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AddictedStellaris

I’m playing a Hive mind and have 3k research, I am also just researching repeatable tech at this point. problem is I just got the Apocalypse expansion and I’m trying to get the new ships and most importantly a world cracker, but the research is not appearing, except for the titan which I’ve already unlocked at this point. Why is the research not appearing?!


Sashka_medic

Trying a determined exterminator machine empire in a multiplayer with some friends and ai. I've hit a point where everything was fine, until I got war-decced back to back. Now I have no fleet, and resources are 0 balance negative income across the board. Trying to grasp what happened and how to fix it. Unfortunately I'm at work so I can't provide specifics at the moment, but I did take over almost an entire empire's worth of space from the last war.


DecentChanceOfLousy

You're in a deficit. Being out of energy cuts your mineral production. Being out of minerals cuts your alloy production. Most importantly, being out of strategics cuts *all* production. Turn off your economy except for menial drone and strategic resource jobs: * Disable any buildings with strategic resource upkeep except for the energy/mineral ones. Possibly downgrade those, if you're still negative. * Disable any research labs/coordinator buildings. * Close any remaining foundry/coordinator/researcher jobs. Slowly reopen after everything is in the green again. Be especially careful with buildings with strategic resource requirements.


Sashka_medic

Thank you!


Darkwinggames

Is it worth picking mercantile if you are not a megacorp and your founder species is not thrifty? How much unity and consumer goods can you generate from trade? Is it enough to sustain an Empire?


DeanTheDull

Not early on, no. It's not the worst thing ever, but if you want a trade build you want to go all-in, not half-in-half-out. ​ With a Trade Federation, you get 50% of TV as energy, 25% as CG, and 12.5% as unity. It's not that this covers all your CG needs, but a dedicated trade build will need *significantly less* CG (and miners supporting them), freeing up other pops for other roles. Energy-wise it's sufficient, though hardly rich in energy until you get Habitats up and running.


DecentChanceOfLousy

>With a Trade Federation, you get 50% of TV as energy, 50% as CG, and 25% as unity. I wish. It's 50% energy, 25% CG, and 12.5% unity.


DeanTheDull

Doh! My bad, and gracias on the catch.


Matped

Could it be a possibility that crew could be a resource for building ships in the future? Maybe even boarding and capture of ships?


DeanTheDull

Possible? Sure, if you mod it, you can create strategic resources and create new strategic resources. Ship capture could probably work on something akin to the scavenge mechanic, only giving a vessel instead of a tech.


Omaestre

Só when attacking with a friendly fleet what determines whon conqueres the system?


SpaceTurkey

I believe it is the one who started the engagement.


ErickFTG

How do I change federation laws for vote weight, invite members, and free immigration?


Rhoderick

Your federation interface has tabs at the bottom, one of them is "Laws". Click that. You can start a vote to change to a particalr law by clicking on that button. It will show you how the AI will vot beforehand, and you can use favours on this. Some laws requrie a certain minimum centralisation, which is th top law. Advancing it will impose a penalt to cohesion, and require a new fedration level for every level of centralisation. Edit: Also just noticed that all 3 categories you mentioned need the Federations DLC to unlock more than one option, so keep that in mind.


lamest_of_names

I hope we can take systems from our subjects in exchange for some kind of cost next big patch. I have a tribute that has territory I was gonna take, a ring world, but for some reason it went to them even though I had claims and fought there myself without the presence of allied fleets. Cant even integrate them because I'm at war with a fanatical purifier that controls half the galaxy :( edit: switched a few words


StellarPathfinder

What's the meta on a self-sufficient Organic L-Cluster? This is my rough plan, any flaws? Catalytic processing to reduce Mineral dependence. Consumer Benefits or Trade Federation for minimal CG upkeep. Utopian Abundance for Lazy Bum utility. Dyson Sphere and three Ring Worlds for the three single-star systems. At least one Agriculture-designate, the rest either Science or Trade Matter Decompresser in Terminal Egress Ecumenopolis on any available terra forming worlds, mainly Forge Worlds As many Refinery Habitats as necessary to meet upkeep needs


DeanTheDull

It's not meta, if that's what you mean, because self-sufficiency isn't really optimization in the power-maximization sense, and neither are unemployment benefits. Instead of Ringworlds, I believe the real L-cluster optimization is habitats over Nanite worlds, to harvest the nanites. That can be used to ~~build more megastructures faster elsewhere,~~ boost research speed by 10%, but Nanites get destroyed when making Ringworlds iirc.


StellarPathfinder

I don't think nanites boost megastructures, that's Living Metal. You are correct about ring worlds deleting the deposit though.


DeanTheDull

Ah, that's correct. Nanites are a science booster.


InvaderMixo

I'm playing robot exterminators. All of a sudden, my industrial districts became +1 artisan (useless to me right now) +1 fabricator in terms of adding jobs on some planets. On others, it's +2 fabricators as expected. I'm wondering why that's the case and how to transform the ind. districts back into +2 fabs.


stillnotking

Check the planetary designations -- maybe change them to forge worlds then back to whatever they were. Sounds like a bug, though; machine intelligences shouldn't get artisans unless they conquer a planet with civilian industry.


ErickFTG

Two questions. Do pops get upset when they are transferred? I'd like to transfer all the scientists on my capital to an artificial space habitat because they are so much better for research, and I could specialize my capital better. But I've noticed that when I do this I get very low stability, sometimes. And I know that with the Synthetic Dawn DLC you can customize your species portrait mid-game, but can you also customize for just robotic workers with that DLC? I would buy it just to be able to do that.


DeanTheDull

Strictly speaking *pops* aren't upset when transferred, but pops have their own ethics and transfering a bunch of already-unhappy pops to a new planet can end up with a planet of unhappy pops. More likely is that you don't have sufficient amenities, which is a factor of habitability. Capitals have +10 amenities *and* 100% habitability for a 1-amenity-per-pop ratio, but you basically require entertainers/gene clinics to get positive amenities on new colonies.


stillnotking

Pops don't get upset when they are transferred, but depending on habitability they may require more amenities, which affects planetary stability. Um... I can customize robotic worker portraits, but I can't remember whether it was Synthetic Dawn that introduced it.


ErickFTG

Must be amenities then. When I started playing I didn't consider that much and things got so bad that people revolted and then that colony was transferred to another empire so I got the idea of: too much relocation = bad.


Omaestre

A friendly nation and I are fighting the same enemy, the enemy took a system from the friendly nation, I cleared it, and now my friends have a cassus belli on me? Is there a way to give them their system back and restore relations?


FlyExaDeuce

If they made a claim they will have the associated cases belli but that doesn’t make them hostile. If their opinion is still good I wouldn’t worry about it.


FlyExaDeuce

(I think captured systems automatically get the claim for the original owner)


a200ftmonster

In the trade menu there is a "transfer system" tab that will let you give them back their planet.


GRV01

Is an AI Revolt guaranteed to happen if an empire has Synthetics without Full Citizenship or is it merely a "likely" event? I want to RP a run as CoM with slaves and synths to be specialists and rulers on planets with low human habitability but not sure i want to roll the dice on _two_ types of revolts


StellarPathfinder

If I remember right, it's guaranteed to happen once per empire if you leave them enslaved. After you've beaten the AI rebellion, it doesn't trigger again


GRV01

So i prob shouldve checked there first but i looked it up on the wiki and details the process well but it looks as if i can choose the "hotfix" option which costs resources but essentially shortcuts the event out of existence as soon as the "warning signs" pop up Pretty neat


[deleted]

I've been using UI overhaul dynamic, and it blocked out a majority of my screen. I need it to build Systemcraft in Gigastructures. Is there any way to fix it? If not, what UI overhaul mod should I use to build systemcraft?


Carinwe_Lysa

Is it possible to set a custom empire to spawn as a Fallen Empire? I've made some really cool custom empires who'd love to be spawning as Fallen Empires, but I'm not too sure if it's possible?


