dude, i have a new build you should try, I called them the prime matrix specie: mechanical traits: adaptive frames, art generators and efficient processors origin: arc wielders ethos and civs: machine intelligence, guardian matrix and unitary cohesion ruler trait: spark of genius playstyle: unity rush until year 30 or until you get the virtual trad tree fill main planet with uplink nodes within first 10 years unity rush from start first trad tree: prosperity first AP: imperial prerogative second trad tree: synchronisity second AP: tech ascendancy third trad tree: aptitude third AP: synchronisity fourth trad tree: virtual fourth AP: cosmogenesis colonize 2 habitable planets after year 2210 fill one with uplink nodes fill second one with energy and industrial disctricts along with blue districts to build research labs once you have the virtual trad tree, change the virtual focus policy to focus on unity generation unlock the rest of trad trees fifth trad tree: expansion fifth AP: mechromancy or archaeotech depending on your relics income sixth trad tree: discovery sisth AP: master builders or galactic wonders if you have the prerequisites for it seventh trad tree: unyielding seventh AP: eternal vigilance as u can see, this build combines the magnolia build with a 0% empire size from pops if you pick OTA updates as your third civic, combining it with the benefits of arc wielders origin gives a massive boost to your economy, turning mining districts irrelevant
Fun fact: You can hire a Large Marauder fleet for 10k energy credits and then convert them into a Mercenary fleet in your empire saving yourself 50 Fleet Cap worth of alloys.
.... thats a very fast way of getting an entire merc enclave empire up. I'll use that for my 10 year rush merc enclave games. 5 merc enclaves up by 2215 is very strong. xD
@@МаксимВыменец true. It's still really nice when the GC passes Security Contractors and you can then immediately found a Merc Enclave for essentially zero alloys.
Or you can find the Tinker enclave and do the same for around 8K to 12K depending on what's available and get it done before midgame. Either works though.
I wish there were more ascension perks that were situationally the absolute nuts. Like, eff it, make Archaeo-engineers -90% artifacts cost and +50% archaeotech weapons damage. Have it grant access to a special ship class or hull configuration. Make me want to pick that perk whenever I randomly find myself sitting on a bunch of minor artifact deposits. It would still be garbage 9/10 games, but that one game where it absolutely pops off would be so much more memorable.
That is an awesome thing I didn't know you could do. The other way you can field a lot of archeotech ships is by becoming the galactic nemesis as their menacing ship types only cost minerals regardless of what you outfit them with. Although the slots available on them keep you from installing large amounts of the more powerful weapons you can still fill up with all many of cool toys that would normally be too expensive to be practical.
Cool, but that's NOT the only way. Crisis ships and Nanotech ships will never cost minor artefacts no matter how many archeotech modules you put on them
Remember that Crisis ships and nanite ships don't need minor artifacts, so archaotech weapons are completely free for those builds. That is the real context I would give for a scenario where archao engineers is good.
@@Sepaedius I don't think that's possible, the nano missiles are only for s slots while the nanite swarmers only m slots have. But the swarmers with hangars are op too.
Anyone remember back when mastery of nature was a broken auto pick? It gave you all of the blocker techs instantly and for free, letting you skip an entire tech lvl and removing a buch of dud techs from the pool.
Important thing for Consecrated worlds. If you are next to the spiritual Fallen Empire, I think this perk goes up to b, maybe even a because you cannot have a colony on these worlds anyway and they give a ton of Unity.
@@jamesparson1233 Xenophile and guardian of the galaxy, I think you can get BLUE with the spiritaulist empire doing this. At that point they give gifts like crazy and may even let you inhabit those gaia worlds.
I need to point out that Mastery of Nature does reduce the cost of blockers on Shattered Ring, but can't increase the number of districts once you repair the Ring completely
The Archeo-Engineers are in my opinion only worth the trouble when you get the event/digsite on the sun that gives you 1-3 Artifacts. Then make a Dyson Swarm around it and it is at least a thought as a ascension perk. Edit: I forgot one detail: The idea is that the dyson swarm array enhance extremly the production of your star. NOW when you have minor artifacts on the sun they also get enhanced and yes I had twice already fun with +93 Artifacts from that one star.
Just getting Ancient refineries is so broken already. And if at least have the option to pick a weapon from society tech to save on engineering tech, like the Ancient Saturatory Artillery X weapon
I'd suggest one caveat on Grasp The Void. As a gestalt consciousness it's a good grab early because you can use it to subsidize your energy with solar then later into a nice little navy boost so I'd say for gestalt it's up to B for it's flexibility. But for normal empires certainly. I'd like to say it's very... Compatible with gestalt empires.
It is also very compatible with Astro Mining Drones gestalt civic, as that civic gives +50% more starbase cap. I have an Arc furnace origin build with astro mining drones and it's amazing.
@@MasterElements Ahh, yes didn't think of that here. I thought of that when I was playing around with Astro Mining (on a ring world just to see how much it screwed you over (answer, a lot.))
@@cecilofs In the beginning? No you will need to invest in Capacity Subsidies and some tech drone jobs, but once you get some dyson swarms online on some good stars then you should be fine. Though that is a bit RNG, I would also suggest becoming a prospectorium as the random resource deposits will boost your economy immensely.
It’s easily the most op thing this game has ever seen. I like the concept of it but it needs a LOT more downsides to balance it out. You honestly shouldn’t be able to rush it so quick imo.
I just did a playthrough with virtuality. I didn't even do the midgame, i was already bored and ready for the Endgame. But not on hardest difficulty, so im gonna do that later. But it really is very op. 2 ecumenopolis and a cybrex ringworld. So so so op 😂
@@GekkeHenkie1313 I don’t even play with it even tho I like the concept of a matrix themed empire just cause it’s so strong that it makes the game boring imo
@@BARBARBINKLEi totally get that. Like i said i wasn't even in the midgame and was already getting close to repeatable techs 😂 Maybe with gigastructual engineering and on extreme difficulty can it be made challenging, but even that i doubt.
I love the concept. I just hope they don’t ruin the idea when they nerf it into the ground. I never play the meta and always play RP builds. I like playing tall and wanted my imported leaders so why I like it. As long as they keep the idea after the nerfs I will still play it
I think there was a patch where cosmogenesis is now completely in-compatible with galactic custodian. In my most recent playthrough, I was barred from proposing a resolution to make myself Custodian - though perhaps I could have become custodian still if another empire proposed it.
Yep, having already taken Cosmogenesis in my playthrough I couldn't propose for my empire to become the Custodian due to the level of scrutiny would reveal what the empire was up to. Stellaris wiki also says Emperor/Custodian is banned from taking Cosmogenesis so it can't be done the other way round either.
@@TheFinalEvent97 Don't worry all those pops I took are perfectly fine. They are currently having a great time on a planet I have called "The Lathe". No you can't visit them, they are very busy.
@@AbsoluteZero101Maybe, but why wait? Personally I've been trying to egg on the AI to be custodian so I could try to get the achievement for overthrowing the galactic emperor
I really feel like Eternal Vigilance needs to grant an upgrade to the Citadel, like a Star Citadel or something since most of the bonuses can be acquired with repeatable techs. That can make it compatible with something in the A tier.
An upgrade to the citadel would be really cool for a defensive empire,I imagine a tech like that to be gated behind eternal vigilance,also it would be cool if eternal vigilance would be gated behind the unyielding tradition and the galactic projection behind supremacy.
@@FelniirFokiin Three things need to happen for citadel defenses to be viable. 1. Citadel designs - citadel's *need* to be able to be edited, and maybe receive different kinds of hulls with different weapon options. Half the issue with them is that they just.. Take whatever weapons it feels like, and they're usually not good ones. 2. Debuffs on enemy fleets - citadels should have more options to make combat unfavorable in the systems they're located in, or at least narrow what tactics will be effective. Debuffs to the enemy would scale well and provide some utility to forcing engagement of the enemy in a starbase system, aside from a negligible amount of added DPS. The modifiers should be telegraphed, but be decisive if not worked around. 3. late-game scaling - they just.. Are never quite as useful as they are early game ever again. That early game 3k starbase can be a game changer, but after that? Nope. It's more of a liability than anything, since a powerful starbase ends up being a liability against more powerful foes, as they WILL be captured and they will bottleneck an inferior fleet. 4. less punishing to be captured - all that needs to be said. Putting weapon installations or using starbases defensively is just.. An awful idea currently. They do as much to defend you as they will to help entrench your enemy as they push into your territory. They should not be as much of an asset to the enemy as they are to you, but that's how it is. I don't know how they'd change this, but it should probably be changed if starbases aren't meant to be like this.
Something to be mindful about with Consecrete World is that if you are next to the Holy Guardians Fallen Empire, choosing to consecrate one of their Holy Worlds will give you a **+30** opinion buff with them for each one you consecrate, which can get them completely on your side. If you were thinking about unity rushing anyway this is a huge boost, but in niche scenarios it might be worth doing just to get periodic gifts, especially since they can include rare technologies. I don't think that makes it better than C tier but it's an interesting opportunity that can be compatible with a lot of styles, since only the situation matters.
If you go for Whisperer of the Void + Subterfuge + Enigmatic Engineering, you can get stealth level 6 or 7 battleships and titans, which can be really powerful.
fun fact you can still chose defender of the galaxy and a crysis perk. but you have to pick the defender perk first, since the crisis perks dont check wether or not you took defender of the galaxy
Mastery of Nature is really good for Standard Empires, since adding resource districts for food/energy/minerals is very useful when you are subject to RNG for basic resources availability.
Nah it's a waste, a single tributary will give you many more basic resources than two extra districts on all of your planets will, especially since you need 4-6 pops to work those jobs as well on each planet, AND pay the influence + energy cost. Spending that eco on getting a fleet and taking a tributary, and then spending that perk on something more worth-while is a much more efficient strategy.
@@DreadDoom If you pick the right planets, you'll get many more than two districts. And a tributary is a boost, if you're in a militant play through, but unless you just don't need to produce your own resources, it would still be a potential pick.
@@charlieblocher7456 It increases planet size by 2, i.e. 2 districts. How could it be more? If you are referring to the +50% that just increases the per-district-type limit, it will not increase the maximum number of districts on a planet, e.g. if a planet is size 10 and has a cap of 18 energy districts (one of my planets had this) you can still only build 10 energy districts, since planet size is 10. So at best it could be 2 districts + 1 building slot if you have something like Agrarian Idyll or Master Crafters and it just happens to put you over the 3 districts needed, but you still need to fill all those jobs with pops. It is always just straight-up worse than a tributary unless you are an empire that cannot have vassals.
@@DreadDoom I'm talking about the planetary features. You almost never get a planet that is, say, Size 10 with 14 energy districts. It's not impossible, but the RNG is super low, especially without events (like from Terraforming) to add extra districts. What you usually get are planets size 10 to 20 with 4 to 8 energy, food, and/or mineral districts. It makes it harder and more costly to develop and specialize those worlds, which you can only really optimize for two types and fully enhance for one. Plus, once you do invest in a resource world, you want as many pops working for that resource as possible. If you have a planet with 8 mineral or energy districts, that going to be 20 jobs with normal buildings. Mastery of nature with give you four more districts, and now you have 12 districts, so 28 jobs. That's 8 more jobs that will fully benefit from that planet's buildings, governor, orbital ring, and/or ascension bonuses, and without having to increase your empire size by colonizing another world. You may be in a situation where you just don't have worlds with many districts of one type or another, and getting a 50% boost is incredibly helpful. Dyson Swarms and Arc Welders help, but at a certain point you just need pops working jobs, unless you can steam roll and dominate a collection of vassals early on.
Xeno compatability: for those who don't want to thrust an ascension on their entire species, but would still like their entire species to thrust on another.
Will say, there is *one* situation i love Interstellar Dominion for. If you have alot of territory to gobble up earlygame when playing "Under One Rule", it can be a great way of getting a bunch more starbases built for the sake of the Luminary Buff.
Mecromancy have another important benefit if you are playing Rogue Servitor. Normally you are unable to purge biological pops and they get forced into being bio trophies. If you get too many bio pops early it can tank your economy, especially since bio trophies have been nerfed quite a bit. So taking Mecromancy as Rogue Servitor can be a powerful way to clear out the chaff and get some extra workers instead.
17:20 "If you're going to roleplay as a xenophile that doesn't want to THRUST an ascension path on your entire population" Very poor choice of words when talking about xeno compatibility.
Watching this vid three months after it's posted, honestly this is a godsent to figure out what changed after leaving a while. Especially after the multiple expansions and updates. Now I perfectly know wich perks are compatible with my current build of xeno's. Thanks Montu!
Archaeo-Engineers, I once had a minor artefact income 30+! And I would constantly get a full storage of the things... So stacking a few reduction modifiers, it allowed me to build several fleets with the fancy weapons ^^
3:00 the astral thread policy can give you a flat 5 minor artifacts per month. Its not much but it can easily double your income and astral threads kinda fall off later and you dont need many.
Plus the Rubricator has an active effect of giving 500 minor artifacts which is equivalent to roughly +4 per month for 10 years, and one of it's passive effect is a 15% boost to Archaeotech Weapon Damage.
I don't know what settings Montu plays on but on average I find around 10 to 15 Toxic worlds just in one quadrant of the total galaxy and I've had over 25 Toxic worlds in just my empire alone before late game mass expansion in some playthroughs. So Detox really comes down to total number of recoverable worlds If you've got less than 5 it's an F tier, around 10 it's C, 15 to 24 B and if you've got over 25 it's definitely A tier. I play on huge galaxies, so that probably effects total weight of the Detox perk as I've have games where 've found six toxic terraformable worlds just in my core district. Also if you hunt down the various learning bonuses (adding Heroic Past, using the orb touched as your Storyteller meaning he'll eventually be a permanent level 10 adding 20%) and Vaults of Knowledge (after building the Vault of Knowledge itself adds +1% leadership XP gain per new legendary leader), taking both as Council positions, adding Transcendent learning on top, plus the Neural tissue tech from the wormhole system with the insane Psionic entity, before the Vault added boost, with the Quick Learners I believe you can get to around an 80% boost to leadership XP for every leader in your empire before adding in the Vaults of Knowledge bonus which will only increase as more leaders reach legendary status.
I would have put an addendum for Lord of War for the new Tactical Algorithms Civic, as you gain 10% Shield Hardening for each Merc Enclave, I have tested it out and man can you stack hardening to crazy numbers.
Note Consecrate Worlds is a bit more compatible for Knight of the Toxic God as they have a high chance to get max rewards from Consecrating otherwise useless toxic worlds.
30:05 something you forgot to mention is that Machine Worlds replace the agri districts with coordination districts, allowing you to build absurdly massive unity worlds by combining unity production from districts & unity production from buildings.
Xeno compatibility you might be sleeping on - what about on spiritualist (or no robots) - max out pop growth through the ascension perk with migration treaties?
I really like Mastery of Nature even on wide because when I go wide I don't make duel use planets just to save on micro and MoN lets me get +50% out of a world. Edit: after they added trust to diplomacy I have never had an empire accept a commercial pact before allowing an embassy, the balance team should probably look at that. Edit 2: Xeno-compatibility is best on Overtuned Cyborgs as it lets you take all 3 auto-moding traits though I'd only ever take it if I had a mod that removed half breeds and just gives you the trait point and pick.
