• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #311 - Chiseling Away

Happy Thursday!

Thanks for all of the feedback you’ve provided in the 3.9 Open Beta, and for all of the surveys that you’ve filled out. We greatly appreciate the opportunity to get your eyes on things early, and it gives us a chance to see how you’re using certain things and tweak them before the actual release. As always, things in the beta are subject to change before release, and some things in there are still placeholders.

We’ve been polishing it and chiseling away at the various issues you’ve found, and are updating it today with some additional changes, and have opened up a new survey for additional feedback. (So any of you that filled out the first one will be able to respond to the changes.)

Here’s the full list of today’s changes:
Balance
  • Clerks now also provide +1% trade value
  • Reduced Trader upkeep to 1 CG
  • Habitat Industrial Districts give +0.25 Building Slots
  • Hydroponics Habitat Designation now increases food production from farmers
  • Increased Alloy and Influence cost of Habitat Central Complexes
  • Removed the Influence cost of Orbitals
  • The modifiers on the unique Habitats in the Ithome's Gate now provide additional building slots.
  • Upgrading Habitats with planetary decisions now gives +1 Branch Office Building for each upgrade.
  • Void Dweller Hive-Minds no longer start with unemployment.
  • Void Dwellers and Voidborne now gives +2 Max Districts on Habitats
  • You can now build Habitat Central Complex and Major Orbitals around stars.
  • Fruitful Partnership: lowered the cost of the "Open Seed Pods" special project from 5000 energy to 3000
  • Machine Intelligences now have access to the Harvesters trait
Bugfix
  • Fixed the end-game crisis not being able to destroy orbitals
  • Fixed "In Breach Of The Galactic Law" not working properly
  • Fixed an issue where Fruitful Partnership empires where unable to establish first contact with Amoebas
  • Fixed issue with tooltips flickering when ending up under mouse when having concepts
  • Fixed Mechromancers purging their cyber-zombies.
  • Gestalt empires spawned via the Common Ground and Hegemony origins no longer have their Growth Node acting as the governor of their homeworld.
  • Gestalt empires spawned via the Common Ground and Hegemony origins now have the correct traits.
  • Orbitals are now graphically smaller
  • Orbitals constructed in orbit of bodies that have both energy and mining deposits now provide both types of district. This include the Ether Drake's Hoard
  • Removed the "Seed Pod" placeholder sensor component
  • Restoring the Payback habitat correctly spawns a major orbital
  • Seeded planet modifier now show their modifiers in addition to custom tooltips.
  • The From Beyond science ship will no longer crash the game if you don't own First Contact.
  • The Star Mall and Federation's End habitats are now correctly size 6 and level 3 or 1 respectively.
  • Upgrading the seeded planet modifier now removes the previous modifier.
  • You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
  • You can no longer have two habitats in the Payback starting system
Improvement
  • Added effects to Infected planets stage 1-3, infested planets by the scourge crisis and added entity with effect for hive worlds.
  • Small visual update on shroud entity
Modding
  • Swapped is_orbital_ring = no for is_normal_starbase = yes
  • Trigger graphical_culture now supports the megastructure scope.

Please note that the 3.9 "Caelum" Habitats Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.9 Open Beta" branch.

Don't forget to turn off your mods, they will break.

Steam Strategy Fest​

This is a reminder that Stellaris is taking part in the Steam Strategy Fest.

This is an opportunity for you to pick up the Plantoids, Humanoids, Lithoids, and Necroids Species Packs at a discounted price before their base prices increase to $9.99 alongside the release of 3.9 ‘Caelum’.

We've also bundled all of the Species Packs together for you while the Strategy Fest is ongoing.

1693235438722.png

Next Week - Ask us Anything​

Next week the dev diary will be a day early, since the team will be holding a Reddit AMA on /r/stellaris on Wednesday Sept 6th, from 15-17. Bring us your questions!

AMA.png

The dev diary will be the 3.9 ‘Caelum’ Release Notes.

1693231898247.png

The Sculptor’s Chisel produces only perfection.

I've attached an .stl for the Jeff bust, if you have access to a 3d printer.
 

Attachments

  • jeff_10cm_fdm.zip
    38,1 MB · Views: 0
  • 52Like
  • 9Love
  • 5
  • 2
  • 1
Reactions:
EDIT: I tough about it and i now wounder what the results were if Traders would provide less trade but increase the TV by a higher value like 5%. And Clerks provide the main sum of TV like 5 or 6 and 6 to 7 with mercantile? This could mean that you relied on Clerks providing the TV and Traders boost that outcome and the per-job-value becomes more balanced.
The trade % bonus really would make much more sense on a specialist job.
 
  • 3Like
Reactions:
Stream of consciousness notes as I play with the open beta.

  • day 0
    • Neighboring systems
      • Irriamum IDed as guaranteed research system by planetview inspection
        • pre-survey planetary deposits: 4x research (3 major, 1 minor), 1 motes (minor)
        • 5+3 bodies
      • Polymar has gateway, 2 gas deposit, 5+2 bodies
      • Daarasta: 4+3 bodies, no planetary deposits
    • Economy
      • -5.24 food/month, partially due to 6 food upkeep from leaders
        • Add monthly trade: Buy 6 food
      • 3 unemployed pops
      • Colossal pop growth penalties (-1.74 instead of +1.50, so -72%)
      • Add monthly trade: Buy 1 alloys
      • Add monthly trade: Buy 1 minerals (brings me up to 100 minerals every 3 months)
  • Would've loved to hire the Adaptionist/Meticulous/Destructor scientist from my leader pool if they had any other negative trait, but -5 monthly alloys is nonviable at game start.
    • I could afford to use them if I was willing to go through the extremely annoying & exploity process of unassigning them at the end of every month to dodge the upkeep calculation since it's attached to their science ship and isn't applied if they don't have one, but I don't want to deal with that.
  • 2201
    • 03: Adopt discovery and activate Map the Stars ASAP, so anomaly discovery chance increase can find me better habitat systems
    • anomaly deletes exotic gas deposit on polymar II :(
    • 07: complete first outpost in Irriamun. Will take 18 months to save up the 700 alloys needed to start building habitat
    • 08: Start Chart the Unknown agenda (+5% anomaly discovery chance)
      • Not my pre-sripted resource system, but Owhziea has 3 minerals & 1 alloy deposits pre-survey, making it a good mining hab system.
    • 09: 2nd hydroponics building complete, resolving food shortfall
  • 2202
    • 01: Start building habitation district in only free district slot in order to help reduce pop growth penalty. Pop growth penalty increased from -1.74 to -2.66 for the 219 days it'll take to build.
    • Expansion tradition doesn't seem to offer enough to temp me atm.
    • Completion of habitation district reduces pop growth penalty from -1.74 to -0.96.
    • 09: With initial district slot and building slot now used, it is no longer possibly for me to add jobs or housing except by building habitats and orbitals.
      • Adding +1 district slot to my home habitat would cost the same 700 alloys for major orbitals as building an entirely new one with 6 district slots.
      • 70 alloys for +1 building slot (I've got 0.5 already) from a minor orbital does seem worth it, though. Lucky there's a single moon with no resource deposit in system.
    • 11: Start building new habitat in irriamun. It will take 1637 days (~4.5 years) to complete.
  • 2203
    • 08: Home system minor orbital complete, +1 building slot. Decide to build Alloy Foundries instead of Hive Warren; betting that starting on 3rd habitat sooner will be better long-term than +3 planet capacity on pop growth.
    • [Void Hive] Inefficient Volatile Motes Extraction is somehow turning 1 -75% into 0.1 monthly motes income.
    • [Void Hive] Fractional mote deposits being hidden from galaxy map and system view seems like it'd make finding them again to build orbitals over annoying.
    • Added a 4th minerals deposit in Owhziea via anomaly. Good odds it's a better mining system than my pre-scripted resource system (which I still haven't found) now.
  • 2206.09 Located pre-scripted resource system (Fenni). Pre-survey planetary deposits: 2 energy (1 ma, 1 mi), 3x minerals (2 ma, 1 mi). I already have a better mining system, but 2 planetary energy deposits is about the best I can expect to see for a reactor habitat (and a 3 alloys deposit is nothing to sneeze at) so this'll be my next expansion target.
  • 2207.06
    • Irriamun habitat complex construction complete. Note that this is in the first system I surveyed and I started it asap.
    • State of the (planetary) AI empires at this point:
      • 1 empire: 1st colony established, 2nd under colonization
      • 2 empires: 1st colony established
      • 1 empire: 1st & 2nd colonies both under colonization (~66%, 2208.09)
      • 7 empires: 1st colony under colonization (~75%, complete 2208.04; ~50% 2209.03; ~40% 2209.02; 95% 2207.08; ~90% 2207.10; 2x ~75% 2208.01)
      • 1 empire: planet owned but not under colonization, and no colony ship
        • (CG is 134+1.5/mo) ID 7 - should be spending some of 4.6k energy on CG to afford colony ship
    • My 1st colony will be established 2208.06, putting me at the 9th of 13 empires to finish establishing one
  • 2208.06: Irriamun (pre-scripted research system) habitat (Caught Starlight) colonized. Immediately start building research district.
  • Upgraded Irriamun starbase expressly for the purpose of using solar panels to help with energy income
  • I've remembered that as a hive, I might be able to address my energy issues with Unyielding and solar panels, though that will eat into my alloy budget for habitats.
  • Is it intended that hive empires don't have access to alternative capital designations on habitats? I might've liked to use Extraction Capital, and build food and energy there.
  • Demand for alloys (and influence) as a void dweller changes my early-game in interesting ways. I've claimed far fewer systems than I normally would've so far, and built far fewer ships (with a knock-on effect of less power projection influence, though partially compensated for by dividing it over fewer systems)
  • 2210.04: Complete 2nd habitat in Owhziea
  • Mastery of Nature AP should probably require owning a planet you can use the decision on
  • I find myself manually tracking building slot fractions using habitat names, which is a bit of a pain and looks ugly.
  • 2211.07
    • 2nd colony established in Owhzeia, a good mining system.
    • State of the (planetary) AI empires at this point:
      • 3 empires: 4 colonies
      • 2 empires: 3 colonies, +1 under colonization
      • 1 empire: 3 colonies, but 3rd will be de-established in 5 months when clone vat pop finishes declining
      • 1 empire: 2 colonies, +2 under colonization
      • 1 empire: 2 colonies, +1 under colonization
      • 4 empires: 2 colonies (ID 5,8,9 still haven't surveyed their other guaranteed habitable system)
      • ID 8 is only surveying with a single scientist, despite 5/6 leader cap, 1,1k+18/mo unity, and available science ship
      • ID 10 is building colony ship, owns target
  • Home system suffers from having too many resource deposits. There are 3 moons I would build minor orbitals over for building slots if they /didn't/ have minerals deposits, but increasing max mining districts is useless to me here (and would actually cost me like 12 monthly minerals for districts I don't have the district capacity to build)
  • In order to increase the housing (planet capacity) of a habitat, it costs...
    • District route (+6):
      • 2x major orbital = 750 alloys, 75 influence, 1310 days (2 alloys upkeep)
      • Habitation district: 500 minerals, 240 days (2 energy, 0.2 alloys upkeep)
      • Gain: +6 housing, +0.5 building slots
      • vs. 500 minerals, 480 days (2 energy upkeep) for 5 housing on a regular planet
        • 150 alloys + 100 minerals : 100 minerals = 500:100 energy equivalent
        • 0.012:0.05, so 2.4x the cost per housing (not counting influence),
        • upkeep 2.2 alloys + 2 energy vs. 2 energy = 10.8:2 energy equivalent
      • It is more expensive to add the district space for and then build a habitation district than it is to build an entire new habitat.
    • Building route (+3): (if lucky enough to have 2+ depositless moons)
      • 2x minor orbital = 75 alloys, 7.5 influence
      • Hive Warren = 400 minerals (2 energy upkeep)
  • I wish the Renaming interface let you Ctrl+a (select all, then delete) or had a Clear button, so I didn't have to backspace my way through the entire default name one character at a time.
  • Why do hives get no jobs from habitat capitals except 2-3 Synapse Drones? Shouldn't they get a hunter-seeker drone and a couple maintenance drones? And shouldn't the Synapse Drones be Evaluators?
  • Void Dweller Hive Minds get to ignore the -30% happiness penalty on non-artificial worlds for free. Should they get a different penalty on them instead? e.g. +% pop_deviancy or a flat -n stability (however much is equivalent by -30% pop approval in regular empires), etc?
  • 2223.12: Diplomatically subjugate neighboring empire.
    • Bulwark (Fanatic Militarist)
    • Offer
      • They gain:
        • +1 monthly influence (no longer paying for defensive pact)
        • 30% basic resource subsidy
        • Bulwark benefits
      • They lose:
        • -1 tier of AI difficulty bonuses
        • -50% diplomatic weight (galcom not yet formed)
        • -2 pops working as Overlord Propagandist (and -2 monthly unity for their upkeep)
      • I gain:
        • +1 monthly influence (no longer paying for defensive pact)
        • 1 holding slot
          • +0.3 (base) monthly influence from Overlord Propagandists
        • Bulwark benefits
      • I lose:
        • 167 influence, which will be recouped in ~10 years
    • Relative power: Them Me Relative Power
      • Fleet 45 25 Superior (180%)
      • Tech 65 105 Inferior (~62%)
      • Econ 69 105 Inferior (~66%)
      • Total 179 235 Equivalent (~76%)
  • For foundry habitat system: maximize major orbitals w/o non-rare deposits. Bonus if rare deposits.
    • 10 blank majors:
      • Orim: minors = 1x gas2, 6x none, 1x minerals
    • 7 blank majors:
      • Earn (unclaimed): CRACK THE EGG
      • Dabih (unclaimed): minors = 3x none, 1x habitable; +1 habitable major
      • ? Tatooian
    • 6 blank majors:
      • Tuban: minors = 1 crystal4, 2 none
      • Wetij: minors =
  • For building-based designations (unity/fortress/food/refinery/trade): maximize minor orbitals w/o non-rare deposits. Bonus if rare deposits.
    • 7 blank minors: Owhzeia: also 4x minerals minors
    • 6 blank minors: Wetij: +1 habitable minor; majors = 2 habitable, 4 none
    • 5 blank minors: Mareid (1x1 minor crystal depo)
    • Unsurveyed (major+minor)
      • 9+4 Ethiuq
      • 9+4* Galurium *
      • 6+10 Haidus
      • 3+6 Porabin