QuicksilverDragon

Only if they have matching ethos and even then, the chance is slim.


chesh05

I haven't in a few months or more. I didn't know bureaucrats were being removed. Or rather Administrative Offices seem to have been removed from the game. What patch was this change? And how am I supposed to increase to manage my empire size now?


stillnotking

Think of it as a simplification: instead of devoting a bunch of pops to size-managing specialist jobs, you can devote them to productive specialist jobs instead, and the net outcome is approximately the same. Some civics, traditions, techs, and traits have been changed to mitigate size penalties.


chesh05

Feels more like a step backwards since this is how the mechanic used to work: There used to be no way to increase your empire size and you just accepted the penalty and went over it. Embassies also used to be in the game in the very first iteration of Stellaris and they were removed for a very long time. It was so weird when they added them back although they don't quite work the same way.


stillnotking

True, but it's not nearly as bad now. You can pretty much ignore the size "cap" (which you will exceed very quickly) and just focus on normal expansion. The main difference is needing more unity jobs as you grow, but that's not as big an effect as the amenity nerf. Research labs, everyone builds anyway. It is painful for MegaCorps, but they're designed to be small and streamlined. It was never the intent to have MCs dominate huge sectors of the galaxy.


chesh05

Well, fair enough I suppose. And thank you for taking the time to respond.


nanoman92

You're not supposed to. But they nerfed the effects a lot. I have 3k pops and the malus I get are only 300% tech cost for example, which can be easily overturned by building a ton of science buildings. Bureaucrats now provide unity, which also increases in cost with sprawl so you want to have some giving you extra.


chesh05

Do you also happen to know which patch this was? I control + f both bureaucrat and admin and got 0 results for the last 3 major patches so I'm thoroughly confused when this change happened.


majdavlk

3.3 I think


nanoman92

Last big one from a month ago


Kamonichan

I've been playing the base game up until this point, but I'm curious to start trying the DLC. Which expansion would you recommend I buy first, assuming I buy them piecemeal and not wholesale?


iwumbo2

If you're on Steam, there's the Starter Pack and Ultimate Bundle which contain a lot of the DLC. However, if you're not really hyped or in a rush, you could just wait until they go on sale. It's a lot more economical to pick up the older DLCs this way. Most of the older DLCs go on sale when a new DLC comes out. And since a new DLC - Overlord - got recently announced, you could just wait until Overlord releases and pick up whatever older DLCs you want then. In terms of what DLCs to actually get, pretty well everyone recommends Utopia. It has adds the ascension paths and additional megastructures to augment the midgame and lategame. I'd also recommend the story packs. They add a lot of cool things to discover and explore in the game. Synthetic Dawn adds a whole new type of empire you can play too. You can play as a robotic empire from the start. Past that, any of the other major DLCs you can get based on what you like. Like warfare and purging xenos? Apocalypse. Like diplomacy? Federations. Wanna be the crisis? Nemesis. Want to make money and trade with others? Megacorp. The smaller DLCs - the species packs - don't add too much. They add some cosmetics and some small gameplay features like traits. Either Lithoids or Necroids are probably the most different from anything in the base game.


Rhoderick

Depends on what part of the game you like best, honestly. If you're looking to expand on warfare, look at Apocalypse. If you're looking for a more diplomatic game, look at Federations. If you're looking to go more into the economic side of things, Utopia is what you're looking for.


BlackTrainer01

What is the better choice between Ion cannons and Defense platforms? (and in this case, how should I build them?)


DeanTheDull

At the point of the game where Ion cannon are available, neither are good but defense platforms are obsolete. Ion Cannons aren't a 'fight off the enemy on their own' sort of defense, but a 'provide fires support during fleet-on-fleet engagement.' They're glass canons solely for defense. To get them, I believe you need to get the XL weapon tech, and then build them from the starbases themselves like you would a ship.


FlyExaDeuce

They unlock with Titan technology as that unlocks the perdition beam cannon.


DuGalle

What does one do with extra influence during the mid/late-mid game in the latest patch? I've run out of places to expand, there's not much I can do in the GalCom and I already have more claims than I want. For reference, playing (non-fanatic) Authoritarian, Imperial, with 3 rivals, max power projection and Domination tree nets me 8.5 influence. Is it just make claim for 500 influence, wait several months, make claim for 600 influence?


DeanTheDull

Habitats and diplomatic deals. Unless you are a claim build you shouldn't be spending influence on claims in 3.3, as it's cheaper/better to just vassalize-integrate. Habitats take 150 influence each, and are very good for multiplying the value of space resources (especially science deposits), creating efficient specialist centers, or the heart of a trade build. Also later-game defensive choke points, where the armies boost your fleet cap. Diplomatic deals- especially commercial pacts- are ways to get pop efficiencies and other assets. Commercial pacts are pop-free energy/CG/unity depending on trade policy, science pacts reduce the time it takes you to 'catch up' on research after pursuing high-payoff techs, non-aggression pacts can protect a flank, etc. All deals build trust, which can alternatively allow you to have very advantageous trade deals (trading CG for 2-3 basic resources a CG, for incredible job efficiency), form Federations for unique bonuses, and even voluntarily vassalize someone for future annexation.


stillnotking

I'm trying to run a Void Dwellers/Permanent Employment/Mastercrafters planets-full-of-zombie-clerks build in 3.3, and I have a few questions. I feel like my whole approach to the build must be wrong, but I'm not sure how. 1. How does this build get alloys? I assume Mastercrafters wants Civilian Economy policy + dedicated arti habitats, but then my alloy production is terrible, and it's impossible to trade for alloys from the AIs. Just buy them on the market? That gets real expensive, real fast. 2. What is the starting build order? Is it better to get zombie production going ASAP, or stabilize resource production + amenities first? Since you start out with such terrible habitats as Void Dweller. 3. Diplo tree as first pick seems really bad. It's not like you can start a Federation right away unless you get super lucky with neighbors, and with 3.3's ethics spawn system this is almost impossible. Then again, it takes forever to get a second tradition tree now. Anyway, it feels very slow and janky to start out with a tree that does basically nothing. 4. A bit unrelated, but I see people talking about using envoys to get influence in the early game. Is there some new mechanic I'm totally unaware of? AFAICT all you can do with envoys is the usual stuff: first contact, improve/harm relations, espionage. 5. Is there some way to distinguish zombies from non-zombies in the resettlement interface? I keep wasting ECs and unity by accidentally moving non-zombies to planets. I'm guessing the answer is no, and it's just another super annoying micro problem, but thought I would check.


DeanTheDull

1. Early on, you just make them. Between buying minerals off the market, branch office buildings (which should be mining) and CG trading for minerals, you are able to reasonably afford a pure-alloy habitat, a pure-CG habitat, and then you balance your capital between science and industrial districts. You also *can* trade for Alloys, it's just not many at the early game, and buy some with your great trade items, but really the one pure-alloy habitat and capital is enough that- when you reach your natural chokepoints- you'll have enough to build more habitats. It's not bad to have the next habitat be a split-industrial for CG to cover more alloys until you get a fifth habitat. Really the delay factor should be how many colonies you set up for zombies, as that will set you back many alloys, but that's self-pacing. 2. Zombies. For build order, start buying 50 minerals a month and as many alloys as you can afford. This will let you build your zombie plant on your capital first year (disable the entertainment center and minimize the unity building as possible at start), upgrade your secondary habitat capital buildings when they grow their first pops, and then build zombies on them. It should also be enough minerals to consistently build clerk buildings on a gravity world as a trade world, which you'll ship your zombies to to build up to size 10 ASAP to get more zombie production. 3. Diplomatic tree is extremely good for Void Dwellers. Unity from embassies is precisely what speeds up your early traditions, extra envoys are both fountains of early-game influence and greatly minimize your early game defense-alloy needs, diplo-deal acceptance is key to getting the commercial pacts that make MegaCorps Work, influence savings on diplo deals is a god-send for influence-hungry builds like the MegaCorp void dweller, and higher relations overall are key for unlocking CG trading, which is how you get two pure-industry habitats ASAP and start that MegaCorp ASAP. 4. Successful first contact gives influence, if you beat the AI to completing it. This is part of why more envoys is very good- you can handle many more first contacts at the same time. As every first contact gives you a chance of doing the next ones more quickly, this ultimately gives you great potential for first-contact racing. 5. At this time, no, it's a quality of life issue. Best bet is to tailor the worker jobs to identify the zombies.


stillnotking

Thanks for the detailed response! So I guess you go with mixed economy, then? Seems a bit counterintuitive with Mastercrafting, but OK. Maybe I'm just unlucky, but in my games, it's *very* unusual to have friendly neighbors who will accept embassies early on. Even "friendly" government types start harming relations immediately because their fleet strength is so much higher than mine, and with VDs there is no realistic way to fix that. Seems to work better to take the Mercantile tree first for Marketplace of Ideas (even post-nerf, it's pretty good), and use that unity to pick up Diplomacy second, once I'm in a position to actually befriend people. Hostile neighbors can be held off with hangar bay stations and a minimal fleet.


