@@makaramuss If you're creative, consequences aren't only death. I prefer emotional trauma for the player and physical trauma for the character. This way no one feels left out.
@@makaramuss your DM is soft for not attacking your PCs while they are unconscious, causing them to fail death saves. One cast of Magic Missile seals the fate of any 0 HP unstable PCs.
Imagine improving relations with a neighbor, just constantly shipping over a new Envoy every month that shows up, says “Hello! My name is..” then just crumples on the floor dead, for literally hundreds of years non stopped
8:06 It seems like the Meta of overturned is not overtune your main race but to find an alien race and set them to residence or slavery then overtune them. Or found a colony as quick as posable, then make a subspecies, and overtune them to hell and make them residents.
I can already picture a Xenophobic alien race that genetically modifies its vanquished victims in order to turn them into fine-tuned biological monstrosities that serve their overlords as a slave race, living in perpetual agony for the sake of the toxic gods. Man role-playing just got more fun.
@@planetfall5056 I personnaly found a way to just boost your pops growth speed, and habitability, and taking military and xenophobic ethic to expend as fast as possible. Its just another way to snowball in early game without just doing science.
Sounds nice on paper, but that means wasting the origin slot and pray to get a decently populated pre-FTL civilization nearby or success in early aggression Feels like overtuned is just reverse clone soldier and worse, so much wasted potential, only if we can pick 2 origins simultaneously, so like syncretic evolution + overtuned could be a grown man's wet dream, paradoxplz
Let's just hope that Paradox has given the automatic empire creator a few restrictions before the game spawns 5 empires in a large galaxy which basically has no leaders.
@@dangerface300 Funny thing about that; Overtuned is actually one of very few origins that is *not* flagged as unique (you can check on the wiki). Meaning the system you mentioned is actually pushing the game to cause this situation to happen *more* often.
An easy fix for this would be if every overtuned traits would also lower the leader starting age by a few years. ... I want to role play a Clone Army, and those dudes had commanders who were ten years old.
@@halk6625 Well I can't use that Origin... to compliment another Origin. I mean sure it's obvous that you can't stack to many of these overtuned traits but shouldn't a species who only lives for 30 years have much younger leaders, logically? That way you can use Overtuned as an origin with a short lived, but powerful species as a primary empire. In return you could give a long lived species leaders with a slightly higher starting age.
but then giving the player 10yo leaders would be like giving them +30 years lifespan, that is the problem. there would need to be a penalty for younger leaders or a minimum time for the leaders to live before they die so they don't die as soon as you hire them.
@@danilooliveira6580 I thought more like 25 at max as a starting age. 5 years is short enough as a penalty for picking those perks but long enough to accomplish something. Maybe something like a formula: "max life span ÷ 3 + 5" or something.
Interestingly, it would seems that by Really focusing the +lifespan techs, you could eventually run all Overturned traits on your leaders without much worries.
@@Austin555661 paradox cheated us on the lithoids, its only more like an additional 20- 25 years, they just have them pop up in the leader pool like 20 years older
@@doncare8 Yep, found this out the hard way with clone army myself, lithoids are worse with lifespan reducing stuff, not better. Even default their lifespan increase doesn’t mean much, really disappointing.
Well, I know my first game idea. COMMUNIST MAYFLIES. Because a species like that sure would take a collectivist aproach to everything, and having leaders have 5 weeks to live should prevent excessive consolidation of power.
Actually if you make a clone army lithoid fleeting all your leaders die out to the point of bugging the game, and you being unable to get any leaders and their age is -1
Gotta love how currently in the game clone soldier and lithoid leaders have only 20 year expected lifetime difference because of how given age of a leader is calculated. Love when after 2-3 age bonuses researched I recruit even basic humans at 90...
Perfect for slaves, especially when your main race has venerable and robust. A race of semi-immortal gods ruling over a race of slaves living few months at best, glorious. Plus the idea that they just spontaneously combust on the street is hilarious.
Update: I've actually made a overtuned build, and holy shit it is hillarious (for my friends who heard me crying about my leaders dying every single month) xD
I actually had a modded empire like this one. They traded low lifespan and insanely slow research for high worker output and pop growth. They played great, but the constant "leader died" popups got VERY old VERY fast. Eventually remade them and just locked leaders at lvl 1 with 4x upkeep. It accomplished the intended effect in a less intrusive manner.
Maybe the devs should add an option for the game to automatically replace leaders when a leader dies. That way you don't have to manually replace leaders, and research, development, and exploration can continue without disturbances.
