basically broke even on civi production so I still would need to build factory habs to pay for the research ones, but each hab paied for its own alloy upkeep and had a surplus that went to building more habs,. I was really behind on research since I was building so many admin buildings but i was playing a casual game so If ur doing a more serious run then u can easily spam out research on each hab instead of a few specialized for research and when you roll a research hab u can just make them industrial and focus more on alloys.
Honestly I think the more efficient build is trade without catalytic processing so you'll have a free civic for merchant guild and you can build more commecial districts without hydropnics taking up all that space, do consumer benefits so you get ur amenaties, ur energy, and ur consumer goods balanced and you can do orbital surveys on each hab just to roll mining districts, and all the other ones u can do trade and specialize into industry/research.
I guess you could also do lithoid so you wont have to build any hydroponics but your growth would be super low and ud have to build more housing districts to compensate.
Void Dwellers is always so interesting to play lol.
colonizing tomb worlds is fun for roleplay purposes; turning it in a penal colony turns it into the worst possible prison in the galaxy
Montu:
Volatile Motes are more important than Exotic Gases ot Rare Crystals"
Me:
Laughs in around 800 Exotic Gases 500 Rare Crystals and 400 Volatile Motes upkeep in the lategame.
How?
The ratio or just the amount?
@@alexandererhard2516 That amount.
Letting the game go until year 2500 with no pop growth scaling.
At some point, I needed to build lots of Habitats to even have the amount of building slots I needed.
The Worm loves us.
This I know.
The Worm tells me so.
-Tomb Worlder
Awesome into! I loved Titan AE as a child!
Thumbs up for the Titan AE reference
Small question.
Is there a difference between planets of the same type? I believe that Alpine have more energy districts than other cold planets.
You’re telling me this whole time that your choice of home world type actually matters beyond just a simple flavour choice?! Time to question everything I guess
Was not ready for that killer into haha
Honestly, I think Shattered Rings are F tier, it can only run off trade (minus Ape Lord Landmine builds), its industrial, mineral and Agri districts are just significantly worse from an opportunity cost standpoint. This is combined with only two ways to get one, start with one, or conquer one, starting with one is bad, getting one is only good if you have the mercantile tradition locked in, otherwise it's just, ok, the only exception being machine intelligence Shattered Ring (Energy Districts for Days and you can colonize everything). Ecumenopolis planets I also believe are solidly A tier, I hate saying it because they are my favorite planet type and they are so powerful (easily one of the biggest reasons bio empires and rogue servitors are so strong), but they require considerable support to fully utilize, otherwise you have this big planet with like 20 open districts taking up 40% of you whole empire's resources to maintain, let alone grow. They are very similar to ring worlds in that regard, I love em both, they both can guarantee end game victory if you get them fully set up and running. Relic Worlds, they should be definitively S Tier (the found ones, not the Remnants one), they give +2 Strategic Resource Jobs per resource, massive Researcher Bonuses (to include a free +8), they tend to be large (only the rubricator and remnants ones are smaller than 25), have a large amount of Mining and Generator Jobs (usually 9 districts each), and they give big habitability bonuses (+80% is great) to almost everyone (poor Aquatic pops). As a fourth planet they basically guarantee your early to mid game, even as a Hive Mind, you never say no to one, then if you are bio or rogue servitor, when you have enough resources to support an Ecumenpolis, you get to turn it into one late mid to early late game, WITHOUT an ascension perk. It's the only planet type in the game to let you do something without taking an ascension perk, is achievable relatively early and you don't need to do some weird game manipulation (like having Psychic Cyborg Erudite Aquatic Necrophage Pops). I have never had a game where a Relic World was not a big game changer, but I've had plenty of games where an Ecumenopolis was a dud (not ring worlds because if you manage to make or repair one, you are definitely winning). I just wish there was a bigger distinction between Hive and Machine Worlds (like Machine Worlds give more replicator Jobs and Hive Worlds giving you money defensive armies or something, they are just reskins of each other really)
The pop requirement for Ecumenopolis are literally overshadowed compared to the benefits. By the time you have an ecumenopolis, you should already have had forge or factory planets so all you really need is to resettle them.
All hail the promise land "Bob"!
100 years ago, a satellite detected an object under the sands of the Great Desert. An expedition was sent.
An ancient starship, buried in the sand.