Post patch, starting a new game with the same empire:

1693685422880.png


  • Changed from beta 1:
    • No longer starting with 3 unemployed pops (I tihnk +2 mining drones and +1 tech-drone?)
  • Unchanged from beta 1:
    • Still starting with -5.24 monthly food (due to 3 fewer agri-drone jobs, and -6 from leader upkeep from the Autonomous Drones civic), so I'll likely have to build another Hydroponics Farm first again. Plus I need to start saving up the 500 food I need for my first colony ship.
      • Should Hive empires get +1 agri-drone job from Hydroponics Farms the same way they do from Agricultural districts?
    • The 3 housing I'm saving with Communal is still the only thing keeping me from starting with negative housing.
  • Adaptionist governor this time which is okay, but I think Void Dwellers really prefer Architectural Interest / Efficient Builder in order to save on alloys upkeep from their capital buildings and districts.
    • Note: "Adaptionist" isn't really a word, the trait should be named "Adaptability" instead.
    • If I don't get Efficient Builder as a trait option at level 2, all 3 governors in my pool have it so I can swap out if I still want to
  • I was lucky enough to get a Meticulous scientist to maximize my chances of (deposit-spawning) anomalies near my home system, though.
  • Not neighboring either of my pre-scripted good habitat systems this time. Pre-survey deposits are:
    • Nyx: 1x energy
    • Aniara: 1x research (and a size 19 ocean world)
      • Abovast: 2x energy
      • While low on deposits, this system can notably support 13 major orbitals and 5 minor orbitals, making it a good candidate for a foundry habitat complex.
    • Masqal: 1x energy (and a size 22 tundra world)
    • Either I'm unlucky and none of the planets in any of my four neighboring systems rolled a random orbital deposit, or the bug(?) that lets you see what deposits an uninhabitable object has without surveying it has been fixed for planets but not stars.
    • I'll survey Abovast first since it's the best habitat option I can see, and send my starting fleet in the other direction to scout down to the tip of the arm to make sure there's nobody hiding back there.
  • I've spawned near the tip of the southern spiral arm in this galaxy, cutting of 11 systems from everybody else. I don't think that's enough space for another empire to be crammed in there; should I survey exclusively in the other direction for the first 20+ years until I've got an explorer scientist with veteran traits? That might get me a couple extra deposits to build habitats over, if I'm lucky.
    • First Contact Protocol policy: Aggressive -> Proactive
    • I want the influence to build habitats.
    • Diplomatic Stance policy: Expansionist -> Isolationist.
    • I'm going to test out how starting on the Isolationist instead of Expansionist diplomatic stance feels. I've already got a good starting unity advantage thanks to the extra Synapse Drone from hab capitals and halved leader unity upkeep from Autonomous Drones, and the +10% unity from the policy will pull my first tradition forward another month or two. The +15% colonization speed from Expansionist doesn't really matter compared to the +200% habitats get and the 4.5 years they take to build, so it's really a direct question of alloys or unity.
  • Only interesting tech choice is between +10% pop growth or +20% society research. I'm opting for pop growth and hitting the 'research more research' button in the other two categories.
Game start
  • Disable amenities automation when it starts closing maintenance drone jobs. I'm pretty sure the +1.2% job output they're worth apiece via surplus amenities is better than the 1 minerals they make while unemployed, and I can't afford to build more jobs for them yet.
  • 2200.04:100 unity. Do I hire a 2nd scientist immediately, or wait a few more months and adopt Discovery for Map the Stars first? I'm going to go for the tradition first, since:
    • 1. With my spawn point I only have one direction of exploration to hurry in at the moment, so I can afford to be slower about it.
    • 2. No +anomaly discovery trait scientist in my leader pool
    • 3. It'll be slightly faster to do both this way since another scientist means -1 monthly unity
  • 2200.07
    • Precursor = Cybrex.
    • 400 minerals = Start building Hydroponics Farm. (food is down to 167)
  • 2200.10
    • 303 unity = Time to adopt my fist tradition. Notes on trees:
      • Adaptability: I like the reduced housing usage and +1 building slot, but too much of the rest of the tree is dead.
        • Enhanced Recycling would be more interesting if it also reduced alloy upkeep. Without that or something similar the node is just blank in the beginning of the game.
        • Finisher: +50% resources from habitat planetary features = +10 alloys from my Arcane Replicator, maybe a little zro or living metal or a few more alloys in the future if I build habitats over those, just seems underwhelming as a capstone effect.
      • Aptitude
        • Adoption: Could gamble on +1 starting trait rolling Meticulous on of the three scientist in my pool since I'm going to hire one of them in 3 months. Higher impact as a gestalt, since I've got 4 nodes from the start rather than 2 councilors.
      • Discovery
        • Adoption: Map the Stars -> More anomalies -> More orbital deposits to build habitats on
      • Domination: Pretty good.
        • Adoption: Does the -20% habitat alloy upkeep apply to habitat buildings and districts, or just the stations?
      • Enmity: Haven't met another empire yet, so entire tree is dead right now.
      • Expansion: Most of the tree is good, but the opening effect is blank when first picked for Void Dwellers.
        • Adoption: +25% colony development speed is less interesting when habitats already have +200%. I'd rather have +% habitat build speed. Also, I do NOT want the (hidden) +25% blocker clearing tech option chance that'd make me lose even more society tech options if I decide to colonize the two planets in my neighboring systems to build Spawning Pools on, and that's the only way I'll even have anything to colonize within the first 5 years since a habitat is going to take 4.5 of them to build.
        • Is it just me or do the name and description of the One Mind tradition have absolutely nothing to do with the effects? The name and description of Spawning Frenzy fit +1 starting pop on colonies better, but... actually, it seems like almost all of the names & descriptions in this tree have been shuffled around.
          • One Mind -> Spawning Frenzy
          • Spawning Frenzy -> Blot out the Stars
          • Amoebic Synapses -> One Mind
          • Blot out the Stars -> Amoebic Synapses
      • Prosperity: Very good, but the adoption effect does very little for me right now.
      • Statecraft: +20 edict fund does nothing for me (as a Hive) until I unlock another unity edict besides Fortify the Border, and +20% experience councilor gain seems worse as a gestalt since it won't compound the xp any of my field leaders are gaining.
      • Subterfuge: 5x tech weight for related techs doesn't apply to any of the prerequisites for those techs, so it does nothing until you've already research tech_shields_2 (cloaking gateway), tech_sensors_2 (detection array), tech_sensors_2 + tech_colonial_bureaucracy (encryption & decryption). The sensors tech in particular would make it more attractive as an early pick, since your first sensor range +1 has a huge impact on exploration. Agenda doesn't do anything yet.
      • Synchronicity: Fine, but no reason to take it early.
    • You know, I was planning to open with Discovery, but I've talked myself in trying out aptitude first this time instead. Let's see if it feels any different.
      • Sadly, did not roll Meticulous onto any of my leader pool scientists, but I did roll Efficient Builder onto my starting governor!
      • Rolled Automated Repair Systems onto my starting admiral. I wonder if the trait still repairs at 1/100th the speed it says it does, or if that bug's been fixed?
      • Council pulled a total of +5% ship & army famage, -7.5% edict cost, +15 edicts fund, +2 stability, +5% ship build speed, -5% ship build cost, -5% ship upkeep, -10% army upkeep. Not bad.
      • Starting scientist got Archaeological Drone, which'll be useless for a while. Even once I've got an archaeology site I'm not going to want to pull my meticulous scientist off survey duty to excavate it.
  • 2201.01
    • Exploring admiral found a pretty good habitat system near the tip of the arm: Asjak has 3 research deposits, 2 energy deposits, and 1 minerals deposit (pre-survey). Plus a size 13 ocean world. Only 6 major and 3 minor orbitals, though.
    • Decide to hire the Adaptionist II (+20% XP) scientist instead of the Cataloguer II (+35% survey speed) one. My spawn point means I'm not in a hurry to survey, so I might as well take advantage of XP -> levels -> faster anomalies.
  • 2201.07
    • Hydroponics Farm complete, with 116 food remaining.
    • Start building a Habitation District for +3 planet capacity. The reduction to planet capacity while it's under construction will cost me a total of 0.85x8 = 6.8 pop growth over the 8 months it takes to build. Without doing this my first pop would finish growing in 14 months in 2202.09, making a note to compare that to what the timeframe looks like after the district completes.
  • 2201.08: Launch Infinite Opportunities, set Leadership Conditioning.
    • Finding the Voice agenda appears to be bugged, offering two different monthly unity modifiers, one twice the size of the other.
  • 2201.12: Exploring admiral enters Altair, which has just a single energy deposit amongst its 11 major and 6 minor bodies.
  • 2202.10: Finish surveying Abovast and start building my first outpost. Teleport meticulous scientist out to system still being surveyed.
  • 2203.01
    • Abovast outpost built. I will have enough alloys to start building a habitat central complex in 2 months.
      • In the first beta, I finished my first outpost in 2201.07, 18 months earlier. That's likely due to having the increased survey speed trait and it being a smaller system, though.
    • Pre-scripted research hab system located in Rimborth, 2 jumps from home system.
      • (I would've pinpointed in a while ago but I forgot to check the planets the first time my admiral passed through)
      • 6 major & 3 minor bodies
      • 4 research deposits, 2 energy deposits
    • Since it'll be a while before I can afford to build my second habitat, I start building a research district in home system hab.
  • 2203.03:Start building Abovast central hab, which will take 4.5 years to complete, 4 months later than in beta 1.
    • I partially made up the alloy cost increase by only building a single science ship.
    • At this point 9/12 default AI empires own a system with an ideal colonizable planet, although none of them have finished building a colony ship yet.
      • The 2 Ocean Paradise AIs don't have guaranteed habitables, of course.
      • For some reason the Void Dweller AI hasn't even finished surveying a single system.
    • ...oh no, the AI Void Dweller has Tundra Preference instead of Habitat Preference...
Stopping here for now. I'll manually fix the Void Dweller's habitability trait when I pick this back up, and probably try to patch the orbital building slot bug while I'm at it.
Alright, picking the game back up now that I've fixed the AI Void Dweller's habitability trait via console and modded in a fix for orbitals not giving building slots.
View attachment 1019527
1693710667068.png