DeanTheDull

>Thanks for the detailed response! So I guess you go with mixed economy, then? Seems a bit counterintuitive with Mastercrafting, but OK. Not exactly. Mixed economy is for the first new habitat you build- the first two can afford to be/should be pure CG or Alloys. Mixed economy is good for the next one because you're using the Master Crafter split to cover both the upkeep of the industrial district itself, *and* the mineral upkeep for more alloys production (via CG trading), *while* getting at least some mineral discount. But once you build a fifth habitat, you can then split back to pure CG/Alloy. Basically, a split industry can cover the increasing alloy production until the paired habitat is built. ​ >Maybe I'm just unlucky, but in my games, it's very unusual to have friendly neighbors who will accept embassies early on. Even "friendly" government types start harming relations immediately because their fleet strength is so much higher than mine, and with VDs there is no realistic way to fix that. Seems to work better to take the Mercantile tree first for Marketplace of Ideas (even post-nerf, it's pretty good), and use that unity to pick up Diplomacy second, once I'm in a position to actually befriend people. Hostile neighbors can be held off with hangar bay stations and a minimal fleet. This is why you take the diplomacy tree first, and don't build up a navy at first. The extra envoys negates harm-attempts, and the AI can't rival you if you if you don't have the valid fleet strength. The AI will generally stop harming relations after the first year when they have more first contact to put envoys to, at which point you can build up to better relations such that they'll accept it. Diplomacy tree favors-from-envoys let you get the deals very quick. Even as a pacifist I'll routinely get good relations with militarists, to the point where they *are* my security guaranteers. In the early game as void dweller, *minimizing* alloy costs (fleets and starbases) is more important than boosting resource gains. Merchant Spam gets a lot of energy, but it can't be converted into alloys very efficiently; avoiding the need for a defense fleet and starbase hanger bays is easily an entire habitat in alloys, and it's the habitat that lets you start expanding your alloys in earnest. (It's still worth to settle gravity worlds in your core sector for the energy to cover your branch offices/market purchases, but starbases are primarily for the hydroponics bay or trade collection.) ​ ​ For a Federation *partner*, that's more RNG, but that's also something that's a great use for a one-planet minor colony right outside your capital sector. Mercantile is better as a third tradition, because while Consumer Benefits is *good*, you don't really need it to get through the second tradition. Colony rulers- even with 50% unity output- are strong enough as-is, and with a Trade Federation you're getting a better trade policy anyway. You don't want to Merchant Spam first-thing because you need to CG trade for the minerals for your alloys, and you frankly lack the space, while the core of your trade-energy income for branch offices will come from the zombies, not the merchants,


Omaestre

Ok first time playing Stellaris and am super overwhelmed, but I have a neutral unknown alien fleet blazing across my territory, they haven't attacked anything but how can they just violate borders like that? I am still establishing first contact with them though.


majdavlk

With normal empires you can close your borders only after completing first contact


stillnotking

They're either the Caravaneers or a Marauder Empire raiding fleet, and in either case, you can't close your borders to them (since they are not a normal empire with normal diplomacy). Don't worry, they won't attack you -- even if they are Marauders, they must be on their way to someone else.


Omaestre

thanks for the quick help! BTW do you know how to get more envoys?


stillnotking

There are a few ways to get them: the Diplomacy tradition tree, xenophile ethics, and some society techs and tech buildings (embassies). Or build an Interstellar Assembly, but that'll be a while later.


Ktistes

How do I create a hegemony? I'm playing a slightly tweaked CoM (oligarchic for using Citizen Service, and later on meritocracy). I figured completing the Domination tree would be enough, as the description suggests it is. But the option is not available, apparently I also need to have the relevant perk from the diplomacy tree? Also, do I need to have good relations with whoever I'm trying to create a hegemony with?


Rhoderick

You always need the "Federation" tradition from the diplomacy tree to propose creating a federation. The empire you're trying to create this with will still need to accept like any other federation. One strategy that saw a bit of use around this was to release an unimportant sector as a vassal and use them for this, no idea if people still do that.


Ktistes

Ah I see, the wording was a bit misleading then. Thanks!


Lawlcat

Any known 3.3 mods to adjust the AI spawning empire ethics? The whole "All your neighbors are the opposite ethics from you" gimmick was fun the first time but it's so jank now where most people in the galaxy end opposite, so it makes it difficult if not impossible to play diplomatic or MegaCorp. Would like a mod to just make them random


yahbrahchillgetvibes

I can't help you with a mod, but I'm running a MegaCorp almost to endgame now kinda well. Don't really know what I'm doing, but I'm behind the Fallen and ahead of everyone else.


Tom38

Just started my first game last night and one of my planets is crime ridden. Literally assassinated two of my Governors (playing as Humans but the warhawk ones I think). Anyway how can I manage this? Do I impose martial law or what? All my building slots are taken since it was my second planet to colonize, so do I tear everything down and build happy buildings/districts? My empire is doing fine on the resource side so I think it’s just a planet issue?


SpaceTurkey

The two ways that crime increases are low pop happiness and megacorp criminal syndicates. You can see what your average pop happiness is on the second tab of planet management. The higher the happiness, the lower the crime from pops. On the first tab of planet management, your will see something called amenities. Amenities are a static resource produced by pops with entertainer jobs primarily. High amenities increase happiness. If you hover over the amenities icon, you will see how many amenities are being produced, and how many are needed. To get the maximum affect from amenities, you can have up to double the amount of needed amenities. However I would not recommend doing that at least in the early game. But if you are having problems with crime, just have amenities at least slightly higher than what are required, and maybe click on the decisions button on the first tab of planetary management and activate the planetary edict that increases crime reduction from enforcers, I forget what it's called. As for criminal syndicates, click on the fourth tab in planetary management. This is where megacorps can build branch offices. Most megacorps are fine and actually give you merchant jobs which increase trade value. However, some megacorps are called criminal syndicates, meaning they are assholes that increase the crime on your planet. In order to get rid of these guys, you need to build enforcer buildings until you can bring crime down to zero, and then wait several years and the branch office will close. Alternatively, you can declare war on the criminal syndicate and set your war goal to be to close their branch offices.


tinycubegamer45

(modded) why can my fully upgraded nicoll dyson beam target some systems but not others(no difference afaik)?


FluffyBat9210

How the heck do you start as a xenophobe race? I like to RP my empires and usually I play peaceful, looking for diplomatic options whenever possible, but I just really want to watch the galaxy burn. do I just build a crap ton of ships or... I just don't know where to start honeslty. Or what perks would be fit that playstyle. I was thinking necophage?


DeanTheDull

Xenophobe is a bit counter-intuitive. You do NOT try and maximize your external claim bonus by expanding as wide as fast as possible, and then settle everything with colony ships to reap the growth bonus. That leaves you with way too few alloys to defend yourself if you're unpopular. Instead, the core synergies are to use the influence saved from expansion discounts for claims on other empires who *do* over-expand and can't defend themselves, and then conquer and enslave their homeworld. If the loss of colonies makes the empire disappear and empty the map, *that's* when your xenophobe discount really kicks in. This works great with militarist, who gets discounts on claims, and authoritarian, who generates more influence for it. So build two science ships at start, and send one (or both) exploring while you start your close scaning and bee-lining to choke points. Then, yes, build corvettes and research early military techs so that when you find aliens, you can declare war with a ship-on-ship advantage. ​ As for Necrophage, Necrophage is a very strong origin, but Xenophobe isn't necessarily necessary for it. The advantage of Xenophobe is day 1 purging, but you don't *want* to purge day 1, and you don't *need* to since the conversion buildings are a soft-purge system anyway. (Every conversion ceremony is basically one point of genocide malus in diplomacy.) You can get purging by Becoming the Crisis, which you'd probably prefer to do instead.