Deep inside the ruin was a single stone that would change the course of our history forever. On the stone was etched a galactic map... and a single word more ancient than the clans themselves...
...Bob. Our home.
I love my ocean worlds and thanks too the combination of Angler and Catalytic processing I don’t need energy districts as my trade covers that and I don’t need mineral districts as my trade covers that as well with a minor supplement from the angler job. Unity goes through the roof from my trade as well. Practically owned half the galaxy in the first 50 to 100 years, never got that powerful so quickly before. Was fun
And they called me a mad man for turning all of my worlds into ecumenopolis
Call me crazy but I always go hard on wet worlds as agri production is so easy to convert into anything else you need when maxed out to insane levels.
Thank you for referencing Bob, my human hivemind inhabiting a shattered ringworld, Bob's Place, around Bob's Sun.
As for the shattered ring: get a bunch of scientists (best with anomaly discovery bonus), survey a bunch of systems, build lots of bases. I never lacked minerals, it was always alloys that put a cap on me.
i think a tech category tier list would make for a really good video, as in industry, computing, particles, field manipulation, biology, statecraft etc. it would be based on how useful the combined technologies are to your empire as a whole
I'd like that. There's a lot a caveats though. For materialist empires the Industry path is #1 the most useful, but it's at most B-tier for spiritualists, since they can't make full use of robots and can offset mineral production with an expensive edict early on. Psionics is definitely S-tier for spiritualists, but F-tier for materialists (unless you're into some weird roleplay). Biology is straight up S-tier for hive minds, but totally F-tier for machine empires. And so on, and so on. I'd say, if Montu was to do a video on that (and I actually hope he does) there would be a lot of asterisks involved.
I literally did though. When I got the home away from home modifier
I think Frozen Worlds rate higher than Dry worlds because Minerals are Better than Energy. There are multiple ways to get energy not just energy districts as trade also gives energy. Where as minerals have fewer sources to pull from.
While it's true energy is the "currency" of the game and you can use excess energy to buy what you are short on I find that this doesn't really work. The problem is that anything other than small purchases quickly drives up the price to the point that it's more economical to just move pops from tech jobs into whatever it is your short on. Where as the reverse is much easier to achieve as if you are over producing food, alloys, CG, strategic resources, or whatever you can sell them off to keep your balance up if your credits are running low.
At the end of the day I find I'm in a much better position if I have tons of minerals which I'm turning into alloys because then I can build massive fleets, upgrade stations, and build mega structures. If I'm low on cash alloys often fetch a very high price on the market as I suspect the AI buy them a lot so the price is always high. And even when it's not I can often setup monthly trades with other empires for my excess alloys at really good rates.
I've noticed trying to get fair trade for basic resources like min/eng/food from the AI is a lost cause but they often give really good trades on alloys, CG, and Strats. And it's better to be in the position of supplying the galaxy than being the one buying. As piles of energy credits don't mean much when you got a fleet of enemy ships bearing down on you and the market wants 25K energy for like 2.5K Alloys, which is about enough for 2 battle ships. Even with a Dyson sphere income at those prices your alloy production is pretty pitiful. Better to have a Matter Decompressor supported by a Factory world pumping out tons of alloys. Which you can over easily sell for 5+ credits per on the market if your really need extra cash. But in end game I'm often over producing in every resource the only thing to do with them is to sell them off for extra cash.
I like colonizing tomb worlds. The special events are fun and some of them, like the particle accelerator, are useful
Unless it's the solar flare. The number of times I got my planet wiped after JUST colonizing it is not even funny.
Is fun how the power of machines/hive worlds is 12 buildings unlock, different from gaia, it show how buildings are important to normal organic empires...
An important aspect to consider about trade is that there is direct trade deals besides the galactic market. And there the meta is completely different. For example food is worth a lot, while energy is very, very cheap. You can often get 3:1 energy to food deals, meaning your farmers are incredibly effective. And most empires produce enormous energy surplus.
Dry worlds come with the benefit of being the default for the Zroni Precursor Chain. No that picking it will give you that precursor, but the Archaeology Sites are on Dessert worlds (or os I've found in the past), and as inhabiting said worlds gives you the Zro deposit income, the spice becomes a highly lucrative business...
Ecumenopolis always reminds me of Coruscant and Ratchet And Clank. Love it wish you could see the surface properly instead of a picture.