  • 2203
    • 06
      • A first contact site triggers in my home system, unclear what for. It happened as my exploring admiral entered the deserted, dead-end Walde system, but that might be a coincidence?
      • Walde was the last unknown system east of my spawn point towards the tip of the arm, so I now know those are all deserted and I can safely leave them unsurveyed until I've got a high-level explorer. So I'm going to plan to do that for now and see if it's worth it.
      • I still haven't found my pre-scripted resource system, but there's only one remaining unknown system within 2 jumps of my spawn so that's probably it.
      • Finish researching an anomaly in Adovast that spawns a 3 society deposit on one of the planets, slightly reducing how good the system is for a foundry habitat - the potential major generic orbitals is now 10/13, and one of those still has an anomaly.
    • 08: Start building a 2nd construction ship since the one I started with is going to be busy building a habitat in Abovast for the next 4.5 years but I'll still want to be able to build outposts during that time.
    • 09: 2nd research district completes, unlocking my 6th building slot.
      • I have enough jobs now that I turn amenities automation back on.
      • Start building a Sensorium Site in my new building slot, which will replace my remaining 2 maintenance drones with evaluators when complete.
  • 2204
    • 03: Confirm Talan is my pre-scripted resource system, with 3x energy deposit and 2x mining deposit over 6 major and 3 minor potential orbitals (pre-survey). Acceptable but not great, though it'll at least be able to build all 9 reactor districts. We'll see what anomalies do to the system after I survey it, I suppose.
      • With both my pre-scripted system located, I'm going to stop exloiting the UI bug that lets you see orbital deposits without surveying now.
      • Spend 450/725 food and 180/284 alloys to start building my first colony ship.
    • 04: The black hole system 3 jumps from my border contains a ruined matter decompressor!
    • 06: Start build an outpost in Nyx, which is adjacent to my pre-scripted resource system (currently being surveyed).
  • 2205
    • 02: Finally locate the Tiyanki fleet that triggered first contact with me in 2203.06, in the Hlilje system
    • 03: Start building a 3rd science ship, for leader teleportation purposes.
    • 07: Talon (pre-scripted resource system) surveyed, immediately start building outpost w/ pre-positioned construction ship.
      • :( One energy deposit was deleted by level 7 anomaly (strange readings about magnetic waves)
      • Gained a 6 minerals deposit on a carbon world.
      • So now it's mediocre mining system, which is a little less interesting since I'd be losing larger deposits.
    • 08: Start building a 3rd construction ship for orbital construction, now that my capital is out of district & building slots.
    • 10: Talon starbase complete, though I only have 315/1050 alloys towards my next habitat.
      • Start building a generic major orbital in my home system. 655 days to finish seems excessive given its relative value to minor orbitals (164 days) and new habitat complexes (1637 days).
  • 2207
    • 07: Disable amenities management on my capital again because I'm out of non-maintenance jobs.
    • 10: Finish building habitat complex in Abovast.
      • At this point...
        • 2 empires: 1 colony, 1 planet under colonization (completes on: 2208.10, 2209.04)
          • 1 has another planned colony (ship en-route)
        • 3 empires: 1 colony
        • 3 empires: 2 planets under colonization (1st completes on: 2208.01, 2208.08, 2208.11)
          • 1 has another planned colony (ship under construction)
        • 1 empires: 1 planet under colonization (2208.09), +1 planned colony (ship under construction)
        • Me: 1 habitat under colonization (2208.11)
        • 3 empires: 0 colonies (These are the Ocean Paradise and Void Dweller AIs)
        • The expansion of most AI empires is being significantly hampered due to leaving their 6th leader slot empty instead of hiring a 2nd surveying scientist.
        • AI Void Dweller: Owns 4 systems, including their pre-scripted research system. Has 835 alloys and 248 influence stored, hasn't even started trying to build a 2nd habitat yet. Should probably build a 2nd construction ship.
      • Major orbital in home system complete, giving me both the +1 building slot I expected and also +1 district slot I did not, since apparently the construction ship build orbital order tooltips don't mention the when they'll give more than +0.5 max districts.
  • 2208
    • 01: Complete the Aptitude tradition tree. Choosing an AP...
      • Nihilistic Acquisition: Not relevant yet. And honestly I don't have the housing to deal with livestock.
      • Interstellar Dominion: My bottleneck atm is alloys, not influence, though that may change soon as I build Abovast up as a foundry hab. My admiral has gotten 14 jumps away from home without locating another empire yet, however, so I'm not feeling any pressure to expand faster.
      • Technological Ascendancy: Generically useful.
      • One Vision: I'm intentionally leaning into unity this game. I wish it swapped the governing ethics attraction effect out for something relevant to gestalts, though.
      • Mastery of Nature: Not possible for me to use at the moment.
      • Imperial Prerogative: Good, but doesn't do anything for me at the moment - I'm still at 50 empire size and 5/8 leaders
      • Executive Vigor: I haven't unlocked any edicts yet.
      • Transcendent Learning: Builds on my attempt to train up an explorer before surveying those systems in my backyard.
        • Decided to go with this, bringing me up to +121% leader XP gain.
        • Really wish admirals gained XP for exploring or something though.
      • Shared Destiny: Not relevant yet.
    • 06: Reach enough stored alloys to begin another hab, start building one on a 1 energy deposit in Talon for lack of better options.
    • 11: Abovast habitat colonized.
      • [Bug?] I have the Industrial habitat designation available, despite not using consumer goods or artisan drones.
      • At this point...
        • 1 empire: 2 colonies, +1 planet under colonization
        • 1 empire: 1 colony, +2 under colonization, +1 planned (ship under construction)
        • 4 empires: 1 colony, +1 under colonization
          • 1 empire also has +1 planned (ship under construction)
        • 4 empires (including me): 1 colony
        • 3 empire: 0 colonies (These are the Ocean Paradise and Void Dweller AIs)
        • Void Dweller AI still hasn't started building a habitat, though it does now have 2 construction ships.
  • 2209.11: Adopt the Prosperity tradition tree.
  • 2210.01: Notice that planet automation is build a Research Labs instead of a Research District on capital. Cancel it.
  • 2212
    • 02: Launch the Leadership Conditioning agenda, netting me two level 4 scientists, one of which I make an explorer.
      • I can afford to start building a 3rd habitat at this point, but I'm not sure I've got a good system to put one in.
    • 10: Establish comms with the Artisan Troupe enclave, apparently through the wormhole in Ladellikon
  • 2213.02
    • Habitat complex built in Talon.
  1. Sliver Hive:
IDEmpireOrigin & CivicsSizePowerSociety
Rank = 3-15
Score = 618-888
Ranges1-5 colonies
32-53 pops
7-9 systems
(8-15 surveyed)
Fleet = 6-32
Economy = 32-66
Technology = 36-65

4-9 leaders
4-7 adopted
0-1 Ascension Perks
ID = 0

Rank = 4
Score = 859
Krithakken Collective
Hive Mind (Player empire)

Gestalt Consciousness
Void Dwellers

Void Hive
Autonomous Drones
2 colonies
+1 colonizing
44pops
7 systems
+8 surveyed
Fleet = 6 (4/42)
Economy = 66
Technology = 65

9/10 leaders
7 adopted
5/5 Aptitude
0/5 Prosperity
Next: 1.5k/2k unity

Transcendent Learning
ID = 1

Rank = 10
Score = 722
Sliver Hive
Hive Mind

Gestalt Consciousness
Prosperous Unification

Strength of Legions
Pooled Knowledge
4 colonies
53pops
9 systems
+1 surveyed
Fleet = 14 (9/49)
Economy = 33
Technology = 42

5/7 leaders
7 adopted
5/5 Discovery
0/5 Diplomacy
Next: 3.6k/2.1k unity

Technological Ascendency
ID = 2

Rank = 11
Score = 693
Hiran Prime
Hive Mind

Gestalt Consciousness
Prosperous Unification

Organic Reprocessing
Ascetic
2 colonies
+2 planned
50pops
9 systems
+3 surveyed
Fleet = 17 (11/43)
Economy = 45
Technology = 42

8/8 leaders
7 adopted
5/5 Unyielding
0/5 Discovery
Next: 3.1k/2k unity

Transcendent Learning
ID = 3

Rank = 3
Score = 888
Screk Dynamics
? (Corporate)

Egalitarian
Xenophobe
Pacifist
Prosperous Unification

Ruthless Competition
Public Relations Specialists
5 colonies
45pops
9 systems
+1 surveyed
Fleet = 18 (12/41)
Economy = 55
Technology = 36

6/6 leaders
4 adopted
3/5 Adaptability
Next: 1.3k/858 unity
ID = 4

Rank = 12
Score = 691
Cantharian Citizen Confederation
Democratic Crusaders

Fanatic Militarist
Egalitarian
Syncretic Evolution

Efficient Bureaucracy
Citizen Service
3 colonies
37pops
7 systems
+1 surveyed
Fleet = 11 (7/49)
Economy = 44
Technology = 41