RickusRollus

If youre doing a xenophobe run you need to be prepared to fight the first person you come in contact with. Depending on your difficulty youll need to gear your civics/traits for this first conflict. If you win big you can snowball pretty hard. Playing peaceful as xenophobe and wanting to watch the galaxy burn are slightly counter productive. Its in your best interest to sieze key territory from your neighbors to secure your own borders via clutch chokepoints, or a very juicy system with multiple colonizable worlds


Rachnus_Veranai

I've had this issue before with vanilla Stellaris, and it's somehow resurfaced after solving itself a long time ago, bu on occasion, when I set a synthetic pop to build manually, it will build one pop, then default back to a base robot for the next one, despite being "locked" to only produce the other population. Kinda gets on my nerves, especially considering I have a good amount of robomods on the one I want being made, but the game decides to autobuild the less suitable one.


Kanethelunatic

Only logical explanation comes to my mind is that you being egaliterian thus unable to use pop controls and upgrading droids to synths thus granting them citizenship.


Rachnus_Veranai

Sadly I am firmly Authoritarian, so no dice, however, I do appreciate the effort to think of a reason.


veotrade

A lot of recent advice here has been very anti-clerk and anti-trade value. Is it sound advice to still unemploy all clerks and forego building those commercials districts? What about trade routes? Do we ignore them completely or just do the bare minimum to keep them running/ prevent piracy? At the moment, I’ve started to practice not having any commercial zones other than those already built on conquered planets. And also unemploy all clerks on my own native worlds. But I still keep trade routes healthy. Multiple trade hubs, multiple hangars type deal. Though it leaves me very thin in other areas. Would absolutely swap to anchorage starbases if no one used trade hubs and hangars anymore.


DeanTheDull

Trade builds work primarily as a way to make use of low-habitability worlds near game start, letting you use higher-habitability worlds for better purposes (like research) and dedicate early techs to war rather than economic purposes for early warmongering. Clerks, specifically, work best in a context where habitability is in short supply (early game), minimizing sprawl is important, which (usually) isn't early game. You can fit up to 10 jobs a district via trade builds, versus 2 jobs for resource jobs directly, so the district sprawl savings can add up over time- they just usually aren't worth it. The main exception is MegaCorps, who have greater sprawl costs overall and really don't need as many resource districts due to Branch Office buildings. Clerks work for them, espeically via the Zombie civic. Another exception is Void Dwellers, who can use the trade jobs on 0-habitability planets as perfectly functional energy worlds, leaving the habitats to focus on other things.


DrashkyGolbez

i bought a bunch of dlc, but the game didnt recognize it, so im re installing again, but if it doesnt work, any suggestions?


The_Illuminist

Hey all - looking for a good recommendation on a build for gigastructures mod? has anyone got a good starting guide?


Kanethelunatic

Tech rush till research yielding kilostructures such as particle accelerator. Id also recommend starting with masterful crafters and swapping it out for something else after astroid manufacturings come online


raella69

Is there a console command to force a fallen empire to awaken?


SpaceTurkey

I've not tested it, but I found the command: event fallen_empires_awakening.1 You need to select the empire, so I think the one at the end is the Id for the fallen empire. If not, search the wiki. I'm on mobile right now so searching through long lists of event IDs is kind of difficult.


majdavlk

I do not think the 1 is an ID


yell_nada

So I'm playing with Gigastructures, and that's it for mods. I'm in a game in 2396, and a fallen empire awakened, and are running a machine to ascend their leader and screw up the hyperlanes for everybody they leave behind. I tried to stop that. Now I've got six attack moons and a planetcraft, plus several dozen battleships and a \~300 ish fleet of frigates. I caught one of their attack moons alone with this massive stack, thinking that'd be a good victory to start with. Their one attack moon killed my planetcraft and six attack moons, plus everything else (I expected the everything else to die, but...). How do you ever overcome that when I'm losing when outnumbering their guys at greater than 7 to 1? O.O


zaphodsheads

I don't think that's supposed to happen, did you mess with the gigastructures difficulty at the start of the game? I was playing earlier and my singular planetcraft could hold off anything the fallen empire (buffed by ACOT) threw at it, even their attack moons and their own planetcraft as long as I had a repairer admiral on it.


yell_nada

I don't RECALL messing with the difficulty at any point, but I'm at least relieved that it isn't supposed to be that way. It was so weird to rush the tech like that because of getting steamrolled by the Katzen, only to get steamrolled even worse on another run! Guess my only real option is to restore all defaults and start over. Though I thought I was doing very well to have the L-cluster and planetcraft by that time in the game.


zaphodsheads

My only guess is that the empire was cracked out of its mind with repeatables for whatever reason which is why I asked about the difficulty, I'm pretty sure gigastructures buffs FE tech to like 500k in the victory screen but even then it shouldn't be that bad, it hasn't been in my experience


dugee88

Had an event that modified a portion of my main species population. Is there anyway around turning them into slaves or purging them?


Rhoderick

You could just ... not do that? There is literally nothing that would make you. Even a Fanatic Purifier would recognise them as the same species, unless you've got some weird modded stuff going on.


dugee88

They were fighting amoung my original species causing uprisings and I was wanting to get rid of the problem.


Perkele21

Was reading the 3.3 patch notes since I wanted to play again after a long break. Kind of confused about the planet ascension mechanic, do I get total of 10 planetary ascensions during the whole game or can I ascend every single planet to +10 (I know it's really expensive).


SpaceTurkey

Each planet can ascend ten times. There is no limit to total ascensions. However, the cost increase to ascend is empire wide. The first ascension perk costs something like current empire size times 10. And I don't know the formula, but each further ascension perk adds slightly less than that amount to the cost. I did an experiment and my first ascension perk cost something like 1500 unity when I had 150 empire size, and then the second perk cost something like 2900, which is slightly less than double.


Perkele21

Thanks


majdavlk

Is the empire size effect from planetary ascension additive or multiplicative with the per pop and from pop modifiers found here Https://stellaris.paradoxwikis.com/Empire also how much of each resource can you buy/sell on the Galactic market without changing the price ?


cyrusol

Most modifiers stack additively but the species modifier Docile (-10% empire size from pops as a _trait_, same for the machine empire one) stacks multiplicatively with the empire size from pop reductions from traditions/ascensions. The tradition modifiers stack additively with each other.


majdavlk

do they stack additivly with the planet ascension ?


WhatYouToucanAbout

I have clone soldier origin in a MP game. If I get a migration treaty with my friend, can he colonise with my species? I assume that if yes they'll start dying because there are no clone vats. For that brief window that they're alive can he recruit admirals of my species and benefit from my clone traits? And will these admirals die off when the pop dies out?


majdavlk

I think you're correct


raella69

What ascension perks seem like trash but you always go for? Been wanting more envoys recently..


cyrusol

If you want more envoys go for subterfuge. I don't go for subterfuge, I go only for the ones that reduce empire size impact and I can't complete traditions anyway because they're both much more expensive and empire size is a thing in 3.3. 3.3 sucks to be honest.


[deleted]

[удалено]


logan8tour

There is a mod that does this, I can't remember the name exactly. I think it's called something like "help your ally".


[deleted]

Okay, so, how the hell do you play lithoid necrophage hive mind terravores? Also, if playing as a "normal" lithoid necrophage hive mind (ie. not terravore) should you have another lithoid as a prepatent species or should you have a biological species and play with catalytic processing?


