Every time I watch you play Montu I think, "wow you're citizens must be very unhappy." To think what you're reaction would be to me building agriworlds so I know I have the food to build up my population. Building theatres for their great amenities output so that they can all enjoy a nice day/ night at the movies. Not to mention half the time its easier for me to invest in trade instead of generators because I know I can that while its not the best way to get energy credits I know in some ways it makes it all easier. Please Montu think of you're citizens give each of them a life worth living.
Montu: I wouldn't normally recommend trade capitals. Me: There is no force, not even 25x all crises that can take away my love for the 1000 value trade capital.
If only planet automation would work. I mean, why not creating a "blueprint" system where you can define how the automation should build each type of designated planet?
This... I had a planet that got half of its population unemployed randomly. I was because the automated designations swifted every month between industrial and forge world.
The automation settings really do help a lot with this. I went from having to check my planets constantly and pause the game to fix them periodically to just checking them every so often and making smaller adjustments. Newly conquered planets get the lion's share of attention, because I need to convert them to fit in my empire, but the automatic stuff is honestly so helpful for taking care of planets you've had for centuries and already set up to succeed. The automation will properly control jobs and is very reasonably efficient. Not as efficient as a player directly controlling them (for example, with Amenities turned on they won't let you fall into the negative on amenities) but enough that you can be confident your economy won't tank because you took your eye off a planet and it's rebelling now.
@@BrisingrFan55is planet automation really worth it? Cause I get into having 15+ planets and the majority of the game is just managing the planets and while it's fun to see the results in terms of resources but man, it takes away from being able to do anything else.
Try to play a couple of no-pause games. It really teaches you to make decisions fast. After that you can start pausing again, but for the lore events only. A great way to increase your speed, even if at first you'll be misplaying alot
That is because you are not supposed to build stuff on every single planet. Find the planets which are the best at producing one single ressource. Have one planet that is specialized in producing one ressource and bulldoze/don't develop the others. They will be your nurseries that produce pops but don't do anything else because their deposits are so bad that they aren't worth the infrastructure. The pops they produce will automatically resettle for free to your high productivity worlds. It's just like in real life. Sparsely populated (rural) areas with low productivity export their workers to high productivity densely populated areas with good infrastructure and many employment opportunities (cities) This will lead you to functionally only having about 6 worlds. 1 Energy 1Mineral 1Food 1Alloy 1Consumer goods 1Tech After those worlds are built up and settled find a new one with good deposits and potential.
No matter how many times you tell me farmers are terrible, I refuse to accept that Aquatic Hydrocentric Megacorp with Trawlers and Catalytic (and ideally Baol precursor for that juicy farmer buff building) isn't both a quiet meta and a lovely empire to live in - system after system of ocean worlds where everyone just uses their natural/gene modded aquatic abilities to swim around collecting food and consumer goods at a leisurely pace, while also pulling enough energy credits to support a Federation out of their backsides. It allows for a very strong tech start, and a very easy shift into catalytic alloys later on. Then just to really roll in the filth that is that build, you can go organic ascension to make everyone aquatic and immediately build cloning vats without worrying about the food upkeep.
@@overestimatedforesight Yes, that's what I was saying. I was just expressing a personal preference for a fun build, not questioning the validity of his statement.
@@logan8963 I thought so when it got running - in the middle of a galactic crisis, refugees were arriving constantly in a sector of the galaxy where they were greeted with "Welcome to one of our many beautiful ocean worlds. Please accept this citizenship card as well as this free house, gill and fin upgrades, and the option between working for the satisfaction of supporting our society, or simply living peacefully on Utopian Abundance." I looked at it and thought "Hell, if I ended up here I'd be glad Earth got overrun by a merciless army of killbots". It was just this self contained, immensely well defended, bubble of paradise pumping out defensive fleets and resources to prop up an entire Federation. Eventually, the rest of the galaxy fell and we ended up in a stalemate where I couldn't clear their fleets and push out effectively enough to reduce their capabilities, but they couldn't get past my chokepoints either.
I must admit I'm often ignore efficiency for the sake of RP. For example on my spiritualist playthrough all my planets need to have a temple, UNE gets gene clinics and amenities above 0 at all times and so on.
Planetary size, features and modifiers are all also important factors to consider. Modifiers such as "Lush" or "Exceptionally Rich Minerals" are obviously the best spots to specialise your basic resource output, and usually provide additional district slots to back that up. Just the other day, during a test game for a new species I was creating, I encountered a modifier that was something like "Volcanic Flows", that spawned 6 Active Volcano tile blockers, but also added a tiny amount of Volatile Motes output to EVERY job on the planet (I think, I might be remembering that wrong)! When it comes to size, I generally follow these guidelines: 11 or smaller usually becomes a Unity or Research world. 12-17 is good for basic output (depending on the exact resources present of course), then transition them into Refinery planets later when basic resources are more abundant. 18 or more generally ends up as an Industrial planet of some kind, unless it's particularly rich in anything else. Of course, certain unique worlds can break this pattern - Relic Worlds make natural tech hubs with all the bonuses present, and you'll want to set aside a poorer planet for a Resort World later on if possible. And a planet on a hyperlane choke point is a natural candidate to be a Fortress world; personally I find this designation can be useful for expanding Naval Capacity with all the Soldier jobs you can stack there, or as good places to designate as Penal Worlds too, to help the Crime situation in general. At the end of the day, as long as you play to each planet's individual strengths, you should do just fine!
With or without mods, planets on chokepoints for FTL means the planet will fall before the guard does if you spec it into a fortress world. For good measure, set up the system defenses to make sure that when(usually if, but always plan for the when) the station and defense stations go down, you'll have bought time for a reinforcement fleet to come charging in like a battering ram and scatter what's left of the invaders.
For the starting colonies in the early game I tend to use the Rural designation as they rarely have the capability of going full for one resource as they have few slots for any given resource. Later on you can make this happen easier with mastery of nature or machine worlds, but early on I found this to be best.
speciallized worlds like Wenkwort or relic worlds are really great to find and develop early. increased researcher output is a hell of a mod to have on a gaia world, that also increases output by 10% of everything.
Lately I keep thinking that the game might be so much better if they just replace Stellaris Pops/Building system entirely with something similar to what they use in Vic3. I mean moving pop around in the early game is fun and all but it become an absolute nightmare to micromanagement late game. Compare to what you seen when streamer like Generalist Gaming do his economic magic trick, like, too many farmer? build mine and construction site than import agriculture product to bankrupt the local farm, Now the farmer moving in to industrialized production without your need to micromanage anything. Not to mention it's somewhat more satisfying in term of empire management. Why would the Galactic Emperor drive himself crazy trying to figuring out which plebeian go where? just pump capital into the sector and watch the problem solve itself.
Oi, Montu! What about us roleplayers that want to make our pops happy and with stable lives, hmm? Is there going to be a guide for being a benevolent ruler at some point? And before anyone chews me out for it and says I should be minmaxing, I play a generalist style that caters to doing all I damn well can to make each and every citizen in my empire happy; after all, a happy citizen is an overproductive citizen.
You should really state what things are locked behind DLCs when making videos like this. They're obviously targeted more towards beginners and a lot of beginners with just the base game probably watch and are confused when they don't have stuff like leader specialisations, arcology projects, etc. that you're showing.
Very nice guide. An advanced one with shown examples of various specialization types of world in various stages would be awesome as well. Example: Show an early, mid game, late game (finished) Tech world, Alloy world, Mote extraction world etc. + add starbase if they have one.
Thank you for the great video! But what happened to the holo theaters? Are they not worth it anymore? Also, how did you get so many building slots with only 2 city districts at 20:59
he has the civic that changes artisans to artificiers, which gives one building slot for every 3 industrial districts. i forgot the exact name of the civic, but you need the humanoids dlc for it.
Curious about when the best time to build robot pops is and how to specialize them - maybe just curious on how to optimize pops on your planet in general. Thanks though this video is awesome.
The best time to start building Robotic Pops is as soon as possible. Also, as of v3.11, specialised Robots are usually too much work for not enough gain. Just go for faster Robot Assembly speed and secondly the generalist +5% stuff from Jobs RoboTrait. v3.12 might add a more flexible Trait for Robots where they adapt to their Jobs. The main exception is if I play as a Megacorporation starting as Lithoids. Then I’m doing Trade Value instead of ECs from Generator Districts, and I’ll need much less Food (initially none, but I’ll want Immigrants). With my Lithoids Pops being Thrifty (and Charismatic), it makes a lot of sense to opt for Robotic Pops with the +15% Minerals from Jobs Trait.
My favorite is finding a big planet with a +x% buff in the resource. I remember getting one planet to produce almost 900 food one time. Got a mining world to like 600 or so since sadly there isn't a mining version of the hydroponics farm (Well, one that you can build more than one of anyway).
looing at governors, if you make your capital a research planet, it probably best to make it a sector all on its own and put a scientist as governor and make a new sector for the other planets around your capital, so you can put an official as the sector governor.
I tend to have "unity" or "tech" worlds that have the factory words designation. This is because in general I only want as much consumer good production as I have cunsumption. But with the way industrial district works, you need to have a factory world if you want to be able to create as much artisans jobs as needed without waste. So what i do is that i make factory worlds, but who don't focus on artisans jobs. Instead all my building slots are focused on unity production outside of two: one for the robot assembly plants, and one for the boost to artisan jobs.
The pronunciation of Alpha Centauri is killing me lol. The i at the end is pronounced like -ee, or at least that’s how I have heard astronomers saying it
@@Adidas_der_schwanger_war there are a lot of words in English that were taken from Latin or other languages that are pronounced in an “English” way. For example, in the word “radius”, letter “a” is pronounced different that it wouldn’t be been with Latin. Alpha Centauri has a distinct English pronunciation that is different from Latin pronunciation.
@@Adidas_der_schwanger_war same applies to other languages: in Russian автобус, нюthe stress (ударение) falls on the o, but it was borrowed from the French language so the stress should fall on the у instead
I've played this game for years. Countless hundreds of hours (actual hours, not the "I left the game paused over night") . GA with crisis at at least 10x is the standard. I say all this not to brag, but show how much I lament the fact I never knew you could change the capital designation. Thank you again Montu for teaching me something I should already have figured out.
About rural world. You need it when build up your new planet on basic resourses districts, you will make it faster, and then you transfer there pops and change it. Also type "colony" is good at start and you can send there pops with bad happienes
On the one hand, efficiency gives more resources. On the another tho, minmaxing is such a draining chore that i rather spam food and consumer goods and call it a day than keep shifting pops/buildings on every planet.
Trade capital sound like the best one to me, when your capital gets so full of people that you're running out of jobs, one of the buildings that offer the most jobs are commercial zones i think. So you get those, so you get the most jobs, so you'll stave off that unemployment crisis for a few more years.
why not just build transit hubs on your starbases so that unemployed pops migrate to planets with jobs? those commercial zone jobs aren't very efficient, particularly if you aren't a trade build
How fast are your pops growing? With just a little investment into district building and a world that's like size 18, you'll have enough jobs up until you can upgrade your buildings, which staves it off permanently
Are these tips also applicable to the console version of the game? The taps look different and I aint sure if they took any gameplay mechanics out from pc.
I usually play megacorps and I rock the trade economy very well. I’ve been working on a cosmogenesis run and it’s still early game but my economy is still struggling with a deficit in food and consumer goods as well. What am I doing wrong? I seem to find trade builds amazing
he doesnt cover what to do about food aside from hydoponic bays which isnt a sustainable strategy. he mentions to deprioritize consumer goods and nothing more
As an experienced player i am curious about how would you come back from losing hyper specialized planets as it would be realistic to assume that we will lose at least 1 planet.
The energy ball needs more workers And id prefer not to touch the beuaracracy ball I can also never find enough mineral balls to support the alloy and consumer good balls
holotheaters are generally very inefficient, from a pop management perspective. Until you max out your building slots (and have lots of pops) building slot efficiency is less important that pop efficiency! It takes a long time to get new 2 ne pops to work the jobs from one building/districts, building slots are relatively east to come by, just build another city district
Ring around a planet midgame ? :O i never build something like this. there are some things here, i have never heard of. We often win before we reached year 150. But i'm still a beginner i guess
You know what else you could do instead of luxury homes? Clinics, each doctor gives you 5 amenities and the bonus to habitability makes you need less amenities, so you know, always build a clinic in your worlds ;)
Clinics use pops. The main point here is to make sure our pops are producing resources, while they are the limiting factor. Later on when building slots are the limiting factor you'll want to switch over to clinic or entertainers
i disagree on buaracracy planet specialization: 1. it's perfect as both increase production and reduce upkeep (scale insanely good with upgrading planet); 2. nice target to grant +unity bonuses from relic planet edict; 3. ~10-15 buaracracy planet can easily transforms into arkology with 4-5-6 unity districts. 4. Unity monuments, (later) unity vault, and Ministry of Culture greatly buffs the whole jobs there. Maybe they aren't the most priority, they are great. as for capital - i prefer it to be research+basic resources world as it's the only way to get +10% research output via planet specialization, while also provide some jobs for technitians/miners.
My biggest problem with planetery-management is my "I hate red numbers" mentality. I just hate it if I do not have enough ammenities and I always build stuff to remedy this. I want the worshippers of my god-emperor to be happy... Edit: I definitly need to start building the luxury residence - for happyness I always build the Holo-theater. Never realized that the luxury residence give ammenities, without requiring a pop to work this job. Well, I only play Stellaris since many years... Edit 2: Ecumenopolis is the second thing I have never used... Great video, thank you!
I like to have a fram world or two, it suits my play style. I like to vassalize everybody around me. Once that is done I annex them one or two at a time. Having some farm worlds keeps me from going from +10 food to -300 in a single annexation. Then again I play for fun not for meta.
I have never been so confused by a game mechanic in all my life and I've played some seriously complex games. I'm following this guide to the letter yet I still have unemployed pops, my planets are not building stuff, high crime, low stability etc it's just a nightmare. I just want to click a button and have the planet manage itself completely without any input from me whatsoever.
Hey Montu, does the Urban World 10% resources from jobs apply to researchers too? The Tech World bonus of reduced Consumer Goods upkeep seems not worthwhile
I haven't found a single use case for Capital Extraction World designation yet. I even used Agradrian Idyll with a Traditions mod to make farmers give 2 amenities, 1 unity and 1 of each Tech, but it was still better to just use the normal Capital designation. :D
Amazing that they leave the game so imbalanced that farmers and clerks are completely pointless. And enforcers are only situational (crime should trend not just be calculated)
Specialization of worlds has a significant drawback. If your worlds are concurred, you are in serious trouble. That's an easy way to get rid of fallen empires, crush their main worlds while their fleets are somewhere in the galaxy.
You can talk about the best associations of a council of 5 scientists, admirals and officials. There has also always been a problem with biological elevation: there are too few points for everything. What options are there to maximize this number?
What’s your thoughts on the new bio reactor. It seems awful speaking I doubt any bonuses apply to the food producers energy production but it’s really good for making an higher scaling food/energy credit planet as you can build hydro farms in building slots but there are no energy buildings
I have been having a lot of problems with habitat automation. They just refuse to build anything, and the unemployment and homelessness explodes forcing me to work them manually.
New player here, im 9 hours deep into my 1st playthrough. Wish i saw this video prior to me starting cus i definitely didnt do my 2 planets efficiently as you describe on the video but for me going blind into games is part of the learning experience. Thanks for the your videos! I will keep going with my 1st playthrough as i planned it, just to wing it as i learn the ropes. I will apply all these tips for future playthroughs.
Honestly, I think they need to improve Gaia worlds to have uncapped resource districts like hive worlds. As they are right now, they're kind of a waste of time to create via the ascension perk unless you're running the gaia seeder civic (the one with the terraforming building). If you get the Baol with the gaia seeder civic, then I can see spending your precious ascension perk on world shaper to speed up the pace at which you make gaia worlds.
Not sure if its "good" or not, but I tend to make my capital world a generator world with research facilities only (except for one generator building).