6/6 leaders
5 adopted
4/5 Discovery
Next: 729/1k unity
ID = 5

Rank = 9
Score = 727
Orassian High Kingdom
Hegemonic Imperialists

Authoritarian
Xenophobe
Militarist
Void Dwellers

Philosopher King
Corvee System
1 colonies
32pops
9 systems
+2 surveyed
Fleet = 31 (20/24)
Economy = 57
Technology = 57

6/6 leaders
5 adopted
4/5 Expansion
Next: 655/1k unity
ID = 6

Rank = 14
Score = 646
Model-16 Link
? (Machine Intelligence)

Gestalt Consciousness
Prosperous Unification

Experience Cache
Warbots
2 colonies
+1 colonizing
42pops
9 systems
+0 surveyed
Fleet = 32 (16/58)
Economy = 32
Technology = 44

4/6 leaders
4 adopted
3/5 Supremacy
Next: 667/812 unity
ID = 7

Rank = 8
Score = 759
Ti-Zru Conglomerate
Hegemonic Imperialists

Fanatic Xenophobe
Egalitarian
Remants
(Lithoid)

Diplomatic Corps
Functional Architecture
4 colonies
+1 planned
39pops
9 systems
+0 surveyed
Fleet = 12 (8/22)
Economy = 40
Technology = 50

5/6 leaders
5 adopted
4/5 Discovery
Next: 1k/1k unity
ID = 8

Rank = 7
Score = 763
Guritan Mandate
Xenophobic Isolationists

Authoritarian
Xenophobe
Pacifist
Prosperous Unification

Inward Perfection
Covee System
3 colonies
+1 planned
44pops
9 systems
+0 surveyed
Fleet = 24 (16/39)
Economy = 50
Technology = 41

6/6 leaders
6 adopted
5/5 Discovery
Next: 1.7k/1.7k unity

Interstellar Dominion
ID = 9

Rank = 5
Score = 789
Kingdom of Utaq
?

Xenophobe
Militarist
Spiritualist
Prosperous Unification

Diplomatic Corps
Memorialists
2 colonies
+1 colonizing
42pops
7 systems
+1 surveyed
Fleet = 31 (19/68)
Economy = 58
Technology = 39

6/6 leaders
7 adopted
5/5 Supremacy
0/5 Mercantile
Next: 1.4k/2k unity

Technological Ascendency
ID = 10

Rank = 13
Score = 665
Ebusian Crusaders
Fanatical Purifiers

Fanatic Xenophobe
Militarist
Ocean Paradise

Fanatic Purifiers
Nationalistic Zeal
1 colonies
+1 colonizing
36pops
8 systems
+3 surveyed
Fleet = 31 (15/41)
Economy = 46
Technology = 42

5/6 leaders
5 adopted
4/5 Subterfuge
Next: 793/1k unity
ID = 11

Rank = 15
Score = 618
Irenic Sathweeran Principality
Xenophobic Isolationists

Fanatic Xenophobe
Pacifist
Ocean Paradise

Inward Perfection
Aristocratic Elite
1 colonies
37pops
8 systems
+0 surveyed
Fleet = 26 (18/28)
Economy = 46
Technology = 42

8/8 leaders
6 adopted
5/5 Expansion
Next: 1.2k/1.7k unity

Transcendant Learning
ID = 12

Rank = 6
Score = 764
Ul-Turan Theocracy
Evangelizing Zealots

Fanatic Spiritualist
Xenophobe
Teachers of the Shroud

Vaults of Knowledge
Memorialists
4 colonies
44pops
7 systems
+1 surveyed
Fleet = 15 (10/40)
Economy = 47
Technology = 38

5/6 leaders
6 adopted
5/5 Expansion
Next: 2.9k/1.7k unity

Nihilistic Acquisition
Notes:
  • Rank 1 & 2 are fallen empires, so #3 (Screk Dynamics) is the highest ranked default empire.
  • No xenophile or materialist empires spawned.
  • Every single empire but one (the Cantharian Citizen Confederation) is either xenophobe or gestalt.
  • None of the AI empires are using any edicts, regardless of how much edict fund they have (up to 0/95, I think)
  • Issue: AI (ID 1) has assigned only governor to 6 pop colony instead of 43 pop capital
Notes on the Void Dweller AI:
  • 2213.02
    • alloys = 598+22/mo, influence = 315+5.1/mo
    • Still hasn't started building a habitat complex, though it does own both its pre-scripted systems by now.
    • Has construction ship with order to build major orbital on 5 energy deposit in home system.
      • Capital has 3 free districts, 1/3 reactor districts, and 1 free building slot, so AI is just throwing away alloys and energy income to get nothing except a small increase in planet capacity. If that's actually what it wants, though, it should either build a habitation district or at least build the major orbital of one of the planets without a deposit so that it's not throwing away energy income (and it's more likely to get use out of the building slot than the +3 max energy districts).
    • Are orbitals and habitat complexes drawing out of the same megastructures_habitat alloy budget item? If so, AI might struggle stockpiling enough alloys to build a new habitat if it keeps throwing them away on orbitals it doesn't need.
      • Orbital construction rules: Don't build unless
        • If system habitat has no free district space, major orbitals are allowed
        • If system habitat has no free building slots (and less than 12 building slots), generic orbitals are allowed
        • Orbitals over rare resource deposits are always allowed.
        • If system habitat has no available research/reactor/mining districts, resource orbitals of that type are allowed, weighting the smallest size deposits highest.
    • Has comms w/ Shrouldwalkers, > 10k energy, > 300 influence - could reasoably buy a lvl 5 governor from them
1693800262467.png

My exploring admiral ended his exploration and went MIA when he encountered the Ether Drake in that marked system in the lower left.
I still haven't found another empire.

1693800203167.png

My alloys economy has hit the point where I'm now upgrading some outposts to use as Solar Panel / Hydroponics Station resource nodes.
  • 2213.07: Stop using my idle construction ships to prebuild orbitals when I remember they have 1 alloy upkeep apiece.

Potential issues:
  • set_habitat_planetary_features_effect looks like it will ignore some deposits if a planet has more than one of the same type and size.
  • Frequently orbital deposits get in the way of your habitat expansion plans, both when you want the 1/2 building slot instead of an increase to max districts of a type the habitat doesn't use, and when you want the 1/2 district slot but don't want to lose the resource deposit.
  • I'd like a UI to locate systems meeting the following criteria:
    • Highest number of potential research, energy, or mining orbitals.
    • Highest number of potential generic minor orbitals, for habitats with building-based designation (hydroponics, fortress, unity, refinery)
    • Highest number of potential major orbitals, for industrial habitats that want to maximize districts but don't care about deposits. (Although generic orbitals are prefered in order to minimize orbital resource loss).
  • Tracking how many fractional building slots a habitat actually has, so that you know how many orbitals you need to build for another or whether it's safe to demolish or replace a district, is a pain in the neck.
  • There's no way to view the actual size of orbital deposits underneath a stack of output modifiers,
  • Losing large orbital resource deposits feels bad when you get nothing extra for it.
    • Maybe orbitals could increase max districts by deposit size, minimum 3? That has the added advantage of meaning you'll always get at least as many max districts as displayed on the galaxy map.
  • The 1 alloy upkeep orbitals have is significant enough (since you often want to build a lot of them) that I think it should be mentioned in the construction ship build megastructure interface.
  • Void Dwellers
    • The massive pop growth penalty you start with is very painful.
      • Maybe increase planet capacity based on unbuilt orbitals?
    • The amount of time it takes to build and colonize your first habitats (first saving up the alloys, then ) puts you behind
      • Maybe give Void Dwellers a way to increase habitat complex build speed, at least in the early game?
      • Maybe provide a way to build habitats in stages, so you can start construction before saving up the full 1k alloy lump sum?
    • It's more difficult for you to locate your pre-scripted systems than planetary empires in order to aim your surveying science ships, since they don't have colonizable planet icons clearly indicating them on the galaxy map.
      • Maybe add an early-game event or special project that tags the systems as points of interest? Ruined megastructures (orbitals) could also work, but might need more narrative justification thand desirable.
    • Getting
    • Having your society researched options clogged with blocker removal techs is more frustrating for Void Dwellers, who are less likely than planetary empires to want to bother researching them.
    • The Mastery of Nature AP is a trap for new players - the description doesn't actually explicitly say it can't be used on habitats or artifical worlds anywhere.
      • Probably the AP should require owning a non-artificial planet you can use the decision on.
    • Hive Minds get to ignore the -30% pop happiness on non-artificial worlds effect from the Void Dweller trait for free. Should they swap it for increased deviancy or something?
  • [...]
Thoughts & Suggestions
  • Alloy upkeep from orbitals can stack up pretty quickly. It might be nice to add a governor skill that reduces orbital upkeep when they're assigned to a habitat.
  • It would be nice to have a hybrid energy & mining designation, similar to Rural World.
  • Feels a bit weird to get +25% farmer output from the hydroponics designation, but only +10% technician/miner output from the reactor/mining designations. Maybe have all three give +25% for Void Dweller and Voidborne empires and +10% for planetary empires, and planetary basic resource designations give +10% instead of +25% for Void Dwellers?
  • Add a few pre-scripted random-spawn systems that are ideal
  • Change one of the less-interesting precursor systems into something ideal for habitats, with lots of planetary bodies with interesting deposits to build orbitals on.
    • Or maybe a future custodian project could add a new habitat-focused precursor to the Utopia DLC.
      • Relic activation effect similar to The Surveyor, but spawns a bunch of small deposits in a single system.
  • I think the Habitat Administration capital building should add at least one defense army, at least for Void Dwellers.
  • Could we get 3 tiers of capital building on habitats now that they're single larger colonies?
  • Do orbitals need to have alloys upkeep? All other stations, even starbases and megastructures, only have energy upkeep. If it's necessary for balance reasons, I'd still prefer increasing habitat district alloy upkeep (and maybe triggering a similar alloy upkeep for buildings on habitats) instead in order to make it more visible and a little easier to interact with (via district/building upkeep modifiers).
  • Build Habitation Modules on the system's primary starbase to add district's to the system's habitat?
  • Additional Void Dweller tradition swaps
    • Swap the +% colonization speed Expansion agenda for one that gives +% habitat construction speed instead? Habitats already have +200% colonization speed.
    • Adaptability - Theme: Adapt Void Dwellers to living on regular planets
      • Environmental Diversification: Void Dweller pop habitability on non-artificial worlds +20% (since +10% habitability on habitats is useless for them)
      • Finisher: Change to "The Void Dweller trait no longer inflicts penalties on non-artificial worlds"
  • Interactions:
    • Department of Archaeostudies: Trigger bonus effect on habitat if any orbital is built over a relic world or archaeology site.
    • Memorialists: Trigger bonus effect on habitat if any system orbital is built over a tomb, relic, or shattered world.
    • Environmentalist: Ranger lodges built on habitats benefit from uncolonized planets with orbitals built over them, and possibly add blockers to those instead of to the habitat itself.
    • Consecrated Worlds AP: Orbitals built over consecrated worlds provide benefits such as priest jobs, amenities, immigration attraction, etc. to the system's habitat, depending on quality.
    • Megastructures:
      • Science Nexus: Increases max research districts on system habitat based on tier.
      • Mega Art Installation: Adds Culture Worker jobs to system habitat based on tier.
      • Strategic Coordination Center: Adds Soldier jobs to system habitat based on tier.
      • Interstellar Assembly: Adds Politician jobs to system habitat based on tier.
    • Starbase buildings:
      • Resource Silo, Crew Quarters, Hyperlane Registrar, Transit Hub: Add a Clerk job to system habitat.
      • Fleet Academy: Add 2 Soldier jobs to system habitat (same as Military Academy).
      • Black Hole Observatory, Curator Think Tank: Add Researcher job(s) or +1 max research districts to system habitat.
      • Nebula Refinery, Ice Mining Station: Add Miner job(s) or +1 max mining districts to system habitat.
      • Art College: Add Culture Worker jobs to system habitat.
      • Offworld Trading Company, Trader Proxy Office: Add Trader jobs to system habitat.
        • Offworld Trading Company alt: Swaps Trade Districts back in!
      • Salvage Works: Add Scrap Miner or Dismantler job(s) to system habitat.
      • Mercenary Garrison: Add Soldier job(s) to system habitat.
  • [...]
To be continued/edited...
 