So, glad somebody else tried this immediately. Got my Democracy to spawn people w/ -1 Age after a while. Going Harmony is the best for this since you can pop the +20 leader lifespan to get it up from the 10 you can start with. I started w/ discovery & technological ascendency and cause I was materialist that canceled out the no scientist debuff. Got the Harmony then finally was able to expand more than 2 systems away. Average scientist got about 1/2-1 1/2 systems surveyed before dieing.
1:26 do this as a Lithoid, and then try to become a Scholarium. The +50 lifespan makes it actually work, and you can make up some of the pop growth penalty by just colonizing more planets due to +50% habitability. Completely insane tech rush potential.
Those traits would also need to lower the initial age of your leaders while also giving them some special traits to reflect that. So that you essentially play as a young people only.
“Oh man Smort made you a leader? Well, it was nice knowin you. All his leaders mysteriously die in 30 days. Everyone else is okay, but you? You’re a dead man.”
One day, when i was playing a roleplay server of stellaris really chill, one of my scientists got mutilated trait from arqueology, the thing here is that, he bypassed the death age for the modifier, at the end he has 150% change to die every month... But he didnt...
The issue appears to be that the base lifespan is 80 years and the age of maturity for any race is 25-40. So if you reduce your lifespan by 80 years, even the youngest leaders are 25 years past their expiration date and the game is hardcoded to not give you any younger ones.
The most meta would be to keep 10 years of lifespan at first and then when you get a colony you modify the colonist to have venerable, then recruit all your leaders from there and go bonkers on your main species Another option that is more roleplay is to use these traits sparingly on your species and get a second one asap that you will grow everywhere and completely exploit and only give residency.
I got the DLC and first thing I did is created empire with pretty much this. My leaders have lifespan 20 while they are hired at 40-45 most of the time. It is couple years of the game and I went through 50 science leaders. Most of the time my research is idle because no unity for a new scientist. I love this game.
I had a lot of success taking the two brain traits and then the positive trait that adds 20 years to lifespan. It offset the negatives enough that they lived and I got massive science. Then using overturned to modify non main species
Net -40 years is the maximum penalty you can practically take with Overtuned, and that assumes that you go immediately for Harmony tradition for the +20 year bonus. You still stand a good chance of losing some leaders unless you also have a high unity build to blast through the tree. Personally, I try to never go over -30...and most often I go -10. Sometimes I'll take Venerable for the +80 years, but that eats up most of your points. At least nobody dies that way.
They should be a civic that allow to have free automatic replacement every month for such short lived species. The species just evolved to work around they short life span. But it never gets any experience.
I think they need to make it so that the game will spawn younger leaders when you have a bunch of these reductions to leader life span. On average leaders will still live shorter lives. But it would make it so they don't drop dead constantly. You could argue that by having shorter life spans it would just make the species adapt in such a way that they will mature faster.
There are 3 empires that possibly could survive this but one is a machine empire so it’s down to 2 a hivemind and a lithoid empire. simply because of either young rulers of the hive or the added years because of the lithoids.
Probably could work better if you played hivemind, as leader start a lot younger so probably wouldn't fail every death save by been 40 years above their lifespan when you recruit them.
What you are experiencing has been around in stellaris for a veeeery loooooong tiiiiime. (Trust me, with mods i went to -130 leader lifespan, it was a buggy mess) (You also very slowly research things without a tech leader)
Overturned Gestalts are a thing? Leader would be immortal. Also gradually Overturning would be lore-friendly, as no turbo-flleting civ would do anything without leadership. Barring always-present hive-mind
Overtuned must be hotfixed with machine/hive mind age start for new leaders. Otherwise you will hire leaders, only for them to die. Or they should move these options to the midgame with genetic modification. Lastly, leader lifespan trait cap should be introduced, in order not to allow this game breaking situation.
Synthetic ascension has been so good for so long but at least in late game the overtuned stuff lets bio ascension compete with it. ESPECIALLY in terms of pop growth and research. I went the extra step to go with an aquatic main species with overtuned so I could get hydrocentric later and get really tall. Started with the new incubators trait to get going in the early game then switched it for the overtuned version later to keep that sweet growth up. Using regular worlds as basic resource sticks gets me the most from aquatic and using the remaining space on those worlds for research gets me the most from overtuning. It's a bit janky but that makes it more involved and interesting then a safe and boring build like synth ascending tech rush.
