The only difference in power level between clones and shattered ring is that the old ring allowed to snowball, while clones have a peak around 30 years and after that they have to rely on conquered pops
Actually, you can, if you choose the Synthetic Ascension perk but at the same time have a clone colonyship you can basically make another 100 Clone Pops since your colonyship will have the clone pops meaning you can continue growing them
Combining Clone Army with catalytic processing as a lithoid is huge, too. It's pretty easy to rush out a large fleet and kill every empire you meet, which will also give you a bunch of different species to start growing on your worlds, but (unless you get ridiculously lucky) you'll obviously have to start covering that food deficit
i tested that out and actually it doesnt work for some inexplicable reason (aka the devs messed up) lithoids are affected by organic pop assembly speed so u cant just run a food deficit if u are a clone army and if u cant do that u might as well not go for catalytic processing since its less efficient than just using minerals
@@linkhidalgogato ah yes. But starbases can produce food. Without using pop jobs. So if you manage your star base cap: produce more alloys based on starbase availability. Leaving your pops to produce useful minerals and alloys and research without anyone ultimately doing unproductive food based jobs (post hydroponics). The hard part is only carefully balancing the economy on a knife edge till you get the techs to boost food output and locate a useful mining world to sustain district production, and a second Food/foundry world with Enough useful agriculture districts and buffs. The minerals will keep your district production high. The science will unlock the technology The alloys will let you conquer and build starbases. And you can minmax your empires production.
@@linkhidalgogato catalytic processing is absolutely busted with xenophobe. get some slaves and make them into livestock (dont require tiles to produce food) was making 1.5k alloys a month by 2300 using this plus the gene ascension that makes your livestock even more effective. I also never build a food district the entire game (took syncretic evo and started with slaves i made into livestock) which also let me build far more mining and energy districts than I would normally be able to. (keep in mind i also used hydroponics on every starbase i had)
@@justinthompson6364 dude u get -75% pop assembly and another negative for being lithoids u end up with 2.7 pop assembly with 3 bats right at the start of the game instead of 30 it just isnt worth it unless u balance ur eco
Went for very strong trait which boosted clone army power even more, with an empire run by dictatorship with fanatic militarist and materialist. Got to love an absolutely insane army and fleet power with a rapid scientific growth.
If you play as humans other human empires will always have the clone army origin and pick the fertility path so you can always annex them and have your super clones and you’re fertile clones at the same time.
@@TempestLM Doesn't have to be human, species should be the same. You force spawn another clone empire of the same species and it will go clone decendant path. After you go clone ascendant, conquer the decendant empire and you get both pops at the same time. It may have been fixed already. Same species allows one species empire so you can still be authoritarian and/or xemophobe.
I was having issues expanding until somebody picked a fight with the gray tempest and Khan decided now was a great time to conquer the universe. The sheer amount of refugees fleeing to my space was amazing.
One of the things I ran into my run with is if you have distant neighbors it’s hard to conquer and produce more pops through your subservient empires. And even with having 10k to 20k fleet power by year 50 they still need a place to go. I think clone led Hegemony’s are going to be very common in multiplayer and single player runs. You will ally’s be strongest due to the early game, that federation fleet can be led by a clone admiral and cost nothing, and also being able to easily have larger empires body block for you during the crisis. Clone origin is THE best tall build barring necroids rn but With only 100 pops you are quicker to gain those said pops but have a lower pop cap ceiling and so it’s very important to either get migration treaties or be on the warpath quickly.
Isn't Clone Army an Origin and so is the federated start? how do you get both going at the same time at the start? Sure you can MAKE one later with Tradition choices into Diplomacy tree. People keep commenting on trying this with other Origins and i am like .....HOW? you get only ONE origin start choice.
If humans decided to make the world a worse place and create a race of sentient cockroach soldiers the size of dogs but do the whole Clone Vats to keep their population under control? I would not expect A: any cockroach soldiers to look like our species or B: for the universe to accept leaving our population alive without full blown exterminatus on every last trace of our empire in existence.
By the way, up can disable the administrator office at the beginning to save 2 energy/month. If you just limit its jobs, you still pay the upkeep. Later if/when you do want the admins you can reenable it with no penalty. Other than that, very interesting build. I want to make artificers work since I love them so much and it seems to pair with technocracy. But functional architecture like you have just seems so powerful. (Honestly I have no idea how they thought they needed to change it to two building slots. That’s just busted.) I have a feeling there should be some cheese available with democracy and auto resettling and beeline transit hub. Maybe can have 3 vats on your homeworld, and only have enough jobs to keep the high build rate. The unemployed may transfer faster to your guaranteeds than you could build them. I need to do more testing on this. Jeez clone army is just busted.
The picture for the archaeology excavation is a Giant Robot Arm holding a Giant Robot Paintbrush at 8:57. I have played this game for years, and I never noticed that. That is correct, we have confirmation. There is a Giant Bob Ross Xeno-Robot painting Happy Organic Ruins somewhere in the galaxy. Unit Designated: 808-R055.
All I can think about is having to move 3 -4 unemployed pops from 20-90 overpopulated planets to a planet with jobs and housing EVERY 30 minutes. It’s absolutely ridiculous on console, because it takes for ever to navigate down the resettlement tab with the user face and a controller. Oh, and god forbid you have multiple races on a planet... it takes for ever to scroll down to the bottom to move the unemployed pops. There are no buttons to skip to the bottom and there is no way to filter them to the top. I can wish, though. It’s a serious problem for late late game. You pretty much have to purge or displace other races. Can’t pick xenophile for the trade benefit and envoy because it won’t let you purge... but I like playing as a mega Corp... for role play.