Last edited:
  • 4Like
  • 1Love
  • 1
Reactions:
The trade % bonus really would make much more sense on a specialist job.
I think clerks as a support job could work. But they'd need at least:
  • traders to not have any amenities so that they actually need amenity support (ex. +2 trade instead of +2 amenities from the tradition)
  • more bulk traders (ex. 1 more trader instead of clerk by default from commercial zone), so there's even more need for amenities. The final ratio here is 2 clerks and 3 traders per city/zone combined (3 clerks/6 traders from the upgraded one).
  • all the amenities by default and extra trade from Trickle Up instead (ex. +1 trade, +1% trade modifier from Trickle Up) so that non-trade empires can use them as default amenity producers rather than auto-closing them
  • the same automation behavior as entertainers, so they just behave as expected for new players who turn on automation
If you actually need the amenities, they have two niches as a support job: one where you want just enough clerks to keep your pops supplied with amenities (you want a few, but not too many) while producing somewhat decent trade output as a side thing, and another once you hit critical mass where their % modifier means you want as many of them as possible, and the excess amenities are not a concern.

The % trade bonus solves a problem that clerks have (lack of a niche other than "worse traders" once you hit mid/late game), but the specialist job doesn't have that problem because it's the one with higher output.
 
  • 8Like
  • 1
Reactions:
Now that put a few hours into a fruitful partnership stargazing void hive where it had invasive species. I of course named it interstellar kudzu and it's starting to spread.

UI needs to do a better job displaying what the total bonus are that we currently have for invasive species.

Also seems like invasive species should account for trait points given by a trait. We probably should be given an additional bit of habitability and pop growth for negative traits that only give one trait point. Logic being that while the traits that give 2 points are suppose to hurt more, those two trait points given can easily allow for builds that overcome that disadvantage (I won't go into how some negative traits feel like they should give more points than they currently do, while others are giving more points than feels warranted). The big thing is the slot given up is a big deal and leaving that negative trait in means that slot can't be used for anything else. It might be a more interesting dynamic if I have the make the choice between taking a one point negative that gives more from the invasive species trait or a two point negative that gives me a little less, but let's me invest in stronger traits; especially, once I open up one of the ascension paths that gives me more options on what bonuses my species has I'll admit this almost entirely applies to cybernetic, though a bit curious if bio does also give people more options as well, should they keep the trait.

Finally, going to suggest the crazy idea of maybe gene modding for invasive species should work different than it normally does. If someone hasn't taken bio ascension, then it shouldn't be possible to remove negative biological traits, but at the same time, in addition to adding any positive biological traits that are compatible with the trait, it should also be possible to add more negative traits as well. Given that invasive species only plays nice with just three positive biological traits, the setup could easily bias players towards starting the game with invasive species and nothing but negative traits, since they wouldn't be able to add more negative traits, but once they unlock the two gene points, they can always just tack on budding if they go done an ascension path that doesn't give them many options. I will also say this trait really makes it feel like we need one or two more traits that play nice with it.

As for the origin, I like it overall. It's a great way to save influence and alloys, if things go your way. So this puts me on the fence in regards to the cost of the special project. 3K energy is a hefty sum and you still need to spend influence and alloys on systems anyways. So not entirely sure if this should be lowered of if it should be left as is because it can be pretty bonkers if goes you way. I will say that the origin probably should come with an additional plus one to starbase capacity, given that you will have to build extra starbases to make good use of cases where you get free systems on the other side of the galaxy.

Though it does feel like the special building with this origin has similar annoyances to the ice mining station. I'm less perturbed that I might have to build a few starbases with that building because of how powerful this origin can be. Wouldn't mind if the UI gave us a better idea of how far away a space critter can be before it it won't be attracted, Though I'm still not a fan of the idea that I'll hit a point where I would start replacing them because there are no worlds left to colonize. I'd suggest that maybe the building should have some secondary function and wouldn't mind having that locked behind a tech or special project. That way my immediate response when I run out of plants to colonize, won't be guess I'm replacing all those useless starbase buildings. (as an aside, the ice mining build needs to be able to collect stuff over multiple systems, it sucks to build a starbase solely to mine ice out of a system and then delete said starbase because all the ice is gone. Also it's a building that should have a secondary function, so that it's not an auto, scrap that build because all the ice is gone sort of deal).
 
  • 1Like
Reactions:
If you actually need the amenities, they have two niches as a support job: one where you want just enough clerks to keep your pops supplied with amenities (you want a few, but not too many) while producing somewhat decent trade output as a side thing, and another once you hit critical mass where their % modifier means you want as many of them as possible, and the excess amenities are not a concern.

Maybe toggle the +Amenities / +% TV with colony designation?

Urban or Trade => Clerks get 2 Amenities and +1% TV.

Anything else => Clerks get 3 Amenities and +1% specialist productivity.
 
  • 2Like
  • 1
  • 1
Reactions:
Even before 3.8, if running Militarized Economy, Duelists were close enough to the efficiency of running bureaucrats/soldiers (with a bunch of amenities at a heft discount) for the same outputs that it was usually optimal to use so many Duelists that you ran your amenities all the way to the 2x/+20% happiness limit. Assuming you had enough ships to want soldiers, and wanted enough unity that you would have otherwise considered bureaucrats, that is.
Are you sure about that? I don't see Warrior Culture as efficient at all. Perhaps in the late game as a reform civic it could be useful, but in the early game it can really hurt your alloy economy. Let's look at the jobs:

Duelist:
+10 amenities
+2 naval capacity
+2 unity
-1 alloy
-1 civic slot

Output can be boosted by council position at +10% per skill level

Entertainer:
+10 Amenities
+1 unity
-1 consumer good

The main drawback of duelists is in the early game - you get most of your naval capacity from technology and starbases so you don't need to employ soldiers yet, and the upkeep of 1 alloy is twice as expensive in minerals to produce as a consumer good at base. In effect the upkeep of a duelist is double that of an entertainer. Alloys are also the resource used for ship construction, so any use of alloys other than ship construction is going to hurt your military buildup. If it's considered optimal to not build robots in the early game due to the alloy upkeep, surely Warrior Culture must also be considered bad for the same reason.

Assuming a hypothetical scenario where you have two guaranteed habitable worlds for a total of three planets with a single holo-theater on each, that puts you at six duelist jobs in the early game. Stretch out -6 alloys per month for 30 years and you get 2160 alloys lost in upkeep for duelists. I personally don't think that's worth it, 2000+ alloys could be quite a few ships instead. Now, you probably won't need two duelists per planet for the entire first 30 years of the game, but if you're barely using a civic what's even the point of taking it as your civic?

If you get late enough in the game where you have a level 10 leader doubling the output of a duelist, then yes, they effectively become better bureaucrats. You'll get a base output of +4 unity along with the other benefits (though I don't actually know if the council position buffs non-resource job output). But if you are at that point in the game there are probably still other civics that provide more benefits. Just for militarist civics alone I would put both Distinguished Admiralty and Citizen Service ahead of Warrior Culture in the late game, to say nothing of generic economy boosting civics like Meritocracy or Masterful Crafters.

At the end of the day, that's the main reason to not use Warrior Culture outside of role-playing. It can be actively detrimental in the early game depending on how you prioritize things, and while it can become useful later on it still has to compete with other, better, civics.

For reference: a Duelist burns 1 alloys (4 energy equivalent, with a discount because of Militarized Economy) while a fanatic militarist culture worker burns 3 CG (6 energy equivalent, plus a bit more because of the economy) for only 2 naval capacity instead of 4. Fully buffed Duelists are good even if you don't need amenities, though their usefulness is bounded by your empire's hunger for unity (since you should switch to soldiers once you no longer need the unity).
I would prefer to compare a Duelist to its analogue job, the Entertainer, rather than culture workers. When you need amenities you don't build a monument, you build a holo-theater. Culture Workers are also inefficient jobs, producing the same 4 base unity as a bureaucrat but with an extra +1 consumer good upkeep. It's a subjective opinion of mine, but I don't think the bonus ethics effects are worth a whole consumer good. Especially for militarist - Fanatic Militarist can get +2 naval capacity from a culture worker for the extra 1 consumer good, but a normal soldier job is worker tier and gives +6 naval capacity (with an early game technology) with no consumer goods upkeep. It might be slightly pop-efficient to get the effects of more pops shoved into fewer pops, but it's very resource-inefficient.

As for special jobs granted by militarist civics, I would take Citizen Service for its +2 unity from Soldier jobs and +15% naval capacity over Duelists' +2 naval capacity and +1 unity from entertainers. Citizen Service also stacks well with the Unyielding tradition that provides +0.5 unity per defense army. With Citizen Service and Unyielding a soldier will produce 3.5 unity and 6 naval capacity, almost on par with the base output of a bureaucrat but with zero consumer goods upkeep. Though, the council position from Citizen Service does suck.
 
  • 1Like
Reactions:
Guess which Leviathan I didn't need to kill.

Screenshot 2023-09-02 at 9.30.29 AM.png
 
  • 2Haha
Reactions:
Are you sure about that? I don't see Warrior Culture as efficient at all. Perhaps in the late game as a reform civic it could be useful,
I'm absolutely certain that the job is efficient, and good for you early game, even. But I'm only... mostly sure that the civic as a whole is worth it after you've got reasonably high level councilors. But this is all based on number crunching and I haven't actually played a single game with Warrior Culture (don't tend to play a lot of militarists unless they're FPs). So it comes with that massive asterisk (that there's zero play experience backing it up).

I mostly agree with your overall conclusion (good to reform into, probably not super useful to start), though I disagree with a few of the arguments you used to reach it.

Apologies in advance: some of quotes got moved around to avoid duplicating counterarguments. It would have been even longer without that. Hopefully I'm not pulling anything too far out of context (tried not to).

I just find this kind of analysis interesting, because there are quite a few variables and various tradeoffs you can make along the way.
Let's look at the jobs:

Duelist:
+10 amenities
+2 naval capacity
+2 unity
-1 alloy

Output can be boosted by council position at +10% per skill level

Entertainer:
+10 Amenities
+1 unity
-1 consumer good

(Plus some followups in the thread. This was written before 3.8 and WC got its incredibly strong council effect; the early game/late game dynamic flips, as they now get much stronger over time.)