Montu: This is what I think of Tomb Worlds
Necrons: "Angry mechanical noises"
Honestly, my empire usually start on Wet Worlds, but I do usually play more for RP than efficiency. So _[shrug]._
I just created an empire - Bob on planet Bob because hive mind planet overmind name is Bob, Bob Bob, and bobs star
Can't stress the importance of the S-teir planet types enough. Whatever your empire type, get it. Machine, Hive, or Regular just get it.
I made a Mega Corp build where I terraformed all my planets by turning them into ecumenopoli, (console player, using old clerks and it still worked well) I took the extra civic for "unemployed pops contribute research" so they also had no negative happiness.
Having so many Ecu's boosted my trade value and my pop growth to where nothing could displace me as biggest galactic council member, which brings me to my newest trick, The Greater Good. Three steps into this policy is something called "Greater Than Ourselves" which essentially removes micromanagement from your planets. All your unemployed pops will automatically move to a new planet or habitat with free jobs once you activate the edict. With so many free clerk jobs (residential ecology has no strategic resource upkeep) and bonus Merchants per 50 pops from Prosperity Tradition, the economy becomes unstoppable.
Habitat are amazing honestly. Logistically, allows you to super-develop a small handful of systems (probably ones with inhabitable planets already and lots of research and mineral planets and moons). Means one starbase or fleet can defend many planets, provide modules for secret police and for easier miragtion, etc. One gateway can allow access. Etc. My latest playthrough, I ended up going heavy on habitats out of neccessity due to the small number of habitable planets in my empire. I have three systems crammed full of habitats, and a couple habitat outside those "hub" systems where resources were too good to pass up.
Habitats are absolutely the best choice if you want to strangle your empire to death with high empire size and low resource output
Titan AE was such a hidden gem of a movie. Whenever I bring it up no one has ever heard of the movie.
On my last playthrough as a Clone Army, I lucked out to get the Kettlings directly below me: six free populated planets- like they do suck, compared to Gaia worlds, but I really love genetic ascencion, so I was able to turn them into basically tier 1 specie, and with the Baol precursor chain, didnt even have to terraform Grungur. Just turned them all into support worlds for the core system Ascended Clone worlds, swarming with psionic (they start with this trait), erudite, ingenious, natural engineers and fertile kettlings that love basking in radiation. Its cool how everything in stellaris is situational, and while its true 9/10 times things are bad, but every so often we get a play through where a shit situation becomes weirdly awesome! Love this game so much.
Ps. The fact that Relic worlds can become ecumenopoli with out the perk I think is also a good reason for why Relic worlds are A tier. If they kept the rare resource plants they would easily be S tier IMO.
i love listening to montus voice its rly calming somehow skdhfkjdfh
i also love your content so much montu!! thanks to you im not a noob in stellaris anymore, thanks man!
Welcome to Planet Bob! One of our most luxurious Gaia Resort worlds!
Anywho! In my opinion, I think the only way Wet Worlds could be useful is if you are daring enough to pick Angler Civic for the extra food, trade value, consumer goods, and the infinite farm districts on ocean worlds. Or if you have ocean paradise which gives you a better version of the ocean world at start.
Mean while, I’ll just stay up here in space with my habitats where it’s nice and cozy.
Fun tidbit about machine worlds. If you terraform them with one organic non-cyborg pop, the organic pop dies, and you get a food feature that gives you +15 food a month.
Do wet worlds have a higher chance of spawning with 20+ tiles?
I rarely ever see dry, or cold worlds with 20+ tiles, even when I'm playing games for those planet types, and despite having over 1k hours in Stellaris, I think I've found more 20+ Tile Gaia worlds than I have dry worlds, hell, haven't even conquered one 20+ either.
I've come to update this comment. I've finally found a few 20 tile desert worlds. Just needed to move the habitable worlds slider up to find them.
No luck for cold worlds yet, then again I have been playing with Planetary Diversity as of late, dunno if that changes much or not.
I think you are underestimating the Ringworld or the Scrap Miner Job more specifically.
Scrap Miners get buffed by Worker Output, Mining Subsidys and an upgraded Mineral Purification Plant and produce 15+ Minerals and 4+ Alloys with no upkeep then wich is pretty strong imo.