@@LCInfantry Idn how up-to-date stellaris on console is, but... There's a starbase building that gives 100% chance of resettlement every month. So you don't need to micromanage everything, it is just more optimal to.
@Sanguine This is true. I started playing this one and it has a Extremely strong start with a fairly decent fall off if you are unable to overcome its pop cap limit within a reasonable amount of time, And for your normal players That's a fine thing its a powerful start with a early to mid game hurdle. But you are right about it from a comp sense because those players will find Very effective means to make sure they can overcome it and it will break a comp game.
I don't think it's worth that extra little bit of pop assembly when your pops could output science or alloys at a +25% rate instead (among other modifiers). If the clones could grow beyond 100 that would surely be worth it. (But even more op.)
Random idea: You could go for synthetic ascension but keep 1 pop of biological clones by colonization shenanigans, so after the anscention you could rebuild the clone plants and speed grow for another fast 100 pops
So. The solution. Is colony-synthetic-4 clone vat nonsense. Instead of shoving all 5 clone vats on one world: you need two worlds, one with one (seed world). The other with 4(gene mod world). The art is to use the seed world to keep feeding new clones to the Gene Mod world, mod the species on the Gene mod world into a second form every few months/years, and have that species Variant automatically uploaded. Then move just one clone to the 4 vat world to replenish the cycle and enjoy a sustainable 40+ clone production for the rest of the gain. Technically you could keep the seed world at 10 clones and keep pushing clones the onto the high production world for gene modding into your uplift species, to push 40 into the full 50 population output. You will presumably need two foundry worlds. To feed enough alloys into a Ring World production line.
i want this update for console i can already see ring worlds being great now for one world/system tall challenge since we have minerals (and alloys) on them
In the long term, this is probably going to get nerfed somehow. In the _longer_ term, there have already been allusions to the custodian team making tall empires viable again, so it might well become even more busted.
Great breakdown vid! Clone Army seems super OP for the early game. Would you consider doing a video or making post that goes into more depth on the build and some of the choices you made? I'm sure you saw Stefan's build of Clone Army where he went Pleasure Seekers over Technocracy and Natural Engineers + Ingenious over Charismatic + Traditional. Could you perhaps sum up why you think this build is superior? Also, what would be your thoughts on swapping Functional Architecture for Masterful Crafters in the mid game once you get your 3rd civic. My thought is that at that point you'll lose very few building slots since you'll probably have a bunch of Industrial Districts on all your planets to gain the extra building slots that way, and that the additional tech and consumer goods output from Crafters would be better than the build cost decrease from Architecture. Love the content you put out and would be super interested to understand any additional thoughts you have on this.
Good build and I didn't scroll down here to see if anyone else said this, but I wonder about those building slots, after all those bats are only on 3 - 5 worlds over the entire empire.
You know I would like to see a varied Augmented/Evoled builds. I got captain Commander Rex running the Ground Battles but I would like to see the Spartans decide “fuck it well do your too and better” when it comes to government
Big question is: if you synthetically ascend your clones, do your clone vats still make clones at insane speeds resulting in a loop of clones turning into synths at a very rapid pace and producing more clones
If you’re having fun figuring out how to break these origins how about a series like this on popular mod origins like those in gigastructural engineering?
I came to wonder. With Synth Acension, would it be possible to grow your original species at insane speed with it set to assimilation to just fill out any new world/ring world/habitat in no time?
Yes but I'd argue its a waste of 2 trait points, 0.02 per pop is very little compared to 7 or 10 per clone vat.I think youd rather spend that on intelligent or charismatic...
to be honest, i'm really enjoying the game more methods for pop rushing bc it makes sense that on a glactic scale populations would grow insanely with technology of the future, but the only issue is I seem to burn through tech real fast especially blue tech and end up just doing the repeatables for a good chunk of my game😅
n the future of the boloverse story line humanity was building a Dyson galaxy, they would laugh at any meta structure built in Stellaris and I play Stellaris.
In my experience playing clones as Megacorp makes things a lot easier, especially with something like Gospel of the Masses you can get upwards of +70 credits per month from trade value the first day, with traditions you can get a billion clerk jobs so unemployment will never be a problem even with massive pop growth
@@comet.x or you could employ them and make them produce a billion energy credits while also being able to simultaneously use the new decadent trait that gives all pops +20% happiness for just +10% consumer goods upkeep
@@invictus7736 having large amounts of alloys and science makes you win wars. Utopian abundance makes unwployed pops peoduce scienxe, and the egalitarian makes your metallurgists make funny alloys
@@comet.x Utopian Abundance costs more consumer goods for exactly the same effect as Decadent Lifestyle. Unemployed pops producing minimal amounts of science don't matter at all as you're pretty much trolling if you have unemployed pops to begin with.
I played as a spiritualist clone army corporation (death cult in the beginning) in recent version and got to 1k energy production by 2050. Definitely needs to be nerfed, especially when you could just get a migration pact with another empire to make up for your lack of pops in mid game.
@@redo4986im currently playing a fanatic authortarian and militarist as a clone army, I use robots and enslaved pops to build the rest of my empire after the pop cap of 100Billion, the trade off for infertile.clones os deff worth it no one can withstand our military let alone our invasion forces 😂
Do you know what happens when your Clone Soldier Ascendants go for Synthetic Evolution? Oh yes, as expected, the pops by becoming synths, loose the Clone Soldier Ascendant trait. But the admirals still keep that Ascendant Clone Army Admiral trait. ;)
I've never tried this build, but I would still assume the trick to keeping some of your bio pops around after synthetic evolution still works? Even better than normal since you have the clone vats If I understand correct. You might have to delay robot production for a bit though.