Grand Admiral - Scaling off gives you disgusting enemy fleet strengths in early game already. I never finished a game with Grand Admiral - Scaling off, the highest was Admiral and there its already turtling in the early game until you outscale the AI, which becomes boring after 2,3 playtroughs
Great video man:) I personally enjoy immortal races for roleplaying reasons, the whole "God Emperor" concept but this still looks just as fun for roleplaying maybe, would be interesting especially with some of the political mods
I actually cried laughing watching this video 🤣
This coment should be pinned
@@marydearmas1631
This comment has been pinned now.
@@El_Presidente_5337 this comment is indeed pinned!
@@Gatinbr can confirm. the pinning has occurred.
@@gloomfiend The pinning has come upon us
"I'm playing a fast burning species, and damn the consequences!"
1 second later:
"OH NO! THE CONSEQUENCES!"
"THEY CAUGHT ME! HELP!"
Every D&D game, ever.
@@Mediados not anymore since death saves tend to keep you alive :D
@@makaramuss If you're creative, consequences aren't only death. I prefer emotional trauma for the player and physical trauma for the character. This way no one feels left out.
@@makaramuss your DM is soft for not attacking your PCs while they are unconscious, causing them to fail death saves. One cast of Magic Missile seals the fate of any 0 HP unstable PCs.
Imagine improving relations with a neighbor, just constantly shipping over a new Envoy every month that shows up, says “Hello! My name is..” then just crumples on the floor dead, for literally hundreds of years non stopped
"Your envoy is defective, again!"
"Envoy's dead. Decant another."
Imagine having to do an election for a new leader every month, the printers are gonna make more money than energy tycoons.
Improving relations by creating jobs in the gravedigger industry. I like it
We will drown them in our blood!
So these species are basically hyper intelligent Mayflies
"I JUST SOLVED WORLD HUNGER! THE SOLUTION IS-"
*Ded*
@@LAZERAK47V2 "There goes Jeremy, I guess I'll take over the-"
@@wyattajc3864 "I found the secret to immor-"
"If only we knew what they had to sa-"
@@enriquediaz3336 "Be right back Bobby, I have to go change the seconds-since last death board, I'll see you soo-"
8:06 It seems like the Meta of overturned is not overtune your main race but to find an alien race and set them to residence or slavery then overtune them. Or found a colony as quick as posable, then make a subspecies, and overtune them to hell and make them residents.
I can already picture a Xenophobic alien race that genetically modifies its vanquished victims in order to turn them into fine-tuned biological monstrosities that serve their overlords as a slave race, living in perpetual agony for the sake of the toxic gods. Man role-playing just got more fun.
@@adrian82141 Aww shame. I didn't know that. Thanks for the info
@@planetfall5056 I personnaly found a way to just boost your pops growth speed, and habitability, and taking military and xenophobic ethic to expend as fast as possible. Its just another way to snowball in early game without just doing science.
it's a shame you can't combo overtuned with necroids. Maybe you could do something in a co-op game
Sounds nice on paper, but that means wasting the origin slot and pray to get a decently populated pre-FTL civilization nearby or success in early aggression
Feels like overtuned is just reverse clone soldier and worse, so much wasted potential, only if we can pick 2 origins simultaneously, so like syncretic evolution + overtuned could be a grown man's wet dream, paradoxplz
Let's just hope that Paradox has given the automatic empire creator a few restrictions before the game spawns 5 empires in a large galaxy which basically has no leaders.
Most origins are flagged as Unique, so the game will never spawn more than one empire with it (except players in mp)
@@dangerface300 Funny thing about that; Overtuned is actually one of very few origins that is *not* flagged as unique (you can check on the wiki). Meaning the system you mentioned is actually pushing the game to cause this situation to happen *more* often.
@@Kandall05161 can’t wait to spawn in and instantly win
An easy fix for this would be if every overtuned traits would also lower the leader starting age by a few years. ... I want to role play a Clone Army, and those dudes had commanders who were ten years old.
there is already a clone army origin in game that makes your leaders start younger
@@halk6625 Well I can't use that Origin... to compliment another Origin. I mean sure it's obvous that you can't stack to many of these overtuned traits but shouldn't a species who only lives for 30 years have much younger leaders, logically? That way you can use Overtuned as an origin with a short lived, but powerful species as a primary empire. In return you could give a long lived species leaders with a slightly higher starting age.
but then giving the player 10yo leaders would be like giving them +30 years lifespan, that is the problem. there would need to be a penalty for younger leaders or a minimum time for the leaders to live before they die so they don't die as soon as you hire them.