I remember i was playing an authoritarian empire with the payback origin. The sister empire that spawns somewhere in the galaxy was right next to me and we immediately allied up. I was keeping immigrarion low but opened a pact with them. Theough that i was flooded with xeno pops with a bunch of habitability preferences. My economy was in the verge of collapse due to overpopulation and the only thing that saved it was terraforming my entire empire into Gaia worlds so i didnt have to wrorry about habitability when moving around pops. That was the game I learned the power of world scapers.
The thing about the Archeo engineer perk. Its something you pick if you got lucky and had a LOT of minor artifact deposits. It also seems to have a hidden effect where you are much more likely to have archeo tech show up for research.
I would like to put a little * behind Archaeo-Engineers: It is still the case that if you are selecting "Galactic Nemesis" the ressource costs for the ships are a fixed amount of minerals. so, even a fully archaeo equiped menace cruiser still only costs 900 minerals and no minor artefacts. @Montu would that change the position of that Perk ?
with the new +2 jobs per district on machine worlds i used toxic Terraforming and got an additional 6 colonies with 16-24 planet Size. i was just lucky to have 6 of them in my 14 systems wide empire. and with them being of a dcend size and the ability to double the jobs per district with machine worlds and extra job output through orbital rings it was just the Beter pic for me than habitats. But yes generaly habitat ascention is normaly better than toxic terraforming.
As someone who loves playing a Star Trek type Earth Xeno Compatabillity is one of my go toos for the exact reasons you gave . It means I don’t have to force an entire empire down the path of bio transference but still can reap the rewards of playing as a peaceful paragon with undress of species in my empire
Archaeo engineers is actually goated for a battleship fleet. An income of 20 relics a month (easy with 2-3 fully expanded sectors, with an average of 4 digsites per sector) can almost fill up an entire battleship by the time it takes to actually build one. It helps if you play a more peaceful game so that you have a surplus
11:05 - Mastery of Nature also does not work on Nanite Worlds, created by a Nanotech empire. But its probably a bug with the Nanite World, also Nanite Worlds from the L-Cluster event and other ones are not the same for a Nanotech empire. Also you can't transform the Capital Planet of a Nanotech empire to a Nanite World, you have to swap the Capital to a already transformed world if you want to do it.
for the longest time, i couldnt tell what the picture for Grasp The Void was supposed to be... i just thought it was two stubby little hands reaching upwards for a huge piece of cheese or something lmaooo
at 3:10 , it should be noted that Scientist councillors can decrease minor artifact cost from ships by 10% each, called Archeostudies. If you manage to get 6 scientist councillors with that trait + Archaeo-Engineers ascension perk, you'll be looking at -70% minor artifact cost. Iff you start with the Remnants Origin, IIRC, your first scientists starts with the Archaestudies trait , and your next scientists will have a decent chance to roll that trait after level 4. Beware that your Archeo-Engineers (job) will stop producing minor artifacts if you upgrade your Relic Worlds to an Ecumenopolis.
This is very handy. I spent a lot of time looking at my ascension perks and wondering, "Is this actually GOOD?" You saved me a lot of deliberation. I only wish you (and others making videos) would mention which DLC you need for what you're talking about. I know for a fact that some of the perks you mentioned in this video, like a hive mind, need DLC to acquire. I spent hours trying to unlock orbital rings, only to learn that you need the Overlord DLC. It is simply misleading. Just please mention which DLC things come from in the future. I don't care if it states the obvious.
Funnily enough I still frequently use divided patronage. As someone who likes to peacefully vassalise their neighbours (and generally keep good relations with said vassals) the extra 2 envoys (especially early on) are really nice, and the divided patronage thing does also help in keeping everyone happy
I've got a very simple question that I can't seem to find the answer to. If I create a vassel after I've taken Galactic Wonders, can my newly created vassel build a Dyson Sphere and Matter Decompressor? And if so, why do mine always *REFUSE* to build such a useful megastructure?
Galactic wonders is ascension perk. Vassals dont get your ascension perk. They will have to take galactic wonders themselves too to build it. Vassals get your tradition and tech but not ascension perk.
In regards to Machine Worlds, I think it’s one of the best techs you can possibly get for machine empires. HOWEVER. Now that Catalytic Processing makes your alloy production ridiculous, a good tip is to have a few planets for food production regardless. Also, cosmogenesis is the STRONGEST ascension perk I have ever used. The fallen empire ships are ridiculously strong, and ensure that you won’t really need that extra Endgame Damage Buff (albeit it still helps).
21:22 I think that what is often forgotten for Dyson Spheres is that Stars get a massive output boost. Which can include Research, stacking that on a Physics Star, can give quite a bit of research and put one ahead of the competition. Also, it’s very compatible 😉
You should make a Relic tier list. I no theres not really a point, since their completely random, and therefore have no opportunity cost, but i still want to see whether what i think is good is actually good
Overtuned origin, Genesis Guides civic, and Xeno-Compatibility as your first ascension perk due to already having the required technology, will let you immediately create hybrids and modify them however you wish once you uplift the free pre-sapients. The hybrid will always inherit one trait from each parent, and the pre-sapients start with only their special pre-sapient trait, so that will always be inherited.
Nanites is also insanely strong late game. If you play Incredibly wide and subsume every planet, you don’t really need to populate the planets to gain nanites. Around 80 years in or so, you can kill alloy production for more unity and make exclusively nanite ships. By the thune I got to end game, I was getting nearly a thousand ships every spawn in
I took Detox in my current game for the first time since I came around multiple Toxic size 20+ planets and I also had the ability from Relics and Paragon to turn them into Gaia. Basically Detox gave me access to the biggest planets in my space and in turn that's several size 20+ Gaia planets that come online in the first 100 years.
I think you could have mentioned that the consecrate world perk has unique effects with the knights of the toxic god origin, namely that you can consecrate toxic worlds into holy worlds. This grants a huge unity boost.
I think Universal transactions remains a higher tier for megacorp. Its surprising how much influence goes out of the window in comercial pacts, specially on high competition galaxies where you need to have them with as many empires as you can before the competitors pick all the branch offices. If you want to play a wide megacorp, I think its mandatory and the diplo weight you gain combining a lot of branch embassy with the supremacy diplomatic stance is insane, that alone will carry you to galactic emperor faster than a dark matter propulsor.
So I did a Nanotech run By year 2400 my game was running at 20 fps from all the nano fleets I was getting from consumed worlds. Not very compatible with my playstyle
If you are doing a turtle build Archaeotech becomes A~ i think. It automatically equips the your star-base's with improved archaeotech components. It may sound silly but there are a lot of times where you loose games by a thin margin when your fortress falls ^^
I've had 9+ toxic worlds in my empire before, and at that point I've taken detox. I usually take mastery of nature on individualist empires for the +50% max districts of a type.
I found combining Virtual ascension with defense matrix, Domination, Synchronicity and an Official as Leader causes a 100% reduction to pop empire size. Perfect for making insanely densely populated tall worlds without ever breaking 100 empire size.
I can think of at least two more use cases that should bump up Archaeo-Engineers IMO: If you're going for Galactic Nemesis and/or if you're going for Nanite ascension. Both give you ships that can use artifact weaponry without having to actually pay the cost in minor artifacts, which means swarms of Nano Missiles and Ancient Driller Drones respectively. And if you got the Cybrex precursor (or got lucky with the Zroni Astral Rift) the ascension perk also buffs the Cybrex Mining Hub from 100% to 150% extra mining station output which can get really funny if you got a few decent Arc Furnaces. Probably not worth the perk in and of itself, but a nice bonus. All in all, Archaeo-Engineers does have enough use cases where I would say putting it in F-tier alongside completely useless crap like Executive Vigor or Transcendend Learning is a bit unfair if you ask me. Personally, I think they should give it some unique interactions with Relic Worlds to make it stand out a bit more. It already encourages you to _not_ repair them since that loses you a pretty substantial minor artifact income, so why not give you bonuses for those worlds on top of that? You know, stuff like even more minor artifacts on _all_ Relic Worlds (maybe by removing the cap on the faculty building?), increased pop output on them, or a removal of the district cap reduction they normally have in common. Depending on how many Relic Worlds you get it could then essentially be an alternative to the Arcology Project while directly buffing the Remnants origin and the First League precursor.
Master of nature has the upside of letting you commit more districts to a single worker type. You can specialize whole planets district to just mining generator or food as needed and can be very nice there.
took archaeo engineers in my current run and somehow my minor artifacts is around +80 per month, so it's actually pretty useable. Really annoying that the auto-generated ships max out everything with artifact equipment so you 1000% have to build your own ships, but if you can get rubricator and other minor artifact sources it's not so bad. the archaeo-weapons and equipment for ships are strict upgrades in almost every sense
Archaeo-Engineers are playable if you discovered message in a bottle archeology site and build dyson swarm around it, it's 30 minor artifacts per month
would love to see a video on what the good ship sets nowadays are, I haven't really played since spamming neutron launchers was the meta, and I just have no idea which weapons are compatible or just the best anymore. Super helpful vid!
So there you missed the niche use case for grasp the void if your using astro mining civic especially in conjunction with the arc furnace origin. Only peasants have any worker pops in their empire, especially when you can harvest the bounty of space
I haven't played stellaris since 2019. Why can't I stack civilian industries on a planet? How do I produce more consumer goods without a massive surplus of alloys?
CGs and Alloys became district-oriented like basic resources instead of coming from buildings like research and unity. Now the Civilian Industries and Alloy Forge buildings primarily boost production. Designate a planet you want to make Alloys as a Forge World, and for CGs Designate it a Factory World. If you need both early game you can do Industrial World for a mix, but it's most efficient to pick one per world and only build the building for that normally. You need to build up your Industrial Districts on a designated world to get the advanded resources.
If you select a planetary designation of factory world it will shift one alloy worker from all of your industrial districts to producing consumer goods. Selecting forge world will move one job in the opposite direction.
@@Anton43218 Like the other guy said, Forge shifts the jobs to Metallurgists and Factory to Artisans. You're probably using Industrial, which just reduces upkeep and increases build speed.
Well i am not sure it it is a bug or what, but i had two ascension perks available to pick and chose Galactic defender and cosmogenesis at the same time and worked fine
I get enigmatic engineering when I try and solo the fallen empire and/or extradimensional invaders so I can have a darkmatter shields, engines and extradimensional energy weapons alone and no one can steal them
When comparing Technological Ascendancy vs Imperial Prerogative: I‘m wondering what is better for research speed in the long run, specifically the flat +10% research speed vs the -50% empire size from colonies (which reduces size, thus leading to lower tech cost). Shouldn‘t it be: 1 colony = 10 size = 2% more tech cost. So Imperial Prerogative should save you 1% tech cost per colony, meaning break even already at 10 colonies or am I missing something? As usually empires are bigger than 10 colonies, doesn't that mean that Imperial Prerogative usually is a straight upgrade, even if you neglect the official capacity and the impact of empire size on traditions?
I know archeo engineering isn’t a very good ascension perk but I combine it a lot with the Remnant origin for the minor artifact production early game. I will also note the Ancient Macro Batteries can be useful in some situations as they have no minimum range and they are also tied with Giga Canons for longest range kinetic weapons. This means a battleship with a Giga Cannon and 4 AMBs can fire all weapons at maximum engagement range. The biggest issue is the unavailability of its economy. You can only get five jobs producing minor relics from your archeo engineering lab and you can only build one in your entire empire. I guess the devs are worried that players will simply sell their artifacts and not actually benefit from any actual archeo engineering, but that’s easily counterbalanced with an increased cost to using those artifacts. It’s not hard, they’re just lazy.
3:10 another exception where archaeoengineers could be justified is as a nemesis crisis empire. Ancient nano missile cloud launcher/pulse armor cruisers are insane.
Wishlist Sins of a Solar Empire 2 on Steam NOW & support this channel: steam.gs/l/157jf/MontuPlays
Stardock sponsoring a Stellaris video seems like a mischievous decision. Not sure that these games are compatible. XD
@@schroecat1 I'm a Sins fan that has Crack addiction when I play Stellaris You can love both.
Excited for Sins of the Prophets 2 mod for this
compatible
dude, i have a new build you should try, I called them the prime matrix
specie: mechanical
traits: adaptive frames, art generators and efficient processors
origin: arc wielders
ethos and civs: machine intelligence, guardian matrix and unitary cohesion
ruler trait: spark of genius
playstyle: unity rush until year 30 or until you get the virtual trad tree
fill main planet with uplink nodes within first 10 years
unity rush from start
first trad tree: prosperity
first AP: imperial prerogative
second trad tree: synchronisity
second AP: tech ascendancy
third trad tree: aptitude
third AP: synchronisity
fourth trad tree: virtual
fourth AP: cosmogenesis
colonize 2 habitable planets after year 2210
fill one with uplink nodes
fill second one with energy and industrial disctricts along with blue districts to build research labs
once you have the virtual trad tree, change the virtual focus policy to focus on unity generation
unlock the rest of trad trees
fifth trad tree: expansion
fifth AP: mechromancy or archaeotech depending on your relics income
sixth trad tree: discovery
sisth AP: master builders or galactic wonders if you have the prerequisites for it
seventh trad tree: unyielding
seventh AP: eternal vigilance
as u can see, this build combines the magnolia build with a 0% empire size from pops if you pick OTA updates as your third civic, combining it with the benefits of arc wielders origin gives a massive boost to your economy, turning mining districts irrelevant
The real endgame crisis is the empire that took xenocompatability. If they don't get defeated fast enough, the galaxy gets destroyed by lag.
Once I would have agreed with you, but all I'm hearing now is "More Synaptic cogitators for the Lathe"
100%. There's always this one fucking guy, who just sits there in the corner and has immigration open with literally everyone.
Sentry array: finally a worthy oponent, our lag battle shall be legendary!
@@aecides3203 The ultimate way of processing undesirables.
The true way to crash the simulation.
I can’t believe he forgot to mention xeno compatibility
If I can't win, no one can
*Freezes the game*
He did.
17:28
@@infantrytactics1233 I know. I am well aware.
We do not speak of the evil one.
@@infantrytactics1233you didn’t watch the whole video or you would get why he said that
Fun fact: You can hire a Large Marauder fleet for 10k energy credits and then convert them into a Mercenary fleet in your empire saving yourself 50 Fleet Cap worth of alloys.
.... thats a very fast way of getting an entire merc enclave empire up. I'll use that for my 10 year rush merc enclave games. 5 merc enclaves up by 2215 is very strong. xD
@@archmagemc3561 You can't hire marauder mercs till midgame though
@@МаксимВыменец Oh, so it takes until 2225, fair enough.
@@МаксимВыменец true. It's still really nice when the GC passes Security Contractors and you can then immediately found a Merc Enclave for essentially zero alloys.
Or you can find the Tinker enclave and do the same for around 8K to 12K depending on what's available and get it done before midgame. Either works though.
F TIER
1:35 Archaeo-Engineers
3:36 Executive Vigor
4:31 Detox
5:21 Interstellar Dominion
5:51 Shared Destiny
7:01 Transcendent Learning
7:40 Enigmatic Engineering
C TIER
8:32 Consecrated Worlds
9:57 Hydrocentric
11:06 Mastery of Nature
11:55 Universal Transactions
12:42 Grasp the Void
B TIER
13:22 Eternal Vigilance
14:05 Lord of War
15:13 Mechromancy
16:03 Voidborne
17:05 [REDACTED]
18:57 World Shaper
19:44 Galactic Contender
A TIER
20:45 Galactic Wonders
22:09 Imperial Prerogative
23:13 Nihilistic Acquisition
23:50 Technological Ascendancy
24:14 Galactic Force Projection
25:18 Engineered Evolution
S TIER
26:47 One Vision
28:05 Arcology Project
29:11 Hive Worlds
29:35 Machine Worlds
30:09 Master Builders
30:55 Colossus Project
32:30 Defender of the Galaxy
33:40 Cosmogenesis
^ Galactic Nemesis
35:15 The Flesh is Weak
^ Organo-Machine Interfacing
^ Mind over Matter
36:03 Synthetic Evolution
thanks me from the past🤝
@@NuggetWorkshopits really appreciated. Thanks
W comment
Youre awesomeeeeeeeee😘😘😘😘
I wish there were more ascension perks that were situationally the absolute nuts. Like, eff it, make Archaeo-engineers -90% artifacts cost and +50% archaeotech weapons damage. Have it grant access to a special ship class or hull configuration. Make me want to pick that perk whenever I randomly find myself sitting on a bunch of minor artifact deposits. It would still be garbage 9/10 games, but that one game where it absolutely pops off would be so much more memorable.
but than it has to be incompatible with nanite ships and crisis ships
If you go for the relic world start it is pretty amazing overall.
The only way to pull a large archeofleet is by putting a Dyson Swarm around the "Message in a Bottle" star. It gives 60+ minor artifacts monthly.
Wow nice tip. I didn't realize the artifacts were on the star in that system.
That is an awesome thing I didn't know you could do. The other way you can field a lot of archeotech ships is by becoming the galactic nemesis as their menacing ship types only cost minerals regardless of what you outfit them with. Although the slots available on them keep you from installing large amounts of the more powerful weapons you can still fill up with all many of cool toys that would normally be too expensive to be practical.
Are you serious???
Cool, but that's NOT the only way.
Crisis ships and Nanotech ships will never cost minor artefacts no matter how many archeotech modules you put on them
@@Ramschat
Thanks a lot for the tips, guys.
Detox should be a tech
Remember that Crisis ships and nanite ships don't need minor artifacts, so archaotech weapons are completely free for those builds. That is the real context I would give for a scenario where archao engineers is good.
Big brain moment
Also if you get the rubricator then funding the minor artifacts is actually rather easy plus the extra extra damage you get from the passive.
@@MasterElementsrubricator is not enough to found respectable fleet size with arceotech unless you are menace.
Are we going to eventually get the rest of the tempest ship?
@@Sepaedius I don't think that's possible, the nano missiles are only for s slots while the nanite swarmers only m slots have. But the swarmers with hangars are op too.
Anyone remember back when mastery of nature was a broken auto pick?
It gave you all of the blocker techs instantly and for free, letting you skip an entire tech lvl and removing a buch of dud techs from the pool.
Didnt know they changed it, just added to my recent Commonwealth run without even reading
Important thing for Consecrated worlds. If you are next to the spiritual Fallen Empire, I think this perk goes up to b, maybe even a because you cannot have a colony on these worlds anyway and they give a ton of Unity.
you also get an opinion boost with the fallen empire so they might start giving gifts
@@jamesparson1233 Xenophile and guardian of the galaxy, I think you can get BLUE with the spiritaulist empire doing this. At that point they give gifts like crazy and may even let you inhabit those gaia worlds.
Or, you know, get lucky and obtain the head of Zarqlan.
Also, as KotTG it's a straight upgrade to One Vision, since you can consecrate holy worlds out of toxic planets
I need to point out that Mastery of Nature does reduce the cost of blockers on Shattered Ring, but can't increase the number of districts once you repair the Ring completely
Mastery of Nature might be a little more appealing with the Relic World origin, too. Well, slightly.
The Archeo-Engineers are in my opinion only worth the trouble when you get the event/digsite on the sun that gives you 1-3 Artifacts. Then make a Dyson Swarm around it and it is at least a thought as a ascension perk.
Edit: I forgot one detail: The idea is that the dyson swarm array enhance extremly the production of your star. NOW when you have minor artifacts on the sun they also get enhanced and yes I had twice already fun with +93 Artifacts from that one star.
Just getting Ancient refineries is so broken already.
And if at least have the option to pick a weapon from society tech to save on engineering tech, like the Ancient Saturatory Artillery X weapon
once i got the stars with artifacts, build dyson sphere...
i was also on astrodroids...
200+ artifacts monthly
I'd suggest one caveat on Grasp The Void. As a gestalt consciousness it's a good grab early because you can use it to subsidize your energy with solar then later into a nice little navy boost so I'd say for gestalt it's up to B for it's flexibility. But for normal empires certainly. I'd like to say it's very... Compatible with gestalt empires.
It is also very compatible with Astro Mining Drones gestalt civic, as that civic gives +50% more starbase cap. I have an Arc furnace origin build with astro mining drones and it's amazing.
@@MasterElements Ahh, yes didn't think of that here. I thought of that when I was playing around with Astro Mining (on a ring world just to see how much it screwed you over (answer, a lot.))
@@MasterElements Is it feasible to get enough energy for Nanite Harvesters without using Tech Drones?
@@cecilofs In the beginning? No you will need to invest in Capacity Subsidies and some tech drone jobs, but once you get some dyson swarms online on some good stars then you should be fine. Though that is a bit RNG, I would also suggest becoming a prospectorium as the random resource deposits will boost your economy immensely.
The only xeno compatibility in my playthroughs, is how compatible the the xeno flesh is with our flamethrowers!
virtual is so broken, literally allows you to instantly get the most powerful resource in the whole game: pops
It’s easily the most op thing this game has ever seen. I like the concept of it but it needs a LOT more downsides to balance it out. You honestly shouldn’t be able to rush it so quick imo.
I just did a playthrough with virtuality.
I didn't even do the midgame, i was already bored and ready for the Endgame.
But not on hardest difficulty, so im gonna do that later.
But it really is very op.
2 ecumenopolis and a cybrex ringworld.
So so so op 😂
@@GekkeHenkie1313 I don’t even play with it even tho I like the concept of a matrix themed empire just cause it’s so strong that it makes the game boring imo
@@BARBARBINKLEi totally get that.
Like i said i wasn't even in the midgame and was already getting close to repeatable techs 😂
Maybe with gigastructual engineering and on extreme difficulty can it be made challenging, but even that i doubt.
I love the concept. I just hope they don’t ruin the idea when they nerf it into the ground. I never play the meta and always play RP builds. I like playing tall and wanted my imported leaders so why I like it. As long as they keep the idea after the nerfs I will still play it
I think there was a patch where cosmogenesis is now completely in-compatible with galactic custodian. In my most recent playthrough, I was barred from proposing a resolution to make myself Custodian - though perhaps I could have become custodian still if another empire proposed it.
Yep, having already taken Cosmogenesis in my playthrough I couldn't propose for my empire to become the Custodian due to the level of scrutiny would reveal what the empire was up to. Stellaris wiki also says Emperor/Custodian is banned from taking Cosmogenesis so it can't be done the other way round either.
@@TheFinalEvent97 Don't worry all those pops I took are perfectly fine. They are currently having a great time on a planet I have called "The Lathe". No you can't visit them, they are very busy.
What about if you propose the resolution to become GC first and then immediately pick up cosmogenesis. It would still be in the queue no?
@@AbsoluteZero101Maybe, but why wait? Personally I've been trying to egg on the AI to be custodian so I could try to get the achievement for overthrowing the galactic emperor
@@AbsoluteZero101 No, I've tried, it invalidates the proposal and cancels the voting period.
Important info you missed (unless I didnt hear it) consecrated worlds can make toxic worlds holy worlds if youre using knights of the toxic gods.
sheesh that origin has so much for being so benign in extra power
So it can be a toxic world that doesn't have terraforming candidate? That's actually pretty good.
@@sirgaz8699 correct, any toxic world
I really feel like Eternal Vigilance needs to grant an upgrade to the Citadel, like a Star Citadel or something since most of the bonuses can be acquired with repeatable techs. That can make it compatible with something in the A tier.
An upgrade to the citadel would be really cool for a defensive empire,I imagine a tech like that to be gated behind eternal vigilance,also it would be cool if eternal vigilance would be gated behind the unyielding tradition and the galactic projection behind supremacy.
@@FelniirFokiin Three things need to happen for citadel defenses to be viable.
1. Citadel designs - citadel's *need* to be able to be edited, and maybe receive different kinds of hulls with different weapon options. Half the issue with them is that they just.. Take whatever weapons it feels like, and they're usually not good ones.
2. Debuffs on enemy fleets - citadels should have more options to make combat unfavorable in the systems they're located in, or at least narrow what tactics will be effective. Debuffs to the enemy would scale well and provide some utility to forcing engagement of the enemy in a starbase system, aside from a negligible amount of added DPS. The modifiers should be telegraphed, but be decisive if not worked around.
3. late-game scaling - they just.. Are never quite as useful as they are early game ever again. That early game 3k starbase can be a game changer, but after that? Nope. It's more of a liability than anything, since a powerful starbase ends up being a liability against more powerful foes, as they WILL be captured and they will bottleneck an inferior fleet.
4. less punishing to be captured - all that needs to be said. Putting weapon installations or using starbases defensively is just.. An awful idea currently. They do as much to defend you as they will to help entrench your enemy as they push into your territory. They should not be as much of an asset to the enemy as they are to you, but that's how it is. I don't know how they'd change this, but it should probably be changed if starbases aren't meant to be like this.
Something to be mindful about with Consecrete World is that if you are next to the Holy Guardians Fallen Empire, choosing to consecrate one of their Holy Worlds will give you a **+30** opinion buff with them for each one you consecrate, which can get them completely on your side. If you were thinking about unity rushing anyway this is a huge boost, but in niche scenarios it might be worth doing just to get periodic gifts, especially since they can include rare technologies.
I don't think that makes it better than C tier but it's an interesting opportunity that can be compatible with a lot of styles, since only the situation matters.
If you go for Whisperer of the Void + Subterfuge + Enigmatic Engineering, you can get stealth level 6 or 7 battleships and titans, which can be really powerful.
fun fact you can still chose defender of the galaxy and a crysis perk. but you have to pick the defender perk first, since the crisis perks dont check wether or not you took defender of the galaxy
Mastery of Nature is really good for Standard Empires, since adding resource districts for food/energy/minerals is very useful when you are subject to RNG for basic resources availability.
one of my favorite first pick options
Nah it's a waste, a single tributary will give you many more basic resources than two extra districts on all of your planets will, especially since you need 4-6 pops to work those jobs as well on each planet, AND pay the influence + energy cost. Spending that eco on getting a fleet and taking a tributary, and then spending that perk on something more worth-while is a much more efficient strategy.
@@DreadDoom If you pick the right planets, you'll get many more than two districts.
And a tributary is a boost, if you're in a militant play through, but unless you just don't need to produce your own resources, it would still be a potential pick.
@@charlieblocher7456 It increases planet size by 2, i.e. 2 districts. How could it be more? If you are referring to the +50% that just increases the per-district-type limit, it will not increase the maximum number of districts on a planet, e.g. if a planet is size 10 and has a cap of 18 energy districts (one of my planets had this) you can still only build 10 energy districts, since planet size is 10.
So at best it could be 2 districts + 1 building slot if you have something like Agrarian Idyll or Master Crafters and it just happens to put you over the 3 districts needed, but you still need to fill all those jobs with pops.
It is always just straight-up worse than a tributary unless you are an empire that cannot have vassals.
@@DreadDoom I'm talking about the planetary features. You almost never get a planet that is, say, Size 10 with 14 energy districts. It's not impossible, but the RNG is super low, especially without events (like from Terraforming) to add extra districts.
What you usually get are planets size 10 to 20 with 4 to 8 energy, food, and/or mineral districts. It makes it harder and more costly to develop and specialize those worlds, which you can only really optimize for two types and fully enhance for one.
Plus, once you do invest in a resource world, you want as many pops working for that resource as possible.
If you have a planet with 8 mineral or energy districts, that going to be 20 jobs with normal buildings. Mastery of nature with give you four more districts, and now you have 12 districts, so 28 jobs. That's 8 more jobs that will fully benefit from that planet's buildings, governor, orbital ring, and/or ascension bonuses, and without having to increase your empire size by colonizing another world.
You may be in a situation where you just don't have worlds with many districts of one type or another, and getting a 50% boost is incredibly helpful. Dyson Swarms and Arc Welders help, but at a certain point you just need pops working jobs, unless you can steam roll and dominate a collection of vassals early on.
Xeno compatability: for those who don't want to thrust an ascension on their entire species, but would still like their entire species to thrust on another.
I've been playing Stellaris for a few years now, but I still find your videos helpful. Solved some Xeno compatibility Issues I was having as well.
Will say, there is *one* situation i love Interstellar Dominion for. If you have alot of territory to gobble up earlygame when playing "Under One Rule", it can be a great way of getting a bunch more starbases built for the sake of the Luminary Buff.
I can't believe Transcendent Learning is not compatible with Montu Plays’s playlist
Remember back when Shared Destiny reduced subject integration cost?
I remember when it was actually worth a crap. Now it is near the bottom of f-tier imo
Mecromancy have another important benefit if you are playing Rogue Servitor. Normally you are unable to purge biological pops and they get forced into being bio trophies. If you get too many bio pops early it can tank your economy, especially since bio trophies have been nerfed quite a bit.
So taking Mecromancy as Rogue Servitor can be a powerful way to clear out the chaff and get some extra workers instead.
I like how all of these tier rankings fit together so well, like a fully compatible list of best choices to make. Thanks for all this effort!
17:20
"If you're going to roleplay as a xenophile that doesn't want to THRUST an ascension path on your entire population"
Very poor choice of words when talking about xeno compatibility.
lmfao
Finally, been waiting for this list for a week
And today I was wondering when we would get a Montu video soon. Praise be Montu! Pretty compatible with a good mood ;)
Watching this vid three months after it's posted, honestly this is a godsent to figure out what changed after leaving a while. Especially after the multiple expansions and updates. Now I perfectly know wich perks are compatible with my current build of xeno's. Thanks Montu!
Archaeo-Engineers, I once had a minor artefact income 30+!
And I would constantly get a full storage of the things...
So stacking a few reduction modifiers, it allowed me to build several fleets with the fancy weapons ^^
That's the thing though, you 'once' had it, for general it wouldn't be valid, but if you did it could be worth it.
3:00 the astral thread policy can give you a flat 5 minor artifacts per month. Its not much but it can easily double your income and astral threads kinda fall off later and you dont need many.
Plus the Rubricator has an active effect of giving 500 minor artifacts which is equivalent to roughly +4 per month for 10 years, and one of it's passive effect is a 15% boost to Archaeotech Weapon Damage.
@@TheFinalEvent97 Can't really guarantee you get the rubricator in any run though.
I don't know what settings Montu plays on but on average I find around 10 to 15 Toxic worlds just in one quadrant of the total galaxy and I've had over 25 Toxic worlds in just my empire alone before late game mass expansion in some playthroughs. So Detox really comes down to total number of recoverable worlds If you've got less than 5 it's an F tier, around 10 it's C, 15 to 24 B and if you've got over 25 it's definitely A tier.
I play on huge galaxies, so that probably effects total weight of the Detox perk as I've have games where 've found six toxic terraformable worlds just in my core district.
Also if you hunt down the various learning bonuses (adding Heroic Past, using the orb touched as your Storyteller meaning he'll eventually be a permanent level 10 adding 20%) and Vaults of Knowledge (after building the Vault of Knowledge itself adds +1% leadership XP gain per new legendary leader), taking both as Council positions, adding Transcendent learning on top, plus the Neural tissue tech from the wormhole system with the insane Psionic entity, before the Vault added boost, with the Quick Learners I believe you can get to around an 80% boost to leadership XP for every leader in your empire before adding in the Vaults of Knowledge bonus which will only increase as more leaders reach legendary status.
I would have put an addendum for Lord of War for the new Tactical Algorithms Civic, as you gain 10% Shield Hardening for each Merc Enclave, I have tested it out and man can you stack hardening to crazy numbers.
Note Consecrate Worlds is a bit more compatible for Knight of the Toxic God as they have a high chance to get max rewards from Consecrating otherwise useless toxic worlds.
30:05 something you forgot to mention is that Machine Worlds replace the agri districts with coordination districts, allowing you to build absurdly massive unity worlds by combining unity production from districts & unity production from buildings.
3:35 archeotech is also above F tier if and only if you have the rubicator as well, offsets the cost a lot
Or if you get a dig site on a star with a dyson sphere.....yeah i had an insane run with around 100or so a month
@@koolguy751 its just whenever you have a way to offset the huge costs of the components
New Monty video = new playthrough from what I learn ❤
Xeno compatibility you might be sleeping on - what about on spiritualist (or no robots) - max out pop growth through the ascension perk with migration treaties?
Mr Montu, I sure do hope that the renowned and legendary paragons tier list is compatible with your schedule soon!
I really like Mastery of Nature even on wide because when I go wide I don't make duel use planets just to save on micro and MoN lets me get +50% out of a world.
Edit: after they added trust to diplomacy I have never had an empire accept a commercial pact before allowing an embassy, the balance team should probably look at that.
Edit 2: Xeno-compatibility is best on Overtuned Cyborgs as it lets you take all 3 auto-moding traits though I'd only ever take it if I had a mod that removed half breeds and just gives you the trait point and pick.
I remember i was playing an authoritarian empire with the payback origin. The sister empire that spawns somewhere in the galaxy was right next to me and we immediately allied up. I was keeping immigrarion low but opened a pact with them. Theough that i was flooded with xeno pops with a bunch of habitability preferences. My economy was in the verge of collapse due to overpopulation and the only thing that saved it was terraforming my entire empire into Gaia worlds so i didnt have to wrorry about habitability when moving around pops. That was the game I learned the power of world scapers.
The thing about the Archeo engineer perk. Its something you pick if you got lucky and had a LOT of minor artifact deposits. It also seems to have a hidden effect where you are much more likely to have archeo tech show up for research.
I would like to put a little * behind Archaeo-Engineers:
It is still the case that if you are selecting "Galactic Nemesis" the ressource costs for the ships are a fixed amount of minerals. so, even a fully archaeo equiped menace cruiser still only costs 900 minerals and no minor artefacts.
@Montu would that change the position of that Perk ?
with the new +2 jobs per district on machine worlds i used toxic Terraforming and got an additional 6 colonies with 16-24 planet Size. i was just lucky to have 6 of them in my 14 systems wide empire. and with them being of a dcend size and the ability to double the jobs per district with machine worlds and extra job output through orbital rings it was just the Beter pic for me than habitats. But yes generaly habitat ascention is normaly better than toxic terraforming.
Did they fix the massive general lag associated with Xeno Compatibility? That was what made it F-tier before really.
Hell yeah, Pantheon reference! I love that show, some of the best sci fi in forever.
As someone who loves playing a Star Trek type Earth Xeno Compatabillity is one of my go toos for the exact reasons you gave . It means I don’t have to force an entire empire down the path of bio transference but still can reap the rewards of playing as a peaceful paragon with undress of species in my empire
Archaeo engineers is actually goated for a battleship fleet. An income of 20 relics a month (easy with 2-3 fully expanded sectors, with an average of 4 digsites per sector) can almost fill up an entire battleship by the time it takes to actually build one. It helps if you play a more peaceful game so that you have a surplus
This dude makes the best stellaris content. Love the videos my man
11:05 - Mastery of Nature also does not work on Nanite Worlds, created by a Nanotech empire.
But its probably a bug with the Nanite World, also Nanite Worlds from the L-Cluster event and other ones are not the same for a Nanotech empire.
Also you can't transform the Capital Planet of a Nanotech empire to a Nanite World, you have to swap the Capital to a already transformed world if you want to do it.
for the longest time, i couldnt tell what the picture for Grasp The Void was supposed to be... i just thought it was two stubby little hands reaching upwards for a huge piece of cheese or something lmaooo
Xeno compatability is a meme. I value my console, I'm not putting it through
That.
at 3:10 , it should be noted that Scientist councillors can decrease minor artifact cost from ships by 10% each, called Archeostudies. If you manage to get 6 scientist councillors with that trait + Archaeo-Engineers ascension perk, you'll be looking at -70% minor artifact cost. Iff you start with the Remnants Origin, IIRC, your first scientists starts with the Archaestudies trait , and your next scientists will have a decent chance to roll that trait after level 4. Beware that your Archeo-Engineers (job) will stop producing minor artifacts if you upgrade your Relic Worlds to an Ecumenopolis.
Organics is compatible with machine authority if it plays as bio-trophy.
This is very handy. I spent a lot of time looking at my ascension perks and wondering, "Is this actually GOOD?" You saved me a lot of deliberation.
I only wish you (and others making videos) would mention which DLC you need for what you're talking about. I know for a fact that some of the perks you mentioned in this video, like a hive mind, need DLC to acquire. I spent hours trying to unlock orbital rings, only to learn that you need the Overlord DLC. It is simply misleading.
Just please mention which DLC things come from in the future. I don't care if it states the obvious.
Your videos are highly compatible with my interets :-) Thank you for all your amazing content!
Funnily enough I still frequently use divided patronage. As someone who likes to peacefully vassalise their neighbours (and generally keep good relations with said vassals) the extra 2 envoys (especially early on) are really nice, and the divided patronage thing does also help in keeping everyone happy
I've got a very simple question that I can't seem to find the answer to. If I create a vassel after I've taken Galactic Wonders, can my newly created vassel build a Dyson Sphere and Matter Decompressor? And if so, why do mine always *REFUSE* to build such a useful megastructure?
Galactic wonders is ascension perk. Vassals dont get your ascension perk. They will have to take galactic wonders themselves too to build it. Vassals get your tradition and tech but not ascension perk.
In regards to Machine Worlds, I think it’s one of the best techs you can possibly get for machine empires.
HOWEVER.
Now that Catalytic Processing makes your alloy production ridiculous, a good tip is to have a few planets for food production regardless.
Also, cosmogenesis is the STRONGEST ascension perk I have ever used. The fallen empire ships are ridiculously strong, and ensure that you won’t really need that extra Endgame Damage Buff (albeit it still helps).
21:22 I think that what is often forgotten for Dyson Spheres is that Stars get a massive output boost.
Which can include Research, stacking that on a Physics Star, can give quite a bit of research and put one ahead of the competition.
Also, it’s very compatible 😉
You should make a Relic tier list. I no theres not really a point, since their completely random, and therefore have no opportunity cost, but i still want to see whether what i think is good is actually good
Overtuned origin, Genesis Guides civic, and Xeno-Compatibility as your first ascension perk due to already having the required technology, will let you immediately create hybrids and modify them however you wish once you uplift the free pre-sapients. The hybrid will always inherit one trait from each parent, and the pre-sapients start with only their special pre-sapient trait, so that will always be inherited.
With knights of the toxic world you can consecrate toxic worlds, which makes it wayy better for them imo
Nanites is also insanely strong late game. If you play Incredibly wide and subsume every planet, you don’t really need to populate the planets to gain nanites. Around 80 years in or so, you can kill alloy production for more unity and make exclusively nanite ships. By the thune I got to end game, I was getting nearly a thousand ships every spawn in
I took Detox in my current game for the first time since I came around multiple Toxic size 20+ planets and I also had the ability from Relics and Paragon to turn them into Gaia. Basically Detox gave me access to the biggest planets in my space and in turn that's several size 20+ Gaia planets that come online in the first 100 years.
I think you could have mentioned that the consecrate world perk has unique effects with the knights of the toxic god origin, namely that you can consecrate toxic worlds into holy worlds. This grants a huge unity boost.
I don’t think I’m compatible with the amount of content Montu has been putting out lately, it’s too good for my xeno brain :)
Looks like I'm shifting some of my first picks to be more compatible with the updates. Thanks for putting this up.
I think Universal transactions remains a higher tier for megacorp. Its surprising how much influence goes out of the window in comercial pacts, specially on high competition galaxies where you need to have them with as many empires as you can before the competitors pick all the branch offices. If you want to play a wide megacorp, I think its mandatory and the diplo weight you gain combining a lot of branch embassy with the supremacy diplomatic stance is insane, that alone will carry you to galactic emperor faster than a dark matter propulsor.
So I did a Nanotech run
By year 2400 my game was running at 20 fps from all the nano fleets I was getting from consumed worlds.
Not very compatible with my playstyle
These videos of yours are super compatible with my taste!
I need to know what show the intro clip is from hoping to binge watch it tonight!
Patheon
If you are doing a turtle build Archaeotech becomes A~ i think. It automatically equips the your star-base's with improved archaeotech components. It may sound silly but there are a lot of times where you loose games by a thin margin when your fortress falls ^^
I've had 9+ toxic worlds in my empire before, and at that point I've taken detox.
I usually take mastery of nature on individualist empires for the +50% max districts of a type.
I found combining Virtual ascension with defense matrix, Domination, Synchronicity and an Official as Leader causes a 100% reduction to pop empire size. Perfect for making insanely densely populated tall worlds without ever breaking 100 empire size.
I can think of at least two more use cases that should bump up Archaeo-Engineers IMO: If you're going for Galactic Nemesis and/or if you're going for Nanite ascension. Both give you ships that can use artifact weaponry without having to actually pay the cost in minor artifacts, which means swarms of Nano Missiles and Ancient Driller Drones respectively. And if you got the Cybrex precursor (or got lucky with the Zroni Astral Rift) the ascension perk also buffs the Cybrex Mining Hub from 100% to 150% extra mining station output which can get really funny if you got a few decent Arc Furnaces. Probably not worth the perk in and of itself, but a nice bonus. All in all, Archaeo-Engineers does have enough use cases where I would say putting it in F-tier alongside completely useless crap like Executive Vigor or Transcendend Learning is a bit unfair if you ask me.
Personally, I think they should give it some unique interactions with Relic Worlds to make it stand out a bit more. It already encourages you to _not_ repair them since that loses you a pretty substantial minor artifact income, so why not give you bonuses for those worlds on top of that? You know, stuff like even more minor artifacts on _all_ Relic Worlds (maybe by removing the cap on the faculty building?), increased pop output on them, or a removal of the district cap reduction they normally have in common. Depending on how many Relic Worlds you get it could then essentially be an alternative to the Arcology Project while directly buffing the Remnants origin and the First League precursor.
Seeing Sins 2 makes me happy. Will dive in at some point during the year but too busy now.
it's not out on steam just yet anyway!
Master of nature has the upside of letting you commit more districts to a single worker type. You can specialize whole planets district to just mining generator or food as needed and can be very nice there.
took archaeo engineers in my current run and somehow my minor artifacts is around +80 per month, so it's actually pretty useable. Really annoying that the auto-generated ships max out everything with artifact equipment so you 1000% have to build your own ships, but if you can get rubricator and other minor artifact sources it's not so bad. the archaeo-weapons and equipment for ships are strict upgrades in almost every sense
I like how you mention all the advantages of virtual without mentioning any of the drawbacks and restrictions XD
Archaeo-Engineers are playable if you discovered message in a bottle archeology site and build dyson swarm around it, it's 30 minor artifacts per month
Why is your voice so soothing and relaxing lol
So true I almost don't even mind when he has to shill
Can we have a video on how to make sure mods are compatible?
I love that the best part of the Colossus isn't the weapon, but rather the ability to ignore the claims system.
5:40 Surely he meant 1000 stars, right?
Almost certainly
The compatibility of some of these perks is amazing.
would love to see a video on what the good ship sets nowadays are, I haven't really played since spamming neutron launchers was the meta, and I just have no idea which weapons are compatible or just the best anymore. Super helpful vid!
So there you missed the niche use case for grasp the void if your using astro mining civic especially in conjunction with the arc furnace origin. Only peasants have any worker pops in their empire, especially when you can harvest the bounty of space
I haven't played stellaris since 2019.
Why can't I stack civilian industries on a planet?
How do I produce more consumer goods without a massive surplus of alloys?
CGs and Alloys became district-oriented like basic resources instead of coming from buildings like research and unity. Now the Civilian Industries and Alloy Forge buildings primarily boost production.
Designate a planet you want to make Alloys as a Forge World, and for CGs Designate it a Factory World. If you need both early game you can do Industrial World for a mix, but it's most efficient to pick one per world and only build the building for that normally. You need to build up your Industrial Districts on a designated world to get the advanded resources.
If you select a planetary designation of factory world it will shift one alloy worker from all of your industrial districts to producing consumer goods. Selecting forge world will move one job in the opposite direction.
@@robguy8501 nah bro, doesn't work like that. It just reduces their upkeep and increases build speed.
@@alpacalover0 yeah, it's district based but I don't need so many alloys and need more CGs
@@Anton43218 Like the other guy said, Forge shifts the jobs to Metallurgists and Factory to Artisans. You're probably using Industrial, which just reduces upkeep and increases build speed.
Well i am not sure it it is a bug or what, but i had two ascension perks available to pick and chose Galactic defender and cosmogenesis at the same time and worked fine
I get enigmatic engineering when I try and solo the fallen empire and/or extradimensional invaders so I can have a darkmatter shields, engines and extradimensional energy weapons alone and no one can steal them
When comparing Technological Ascendancy vs Imperial Prerogative: I‘m wondering what is better for research speed in the long run, specifically the flat +10% research speed vs the -50% empire size from colonies (which reduces size, thus leading to lower tech cost).
Shouldn‘t it be: 1 colony = 10 size = 2% more tech cost. So Imperial Prerogative should save you 1% tech cost per colony, meaning break even already at 10 colonies or am I missing something?
As usually empires are bigger than 10 colonies, doesn't that mean that Imperial Prerogative usually is a straight upgrade, even if you neglect the official capacity and the impact of empire size on traditions?
I know archeo engineering isn’t a very good ascension perk but I combine it a lot with the Remnant origin for the minor artifact production early game.
I will also note the Ancient Macro Batteries can be useful in some situations as they have no minimum range and they are also tied with Giga Canons for longest range kinetic weapons. This means a battleship with a Giga Cannon and 4 AMBs can fire all weapons at maximum engagement range.
The biggest issue is the unavailability of its economy. You can only get five jobs producing minor relics from your archeo engineering lab and you can only build one in your entire empire. I guess the devs are worried that players will simply sell their artifacts and not actually benefit from any actual archeo engineering, but that’s easily counterbalanced with an increased cost to using those artifacts. It’s not hard, they’re just lazy.
Thanks, Montu. The video is perfectly compatible with listening while I scrub the stove.
3:10 another exception where archaeoengineers could be justified is as a nemesis crisis empire. Ancient nano missile cloud launcher/pulse armor cruisers are insane.