This whole vid Montu keeps exclaiming how this is so great its busted OP. Play it out, the 100 pops limit is supposed to be a drawback so how much of a drawback is it? Can you do fanatic purifier as Clone origin?
You can get robots to supplement yourself once the clones stop growing. And of course migration treaties with other empires. Or raiding pops. You have options. Purifiying is possible as clones, but *spoiler* if you go down the fertility path, it allows your clones to grow naturally, losing the ancient clone vats in the process. So that first 100 pops is more like a springboard. Or you can double down on that 100 pop cap (getting an even better trait) and supplement your economy with robots. Note: I haven't tried either way, but it's possible with the mechanics.
@@davidk1308 I'm playing ascendant clones f.p. right now and having a blast, not really OP though just hanging on with barely enough alloys and keeping up on research with debris.
consider building all 5 clone labs on the 1st home planet and taking on race traits that push pops off over crowed planets to what ever planets you settle? as well as the edict that assists in pop push... going to give it a go myself... itll be a slower start... but it should snowball fairly well...
Clone pops die out without an ancient clone vat (you can have 20 of them on a planet per ancient clone vat on the planet and a max of 5 ancient clone vats). So pushing them off of your planets is the same as killing them really.
@@calanjameshunt It's harsh when you think about it in a vacuum but realistically you are getting a big head start due to insane pop growth which lets you easily wipe the floor with one of your neighbors and then just using their pops to keep your empire growing.
@@EliteSpectre32 fair go brother... thanks for the heads up and info... likely would have sunk a few hours into a run before having had noticed that pop hard cap in the early game... im greatful for your time, info and opinion man thank u!!! be well take care mate :D XD
I think pop growth is balanced for 0.5x growth required scaling, but everyone turns it off because it's an annoying mechanic and wonders why the growth is so bonkers.
So what nerfs are necessary and / or expected to make this awesome origin more balanced? How much lower should the pop assembly be? How much should the normal and post event clone trait bonuses be reduced by?
Nerfs necessary are redoing their archeology site into a chain that will unlock more vats so they don't just spam them as early as possible for insane pop growth before reaching the option to double down or mod out of it. Nerfs expected are them gutting the pop assembly speed since the other option is too much effort.
@@EliteSpectre32 Unlocking more vats through the archaeological project is an excellent idea to slow the snowball down. Damn man you're right that they'll probably just gut the assembly speed without doing anything to instead.
The Elder God destroyed a starbase and my entire fleet before (Cruisers and etc.) I could colonize cybrex ringworld and another one that was on the other side of the Elder god
5:45 I think stellaris wiki's Pop assembly numbers are a little bit inaccurate. When I tested it in my gameplay, those clone vats gave me 10 pop assembly til 11 pops, 7 pop assembly in 12~15 pops, 5 pop assembly in 16~18 pops, and 2 pop assembly in 19~20 pops.
The trick is to maximize the time spent at 10 pops per clone vat. So at 20 pop you think of adding your third clone vat. At 30 pop you are late with your clone vat already! Your growth will drop from 14 to 10 or 15 even if you produce a third vat. Managing population total is crucial to stabilizing their pop economy.
So. New multiplayer games. Clone on clone combat, fighting to the death over Ai empire pops, trying to steal worlds from Fallen empires in lightning walls, and massive two or three way wars over primitive worlds. Or the other choice: building robots. Because everyone is Clones :D Do we know the mechanics of capturing your neighborhood clone vat buildings? You didn't mention the penalties for hitting population cap either. Just the decade of pop growth.
@@manaintolerantmage maybe they should automatically be converted into a defective clone facility that churns out food instead of pops. Hey why are you looking at Me like I am some kind of monster? It's mystery meat!
Can't you Synthetically ascend and then have a planet with no roboticists and 5 ancient clone vats to pump of 50 pop assembly clones to right after get assimilated as a synth for massive Synth Power. You lose the 25% specialist and 40% Ruler output but you gain the +20% pop output from synths along with the rest of the long list of benefits from it and still keep the insane pop assembly on the one planet. you don't even lose the admiral traits as you'll still have pops to roll leaders out of.
If you went synthetic ascension would the ancient cloning vats just spit out another 100 clone pops over a few years? If you did you could set their species rights to assimilate or you could gene alter them into robots.
If you make your pops robots, can't you still have the clones beside them? Also with the biological ascendancy, can't you make new clones with the normal clone vats? Also also, what happens with the clones in other empires if they emigrate or get captured? Will they slowly die?
I've asked the first one myself but I can answer the other two questions. Even if you could make clones with normal clone vats they'll just die out because they go into decline if there isn't an ancient clone vat for every 20 clone pops. There is currently a bug where you can build a normal cloning vat and lock it to assemble a normal pop then build the 5 ancient clone vats on top of it to boost it's pop assembly speed by an insane amount but that's about it, when this gets fixed a normal clone vat won't do much for your clone pops since by the time you get to bio ascending you'll already have or be close to 100 clone pops. And for the third question yes they'll just die out. I'm not sure if another clone army empire could steal your pops and not have them decay due to them technically having ancient clone vats. Knowing Paradox's Quality Assurance it probably does.
Question: can you get resettle price to zero or close somehow? And if yes, why don't fill some crappy small planet with city districts and ancient clone vats entirely and use it to fill other planets? Would it work?
Is he playing on 1.0 tech cost or 0.75? It seems like he has a lot more tech at 2230 than I'm used to having, even in builds with just as much research.
Hello, it would be nice if you didn't cut your video .... I wonder, for example, how you manage to build your laboratory in the third month, where you only have 124 minerals in the second month. greeting
Did they completely nerf this? I'm in the red big time for both food and CG while not having enough energy to buy them and I've been trying to follow your steps to the letter. Not to mention I have no amenities
I really find that if you want a nation that's not just great at research, but also good at getting alloys and such...you really can't beat Fanatic Egalitarian/"Whatever" with Meritocracy. . I mean...I just plain don't get the same results even with an otherwise identical nation that has Fanatic Materialist and Technocracy. . Plus, with Utopian Abundance, you almost WANT unemployed pops some of the time, simply because then you're only paying upkeep on pops (which is ultimately slightly cheaper than paying for researchers), AND you're not paying for the buildings, or using up building slots. And even with all that unemployment, you lose no happiness or stability at all. . I find throwing militarist in there with the Clone army just fits better, too, but it doesn't really matter. Either way, the research just steamrolls if you've got an intelligent race. But if you really want to lay out the military gains, give up those two slots from functional architecture, and take Masterful Crafters instead...and make sure that, along with Intelligent, you take Natural Engineers. You will absolutely fucking BLAZE through the engineering tree. All while pumping out plenty of consumer goods to supply your Utopian Abundance, and also enough alloys to feed your military. And you can sell plenty of spare consumer goods to make up any deficiencies you have from time to time. . If you take the mercantile tree and get the trade policies, you can do even more with the extra trade value that the artificers generate. . It's just...really fuckin nuts, honestly. And thanks to the Unyielding tradition tree...you can still get a lot of benefit out of the clones' military capabilities, without necessarily having to be a conquering dick about it. I often run maps with a shitload of "homicidal" types of nations, and only a few that are friendly (but especially tough). I like there to be some conflict, but I'd also like to have some pals. No fun at the top alone, after all. I'm big on Federations and migration treaties.
The only difference in power level between clones and shattered ring is that the old ring allowed to snowball, while clones have a peak around 30 years and after that they have to rely on conquered pops
Actually, you can, if you choose the Synthetic Ascension perk but at the same time have a clone colonyship you can basically make another 100 Clone Pops since your colonyship will have the clone pops meaning you can continue growing them
A clone democracy
@@nicolasfischer816 This doesn't work.
Give it a go if you want.
@@dom6637 why dont
When you accidentally include the QA testers in the blood purge
“Magnificent, aren’t they?”
You see, It was a trick. You have now fallen into the Roleplay because by minimaxing as a remnant clone army IS Roleyplay!
Voiddweller fleet rush be like: "haha I'm in danger".
Combining Clone Army with catalytic processing as a lithoid is huge, too. It's pretty easy to rush out a large fleet and kill every empire you meet, which will also give you a bunch of different species to start growing on your worlds, but (unless you get ridiculously lucky) you'll obviously have to start covering that food deficit
i tested that out and actually it doesnt work for some inexplicable reason (aka the devs messed up) lithoids are affected by organic pop assembly speed so u cant just run a food deficit if u are a clone army and if u cant do that u might as well not go for catalytic processing since its less efficient than just using minerals
@@linkhidalgogato ah yes. But starbases can produce food. Without using pop jobs.
So if you manage your star base cap: produce more alloys based on starbase availability.
Leaving your pops to produce useful minerals and alloys and research without anyone ultimately doing unproductive food based jobs (post hydroponics).
The hard part is only carefully balancing the economy on a knife edge till you get the techs to boost food output and locate a useful mining world to sustain district production, and a second Food/foundry world with Enough useful agriculture districts and buffs.
The minerals will keep your district production high.
The science will unlock the technology
The alloys will let you conquer and build starbases.
And you can minmax your empires production.
@@linkhidalgogato catalytic processing is absolutely busted with xenophobe. get some slaves and make them into livestock (dont require tiles to produce food) was making 1.5k alloys a month by 2300 using this plus the gene ascension that makes your livestock even more effective. I also never build a food district the entire game (took syncretic evo and started with slaves i made into livestock) which also let me build far more mining and energy districts than I would normally be able to. (keep in mind i also used hydroponics on every starbase i had)
@@linkhidalgogato Even with the malus to pop growth your population is going to be growing pretty fast, and you still sidestep the happiness penalty
@@justinthompson6364 dude u get -75% pop assembly and another negative for being lithoids u end up with 2.7 pop assembly with 3 bats right at the start of the game instead of 30 it just isnt worth it unless u balance ur eco
"Hooray! Humanoids is pay to win now!"
-me, one of the saps who bought it when it first came out just for the ships
Hello
The boys on the ISS hit 35k fleet power in 2230 with clones xD
That sounds about right. 23k was my first attempt!
Went for very strong trait which boosted clone army power even more, with an empire run by dictatorship with fanatic militarist and materialist. Got to love an absolutely insane army and fleet power with a rapid scientific growth.
Montu is the only youtuber that can have a nominally infinite Like to Dislike ratio.
(381 to 0)
I love democracy ...
@@MontuPlays we all do
@@MontuPlays I love the Republic...
1.7K to 3
O.O
I think some people purposefully disliked after seeing this comment ✨youtube✨
Wow, they are very impressive you should be proud
If you play as humans other human empires will always have the clone army origin and pick the fertility path so you can always annex them and have your super clones and you’re fertile clones at the same time.
How would other human empire spawn?
@@Damo2690 You could force the spawn with a custom empire. That is brilliant.
@@shinobi2735 Well at that point there is no point to pick human
Why humans specifically? And why would there be another empire with clone origin?
@@TempestLM Doesn't have to be human, species should be the same. You force spawn another clone empire of the same species and it will go clone decendant path. After you go clone ascendant, conquer the decendant empire and you get both pops at the same time. It may have been fixed already. Same species allows one species empire so you can still be authoritarian and/or xemophobe.
I was having issues expanding until somebody picked a fight with the gray tempest and Khan decided now was a great time to conquer the universe. The sheer amount of refugees fleeing to my space was amazing.
Look around. We're one and the same, same heart same blood. Your training is in your blood. And my blood's boiling for a fight.
Me providing one like:
I'm doing my part!
Montu: "If I can get even one like..."
Me: "You know what, yeah. I'm feeling generous. Here ya go buddy."
Yoda: "the shroud..."
Me a fanatic spiritualist: "WHAT DO YOU KNOW OF THE SHROUD"
yea as soon as i saw how insane the pop growth was i knew this was gonna be it this patch
One of the things I ran into my run with is if you have distant neighbors it’s hard to conquer and produce more pops through your subservient empires. And even with having 10k to 20k fleet power by year 50 they still need a place to go. I think clone led Hegemony’s are going to be very common in multiplayer and single player runs. You will ally’s be strongest due to the early game, that federation fleet can be led by a clone admiral and cost nothing, and also being able to easily have larger empires body block for you during the crisis. Clone origin is THE best tall build barring necroids rn but With only 100 pops you are quicker to gain those said pops but have a lower pop cap ceiling and so it’s very important to either get migration treaties or be on the warpath quickly.
Isn't Clone Army an Origin and so is the federated start? how do you get both going at the same time at the start?
Sure you can MAKE one later with Tradition choices into Diplomacy tree.
People keep commenting on trying this with other Origins and i am like .....HOW? you get only ONE origin start choice.
Shouldn't clone army have another empire of the same species but with prosperous unficat
You should do the archaeological site 😉
Nope.
If humans decided to make the world a worse place and create a race of sentient cockroach soldiers the size of dogs but do the whole Clone Vats to keep their population under control?
I would not expect A: any cockroach soldiers to look like our species or B: for the universe to accept leaving our population alive without full blown exterminatus on every last trace of our empire in existence.
Nope, that's not the backstory.
By the way, up can disable the administrator office at the beginning to save 2 energy/month. If you just limit its jobs, you still pay the upkeep. Later if/when you do want the admins you can reenable it with no penalty.
Other than that, very interesting build. I want to make artificers work since I love them so much and it seems to pair with technocracy. But functional architecture like you have just seems so powerful. (Honestly I have no idea how they thought they needed to change it to two building slots. That’s just busted.)
I have a feeling there should be some cheese available with democracy and auto resettling and beeline transit hub. Maybe can have 3 vats on your homeworld, and only have enough jobs to keep the high build rate. The unemployed may transfer faster to your guaranteeds than you could build them. I need to do more testing on this.
Jeez clone army is just busted.
The picture for the archaeology excavation is a Giant Robot Arm holding a Giant Robot Paintbrush at 8:57. I have played this game for years, and I never noticed that. That is correct, we have confirmation. There is a Giant Bob Ross Xeno-Robot painting Happy Organic Ruins somewhere in the galaxy. Unit Designated: 808-R055.
Everybody is talking about star wars but feels like the good old Green giants from robotech
Makes me feel pretty smart when I watch your videos and it’s basically what I’ve just done :L
Me who got 3K research as Determined Exterminators by 2288:
*Battle of Coruscant Theme plays*
i am a total stellaris noob and have not minmaxed at all. even i see the clones are fuckin op. that pop growth at the very start is just ridiculus.
All I can think about is having to move 3
-4 unemployed pops from 20-90 overpopulated planets to a planet with jobs and housing EVERY 30 minutes. It’s absolutely ridiculous on console, because it takes for ever to navigate down the resettlement tab with the user face and a controller. Oh, and god forbid you have multiple races on a planet... it takes for ever to scroll down to the bottom to move the unemployed pops. There are no buttons to skip to the bottom and there is no way to filter them to the top. I can wish, though.
It’s a serious problem for late late game.
You pretty much have to purge or displace other races.
Can’t pick xenophile for the trade benefit and envoy because it won’t let you purge... but I like playing as a mega Corp... for role play.
@@LCInfantry Idn how up-to-date stellaris on console is, but... There's a starbase building that gives 100% chance of resettlement every month. So you don't need to micromanage everything, it is just more optimal to.
Honestly i'm enjoying all these new powerful setups, Its nice to see even more play styles being viable
@Sanguine This is true. I started playing this one and it has a Extremely strong start with a fairly decent fall off if you are unable to overcome its pop cap limit within a reasonable amount of time, And for your normal players That's a fine thing its a powerful start with a early to mid game hurdle.
But you are right about it from a comp sense because those players will find Very effective means to make sure they can overcome it and it will break a comp game.
FOR THE REPUBLIC!
FOR THE CLONE ARMY!
Gene clinic gives you +10% assembly speed so it synergises really well with the cloning vats.
Do they? I thought they only influenced conventional pop growth.
@@Kalidoscope1230 They got buffed in the last update. They give +10% organic pop growth and +10% organic pop assembly now.
I don't think it's worth that extra little bit of pop assembly when your pops could output science or alloys at a +25% rate instead (among other modifiers).
If the clones could grow beyond 100 that would surely be worth it. (But even more op.)
Random idea: You could go for synthetic ascension but keep 1 pop of biological clones by colonization shenanigans, so after the anscention you could rebuild the clone plants and speed grow for another fast 100 pops
Just tested it. It works.
@M J why would you want clone admiral tho? Your synth admirals keep clone admiral trait therefore having both clone one and synth one
I wanna try this. I wonder if you could do it with multiple colony ships to have them growing on several planets
@@Nexielas thanks that answers my question :D
So. The solution. Is colony-synthetic-4 clone vat nonsense.
Instead of shoving all 5 clone vats on one world: you need two worlds, one with one (seed world). The other with 4(gene mod world).
The art is to use the seed world to keep feeding new clones to the Gene Mod world, mod the species on the Gene mod world into a second form every few months/years, and have that species Variant automatically uploaded.
Then move just one clone to the 4 vat world to replenish the cycle and enjoy a sustainable 40+ clone production for the rest of the gain.
Technically you could keep the seed world at 10 clones and keep pushing clones the onto the high production world for gene modding into your uplift species, to push 40 into the full 50 population output.
You will presumably need two foundry worlds. To feed enough alloys into a Ring World production line.
I wonder if the Clone Vats disappear if you're conquered by a none-clone empire.
dont unemploy bureacrats - disable the buildng! it will both unemploy them and remove the building's upkeep, too, all for less clicks overall
i want this update for console
i can already see ring worlds being great now for one world/system tall challenge since we have minerals (and alloys) on them
The miner jobs are actually terrible.
Yay I love merchant builds I wanna see the merchant video
In the long term, this is probably going to get nerfed somehow.
In the _longer_ term, there have already been allusions to the custodian team making tall empires viable again, so it might well become even more busted.
Clone vats goes BRRRR
Great breakdown vid! Clone Army seems super OP for the early game. Would you consider doing a video or making post that goes into more depth on the build and some of the choices you made? I'm sure you saw Stefan's build of Clone Army where he went Pleasure Seekers over Technocracy and Natural Engineers + Ingenious over Charismatic + Traditional. Could you perhaps sum up why you think this build is superior?
Also, what would be your thoughts on swapping Functional Architecture for Masterful Crafters in the mid game once you get your 3rd civic. My thought is that at that point you'll lose very few building slots since you'll probably have a bunch of Industrial Districts on all your planets to gain the extra building slots that way, and that the additional tech and consumer goods output from Crafters would be better than the build cost decrease from Architecture.
Love the content you put out and would be super interested to understand any additional thoughts you have on this.
This doesn't work anymore. The changes made to the game insures that your economy will crash if you try this build.
Even for ps5 version?
Good build and I didn't scroll down here to see if anyone else said this, but I wonder about those building slots, after all those bats are only on 3 - 5 worlds over the entire empire.
"But....it was so, artistically done"
Those intros.. gold
Often they are my favourite part of any episode
You know I would like to see a varied Augmented/Evoled builds. I got captain Commander Rex running the Ground Battles but I would like to see the Spartans decide “fuck it well do your too and better” when it comes to government
A strong merchant build would make a nice change.
void dweller merchants are stronk
Even more op if you find primitives early on.
Combining clone army with mega Corp is honestly the best you can worry less about energy and minerals since you sh it ukd be able to buy all you need
Big question is: if you synthetically ascend your clones, do your clone vats still make clones at insane speeds resulting in a loop of clones turning into synths at a very rapid pace and producing more clones
If you’re having fun figuring out how to break these origins how about a series like this on popular mod origins like those in gigastructural engineering?
God, I want to start on a Birch World just to slap all the cloning tanks on it.
I came to wonder. With Synth Acension, would it be possible to grow your original species at insane speed with it set to assimilation to just fill out any new world/ring world/habitat in no time?
Finally, a means to create the Garfield Ethnostate.
Wouldn't Budding also increase Pop assembly?
Yes but I'd argue its a waste of 2 trait points, 0.02 per pop is very little compared to 7 or 10 per clone vat.I think youd rather spend that on intelligent or charismatic...
Aka they can't be used together.
Can you have a budding Slave species and abuse Ancient vats to grow them faster? Could be pretty OP.
You can’t put budding on clone soldiers unfortunately but gene clinics (not a good use of jobs) do work.!
the snapshot of the video made me think this was a Rimworld video, Im not mad though I enjoy playing stellaris aswell
It compares favorably against Lathland's tech builds.
Of course, he also does 25x end game difficulty and 100 years early as well, so...
tech rush is still king sadly
tbh i think this should be nerfed, they kill shattered ring just to introduce another broken origin.....
Me, who forgot the non gene-mod clause: Question: Can't you just...
Me, who remembered it: Question answered
to be honest, i'm really enjoying the game more methods for pop rushing bc it makes sense that on a glactic scale populations would grow insanely with technology of the future, but the only issue is I seem to burn through tech real fast especially blue tech and end up just doing the repeatables for a good chunk of my game😅
hey thats not really a bad thing 😂
Clones are fun but if you dont find neighbors quickly they aren't all that great imo
5x primitives setting baby.
@@fieldy409 that would work too lol
n the future of the boloverse story line humanity was building a Dyson galaxy, they would laugh at any meta structure built in Stellaris and I play Stellaris.
Someone from my Discord focused on Ships and not on Research - 120 Corvettes had 40k fleet power - with admiral / + psionic had 75k fleet power.
In my experience playing clones as Megacorp makes things a lot easier, especially with something like Gospel of the Masses you can get upwards of +70 credits per month from trade value the first day, with traditions you can get a billion clerk jobs so unemployment will never be a problem even with massive pop growth
i'd rather go utopian abundance to not care about the unemployed pops
@@comet.x or you could employ them and make them produce a billion energy credits while also being able to simultaneously use the new decadent trait that gives all pops +20% happiness for just +10% consumer goods upkeep
@@invictus7736 having large amounts of alloys and science makes you win wars. Utopian abundance makes unwployed pops peoduce scienxe, and the egalitarian makes your metallurgists make funny alloys
@@comet.x Utopian Abundance costs more consumer goods for exactly the same effect as Decadent Lifestyle. Unemployed pops producing minimal amounts of science don't matter at all as you're pretty much trolling if you have unemployed pops to begin with.
Could you make a guide on what to do after the first few decades. I kind of understand the early and late game but am completely lost in the midgame
Yeah I also don’t understand what to do
I played as a spiritualist clone army corporation (death cult in the beginning) in recent version and got to 1k energy production by 2050. Definitely needs to be nerfed, especially when you could just get a migration pact with another empire to make up for your lack of pops in mid game.
wondering if this got patched yet thinking to give this build a go
@@redo4986im currently playing a fanatic authortarian and militarist as a clone army, I use robots and enslaved pops to build the rest of my empire after the pop cap of 100Billion, the trade off for infertile.clones os deff worth it no one can withstand our military let alone our invasion forces 😂
Do you know what happens when your Clone Soldier Ascendants go for Synthetic Evolution?
Oh yes, as expected, the pops by becoming synths, loose the Clone Soldier Ascendant trait.
But the admirals still keep that Ascendant Clone Army Admiral trait. ;)
I've never tried this build, but I would still assume the trick to keeping some of your bio pops around after synthetic evolution still works? Even better than normal since you have the clone vats If I understand correct. You might have to delay robot production for a bit though.
Well this should be fun.
This whole vid Montu keeps exclaiming how this is so great its busted OP. Play it out, the 100 pops limit is supposed to be a drawback so how much of a drawback is it? Can you do fanatic purifier as Clone origin?
Thing is, migration treaties exist, and snowballing is a huge factor in long term outcomes.
You can get robots to supplement yourself once the clones stop growing. And of course migration treaties with other empires. Or raiding pops. You have options.
Purifiying is possible as clones, but *spoiler* if you go down the fertility path, it allows your clones to grow naturally, losing the ancient clone vats in the process. So that first 100 pops is more like a springboard. Or you can double down on that 100 pop cap (getting an even better trait) and supplement your economy with robots. Note: I haven't tried either way, but it's possible with the mechanics.
@@davidk1308 I'm playing ascendant clones f.p. right now and having a blast, not really OP though just hanging on with barely enough alloys and keeping up on research with debris.
0:13 sounded like Game of Thrones.
they need a argument that people buy human pack.. now they have
consider building all 5 clone labs on the 1st home planet and taking on race traits that push pops off over crowed planets to what ever planets you settle? as well as the edict that assists in pop push... going to give it a go myself... itll be a slower start... but it should snowball fairly well...
Clone pops die out without an ancient clone vat (you can have 20 of them on a planet per ancient clone vat on the planet and a max of 5 ancient clone vats). So pushing them off of your planets is the same as killing them really.
@@EliteSpectre32 oft thats harsh fair enough... so going clone army start means a hard cap of 100 pops??? thats pretty harsh...
@@calanjameshunt It's harsh when you think about it in a vacuum but realistically you are getting a big head start due to insane pop growth which lets you easily wipe the floor with one of your neighbors and then just using their pops to keep your empire growing.
@@EliteSpectre32 fair go brother... thanks for the heads up and info... likely would have sunk a few hours into a run before having had noticed that pop hard cap in the early game... im greatful for your time, info and opinion man thank u!!! be well take care mate :D XD
Gorashio nation, now in Stelaris
I think pop growth is balanced for 0.5x growth required scaling, but everyone turns it off because it's an annoying mechanic and wonders why the growth is so bonkers.
It's bonkers on the scaling you are talking about too.
So what nerfs are necessary and / or expected to make this awesome origin more balanced? How much lower should the pop assembly be? How much should the normal and post event clone trait bonuses be reduced by?
Nerfs necessary are redoing their archeology site into a chain that will unlock more vats so they don't just spam them as early as possible for insane pop growth before reaching the option to double down or mod out of it.
Nerfs expected are them gutting the pop assembly speed since the other option is too much effort.
@@EliteSpectre32 Unlocking more vats through the archaeological project is an excellent idea to slow the snowball down. Damn man you're right that they'll probably just gut the assembly speed without doing anything to instead.
The Elder God destroyed a starbase and my entire fleet before (Cruisers and etc.) I could colonize cybrex ringworld and another one that was on the other side of the Elder god
they should change clone soldier to something else because it ambiguous
clone matter or clone something to differentiate them
5:45 I think stellaris wiki's Pop assembly numbers are a little bit inaccurate. When I tested it in my gameplay, those clone vats gave me 10 pop assembly til 11 pops, 7 pop assembly in 12~15 pops, 5 pop assembly in 16~18 pops, and 2 pop assembly in 19~20 pops.
The trick is to maximize the time spent at 10 pops per clone vat. So at 20 pop you think of adding your third clone vat. At 30 pop you are late with your clone vat already! Your growth will drop from 14 to 10 or 15 even if you produce a third vat.
Managing population total is crucial to stabilizing their pop economy.
So the only thing we’re missing to have the Asgard from Stargate is a portrait?
I like the hangars better for a rush fleet build
So.
New multiplayer games.
Clone on clone combat, fighting to the death over Ai empire pops, trying to steal worlds from Fallen empires in lightning walls, and massive two or three way wars over primitive worlds.
Or the other choice: building robots.
Because everyone is Clones :D
Do we know the mechanics of capturing your neighborhood clone vat buildings? You didn't mention the penalties for hitting population cap either. Just the decade of pop growth.
He talked about how pop growth limit work in a previous video.
If you capture another empires clone vats, it crashes your game. Been reported a bunch now.
@@manaintolerantmage maybe they should automatically be converted into a defective clone facility that churns out food instead of pops.
Hey why are you looking at Me like I am some kind of monster? It's mystery meat!
Can't you Synthetically ascend and then have a planet with no roboticists and 5 ancient clone vats to pump of 50 pop assembly clones to right after get assimilated as a synth for massive Synth Power. You lose the 25% specialist and 40% Ruler output but you gain the +20% pop output from synths along with the rest of the long list of benefits from it and still keep the insane pop assembly on the one planet. you don't even lose the admiral traits as you'll still have pops to roll leaders out of.
Where to find the very first wallpaper you showed sir? It looks awesome
imgur.com/a/Ao8zhxE
Somewhere in there should be fine!
If you went synthetic ascension would the ancient cloning vats just spit out another 100 clone pops over a few years? If you did you could set their species rights to assimilate or you could gene alter them into robots.
If you make your pops robots, can't you still have the clones beside them? Also with the biological ascendancy, can't you make new clones with the normal clone vats?
Also also, what happens with the clones in other empires if they emigrate or get captured? Will they slowly die?
I've asked the first one myself but I can answer the other two questions.
Even if you could make clones with normal clone vats they'll just die out because they go into decline if there isn't an ancient clone vat for every 20 clone pops. There is currently a bug where you can build a normal cloning vat and lock it to assemble a normal pop then build the 5 ancient clone vats on top of it to boost it's pop assembly speed by an insane amount but that's about it, when this gets fixed a normal clone vat won't do much for your clone pops since by the time you get to bio ascending you'll already have or be close to 100 clone pops.
And for the third question yes they'll just die out. I'm not sure if another clone army empire could steal your pops and not have them decay due to them technically having ancient clone vats. Knowing Paradox's Quality Assurance it probably does.
Question: can you get resettle price to zero or close somehow? And if yes, why don't fill some crappy small planet with city districts and ancient clone vats entirely and use it to fill other planets? Would it work?
Closest you can get to 0 cost is via auto, but corvee cuts the influence cost so there’s that
Was looking for a clone build thank ye. Have any ideas for a criminal build ?
How are you able to manage it without ruining your economy?
Is he playing on 1.0 tech cost or 0.75? It seems like he has a lot more tech at 2230 than I'm used to having, even in builds with just as much research.
What is default or the norm be? I was wondering what he had too
Nice
Power creep goes brrrr
I always caress that like button ;)
Fleet focus: why would you focus so hard on getting kinetic batteries, ship power III, and plasma throwers I when everything else is still level I?
Make hivemind necrophage build please.
hivemind necrophages are... Awful
@@comet.x I want to see a working non "time to kill my neigbour" build. But that's probably just a dream.
Every MP lobby is either going to ban this or will be made up of nothing but this origin
Hello, it would be nice if you didn't cut your video .... I wonder, for example, how you manage to build your laboratory in the third month, where you only have 124 minerals in the second month.
greeting
To be fair, now EVERYTHING is better than Ring World
Did they completely nerf this? I'm in the red big time for both food and CG while not having enough energy to buy them and I've been trying to follow your steps to the letter. Not to mention I have no amenities
1:50 LMAO
Does this origin work well with a military focus megacorp?
Honestly this'll work with literally anything
I really find that if you want a nation that's not just great at research, but also good at getting alloys and such...you really can't beat Fanatic Egalitarian/"Whatever" with Meritocracy.
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I mean...I just plain don't get the same results even with an otherwise identical nation that has Fanatic Materialist and Technocracy.
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Plus, with Utopian Abundance, you almost WANT unemployed pops some of the time, simply because then you're only paying upkeep on pops (which is ultimately slightly cheaper than paying for researchers), AND you're not paying for the buildings, or using up building slots. And even with all that unemployment, you lose no happiness or stability at all.
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I find throwing militarist in there with the Clone army just fits better, too, but it doesn't really matter. Either way, the research just steamrolls if you've got an intelligent race. But if you really want to lay out the military gains, give up those two slots from functional architecture, and take Masterful Crafters instead...and make sure that, along with Intelligent, you take Natural Engineers. You will absolutely fucking BLAZE through the engineering tree. All while pumping out plenty of consumer goods to supply your Utopian Abundance, and also enough alloys to feed your military. And you can sell plenty of spare consumer goods to make up any deficiencies you have from time to time.
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If you take the mercantile tree and get the trade policies, you can do even more with the extra trade value that the artificers generate.
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It's just...really fuckin nuts, honestly. And thanks to the Unyielding tradition tree...you can still get a lot of benefit out of the clones' military capabilities, without necessarily having to be a conquering dick about it. I often run maps with a shitload of "homicidal" types of nations, and only a few that are friendly (but especially tough). I like there to be some conflict, but I'd also like to have some pals. No fun at the top alone, after all. I'm big on Federations and migration treaties.
I am currently doing a clone army fanatic purifier crisis build to see just how much + to fire rate I can get lol
probably over 9000
@@hulmhochberg8129 If I am remembering correctly I started with an initial 78% increase lol
So with clone ascendancy, food isn’t a big priority?