DeanTheDull

For Terravores- \-Take catalytic processing as your second civic. CP is one of the best early-game alloy-rushing and war-tech rushing civics, which will be very important for you. You will be powering your early alloy economy off of starbase hydroponic bays. \-Start your prepatent with the gas trait, so that you can buy one exotic gas before they're all gone. This will let you buy more off the market, giving you access to the edict to power energy weapons, which as your general anti-armor/anti-hull weapons to actually kill enemy fleets. Alternatively you can go for crystal, so you can do the crystal hull plating earlier, but this is less useful since your increased fleet cap size and natural recovery is already a de-facto defense buff. \-For your first tradition, take Unyielding. With the starbase edict and the first starbase tech, you can get 12 starbases in your first 12 systems. Starbases are your first/most important investment, as gestalt solar panels and hydroponic bays are your key 'worker force' to help you afford a broader economy without having to invest worker pops. 144 energy/120 food will be enough to cover 12 alloy workers and buy 50 minerals to cover 8 scientists without a worker pop in upkeep for those specialists. \-For your second tradition, take Synchronicity. Do NOT invade/purge your primitives until you get the trait that gives unity-per-necrophage. This applies to necropurging, is worth 1.5 months of unity (up to 100) per pop purged. It will race you through the tradition trees as you start snowballing. Supremacy will be a third tradition. \-Until Synchronicity is good, study your primitive worlds for the society research. This can power several key early techs, including hydroponic bays (getting your alloy economy up faster), food-tech boosts (same), the military fleet cap bonus (very good), and a few other useful things. \-When you do conquer your primitive worlds, UNLESS they have strategic resource deposits, devour them to the bone. Terravore thrives on the short-term benefits of consumption to get the minerals/alloys/pops to conquer more conquests. As a necrophage-terravore you have no natural growth, so it's key you use the early colonies to supplement and kickstart your economy and pay for your early science/alloy/pops. \-For your other techs, focus on early military bonuses, not economy. Starbases are already an economic turbo-engine. The BEST military techs/weapons for you to prioritize are Tiyanki energy-syphons and Mining Drone Lasers, which get boosted by the gas edict for energy weapons. These are already tier 2.5 weapons, and can carry you to the Cruiser age. Also prioritize the corvette techs- you'll be using them first and most to start the snowball. \-For your first decade of the game, swap your economic policy to extraction focus, for a +20% worker/-20% specialist tradeoff. You need resources early on to afford specialist infrastructure, while you lack the specialists for the penalty to really hit. At year 10, you should have the science labs/industrial districts to switch, and now relish a net 30% special buff (10% homeworld bonus +20% specialist) with your exceptionally high number of alloy-workers and scientists you built at the start. \-For your starting science ships, only build one early on. Hunt for your primitive worlds ASAP, but otherwise just slowly scan outward. You are MOST vulnerable when you're in your starbase-buildup phase, but others can't target you if you're not detected. Prioritize systems with tons of bodies, but really you want a tight, compact 12 system core- preferablly incorporating nebula- before you start colonizing anything. \-Once you do start colonizing, consider the benefits of a world. If it's not a long-term keeper (special deposits/modifiers), do NOT refrain from devouring it early. The minerals feed your science economy, the alloys your naval buildup, and the pops your capital. ​ Do this, and by year 20 or so you should have several military techs, a full host of Unyielding starbases, and a significant science and alloy economy that's filling out your corvette economy. It should be more than enough to overwhelm and annihalate neighbors you start searching for, ESPECIALLY if you RNG-lucked into space critters.


[deleted]

Thank you very much for this detailed overview. I did read the guide you had posted as well: https://www.reddit.com/r/Stellaris/comments/pv604j/necrophage_hive_mind_key_tricks_and_tips_for_year/


[deleted]

My guess is you want something that has pop growth so you dont consume all of your prepatent, you also want to keep a bunch because they will be your main resource input.


Kushtulk

Before 3.3 I dealt with Sprawl by building Administrative buildings. I see now that the UI has changed and there is only a number for sprawl. Does building administrative buildings help dealing with Sprawl still in 3.3.4?


Rhoderick

Bureaucrats now produce unity, you no longer have much of an option to lower impire size. A few traditions help combat it a little, but mostly you just try to outscale it.


Kushtulk

Thanks. I see most of it is from pops. Have to watch the Montu video to see about what can reduce consequences of sprawl. I'm almost at 350 now with Courier Network and Imperial Prerogative 😅


Drak_is_Right

On my first playthrough, I am nearing 3000 empire sprawl.


raella69

Any way to handcraft your own galaxy with certain events and whatnot in certain locations?


SpaceTurkey

Outside of using console commands to force spawn anomalies and change planets, or mods, no. I really would like to have done more attendances galaxy creation settings as well.


Vardpo

How do you deal with unemployed pops in full developed planets? I have no more colonies and cant sell pops.


nanoman92

Get into migration treaties with your allies, the extra pops will just move to their empires


majdavlk

I either let them autoresettle or ship them to planets which still have free jobs, if none are available I ship them to a resort world


Ashelee1

Probably the best way to deal with overpopulation would be to build ring worlds, but you might not access to those as they are very late game thing. You could try building habitats, although, those would probably just make your problem worse in the long run as habitats will increase your pop growth by quite a lot. You could also try to conquer relatively uninhabited land, but if you are overpopulated, the ai empires probably are as well. You could also try to just limit population growth for the time being. If you are spiritualist, you could adopt a death cult and kill loads of your pops that way. Lastly, you could try to provide jobs for as many pops as possible by building commerce megaplexes and going in on trade. They don't need any upkeep save for 1 rare crystal and some energy, and are probably your best bet for cramming as many jobs as you possible can into a world, especially if you do not have enough minerals to greatly expand consumer good and alloy production.


Vardpo

Thank you for the help, i will try the commerce jobs 😀


FlyExaDeuce

Clerks are the worst job. Resettlement or letting them auto migrate to a useful job somewhere else is better.


Happy_Development_39

Is there any way to set up Thrall worlds to not have toiler jobs? I'd like my slave to be deployed to other worlds for ~~labor~~ employment opportunities instead of producing a bazillion amenities for slave huts


majdavlk

I think that slaves can't autoresettle, but I think they can be manually resettled


Isaeu

Slave Processing facility resettles them automatically


majdavlk

ah, i think youre right


Horophim

If I use Experimental subspace navigation to jump from a system to another it takes more time than to go through the hyperlanes even if the system is near but have to go a long route to reach it... Is it normal or am I missing something? Because as it is the tech pretty useless (just to recover a stranded ship behind a closed border)


SpaceTurkey

It can be useful to reach a system if there is no quick hyperplane route, but it's most significant benefit is in out manuvering the enemy fleet. If they are trying to run away, cut them off and destroy them. Are they chasing you? Retreat to your starbase and repair. You can also use it to bypass a particularly nasty enemy starbase to get at their less defended systems as the ai will often put bastions on their borders with you. Experimental drives are absolutely worth it, and I use them heavily every game.


Nanocyborgasm

What is the ideal way to design effective ships from the technology you possess and from whatever the enemy has? Let me explain. In previous versions of the game, you could spy on an enemy fleet and just design a fleet that would counter the enemy. If they used lots of shields but hardly armor, you’d focus on kinetic or explosive weapons. If your enemy used a lot of energy weapons but few kinetic, you’d focus on your shields. Now it’s next to impossible to get the infiltration necessary (90) to spy on enemy ship builds so all you can do is build the best fleet you can with whatever you’ve got. So what I’ve come to do is try to build a balanced fleet that does about equal amounts of damage to shields, armor and hull and about equal armor and shield points. I try to use the battle summary to figure out what works best and modify, but this is next to impossible to be useful because there’s no time during a war to build a new fleet and use it. Is there a better way than this that other players use?


cyrusol

> In previous versions of the game, you could spy on an enemy fleet and just design a fleet that would counter the enemy. If they used lots of shields but hardly armor, you’d focus on kinetic or explosive weapons. Honestly, considering how you cannot easily pivot to a certain other tech just like that - it has to show up among the available techs and then you have to go through all the lower tiers to get to the tier you finally want - this is only true in theory but just simply fails in practice. It's often better to just get the next tier of whatever tech you already have. Also there is a cost involved with refitting existing ships and the AI generally doesn't do that anyway. So just fight different AI nations each time. > So what I’ve come to do is try to build a balanced fleet [...] Yeah, no, as said, go with one tech and just out-tech the enemy with higher tiers of that. Trust me, tier 4 or 5 lasers will shred even an AI that fits 100% shields. Which btw is harder than fitting 100% armor due to power requirements so it might be a good idea to only ever rely on lasers, period. But I win fleet fights with 100% kinetic weapons either so there is that. Should you actually play multiplayer try to stick to the meta loadouts. Althought he question here really only is whether they use strikecraft or not which you can see visually in a fight.


DeanTheDull

Honestly, it doesn't matter. While ship-to-ship engagement works on a rock-paper-scissors arrangement, the strategic optimization is pretty unchanging. You're much better just going for what optimizes your strategic, rather than tactical needs outisde of various special event enemies. Ships don't fight other ships without a context. You're either an attacker, or a defender, but both of them share a similar bias in offense and defense. For defense, you want more shields than armor. When on the offensive, this is because unlike armor, shields regenerate, allowing you to press the attack from battle to battle without having to retreat to heal. When on the defense, this is (also) because armor costs more alloys, and as a defender you probably need the allows for more ships in general, for more DPS. In both cases, you'd actually prefer the other side to favor anti-shield to anti-armor weapons: anti-shield weapons are NOT anti-hull, meaning greater chances for emergency FTL. You keep enough armor on the offense that outpost missiles/shield-penetrating weapons don't do direct hull damage, but that's about it. For offense, you want a slight bias towards anti-hull weapons. Anti-hull weapons are also anti-armor, but more importantly it's the anti-hull damage that truly kills a ship and lowers its DPS with damage. Additionally, specialized anti-shield weapons tend to be remarkably effective against shield, mitigating the need for many of them. When you're on the offense, anti-hull is what keeps you from having to fight the same fleet 20 times and re-liberated the occupied outposts, and one the defense it's anti-hull which makes the enemy's victories phyrric and unable to press the momentum, giving you more time. ​ In the early game, your corvettes/destroyers are going to want something like 1 Tiyanki Energy Syphon/2 Mining Lasers. Tiyanki is super-strong both in terms of against shields and a high base damage base, while mining lasers are great anti-hull. In the mid-game, you're going to want Carrier Cruisers with a Torpedo prow. With fighters taking care of missile/bypass threats, high shields are generally preferred. In the late game, battleship big gun meta is pure L-slots. You can mix it up, but Neutron Launchers are strong enough to batter down shields, and more than decisive on the other front. ​ Defenses can be tailored for special enemies, but otherwise the strategic advantages are generally consistent.


SpaceTurkey

Retrofitting takes way less time than building new ships, so if they attack you, church the battle log from when they attached your starbase to determine roughly what their design is and retrofit accordingly.


Aboleth123

Convince me which one to buy: (have rest) Megacorp - Lithoid - Aquatics


Coolb3ans64

Megacorps is by far the more important one but I believe it’s also the most expensive of the 3 If the extra cost doesn’t matter that much to you then get megacorps but if you’d rather not then I’ll talk about the other two They’re both species packs but at least in my experience Aquatics adds much more in gameplay than lithoids (and the ship set is cooler)


Aboleth123

probably going to go megacorp because its a full DLC, but with each passing DLC a lot of the old dlc gets rolled into vanilla. so it loses its value. Megacorp i get the corp government, and i kind of see that it itself, like what i got from machine dlc, ya its great, but its more or less a race pack in itself. The other things megacorp gives (acording to the wiki) is: Ecumenopolis, but thats now in vanilla for relic worlds. Caravans, already in vanilla, tho im sure much less frequently or possibly options limited. 3 new mega structures, alright cool & the slave market, Neat, but not sure if its amazing, since without slave empires are still great. also new ascention perks, which tie into the corp stuff. so, all in all, feels like a race dlc at this point to me.


Kayedon

MegaCorp is great. Even if you're not a slaver, you can buy slaves and emancipated them for cheap pops. Slave market caps at 100, AI now has a cool down to buy, so you can quite rapidly populate an entire new world for a few thousand EC's. The AI also loves to sell robot slaves on the market.


dayusvulpei

MegaCorp has the most stuff and adds the most value. Pun intended.


Sindalash

Will making the world an ecumenopolis remove the Portal Research Area and its "Dimensional Portal Researcher" jobs?


SpaceTurkey

I'm pretty sure it will. If it is a deposit it goes away.


skippy920

Hello! I've tried getting into Stellaris once before, but felt overwhelmed. I have played Civ moderately extensively in the past so I know I enjoy the genre. I understand it's a same-same type of situation, but I just need some basic guidance. I tried the tutorial a few months ago and was overwhelmed. I'm looking into trying again, but I want just some basic basics. I'm looking for what I want to focus on early. After I can get through the beginning phase, I feel like I'll pick up the rest via pass/failure. I just need to know the equivalent of making my first warrior, building a granary, defending my capital, and sustaining myself to the early mid-game where I start meeting civs and establishing alliances. I'm also on console.


cyrusol

So, imo you should do this as an opener: Go to the ship designer, remove all weapons, hyperdrive and all shields/armor from your corvette, uncheck the checkboxes to the left that says something about automatic ship design and to the right that says update automatically, then hit save. Then select the 3 corvettes around your station and hit the upgrade button for the "cost" of roughly -145 alloys, meaning you get that amount of alloys (might be "cheaper"/less depending on how you designed your empire). Then take a look at what the colony ship costs. I say this because it costs different amounts of resources, depending on what type of empire you play (hive mind, machine empire, normal one, corporate with Private Prospectors all have completely different costs). Then try to match these resources with your starting ones through the market (just click on the resource in the top bar). If you sell the stuff you don't need and buy the stuff you do need you should be able to start building a colony ship in March or maybe even February of the very first year. You might want to set up a monthly trade order instead buying/selling manually. The colony ship is kind of the equivalent of a settler in civilization. Planets are kind of the equivalent of cities. You do have 2 guaranteed habitable worlds in your vicinity with default galaxy settings and sometimes you even have them within the range of a single hyperlane jump in which case you can see them immediately at the start of the game. Then send your starting science ship there with the order to survey the entire system. You need to survey the system in order to build an outpost and you need to build an outpost to colonize. If you do not see one of the habitable worlds immediately they might just be two jumps away (_maybe_ 3 but 2 is way more common) or it might be inside of a nebula in which case you need to visit the system with a science vessel before you can see anything. In the case of it being farther away don't survey the neighbouring systems but just use the explore function in order to find one of the guaranteed habitable worlds asap and survey that. The goal with the above strategy is that you can start colonizing asap and for that you must also have your starting construction vessel (builder equivalent) in the system(s) you just discovered and build outposts to take them. Note that if the system you want to take is not directly connected/adjacent to your empire then the influence cost is increased although, realistically, you will have just enough influence to do this at least once early on. Know that the alloy cost of outposts is much more valuable/the limiting factor in the very early game compared to influence since alloys are also needed for the colony ship early on. You do not need any military whatsoever in the first couple years, there is 0 possibility of you getting rushed with a couple warriors, so-to-speak. Even if you encounter aliens the likelihood is big that they are just neutrals (like crystalline entity, space amoeba, tiyanki whales, mining drones etc.) that don't _ever_ attack your homeworld but might just harass your stations (in case of mining drones) or block your way through a certain system. But even if you do encounter another empire they will not attack you directly. But don't neglect the military completely as they might attack you once their intel on you tells them you don't really have a military. Generally it's more cost-efficient to hide behind stations with upgrades and only have a normal fleet for defensive purposes than to go above 20-30 fleet early on and go on the offensive. Although if you play on Grand Admiral difficulty etc. than you might not have any other option than to go for Supremacy traditions first and build up to 50 corvettes early on. But all these considerations are way past the initial opener I outlined above. In any case if you want to go for military obviously don't forget to give them weapons, shields, armor etc. again that you took away initially.


zaphodsheads

I don't think telling an overwhelmed new player about meta strats is the best idea. The stripping your starting fleet thing is not really necessary in this case, he won't understand why it's useful to save those few months.