The tl;dr of those posts is that if you have Militarized Economy, your output is 3.75 per metallurgist and 4.5 per artisan, with 1.5 miners supporting each. A duelist makes 1/4 of a bureaucrat in unity (.25 pops, plus .5 CG saved). So 4 duelists, 1.066 metallurgists, and 6.6 miners (6.666 pops) make the same as 4 entertainers, 1 bureaucrat, 1.33 artisans, and 2 miners (8.33 pops), plus two early game soldiers (if you need the capacity).

Militarized Economy makes all the difference.

It's a unity civic for militarists which becomes useful long before CS does (since you don't start wanting soldiers, and you don't start with Unyielding). If you don't want unity as a militarist though (since you probably only need to rush down Supremacy followed by Prosperity and maybe Subterfuge just for the tracking/evasion if you're doing something weird), it's totally useless. But the numbers are such that if you value each of the jobs it's replacing, each Duelist (and the pops supporting them) are worth ~1.55 pops of the alternative (6.66 vs. 10.33).

And on a pop-efficiency basis, you actually want to spam them (especially on a forge or factory world) until you get to +20% happiness, in the early game. In the late game the councilor effects now means you want to spam them even beyond.

The job is efficient, but:
-1 civic slot
Now, you probably won't need two duelists per planet for the entire first 30 years of the game, but if you're barely using a civic what's even the point of taking it as your civic?
This is the problem. Like I said, the job is good, but the civic just doesn't have a huge effect on the economy, so it's maybe not worth taking until later. It makes your entertainers really good, but you only need so many entertainers.

Unless you really want both the naval capacity and unity (in which case it's quite decent, even at the start, I think). It really needs its council position, though, to give enough overall impact, which comes at around year 15 ish. Which means it's especially weak to start without Oligarchy (or Distinguished Admiralty, which does the same).
The main drawback of duelists is in the early game - you get most of your naval capacity from technology and starbases so you don't need to employ soldiers yet, and the upkeep of 1 alloy is twice as expensive in minerals to produce as a consumer good at base. In effect the upkeep of a duelist is double that of an entertainer. Alloys are also the resource used for ship construction, so any use of alloys other than ship construction is going to hurt your military buildup. If it's considered optimal to not build robots in the early game due to the alloy upkeep, surely Warrior Culture must also be considered bad for the same reason.
  1. I would argue you only get all your capacity from tech and starbases if you aren't building enough ships, but I'm basing that on mainly FP runs. This is even more common in 3.8, since you can cut ship costs down very low and just start printing them (held back only by your upkeep).
  2. The upkeep is not double that of an entertainer: with Militarized Economy, it's about 20% higher at the start of the game. That number rises a bit as the game goes on as you get more bonuses, but it never gets all the way to 100%. And, importantly, it's doing the job of a bureaucrat as well. An entertainer and 1/4 of a bureaucrat consume 1.5 CG, which is higher than 1 alloy with Militarized Economy pretty much throughout the game. So it ends up saving you upkeep pops.
  3. Yes, they compete with ships for alloys, but metallurgists compete with artisans for jobs. Fewer CG needed means more metallurgists, which means more alloys.
  4. Robots are bad because they burn alloys and take 40 years to pay off. You don't want to conquer in 40 years, you want to conquer now. So the way it puts you in alloy-debt for several decades is bad. Duelists provide their bonuses immediately.
but in the early game it can really hurt your alloy economy.
At the end of the day, that's the main reason to not use Warrior Culture outside of role-playing. It can be actively detrimental in the early game depending on how you prioritize things, and while it can become useful later on it still has to compete with other, better, civics.
Assuming a hypothetical scenario where you have two guaranteed habitable worlds for a total of three planets with a single holo-theater on each, that puts you at six duelist jobs in the early game. Stretch out -6 alloys per month for 30 years and you get 2160 alloys lost in upkeep for duelists. I personally don't think that's worth it, 2000+ alloys could be quite a few ships instead.
-6 alloys per month is 1.6 militarized metallurgists. But they're displacing 6 entertainers and 1.5 bureaucrats, who would burn -9 CG per month, which is 2 militarized artisans. If you close 2 artisan jobs and have them work as metallurgists instead, you net +1.5 alloys per month, rather than it costing you 6. And if you employ extra on a forge world, you may gain net alloys, even before accounting for the lost need for artisans: 10 metallurgists make 30 base alloys. 7.2% of that is 2.16 alloys, so adding a second Duelist making 13 or so amenities gets you +1.16 alloys from just excess happiness (though you wouldn't want to do that if you didn't also want the unity/capacity, since +1.16 alloys is a pathetic net output for a pop).

If you get late enough in the game where you have a level 10 leader doubling the output of a duelist, then yes, they effectively become better bureaucrats. You'll get a base output of +4 unity along with the other benefits (though I don't actually know if the council position buffs non-resource job output). But if you are at that point in the game there are probably still other civics that provide more benefits. Just for militarist civics alone I would put both Distinguished Admiralty and Citizen Service ahead of Warrior Culture in the late game, to say nothing of generic economy boosting civics like Meritocracy or Masterful Crafters.
All of them, except Citizen Service (which is, in my opinion, just Warrior Culture but economically worse, see below) would probably be stronger to start with. Distinguished Admiralty actually has
nice synergy with Warrior Culture, if you want to take both: Duelists benefit massively from admirals starting at level 3, so your councilor (in a DA Oligarchy) starts by giving them +50% output (starting them at 75% of a bureaucrat/soldier, or 50% of a soldier after Ground Defense Planning, instead of 50%/33%).

The council position does buff the non-resource job output, for what it's worth. And it also gives the job base unity (which is very important). With an (effective) level 10 councilor, a Duelist makes 4 base unity, 4 naval capacity, and 20 amenities. And fractional naval capacity is tracked (even if it doesn't show up in the tooltip).
I would prefer to compare a Duelist to its analogue job, the Entertainer, rather than culture workers. When you need amenities you don't build a monument, you build a holo-theater. Culture Workers are also inefficient jobs, producing the same 4 base unity as a bureaucrat but with an extra +1 consumer good upkeep. It's a subjective opinion of mine, but I don't think the bonus ethics effects are worth a whole consumer good. Especially for militarist - Fanatic Militarist can get +2 naval capacity from a culture worker for the extra 1 consumer good, but a normal soldier job is worker tier and gives +6 naval capacity (with an early game technology) with no consumer goods upkeep. It might be slightly pop-efficient to get the effects of more pops shoved into fewer pops, but it's very resource-inefficient.
I'm comparing to Culture Workers because that's what they're competing with if you literally throw all the amenities away. As in, a councilor-buffed duelist is strictly better than a bureaucrat (or Culture Worker, which is a better* bureaucrat), even if you drop all the amenities which are the main output of the job. A Culture Worker creates 4 base unity and 2 naval capacity (plus something else).

If you compare them to entertainers, Duelists are so much better that it's not a contest.

*Culture workers (for non-egalitarians/pacifists/xenophiles) are very efficient jobs, not inefficient ones. They burn 1 extra CG, but their building requires no upkeep (effectively saving 1 energy per job), canceling half of it out. And the additional effects are generally worth much more than 1 energy equivalent (or 1.3ish, if you're running Militarized Economy). I will take 6 culture workers (burning 18 CG) over 6 bureaucrats and 2 soldiers (burning 12 CG, 8 energy, and using an entire 2 extra pops) any day of the weak. The former is using 6 extra CG, but it's saving 8 energy (which would pay for half the CG), and those 2 extra pops can produce way more than 3 CG if you're past the very start of the game. And they get an extra ethic effect (which may be as good as +2 edict fund or as useless as -2.5% pop upkeep).
As for special jobs granted by militarist civics, I would take Citizen Service for its +2 unity from Soldier jobs and +15% naval capacity over Duelists' +2 naval capacity and +1 unity from entertainers. Citizen Service also stacks well with the Unyielding tradition that provides +0.5 unity per defense army. With Citizen Service and Unyielding a soldier will produce 3.5 unity and 6 naval capacity, almost on par with the base output of a bureaucrat but with zero consumer goods upkeep. Though, the council position from Citizen Service does suck.
The biggest point in WC's favor is that the Citizen Service councilor basically doesn't exist (army damage and upkeep don't matter), and it robs you of the opportunity to appoint another Admiral (sticking you with a General instead). That alone can completely undo the 15% extra naval capacity from the civic, and make it compete on just a job vs. job basis.

As a reform civic:
The unity from armies is nice, but it doesn't benefit from resources from jobs. The end result is that a CS soldier gives 2 unity from the job (maybe 3 or 3.5 after modifiers) plus 6 naval capacity, and the armies give around 2 (monthly unity bonuses apply). Using Duelists (with an effective level 10 councilor) instead of Entertainers gives +3 base unity (going up to 4.5 or 5.25), plus 4 naval capacity per otherwise-entertainer, and +20% happiness (20% approval rating, for 12% stability, for 7.2% resources from jobs) to the entire empire, since at that point Duelists make double amenities. And once you start just spamming them for their raw output, they make 4 base (going up to 6.3 or 7.3 after modifiers) unity each. So CS soldiers make 1.5x the naval capacity of a Duelist, but Duelists make 1.5x the unity of a CS soldier.

To pick a point of (rough) equality: 6 duelists and 2 soldiers give 30 fleet capacity and ~45 unity (49, if you take Unyielding). 6 CS soldiers and 2 bureaucrat give 30 fleet capacity and ~45 unity. So if you wanted unity so much you were willing to hire bureaucrats, to make up the difference, Duelists are slightly ahead (and also buff the rest of your empire, to boot).

You can swing this more one way or the other, though. The above comparison is just sorta where the lines cross (with the same number of pops and the same naval capacity), but if you valued unity more, CS has to pay a bunch of bureaucrats to keep up, and if you valued fleet capacity more, Duelists literally can't match the pop efficiency without just employing pure soldiers. I feel like the comparison is reasonably fair to both, though: it's equal on fleet capacity (the thing that CS is best at) and has both working the same number of off-specialization jobs.

Duelists also come with the rather odd benefit of being stackable in an ecumenopolis: if you want, you can have 120 duelists making 480 base fleet capacity (and a bunch of unity) much easier than you can have 80 soldiers making that 480 (and a lot less unity). The Duelists need a single planet with 20 districts to do that, but soldiers need 20 building slots (2 planets at least, but probably 3).

Again, as well: I'm just assuming the additional amenities don't do anything in this. The player would be employing Duelists (in this comparison) purely for the unity/capacity, and all your empire's amenity needs will have been met twice over even before you considered these extra pops.

With late game tech, the upkeep for the 6 duelists in this comparison is .45 metallurgists (and .1ish miner, since you're cranking unity and will have your ecus ascended), and the upkeep for the 2 bureaucrats is .25 artisans (and .06ish miners). So that's a pretty small piece of the pie. But if if you count it (or you're looking at mid game tech): +7.2% resources from jobs across the empire more than cancels out the extra upkeep.

And if you are e.g. an Oligarchy, plus Statecraft (Citizen Service requires you to be either an Oligarchy or Democracy, for comparison), Duelists are even better than this, still. +130% output (instead of +100%) means they make 4.6 base unity and 4.6 base naval capacity. Though it still can't match soldier's pop efficiency for fleets. Duelists even jump up to +150% output (5 naval capacity per pop) every time you do the Statecraft Agenda, though that's inconsistent enough to not be worth counting.