@@danilooliveira6580 I thought more like 25 at max as a starting age. 5 years is short enough as a penalty for picking those perks but long enough to accomplish something. Maybe something like a formula: "max life span ÷ 3 + 5" or something.
@@Seamus.Harper Might be too fun for Paradox
Interestingly, it would seems that by Really focusing the +lifespan techs, you could eventually run all Overturned traits on your leaders without much worries.
could also be a lithoid race, for the extra lifespan
think it's another 50 years
@@Austin555661 thing is lithoid leaders allready start old so they would also die off early
@@Austin555661 paradox cheated us on the lithoids, its only more like an additional 20- 25 years, they just have them pop up in the leader pool like 20 years older
@@doncare8 Yep, found this out the hard way with clone army myself, lithoids are worse with lifespan reducing stuff, not better. Even default their lifespan increase doesn’t mean much, really disappointing.
How would overturned robots work?
Problem is leaders spawn at age 40 or so.
So there already old by this species
they really need a new edict of child officers that learn on the job and auto replacement of assistants so u have a 2nd tier pool
Think I understand what you mean and feel some sort of "apprenticeship" civic would fit better
A species of mayflies. Leadership would be pointless
Well, I know my first game idea.
COMMUNIST MAYFLIES. Because a species like that sure would take a collectivist aproach to everything, and having leaders have 5 weeks to live should prevent excessive consolidation of power.
@@YourLocalMairaaboo sadly the bourgeois ideology of Paradox Interactive says a star nation needs leaders to do basic things like survey systems 😤
Shoutout to the leaders in the third try for living longer than my emotional connections!
Actually if you make a clone army lithoid fleeting all your leaders die out to the point of bugging the game, and you being unable to get any leaders and their age is -1
*Installs new Toxoid DLC*
"So you have chosen death"
Leaders tend to spawn at 30-45. So -40 lifespan means they drop very often, until you start increasing lifespan from tech.
"Go get a job"
*immediately dies*
Wow, the overtuned origin looks pretty OP as far as tech rushing goes.
Gotta love how currently in the game clone soldier and lithoid leaders have only 20 year expected lifetime difference because of how given age of a leader is calculated. Love when after 2-3 age bonuses researched I recruit even basic humans at 90...
Just get robot leaders by tech rushing. Then make the best nation ever.
do overtuned traits even stay as synth?
@@violetvictoria9908 no. I have come up with a better plan. Just invade a primitive planet and take their pops.
@@RisingFlag100 gene mod a specific tiny population of a habitat or something to serve as leaders, reap the rewards everywhere else
@@violetvictoria9908 exactly what I did
This feature is amazing for diplomacy, envoys die on the return journey and free up more interaction
Now this is quality gameplay. Win without any leaders
Ive never rolled on a couch laugh so hard that a tear up. My cheeks are wet from laughing so much. Im out of breath. Good video
Perfect for slaves, especially when your main race has venerable and robust. A race of semi-immortal gods ruling over a race of slaves living few months at best, glorious.
Plus the idea that they just spontaneously combust on the street is hilarious.
Just the thought of having even MORE pop-ups every month already triggers me haha
Update: I've actually made a overtuned build, and holy shit it is hillarious (for my friends who heard me crying about my leaders dying every single month) xD
You know, now I totally understand why the Necrontyr thought losing their souls wasn't that big a deal.
Now you know what it feels like to be a Necron
*Necrontyr
I actually had a modded empire like this one. They traded low lifespan and insanely slow research for high worker output and pop growth.
They played great, but the constant "leader died" popups got VERY old VERY fast. Eventually remade them and just locked leaders at lvl 1 with 4x upkeep. It accomplished the intended effect in a less intrusive manner.
Holy crap that space battle stuff at the end was nuts
"Why do they die?"
"YOU! because of you thats why!"
Maybe the devs should add an option for the game to automatically replace leaders when a leader dies. That way you don't have to manually replace leaders, and research, development, and exploration can continue without disturbances.
Maybe set a volunteer trait up, removing leader hiring cost but decreasing efficiency by %
AI Hiring manager
@@pyropete206 I think it would be better If it was a toggle, like automatic research ora automatic survey.
Problem there is that leaders cost resources (Unity) to recruit, and the devs seem very reticent to automate any kind of resource expenditure.
@@tbotalpha8133 I mean, they've already got automated planet management which cost money albeit you can set a budget for it.
They later met a mutated version of a Toxoid that was eating the sun in their system and it taught them how to transfer their souls into metal bodies.
I guess they went into synthetic evolution
have you got toxoids yet? what origin you using?
knights of the toxic god!
i just bought it
overtuned ofcourse
I pre-ordered it
I get the feeling uvertuned is for giving it to slavespecies xD
Oh and you should play that really as memorialist 😀
The console origin of coursw
So, glad somebody else tried this immediately. Got my Democracy to spawn people w/ -1 Age after a while.
Going Harmony is the best for this since you can pop the +20 leader lifespan to get it up from the 10 you can start with.
I started w/ discovery & technological ascendency and cause I was materialist that canceled out the no scientist debuff. Got the Harmony then finally was able to expand more than 2 systems away. Average scientist got about 1/2-1 1/2 systems surveyed before dieing.
Funny idea:
Syncretic evolution slaver empire with toxoid workers :)
I think those traits are from an origin
@@stixinst5791
Ah bolloks.
Well I guess that we need some regular primitives then.
Finally. The perfect lifestyle.
1:26 do this as a Lithoid, and then try to become a Scholarium. The +50 lifespan makes it actually work, and you can make up some of the pop growth penalty by just colonizing more planets due to +50% habitability. Completely insane tech rush potential.
The problem is that lithoids leader are much more older than regular bio so this isn't that good from a leader perspective
Those traits would also need to lower the initial age of your leaders while also giving them some special traits to reflect that. So that you essentially play as a young people only.
This build temps the player to go for sythetic ascension or synth leaders at least
Basically necrons origin story
True Necrontyr from Warhammer 40K experience
Dude created OG Necrontyr from 40k
This is just a Salarian playthrough, isn't it?
You basically reenacted the Necrontyr's major problem.
“Oh man Smort made you a leader? Well, it was nice knowin you. All his leaders mysteriously die in 30 days. Everyone else is okay, but you? You’re a dead man.”
I just realized you've created an empire of 10 Second Toms. This is perfect!
Roleplaying Necrons
One day, when i was playing a roleplay server of stellaris really chill, one of my scientists got mutilated trait from arqueology, the thing here is that, he bypassed the death age for the modifier, at the end he has 150% change to die every month... But he didnt...
When you die so hard you become immortal. Actually sounds like an excellent backstory for a lich ruler
Player to 0 lifespan leaders: Stop dying you fools!
They should add a minimum lifespan of 5 years, so your leaders can actually accomplish something.
Or at least a month
"They didn't die straight awa.... oh they died." made me laugh.
This is like the necron.
The issue appears to be that the base lifespan is 80 years and the age of maturity for any race is 25-40. So if you reduce your lifespan by 80 years, even the youngest leaders are 25 years past their expiration date and the game is hardcoded to not give you any younger ones.
I kinda remember how I was trying to save my 120+ years scientists in last game and laugh historically.
So…. Daleks.
This feels like a necron playthrough. Everyone is dying.
The most meta would be to keep 10 years of lifespan at first and then when you get a colony you modify the colonist to have venerable, then recruit all your leaders from there and go bonkers on your main species
Another option that is more roleplay is to use these traits sparingly on your species and get a second one asap that you will grow everywhere and completely exploit and only give residency.
you can have all the leaders you need with venerable THEN switch to overtuned, I believe that's how it's supposed to be played.
So finally we can have full salarian expirience in vanila game.
I got the DLC and first thing I did is created empire with pretty much this. My leaders have lifespan 20 while they are hired at 40-45 most of the time. It is couple years of the game and I went through 50 science leaders. Most of the time my research is idle because no unity for a new scientist.
I love this game.
Overtuned is so much fun but its so goddamn painful. I can't wait to experiment more with it.
I had a lot of success taking the two brain traits and then the positive trait that adds 20 years to lifespan. It offset the negatives enough that they lived and I got massive science. Then using overturned to modify non main species
Bro's roleplaying as the Necrons in WH40K
My boy literally made the equivalence of sophont flies
I was looking up stellaris builds and this one seems to be pretty good! Thanks for showing us the possibilities!
Clearly the Mountain Dew is just dissolving the poor bastards
What would fix this early game, is rush contact with an empire and get a migration treaty and get them as your leaders instead
This is essentially what mass effect's salarians are
Super smart and they die like flies
I see you're roleplaying as the Necrontyr now
Imagine election cycles here, half of your population up for election just die before knowing the results.