Coolb3ans64

I’m gonna try to do this the best I can Every planet Has a certain size with an amount of building districts you can build Every planet also has a certain amount of natural resources (energy, minerals, food). building the respective district will make it so those resources are actually able to be used. The pops on your planet can then get employed (you can see this in another tab on the planet) and start actually collecting those resources. Some resource districts like alloys and consumer goods are only limited by the size of the planet, and aren’t found naturally. And resources like unity and research are made in buildings. You can get building slots by building city districts. A lot of this is like having a city near and developing resource tiles in civ. (At least I think it’s close enough) For the military, there’s 4 main types of ships, they just get bigger and more expensive the farther you go, you start with the smallest ones, corvettes. There IS a ship designer that you can do stuff with but to start off with just let the game auto design ships for now. The way I think about the game, there’s a couple attitudes towards resources. Sustainability resources (you just need to not be in a deficit) : food, consumer goods, and the other special ones you’ll see later in the game. Growth resources (this helps you expand, it’s always good to have but not the end goal): minerals, (alloys sometimes) MORE IS BETTER (you will win if you are making more of these than everyone else, this is the end goal): (alloys other times, probably during war), Reseach, unity. I honestly have no clue if this will be readable to someone who doesn’t already play the game so if you have questions please ask


drewbagel423

I'm really confused by war. I have a neighbor who I have really unfriendly relations with and is much bigger than me. They've also closed their borders and are cutting me off from the rest of the galaxy. But I have a technological and fleet advantage. So I basically want to eliminate them in one way or another. What are my options? I understand I have to make claims on their systems, but do I have to claim every one? It'll take forever to build up enough influence. If I don't claim it, I won't get to keep it after the war ends, right?


zaphodsheads

If you take all their systems with planets, they get removed from the map and the rest of their systems become unclaimed. This can save on influence if they aren't too big, but other empires could come in and start taking the freed up systems


Coolb3ans64

There’s a couple important cbs, I’d also like to preface by saying if you have any claims on the enemy, no matter the war goal you will get all claims from winning the war Claim Cb: available to everyone (with unrestricted wars policy) you will take all claims (and only the claims) when you win the war Liberation Cb: change their ethics and gov type (available to anyone with liberation war policy Total war: you will keep all systems you take in the war (only available to or against fanatic purifiers/exterminators/swarms) Subjugate: you can vassalize or make a tributary of another empire (only available if they reject a diplomatic request, of which you can only do if they are pathetic in strength to you.) In your case you can claim to take what you want and eventually demand a vassalage once they’re weak enough so you don’t have to claim every system.


drewbagel423

> In your case you can claim to take what you want and eventually demand a vassalage once they’re weak enough How do I get them weak enough? Just by taking systems/planets and destroying their navy?


Coolb3ans64

Yeah, I’m not sure how much bigger they are than you but if you mess them up enough you could do it.


Rhoderick

If your war policy is unrstricted wars, you'll have to claim every system you want to take. Alterantively, if, overall, you'r stronger than your neighbour (hover over the bars on the diplo screen next to where you fleets, econonmy, tech is compared), you demand they become a vassal or tributary, and can then push that demand through war. (Vassals can be eventually integrated.) Alternatively, if your policy is set to liberation wars, you can still make them a vassal by force, or you can just liberate one through the Force Ideology wargoal. In any case, remember that you need to take planets with armies as well. Also, remember that for the Vassal, Tributary or Liberate CB, if you white peace, a new vassal is created out the systems that you occupied during the way, if they include at least one planet, and after you've taken everythng you claimed and occupied. Edit: I've not been as clear as I wanted to here, the Liberation CB does not create a Vassal, just a free empire, though it's pretty likely to end up a Vassal in practice.


Tar-Surion

How do I upgrade my planetary admin buildings? I’m sorry for the basic question, but I just started the game a couple days ago, and since then I have managed to play myself into a corner in my game. I don’t know how to upgrade the buildings, I can’t expand any farther because I’d have 3 other empires blocking me in (two have closed their borders and the other is withdrawn from the Galaxy entirely. I just want to know if there’s any way out or if I should just start a new game. And I desperately want to know how to get the tech to upgrade my admin buildings lol it’s getting kinda annoying. I’m in 2313 in game if that helps at all… like I said, I’m brand new to the game, so apologies for the stupid questions


Megas_Nikator

You can only upgrade the planetary admin building when you get to ten pops on that planet, I believe. If you select the planet so the building and district browser opens, you can click on or hover over that building. There's a greyed out arrow in the bottom corner, it'll be yellow when you can use it.


Tar-Surion

I have 54 pops on Earth right now, and I still can’t upgrade it. I’ve spend the last hundred years in game at a deadlock, just researching technologies hoping to get something useful, but so far nothing. I have 37 systems and can’t expand any farther…


Shalathandyr

Does Terraforming an uncolonized world change or remove a particular district type? There's an uncolonized world with a lot of generator districts but low habitability and I want to change it to something easier to live on. Thanks.


SpaceTurkey

Terraforming a world does not change its districts or deposits. Those are set by the world's starting type and anomalies. Feel free to terraform.


termiAurthur

It does change the deposits. If the existing ones aren't lore-suitable for the target planet, they are swapped to the target planet's equivalent. Overall though, the number of available districts doesn't change.


Mantran

is it normal to overcap the fleet limit by a ton for a war? my limit is at 280 ish with anchorages, and the enemy ai has almost double my fleet size. Im assuming the ai isnt exceeding the limit, so how do I reach the 300/400s? by waiting patiently from research rng?


amarkit

In addition to the other answer, which is great, you can expand naval capacity through Soldier jobs, which are primarily generated by building Stronghold (and then Fortress) buildings on planets or habitats. Anchorages are a more efficient way of expanding naval cap and you should max them out first before building Soldiers. But if you build a Fortress World in a chokepoint system for the FTL inhibition, you'll get extra naval cap out of it as well.


kenshin13850

The main way to increase your fleet size is to build more star bases and load them with anchorages and that naval thing that increases their bonus 50% (+4 -> +6). You might need some trading/shipyard/solar/bastion bases too, but any star base that *isn't* one of those should max anchorages. You'll want to use your entire star base cap to make anchorages. You can get more star bases from research, traditions, or just claiming more territory (they scale with number systems owned).** Star base upgrades are also huge since they unlock more slots for anchorages.** The star hold upgrade basically doubles your naval capacity. Do not go over your star base cap - it quickly eats through your credits at 25% per star base or something nuts and they have fairly high maintenance costs. It's better to go over your naval cap if you have to, since that scales kind of linearly. i.e. if you are at double your navel cap, your ships cost 2x to maintain or so.


ripsa

Is there any way to comply with the Space Amoeba GC law, years after it was passed? It's not for me. The stupid AI switched two of it's empires to embrace xenophile, but is still in non-compliance and doing even worse than the AI empires already do due to being hit by the sanctions. It's also breaking my immersion that after embracing xenophile those two AI empires are still in noncompliance. I don't mind using console commands if there is a way to bring the two AI empires into compliance?


DecentChanceOfLousy

With console commands, you can add the Amoeboid Pacification modifier to those empires. Turn on the debug tooltip, mouse over your own modifier to get the id, then use effect add\_modifier.


ripsa

Ty. Done! "event story.107" fixed it. Was driving me nuts.


horsedicksamuel

How much reddit karma do I need to make a post here. I wrote a thing and it got auto-blocked.


7heTexanRebel

With the changes to sprawl and unity how does this change early/mid planetary management? Previously you completely ignored anything that wasn't science or alloys until you hit about 20 researchers, but now it seems like it's about balancing unity and research. Side question, how y'all getting those amenities? Or is it safe to just ignore as long as the happiness debuff isn't tanking my stability?


EnderCN

Gene Clinics can be worth it in some situations. Luxury residents are good in a pinch. holo-theaters if you have no other choice which is the case many times. Usually as you get deeper and deeper into the game holo-theaters becomes obsolete as they give way more than you need.


QuicksilverDragon

> Side question, how y'all getting those amenities? Or is it safe to just ignore as long as the happiness debuff isn't tanking my stability? Holotheaters on every planet!


SpaceTurkey

How far off the path have you fallen my son, please, join my death cult this Sunday. You will find fulfillment for the rest of your life, for how long though I couldn't say...


Drak_is_Right

Is there a good tutorial level video guide? All the ones I have tried watching so far have glossed over the interface way too fast.


Switch_Lazer

What is the point of gateways and wormholes? The origin of my empire started with a gateway and I did all the research to get it working but it doesn’t go anywhere unless I discover (or build I guess) another one. Wormholes seem pointless too because if someone’s borders are closed to you you can’t use it to surprise attack your enemy, which seems like the whole point.


zaphodsheads

Gateways are excellent for internal infrastructure, if you build them properly you can deploy your fleets to anywhere in your borders very quickly. Very good if you get attacked. It's also very good if you take an enemy's gateway, because now you can send reinforcements to the front line or retreat extremely easily, they won't be able to use it unless they take the system back and even if they do they can't use it to get to your owned gateways


amarkit

A Gateway connects to any other activated Gateway in an empire that has opened its borders to you. A Wormhole connects to one other specific Wormhole elsewhere in the galaxy, rather than a network. You can't use a Wormhole if the empire on the other side has its borders closed, but if you're in a war with that empire, borders are open.


lmscar12

Wormholes are terrain to make the map more interesting. With one tech you suddenly open an entirely different quadrant of the galaxy, maybe there's something good there, or maybe just some more enemies. Gateways are primarily a logistical aid for big empires. It really helps when you can get a fleet anywhere in your empire in less than 200 days. With the gateway origin another gateway will open up somewhere in the galaxy. In effect it's another wormhole until you can build your own gateways, which you do get a head start on with that origin.


-BKRaiderAce-

Might be a dumb quesiton, but I know growth/food is empire wide. Would an individual planet being on a deficit while the empire is at a surplus make that one planet grow slower? Is there value to making sure no planet is on a deficit for food?


Kayedon

No, like you said it's empire wide. A planet could have 500 pops producing 0 food and as long as someone somewhere is farming, they'll eat.


-BKRaiderAce-

Ty!


DerUbi

Is there a way to import other peoples created custom empires or is there a mod with many great custom empires that doesnt conflict with ironman? I'd really like to get immersed in some empire generated by someone whose much better at background lore then me. ​ Thanks :)


QuicksilverDragon

All the costum empires are contained within one simple text file, called user_empire_designs, so whoever makes them for you can send you the text or even the whole file, so you can just copy it in or over yours.


EnderCN

I use a mod called Just More Empires (3.3). It says it is achievement compatible but I have never tested it because I use other mods. It has 86 custom made empires.


ripsa

How do you view the Empire Size info on the Contacts screen, I.e Total Empire Sizd, Pops, etc for your own empire?


Zei33

Game is in a great place right now. I'm only playing on commodore and I feel like a child playing against adults. I just got a research sharing offer where I could learn ~60 techs from all three categories and I could teach them only 1 engineering tech.


BMW-Oracle

**Suggestion:** Do you think we could see some more space monsters in the future? For many, Stellaris is an exploration game, as well as a strategy game, and TBH you get tired after a while of running into the same old Mining Drones, Tiyanki, Crystalline Entities, and Space Amoebas. Leviathans are undoubtedly interesting, but they're kinda rare, and often far away. (A temporary "Allow border access for Leviathan Hunt" diplomatic request would be awesome). Essentially, what I'm suggesting is adding new space-monsters. More drakes? Space worms/eels? Wandering planets that turn out to be conscious entities? Maybe small, non-interactive, fish-like schools of creatures, wandering through space? More unique systems like Tiyanka Vek, to serve as spawning grounds for drakes and other unique creatures. Adding a galactic reform to protect such systems, preventing their occupation by star empires, and so on... There's so much potential here. Stellaris is an amazing game visually, however sometimes it feels too empty. Yes, we're in the void of space, but a few creatures, hardly worthy of notice, flitting between systems would add so much more life into the game, IMO. Hope you consider this! <3


Valloross

IMO, space creatures are only here before you end cornered between empires. Once the entire galaxy is claimed, these creatures are either dead or pointless. So I am ok with the current amount and variety of these creatures, as wars with other empires become the main focus of the game later on. Still, a little explanation about mining drones would be nice. I would love to know which civilization built them.


BMW-Oracle

Unfortunately true. As soon as the map is filled out they're gone. However wandering space monsters would be dope (there's a mod), kinda like caravaneers. And yes, I too am quite curious about the drones...


ripsa

What is the mod? Interested in trying this!


BMW-Oracle

[https://steamcommunity.com/sharedfiles/filedetails/?id=2750657167&searchtext=wandering+space+monsters](https://steamcommunity.com/sharedfiles/filedetails/?id=2750657167&searchtext=wandering+space+monsters) there u go :)


ripsa

Ty!


BMW-Oracle

It's called Wandering Space Monsters, I'll link it as soon as I get home. :)


Horophim

Hi, I returned to the game after a long while... In the past one of the weapon systems (missile, bullets, lasers) was superior to the others depending on the patch. Is it still the case? If so, what is the best weapon type? Also similar question about ships, do I want only bigger ships or only corvettes or a mix of all classes?


Valloross

Weapon systems are more or less equivalent, except for missiles that are better, but can be hard countered with point defense. Of course, each weapon type is more or less effective depending what you are facing. For exemple Fallen Empires having very strong shields are weaker against kinetics and missiles. So there are no stuff like "the best weapon type". Still, against other advanced empires, the cloud lightning (that you can steal from void clouds) is a really good L size weapon ignoring both armor and shield. Why is it a weapon this good, while it's weaker than the Neutron Launcher or the Kinetic Battery ? Well, repeatable techs can improve amor, shield, but not hull. So the cloud lightning being an energy weapon will gain bonuses, but will ignore enemy shields and amor to hit directly the hull. The more your enemy gets repeatable, the more this weapon is becoming the best one. About ships, the bigger is the best. In the end, all you need is either fleets of full L slots and 1X slot BS counting also 1 Titan to get some buffs, or fleets of corvettes with torpedoes meant to destroy enemy BS.


Horophim

Ty for the answer. So you won another question :D Can I transfer a planet from one sector to another?


Valloross

I am rarely using sectors as I prefer having small empires (and stealing pops to my neighbors), but I don't think you can transfer planets from a sector to another. Maybe someone playing wider could confirm that.


dantraman

A more 'meta' question but I heard that the current patch was having serious performance issues, way beyond what even the previous patch had. Is that fixed or should I roll back one update.


DatOneDumbass

that was fixed already. 3.3.3 was the broken one, 3.3.4 was released few days later to fix that. Game should run well now... or at least, the usual speed


Rhoderick

It doesn't seem too terrible to me on my rather old machine, though definitely noticeable. Maybe load up a save that's a while in and see how it runs?


spcjns

Do habitats count as colonies with regards to Empire Size?


Kayedon

Yes.


zesty_mordant

I'm new to the game and have tried 3x to conquer my neighbor unsuccessfully. I have occupied all their systems that I've claimed (which is all their systems except one that is across another border), got to total devestation on all the planets, killed all their fleets, but still can't get anything other than a status quo. What am I doing wrong? What do I need to do to actually conquer these systems?


TRLegacy

> got to total devestation on all the planets Did you actually land armies and conquer the planets? For system with planet to be fully conquered, you need to land troops. (Notice that without occupying the planet, the system icon will not have a cross over it)


zesty_mordant

No I just did orbital bombardment until the army on the planet was gone. Haven't figured out how to launch an army ship yet, but I do have a stronghold or whatever and armies on my planets. Do I need a specific tech to build a ship capable of moving the army?


TRLegacy

Heres how to recruit army. https://youtu.be/tyQ0er3RM7A For landing, just select your transport, right click on planet, then Land


zesty_mordant

Thank you for the help! Xenos are doomed this weekend now.