On my current game I've conquered about a third of the galaxy and I haven't built a single mining district and maybe one or two energy districts. I'm playing as an aquatic empire with Anglers, Catalytic Processing, and Hydrocentric, so I get consumer goods from agriculture districts, can use food instead of minerals to make alloys, and have uncapped agriculture districts.
Being the only megacorp in the galaxy helps too, since I can pretty much just spam branch offices.
My primary race is a Celestial Conscious with Dry climate preference, and really what I see those worlds spawn as is Alloy instead of power, with agriculture being the hardest hit.
Montu you forgot that Mechanical/Machine Intelligence pops get 100% habitability on Tombs Worlds and the -10% housing usage for Machine Worlds
Other than that I think Wet Worlds should be in the B tier for their exotic gasses and the food is useful in the early game.
(This is a console question but what do you mean by alloy foundry I thought you could build several)
In a recent PC patch, Paradox limited Alloy Foundries and Civilian Factories to 1 per planet
@@siramielthefirst7536 okay thank you
Mechanical/Machine Intelligence pops get +200% habitability so they can colonize literally any type of world and get a 100% habitability modifier, unless it's a Hive World. This is more to do with the species, rather than the planet type.
@@B3RyL I know but Montu never mentioned it
@@taylorbufkin1591 He probably didn't mention it since this video covers world types, and not species, but I see your point. Although, not in the way you think. In a sense, when it comes to world habitability the Hive worlds are probably the best, since only hive minds can inhabit them, making them unlikely targets for conquering for any non-hive-minded species. With machine worlds you can get away with being a cybernetic driven assimilator or having robots with full synthetic rights at least, but with Hive minds the habitability is either 100% as a hive mind, or 0% as anyone else. If you spawn as the only hive mind in the galaxy, you can see how this gives you an unfair advantage.
Though I agree with the Wet worlds being in the B tier, as gas is the resource that powers advanced science buildings. The more "free" gas you have, the more science you can do, so it definitely deserves a higher spot than on Montu's list.
Tropical worlds are slightly better than other 'regular' wet worlds because they can't get the bleak modifier.
Notwithstanding anyone else's guaranteed habitable worlds, this makes Tropical better than your other options for a starting planet!
I'm more astonished someone actually has seen Titan AE. One of my favorite sci fi movies as a kid :D
The only specific thing I'd note is among Frozen Planets, Alpine Worlds would technically the most optimal starting as they have the least amount of chance to spawn Active Volcanoes which are both the most expensive and longest to clear Tile Blocker. I'd otherwise say this Tier List is pretty accurate.
Another thing worth mentioning is that ECUs take 10 years to complete too and that the unity districts will be even more important considering marketplace of ideas getting halved
Mineral shortages on shattered ring world can be fairly easily offset by extra mining districts, mining stations and technologies, and if possible you'll want to be running mining subsidies to boost both minerals AND alloys from scrap miners. The fact you're getting extra alloys from scrap miner jobs more than offsets the fact you have less fewer minerals to start with.
More! We demand more!
*insert Ben Solo screaming more here*
Habitats also allow to build buildings that extract one of the 3 rare recources (1building by one unit of recources)
Oh, so exploding the planet into a tomb world with orbital bombardment has consequences...
Who woulda thunk it?
@@B3RyL *Surprised pikachu face*
psh, tomb worlds are awesome, the events make them more fun, and those events can be beneficial. Although I do prefer them partly because I heavily favour terraforming, and turning them to gaia worlds is very satisfying
I would put habitats in the F tier. They are laggy and you cant remove them.
I only play hive minds, and I think wet is good because food is needed. I always need more food planets over mineral planets.
I’d like to update your description of the ecumenopolis. Almost no gestalt conscious, including machines (barring rogue servitor or a civilization having the agrarian idyll) can’t build one. I found this out the hard way recently. I just completed the rubicator chain event and got a relic world, only to find out my exterminator robot empire couldn’t build an ecumenopolis. Also, the remnants origin gives you a relic world to start the game and gives you five blockers that give a random tech tree item to near completion. You can transform your relic world capital to a ecumenopolis, but I have heard that it is not ideal to do that as the bonus from a remnants relic world are not as good as a naturally spawned galaxy relic world.
How cute a 16+ min vid on Planets. Is Montu up for the Pepsi challenge of doing Planetary Diversity in all it's glory😁?
I love Tomb Worlds with post-apo start. There is also an evnt which will spawn cca 6 tomb words in a cluster.