I think the result of that CS comparison is a resounding "meh". They're roughly equal, but I'm inclined to think Duelists is a bit better, if only because:
  • I want unity from my militarist unity civic
  • I really like "you have functionally infinite amenities on every planet" as an effect
  • Admirals on the council are better than Generals
But if you valued absolute naval capacity per pop (and wanted a General councilor for some other purpose), then CS comes out ahead because Duelists just can't reach that level of pop efficiency (just like CS soldiers just can't reach their level of unity pop efficiency with equal naval capacity, even if they mixed in Politicians, somehow, magically).

tl;dr:
I agree that because of the limited number of needed Entertainers, the overall impact on your empire is too small to justify taking the civic... until you get up to effective level 7-13 or so councilors, who make them so efficient that you want to build them to replace your bureaucrats and soldiers regardless of amenities. That makes Warrior Culture a great 3rd civic. Though it won't cripple you if you start with it.

Edit: JFC this is even longer than I thought it was when I was typing it up.
 
Last edited:
  • 3
  • 2Like
Reactions:
but if you're barely using a civic what's even the point of taking it as your civic?
and while it can become useful later on it still has to compete with other, better, civics.
This is one of the reasons why a new Civic system is needed. Obviously, Civics are not equivalent, there are better and worse. And I want to get more of them so that we can make roleplays and use effective Civics for our tasks.

More about this: https://forum.paradoxplaza.com/foru...iary-311-chiseling-away.1597477/post-29122458
 
  • 2Like
  • 2
Reactions:
Hi. I use Warrior Tradition. It'd be nice if people posting on this threads considered things that just aren't "the meta" from time to time.
On the one hand, great! On the other hand... why? You're making your entertainers slightly more expensive, not really better at their job, and adding a council position that basically just puts another Admiral on your council. The real gameplay impact is non-existent.
 
  • 2
Reactions:
Having had a decent play on the habitat rework with Void Dwellers, I feel that the rework sort of doesn't really solve the problems it sets out to solve. We went from having interesting little mini planets, where the location of each was important as it determined which districts were available on each, to a very samey setup where there's little decision making other than if to bother colonising a system at all. We lost district diversity, ending up with artificial planets just extra steps. In which case, why bother? Eventually I'm sure the numbers could be buffed enough to make it competitive but I can't escape the feeling that playing as Void Dwellers got less interesting, not more.

There's also a lot of micro having to zoom into each moon and planet to right click the constructor drone to manually construct orbitals as it can't be done via a system wide right click.

Maybe it'd be better to scrap the whole thing and just improve AI habitat construction priorities as someone suggested before, or restrict number of habitats per system without Voidborne/Void Dwellers
 
  • 1
  • 1Like
  • 1
Reactions:
Having had a decent play on the habitat rework with Void Dwellers, I feel that the rework sort of doesn't really solve the problems it sets out to solve. We went from having interesting little mini planets, where the location of each was important as it determined which districts were available on each, to a very samey setup where there's little decision making other than if to bother colonising a system at all. We lost district diversity, ending up with artificial planets just extra steps. In which case, why bother? Eventually I'm sure the numbers could be buffed enough to make it competitive but I can't escape the feeling that playing as Void Dwellers got less interesting, not more.

There's also a lot of micro having to zoom into each moon and planet to right click the constructor drone to manually construct orbitals as it can't be done via a system wide right click.

Maybe it'd be better to scrap the whole thing and just improve AI habitat construction priorities as someone suggested before, or restrict number of habitats per system without Voidborne/Void Dwellers

I agree somewhat, but my feedback would be in line with scrapping the annoying micro-management of building these mini-habitats. Instead, add a system into the complex to build extensions based on system resources directly in the manager. Additionally, I think to diversify the experience for habitats, we could get habitat modifiers based on system planets and asteroids, like extra mineral output or other modifiers seen on planets.
 
  • 2
  • 1Like
Reactions:
Good question,

Looking at it, the relic shouldn't add new deposits to planets that already have a deposit, so if an orbital provides research, energy or mining districts that won't change.

If the orbital provides building slots due to the planet lacking a research, energy or mining deposit when the orbital was first constructed and the relic adds a new deposit, you'll need to rebuild the orbital to get the district type unlocked.

I'll have a look at making this a bit smoother by swapping the orbital to collect resources if the relic spawns resources under it
In case nobody has mentioned it, generic orbitals are not providing building slots. This seems to be because "num_major_and_minor_orbitals_type" only looks for "<major/minor>_orbital_resource" and not "<major/minor>_orbital_generic".
 
  • 1
Reactions:
In case nobody has mentioned it, generic orbitals are not providing building slots. This seems to be because "num_major_and_minor_orbitals_type" only looks for "<major/minor>_orbital_resource" and not "<major/minor>_orbital_generic".
I've created a micromod that fixes this that I'm using, but I'm not sure what the etiquette around sharing it would be - would releasing a mod for a beta interfere with the feedback being collected?
 
  • 1Like
  • 1Love
Reactions:
I
I'm absolutely certain that the job is efficient, and good for you early game, even. But I'm only... mostly sure that the civic as a whole is worth it after you've got reasonably high level councilors. But this is all based on number crunching and I haven't actually played a single game with Warrior Culture (don't tend to play a lot of militarists unless they're FPs). So it comes with that massive asterisk (that there's zero play experience backing it up).

I mostly agree with your overall conclusion (good to reform into, probably not super useful to start), though I disagree with a few of the arguments you used to reach it.

Apologies in advance: some of quotes got moved around to avoid duplicating counterarguments. It would have been even longer without that. Hopefully I'm not pulling anything too far out of context (tried not to).

I just find this kind of analysis interesting, because there are quite a few variables and various tradeoffs you can make along the way.


(Plus some followups in the thread. This was written before 3.8 and WC got its incredibly strong council effect; the early game/late game dynamic flips, as they now get much stronger over time.)

The tl;dr of those posts is that if you have Militarized Economy, your output is 3.75 per metallurgist and 4.5 per artisan, with 1.5 miners supporting each. A duelist makes 1/4 of a bureaucrat in unity (.25 pops, plus .5 CG saved). So 4 duelists, 1.066 metallurgists, and 6.6 miners (6.666 pops) make the same as 4 entertainers, 1 bureaucrat, 1.33 artisans, and 2 miners (8.33 pops), plus two early game soldiers (if you need the capacity).

Militarized Economy makes all the difference.

It's a unity civic for militarists which becomes useful long before CS does (since you don't start wanting soldiers, and you don't start with Unyielding). If you don't want unity as a militarist though (since you probably only need to rush down Supremacy followed by Prosperity and maybe Subterfuge just for the tracking/evasion if you're doing something weird), it's totally useless. But the numbers are such that if you value each of the jobs it's replacing, each Duelist (and the pops supporting them) are worth ~1.55 pops of the alternative (6.66 vs. 10.33).

And on a pop-efficiency basis, you actually want to spam them (especially on a forge or factory world) until you get to +20% happiness, in the early game. In the late game the councilor effects now means you want to spam them even beyond.

The job is efficient, but:


This is the problem. Like I said, the job is good, but the civic just doesn't have a huge effect on the economy, so it's maybe not worth taking until later. It makes your entertainers really good, but you only need so many entertainers.

Unless you really want both the naval capacity and unity (in which case it's quite decent, even at the start, I think). It really needs its council position, though, to give enough overall impact, which comes at around year 15 ish. Which means it's especially weak to start without Oligarchy (or Distinguished Admiralty, which does the same).

  1. I would argue you only get all your capacity from tech and starbases if you aren't building enough ships, but I'm basing that on mainly FP runs. This is even more common in 3.8, since you can cut ship costs down very low and just start printing them (held back only by your upkeep).
  2. The upkeep is not double that of an entertainer: with Militarized Economy, it's about 20% higher at the start of the game. That number rises a bit as the game goes on as you get more bonuses, but it never gets all the way to 100%. And, importantly, it's doing the job of a bureaucrat as well. An entertainer and 1/4 of a bureaucrat consume 1.5 CG, which is higher than 1 alloy with Militarized Economy pretty much throughout the game. So it ends up saving you upkeep pops.
  3. Yes, they compete with ships for alloys, but metallurgists compete with artisans for jobs. Fewer CG needed means more metallurgists, which means more alloys.
  4. Robots are bad because they burn alloys and take 40 years to pay off. You don't want to conquer in 40 years, you want to conquer now. So the way it puts you in alloy-debt for several decades is bad. Duelists provide their bonuses immediately.



-6 alloys per month is 1.6 militarized metallurgists. But they're displacing 6 entertainers and 1.5 bureaucrats, who would burn -9 CG per month, which is 2 militarized artisans. If you close 2 artisan jobs and have them work as metallurgists instead, you net +1.5 alloys per month, rather than it costing you 6. And if you employ extra on a forge world, you may gain net alloys, even before accounting for the lost need for artisans: 10 metallurgists make 30 base alloys. 7.2% of that is 2.16 alloys, so adding a second Duelist making 13 or so amenities gets you +1.16 alloys from just excess happiness (though you wouldn't want to do that if you didn't also want the unity/capacity, since +1.16 alloys is a pathetic net output for a pop).


All of them, except Citizen Service (which is, in my opinion, just Warrior Culture but economically worse, see below) would probably be stronger to start with. Distinguished Admiralty actually has
nice synergy with Warrior Culture, if you want to take both: Duelists benefit massively from admirals starting at level 3, so your councilor (in a DA Oligarchy) starts by giving them +50% output (starting them at 75% of a bureaucrat/soldier, or 50% of a soldier after Ground Defense Planning, instead of 50%/33%).

The council position does buff the non-resource job output, for what it's worth. And it also gives the job base unity (which is very important). With an (effective) level 10 councilor, a Duelist makes 4 base unity, 4 naval capacity, and 20 amenities. And fractional naval capacity is tracked (even if it doesn't show up in the tooltip).

I'm comparing to Culture Workers because that's what they're competing with if you literally throw all the amenities away. As in, a councilor-buffed duelist is strictly better than a bureaucrat (or Culture Worker, which is a better* bureaucrat), even if you drop all the amenities which are the main output of the job. A Culture Worker creates 4 base unity and 2 naval capacity (plus something else).

If you compare them to entertainers, Duelists are so much better that it's not a contest.

*Culture workers (for non-egalitarians/pacifists/xenophiles) are very efficient jobs, not inefficient ones. They burn 1 extra CG, but their building requires no upkeep (effectively saving 1 energy per job), canceling half of it out. And the additional effects are generally worth much more than 1 energy equivalent (or 1.3ish, if you're running Militarized Economy). I will take 6 culture workers (burning 18 CG) over 6 bureaucrats and 2 soldiers (burning 12 CG, 8 energy, and using an entire 2 extra pops) any day of the weak. The former is using 6 extra CG, but it's saving 8 energy (which would pay for half the CG), and those 2 extra pops can produce way more than 3 CG if you're past the very start of the game. And they get an extra ethic effect (which may be as good as +2 edict fund or as useless as -2.5% pop upkeep).

The biggest point in WC's favor is that the Citizen Service councilor basically doesn't exist (army damage and upkeep don't matter), and it robs you of the opportunity to appoint another Admiral (sticking you with a General instead). That alone can completely undo the 15% extra naval capacity from the civic, and make it compete on just a job vs. job basis.