"it might be fixed", I'm pretty it's working as intended. You've reduced your lifespan to 0 lol.
This is hilarious! Maybe feudal civic would allow you to recruit new leaders for free
The banana republic from the xenonian news network has finally become real
Net -40 years is the maximum penalty you can practically take with Overtuned, and that assumes that you go immediately for Harmony tradition for the +20 year bonus. You still stand a good chance of losing some leaders unless you also have a high unity build to blast through the tree. Personally, I try to never go over -30...and most often I go -10. Sometimes I'll take Venerable for the +80 years, but that eats up most of your points. At least nobody dies that way.
They should be a civic that allow to have free automatic replacement every month for such short lived species. The species just evolved to work around they short life span. But it never gets any experience.
I think they need to make it so that the game will spawn younger leaders when you have a bunch of these reductions to leader life span.
On average leaders will still live shorter lives. But it would make it so they don't drop dead constantly.
You could argue that by having shorter life spans it would just make the species adapt in such a way that they will mature faster.
For Overturned I just picked Lithoids. That gave me +50 Leader Lifespan to work with. Start with +50 Research Speed.
Damn, you created poisoned Tribbles, their species survive only, because they are born pregnant haha.
There are 3 empires that possibly could survive this but one is a machine empire so it’s down to 2 a hivemind and a lithoid empire. simply because of either young rulers of the hive or the added years because of the lithoids.
1. Pick federated start
2. Get migration pacts with neighbors
3. Problem solved
Probably could work better if you played hivemind, as leader start a lot younger so probably wouldn't fail every death save by been 40 years above their lifespan when you recruit them.
Quick question can regular hive minds use overturned origin
yes
What you are experiencing has been around in stellaris for a veeeery loooooong tiiiiime. (Trust me, with mods i went to -130 leader lifespan, it was a buggy mess) (You also very slowly research things without a tech leader)
I think I might be sleeping on cruisers and destroyers, I would’ve lost those battles ages ago
I already knew before the game started that all his leaders were gonna die in the first month lmao
Leaders changing nearly as often as the UK PM at the beginning...
This is like having purge life conditioin on pops but on your own species
0:22
The Over Gamer is born!
;D
edit:
4:34
2 out of 3 resilient dudes
this is the way...
Did a game like this, only way is to suffer till you get harmony then you get a break.
This is the resurrection of no science builds !!!!!!
Overturned Gestalts are a thing? Leader would be immortal.
Also gradually Overturning would be lore-friendly, as no turbo-flleting civ would do anything without leadership. Barring always-present hive-mind
Toxoid leaders: the William Henry Harrison edition
(He died on his 32nd day as President of the United States).
i call this build "Permanent Outro Music"
I imagine overtuned pops as intelligent cronenburgs.
Necrontyr in a nutshell:
You basically created the Salarians from Mass Effect.
Overtuned must be hotfixed with machine/hive mind age start for new leaders. Otherwise you will hire leaders, only for them to die. Or they should move these options to the midgame with genetic modification.
Lastly, leader lifespan trait cap should be introduced, in order not to allow this game breaking situation.
Synthetic ascension has been so good for so long but at least in late game the overtuned stuff lets bio ascension compete with it. ESPECIALLY in terms of pop growth and research. I went the extra step to go with an aquatic main species with overtuned so I could get hydrocentric later and get really tall. Started with the new incubators trait to get going in the early game then switched it for the overtuned version later to keep that sweet growth up. Using regular worlds as basic resource sticks gets me the most from aquatic and using the remaining space on those worlds for research gets me the most from overtuning. It's a bit janky but that makes it more involved and interesting then a safe and boring build like synth ascending tech rush.
Grand Admiral - Scaling off gives you disgusting enemy fleet strengths in early game already.
I never finished a game with Grand Admiral - Scaling off, the highest was Admiral and there its already turtling in the early game until you outscale the AI, which becomes boring after 2,3 playtroughs
In this situation, you just need another race at any possibility, and it will become meta
Great video man:)
I personally enjoy immortal races for roleplaying reasons, the whole "God Emperor" concept but this still looks just as fun for roleplaying maybe, would be interesting especially with some of the political mods
It would work best if you take leaders from another minor species, tuned to longer lifespan. That also would work amazing for enslaved species.
God damn this is the funniest stellaris video ever