As a reform civic:
The unity from armies is nice, but it doesn't benefit from resources from jobs. The end result is that a CS soldier gives 2 unity from the job (maybe 3 or 3.5 after modifiers) plus 6 naval capacity, and the armies give around 2 (monthly unity bonuses apply). Using Duelists (with an effective level 10 councilor) instead of Entertainers gives +3 base unity (going up to 4.5 or 5.25), plus 4 naval capacity per otherwise-entertainer, and +20% happiness (20% approval rating, for 12% stability, for 7.2% resources from jobs) to the entire empire, since at that point Duelists make double amenities. And once you start just spamming them for their raw output, they make 4 base (going up to 6.3 or 7.3 after modifiers) unity each. So CS soldiers make 1.5x the naval capacity of a Duelist, but Duelists make 1.5x the unity of a CS soldier.

To pick a point of (rough) equality: 6 duelists and 2 soldiers give 30 fleet capacity and ~45 unity (49, if you take Unyielding). 6 CS soldiers and 2 bureaucrat give 30 fleet capacity and ~45 unity. So if you wanted unity so much you were willing to hire bureaucrats, to make up the difference, Duelists are slightly ahead (and also buff the rest of your empire, to boot).

You can swing this more one way or the other, though. The above comparison is just sorta where the lines cross (with the same number of pops and the same naval capacity), but if you valued unity more, CS has to pay a bunch of bureaucrats to keep up, and if you valued fleet capacity more, Duelists literally can't match the pop efficiency without just employing pure soldiers. I feel like the comparison is reasonably fair to both, though: it's equal on fleet capacity (the thing that CS is best at) and has both working the same number of off-specialization jobs.

Duelists also come with the rather odd benefit of being stackable in an ecumenopolis: if you want, you can have 120 duelists making 480 base fleet capacity (and a bunch of unity) much easier than you can have 80 soldiers making that 480 (and a lot less unity). The Duelists need a single planet with 20 districts to do that, but soldiers need 20 building slots (2 planets at least, but probably 3).

Again, as well: I'm just assuming the additional amenities don't do anything in this. The player would be employing Duelists (in this comparison) purely for the unity/capacity, and all your empire's amenity needs will have been met twice over even before you considered these extra pops.

With late game tech, the upkeep for the 6 duelists in this comparison is .45 metallurgists (and .1ish miner, since you're cranking unity and will have your ecus ascended), and the upkeep for the 2 bureaucrats is .25 artisans (and .06ish miners). So that's a pretty small piece of the pie. But if if you count it (or you're looking at mid game tech): +7.2% resources from jobs across the empire more than cancels out the extra upkeep.

And if you are e.g. an Oligarchy, plus Statecraft (Citizen Service requires you to be either an Oligarchy or Democracy, for comparison), Duelists are even better than this, still. +130% output (instead of +100%) means they make 4.6 base unity and 4.6 base naval capacity. Though it still can't match soldier's pop efficiency for fleets. Duelists even jump up to +150% output (5 naval capacity per pop) every time you do the Statecraft Agenda, though that's inconsistent enough to not be worth counting.

I think the result of that CS comparison is a resounding "meh". They're roughly equal, but I'm inclined to think Duelists is a bit better, if only because:
  • I want unity from my militarist unity civic
  • I really like "you have functionally infinite amenities on every planet" as an effect
  • Admirals on the council are better than Generals
But if you valued absolute naval capacity per pop (and wanted a General councilor for some other purpose), then CS comes out ahead because Duelists just can't reach that level of pop efficiency (just like CS soldiers just can't reach their level of unity pop efficiency with equal naval capacity, even if they mixed in Politicians, somehow, magically).

tl;dr:
I agree that because of the limited number of needed Entertainers, the overall impact on your empire is too small to justify taking the civic... until you get up to effective level 7-13 or so councilors, who make them so efficient that you want to build them to replace your bureaucrats and soldiers regardless of amenities. That makes Warrior Culture a great 3rd civic. Though it won't cripple you if you start with it.

Edit: JFC this is even longer than I thought it was when I was typing it up.
I should probably have clarified that when I say"early game" I'm referring to the time period from the start of the game to whenever you fight(and hopefully win) your first war - basically the economic buildup phase. Not the time period defined by the game as "before the mid game year." Think the first 20-50 years, not the first 100.

A pretty normal strategy as far as I'm aware for minmaxing normal bio empires in 30 year peace timer MP games is to be on civilian economy for around the first 17 years of the game and focus on tech, building up a huge stockpile of consumer goods with a factory world. Then you switch to militarized economy and swap your factory world over to a forge world to build a fleet in time for whenever war is allowed, coasting on a deficit economy in consumer goods. This strategy basically allows you to use the same planet and pops for CGs and alloys, and speeds up tech. It's not just good for MP though, it's also useful in single player when you want to tech rush to cruisers before going to war.

But it also makes warrior culture especially bad in that context at game start, since civilian economy completely inverts the upkeep math for the jobs. Most of the communities where I see people talking about optimization are made up of people talking about that specific style of play, so I sometimes default to that as my frame of reference as well when most people probably don't play that way. So for that I apologize, I should at least have made myself more clear.

I'll have to look at the jobs in more detail to see how it plays out, but I can't immediately see anything wrong with your math so I'll just assume you're right about them being efficient jobs if you need lots of unity and naval capacity. Though the time it takes to get to councilor skill 7 still pushes them into more of a mid to late game window in my opinion.
 
  • 1
Reactions:
I should probably have clarified that when I say"early game" I'm referring to the time period from the start of the game to whenever you fight(and hopefully win) your first war - basically the economic buildup phase. Not the time period defined by the game as "before the mid game year." Think the first 20-50 years, not the first 100.

A pretty normal strategy as far as I'm aware for minmaxing normal bio empires in 30 year peace timer MP games is to be on civilian economy for around the first 17 years of the game and focus on tech, building up a huge stockpile of consumer goods with a factory world. Then you switch to militarized economy and swap your factory world over to a forge world to build a fleet in time for whenever war is allowed, coasting on a deficit economy in consumer goods. This strategy basically allows you to use the same planet and pops for CGs and alloys, and speeds up tech. It's not just good for MP though, it's also useful in single player when you want to tech rush to cruisers before going to war.

But it also makes warrior culture especially bad in that context at game start, since civilian economy completely inverts the upkeep math for the jobs. Most of the communities where I see people talking about optimization are made up of people talking about that specific style of play, so I sometimes default to that as my frame of reference as well when most people probably don't play that way. So for that I apologize, I should at least have made myself more clear.

I'll have to look at the jobs in more detail to see how it plays out, but I can't immediately see anything wrong with your math so I'll just assume you're right about them being efficient jobs if you need lots of unity and naval capacity. Though the time it takes to get to councilor skill 7 still pushes them into more of a mid to late game window in my opinion.

If you use Civilian Economy, Duelists will be terrible; they are completely dependent on Militarized Economy to be efficient in the early game. With the 30 year peace ruleset, I agree they would be detrimental at the start of the game, though reforming into it after the swap to Militarized Economy could still be useful. It might let you swap over sooner and build up a bit more without running your deficit all the way to zero, and they may help you push for unity so you can start with the Prosperity tree and squeeze in a more few nodes before going for Supremacy (and still finishing on time).

But I've never used that ruleset (and, again, zero play experience with WC), so I can't say.

FWIW: Councilor skill 7 is not very late at all. Oligarchy and Statecraft (useful if you want to reform early) can get to level 4 with an effective level 1 leader, and Distinguished Admiralty can have your councilor start at effective level 6.
 
Last edited:
  • 1Like
  • 1
Reactions:
I've created a micromod that fixes this that I'm using, but I'm not sure what the etiquette around sharing it would be - would releasing a mod for a beta interfere with the feedback being collected?

If the feedback is "this might be okay but I can't tell because it's bugged" then removing the bug would probably improve the quality of feedback.

Honestly I'm kinda surprised such a significant bug got into not one but TWO beta versions.

Habs are the big thing they wanted feedback about, right?
 
  • 4
Reactions:
Couple of thoughts on Void Dwellers after doing a lot of experimentation...

Overall, the changes have made Void Dwellers more of a challenge. It solves some annoyances but also introduces some new ones. I have managed to come up with a rough strategy that works fairly well most of the time but even then it's well behind a conventional empire.

Perhaps one of the bigger issues is that habitats feel less interesting now as it's harder to specialise. If you want a habitat that is efficiently geared towards a particular resource then you need a system with at least 3 deposits you can use. That's relatively rare. I think either the initial habitat location should trigger more districts of the type there, or districts should simply be bigger or the number of districts should be proportional to the number of the resource there - eg a habitat build over a 6 mineral mine should give 6 mining districts.

I find it particularly counter-intuitive that at the start you're already out of room and are suffering growth penalties on top of the species trait growth penalty but your population don't care to such a degree that it costs influence (75 for outpost, 150 for actual habitat) to expand. Because of your start situation you have to expand your districts quite a bit by building extra but that costs alloys. The latest patch makes that less of an issue for sure but it's still quite annoying.
 
  • 5
  • 3Like
  • 2
Reactions:
I've created a micromod that fixes this that I'm using, but I'm not sure what the etiquette around sharing it would be - would releasing a mod for a beta interfere with the feedback being collected?
I appreciate you're probably asking this question of the Devs, rather than us schmoes, but for what it's worth: that exact bug preventing me from giving a complete and accurate perception of Void Dwellers (in particular) and Habitats (in general) was something I put on my feedback form. So a quick micromod to fix it would be incredibly useful and very welcome.

On a different point entirely, but somewhat related to CPR's point above. I've found Habitats to be very useful 'planets' for generic, rather than specialised, use (because in theory you can get a lot of buildings on them and they have a huge range of Districts. Personally I like the 'strategic variety' this offers, however as we well know by now Stellaris's base mechanics work against generalisation and towards specialisation. Some efforts to counterbalance that reality, in the specific case of Habitats, seem to me like they'd be both helpful and valuable.
 
Last edited:
  • 1Like
Reactions:
on top of the species trait growth penalty
I'm not saying anything else in your post is wrong or that you aren't making a good point overall, but the species trait growth penalty is gone. This was explicitly called out in the original beta patch notes, it is visible in the species traits screen both at empire creation and in-game, and it's also visible in the pop growth tooltip that shows all sources of and modifiers to growth rate. It's also been mentioned multiple times in this thread.

All of which is to say, if you're going to be beta testing a specific empire type, and you're going to complain about a specific weakness of that specific empire type, and you want to be taken seriously... pay at least a little attention to this stuff? (You're also like the eighth person to make this complaint - crippled initial growth - about the beta state of Void Dwellers.)

your population don't care to such a degree that it costs influence
That's not what influence means. "Your population does/does not care" is measured in happiness and/or unity. Influence is the measure of your international / foreign influence, in particular your ability to claim "land". It doesn't actually make a lot of sense from a simulationist perspective, mind you, but that's what it means in the game. Every option that either takes over a system (other than total war) or creates habitable planets (other than events like the Stellarite Devourer... ok, and terraforming, which really ought to) requires influence (most megastructures don't anymore, aside from habitats and ringworlds). This is why you now get unity from factions, but influence from having a big navy (leaving aside stupid implementation flaws, such as that having 20/20 naval capacity used gives more influence than having 500/1000 used).
 
  • 2
  • 1
Reactions: