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I really hope you answer this, it is driving me mad. What is the difference between the INTELLEGENT trait giving 10% research from jobs and the MERITOCRACY civic giving 10% specialist output? If researchers are specialists then surely that is the same buff? (10%research+alloy/consumer goods+unity). I know they are different but does it stack to 20% or is it multipiciative?
(John 3:16) For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. We are all sinners and we have all fallen short of the glory of God God has pronounced that the penalty of sin Even just one would make you liable To spiritual and physical death and separation from God for all of eternity in a place of judgment called Hell after death. But here is the Good News!: “For the wages of sin is death, but the gift of God is eternal life in Christ Jesus our Lord." Jesus answered, “I am the way and the truth and the life. Jesus died in place of you Because He loves you And because God does not want to see you in hell! And He rose again on the third day he is victorious over sin and death and He offers the same victory! Jesus loves you and He wants a relationship with you. everything this world can offer is nothing compared to what God offers you true love, peace forgiveness, hope, purpose, fulfillment and Life Repent turn from your sins and turn to God! He is going back soon so be ready or be ready to be left behind. (1 john 9-10) If we acknowledge our sins, he is faithful and just and will forgive our sins and cleanse us from every wrongdoing. If we say, “We have not sinned,” we make him a liar, and his word is not in us. Romans 10:9-11 That if you confess with your mouth, "Jesus is Lord," and believe in your heart that God raised him from the dead, you will be saved. For it is with your heart that you believe and are justified, and it is with your mouth that you confess and are saved. As the Scripture says, "Anyone who trusts in him will never be put to shame." (For so called Christians) you don't need to do anything to be saved because Jesus paid the price in full for your sins BUT when you are saved your salvation is going to be shown In how you live. A saved person isn't gonna live like an unbeliever I am not saying you won't mess up from time to time we’re humans that's bound to happen but what I am saying is every single person who has had a true encounter with Jesus will never be the same Be careful.
@@MontuPlaysi can't wait for mechanical traits and redo for hive mind, machine intelligence, and mega Corp civic tier list and tier list for overtuned traits and it would be cool if you create a guide combining best civics authority, and traits and origins s ranks of these to create powerful build especially a tier list for under one rule origins and tier list for other origins that give you a bunch of traits to choose from ranking their respective traits tier list.
@@MontuPlayscan you stack auto modding traits like having pharma state augmentation bazaar mastercrafter Inc overtuned origins traits combining all auto modding traits and best traits that isn't covered by auto modding.
I feel it's worth mentioning the niche use case of slow breeders - it's basically free points for a necrophage species. Since they already have a -75% to pop growth speed, you'll be almost exclusively using your slave species to grow naturally and then ascending them to your necrophage species. Since the necrophage species won't be breeding, there's no downside to taking slow breeders and your 2 trait points.
Yeah I love finding traits like these for a playthrough wear those traits mean nothing except more points. Decadent, for instance, is perfect for slave trade playthroughs
Unless you want the AI to play necrophage by playing something else and force spawning them in as an AI empire. The AI basically just purges all pops and only keeps the prepatent species around as slaves, cringe indentured servants at that like it always does.
@@isaacgorski6054I have one empire that I made that’s basically both. Not only is it an oppressive autocracy but it’s also a necrophage empire so it’s quite possibly the worst kind of empire to live in Stellaris.
He has to content-farm somehow, even though these tierlists are usually mostly nonsense and outsourcing your thinking and strategising about a game to a 'Content Creator' is daft anyway.
@ThatGuyNicho true. Plus im pretty sure montu hasnt used most of this stuff and just goes off descriptions. Hes wrong alot but who has time for testing everything depth, scrpting, filming and editing. And thats assuming he doesnt have another job. Thats a lot to expect.
(John 3:16) For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. We are all sinners and we have all fallen short of the glory of God God has pronounced that the penalty of sin Even just one would make you liable To spiritual and physical death and separation from God for all of eternity in a place of judgment called Hell after death. But here is the Good News!: “For the wages of sin is death, but the gift of God is eternal life in Christ Jesus our Lord." Jesus answered, “I am the way and the truth and the life. Jesus died in place of you Because He loves you And because God does not want to see you in hell! And He rose again on the third day he is victorious over sin and death and He offers the same victory! Jesus loves you and He wants a relationship with you. everything this world can offer is nothing compared to what God offers you true love, peace forgiveness, hope, purpose, fulfillment and Life Repent turn from your sins and turn to God! He is going back soon so be ready or be ready to be left behind. (1 john 9-10) If we acknowledge our sins, he is faithful and just and will forgive our sins and cleanse us from every wrongdoing. If we say, “We have not sinned,” we make him a liar, and his word is not in us. Romans 10:9-11 That if you confess with your mouth, "Jesus is Lord," and believe in your heart that God raised him from the dead, you will be saved. For it is with your heart that you believe and are justified, and it is with your mouth that you confess and are saved. As the Scripture says, "Anyone who trusts in him will never be put to shame." (For so called Christians) you don't need to do anything to be saved because Jesus paid the price in full for your sins BUT when you are saved your salvation is going to be shown In how you live. A saved person isn't gonna live like an unbeliever I am not saying you won't mess up from time to time we’re humans that's bound to happen but what I am saying is every single person who has had a true encounter with Jesus will never be the same Be careful.
It might have been valid 6 months ago… as things stand today this tier list is just plain bad. Montu always seems to be 6 months to a year behind current optimization theory with these trait tier lists, so it’s only good advice if one is playing several patches behind for some reason.
I'm really hoping that this DLC is making way for both genetics and psionics DLCs. The auto-modding they're talking about next week will likely also be able to be utilised for genetics, at least.
Worth mentioning that the equation for Overtuned traits changes if you're playing a hive mind, as a hive mind's council are all immortal nodes rather than Leaders.
Additionally, Damn the Consequences is about half cost with hive minds because their pops have no consumer goods upkeep. They're about the only kind of pop that can run that edict long term.
@@dangerface300Even then the math is more favorable because hivenind leaders start work at age 12-16 or so, which is like 20 years of extra lifespan compared to regular leaders. You can pretty easily start the game with a reasonable array of overturned traits and still make it ~50 years or so before you need to consider modding the pops to keep the leaders alive.
I always add Exotic Metabolism when doing genetic ascension, just for the roleplay of my people becoming genetic gods that have to drink ambrosia to maintain their perfected bodies. The 50 years is just a nice bonus.
@@bigbenhgy Exotic Metabolism also gives 25% pop growth and 25% habitablity as well as the 50 leader lifespan the other modifiers are just hidden but if you have a pop growing you can see that it does get the effect.
My favourite recent build has been an overtuned lithoid hive. -Start Excessive Endurance (can't take Spliced Adaptability) , Gene Mentorship, Elevated Synapses -Immediately Damn the Consequences -> 100% Habitability everywhere -> -50% leader upkeep, -2 negative traits, +50% leader experience, mitigated leader lifespan (so you aren't quite so *fleeting*) -> Your nodes become high levelled so fast, speeding through agendas early on -Focus on traditions/techs that increase leader lifespan -> Work to outrun leader death, modify out EE as you get habitability techs -As a hive mind you get easy access to unity on each planet to mitigate the edict cost -> You can actually outpace many other empires on tradition, leader upkeep reduction also helps -Get clone vats asap on more planets than anyone else has access to Huge fun that probably spikes too late to be considered 'meta', but if you can gobble up enough early planets it's actually relatively easy to offset the Lithoid growth rate penalty, especially once you genetically ascend with clone vats.
I like to have the first species as a overtuned hive be leader focused then immediately at game start make a new one for colonizing and breeder worlds since you can assemble pops as a hive mind. It slightly delays your colony ships since it takes about 40 months for the pop to be assembled but after you have a single pop you can make as many colony ships with your new breeder pop as you want without having to genemod and use up science early on
@@SolazLive Sounds like something I should try out! I bet there's a ton of optimisations with overtuned so long as you're willing to do a bit of micro.
Unfortunately I think the edict cost of Damn the Consequences is currently bugged. It subtracts from your edicts fund AND still consumes from your actual unity production, even if your edict fund completely covers it. I had stacked a few Charsima traits on my hive mind nodes before I noticed my unity production was still quite low, and saw DtC consuming its entire cost in unity from my production even though the edict fund more than covered it.
Your pops will have fleeting lifespan if you do this, but all Overtuned traits get DOUBLE BONUSES if you enable Damn the Consequences. My favorite thing to do is mod up non-leader pops with Overtuned traits...you can get insane bonuses!
Exotic Metabolism also gives 25% pop growth and 25% habitablity as well as the 50 leader lifespan the other modifiers are just hidden but if you have a pop growing you can see that it does get the effect. This makes it much better than fertile in my opinion as it only takes a single trait point and definitely deserves S tier
I feel like Noxious is undervalued for the habitability bonus it gives. Combined with Subterranean origin it locks your habitability everywhere to 80%. It is high enough in the start of the game so you can colonize any planet, and at late game the missing 20% are not felt as much. Besides, it lets you completely ignore any and all habitability debuffs, letting you go full industry on galactic council and not having to worry about any planetary features.
Okay I'm convinced. I'm playing with friends tonight and this is exactly what I'm going to do - relentless industrialists will turn EVERYTHING into tomb worlds, and I won't even feel it.
The overtuned traits can have their positive effects doubled via edict at the expense of double pop upkeep. But seeing as the negatives don't scale up and that the double pop upkeep is a one time and not per trait, they can be absurdly OP when stacked with their base version traits.
I think all his tier lists made so far qualify as roleplay/narrative exclusive lists considering just how far they all are away from actual competitive optimization.
@@jeffreyculbert2093 Could you provide and example of how these tier lists differ from competitive? Considering that his arguments are always focused on gameplay, I do not see them as being about roleplay.
"Roleplay potential" on something like these sounds so subjective, or so unending in possibilities from combinations, I don't see how it would be best represented in something like a tier list. It would look like a giant web of what could fit with what for story telling or narrative building. Would be nice to see tho.
@@ChimpOnComputer I am partly joking, I agree that a tier list would not be an appropriate format for this. I just get a bit tired seeing all these tier lists with civics, etc. that I find very fun in the bottom rows, and I wanted to remind myself as much as others that gameplay power should not be the only determining factor in what you play.
Montu, the accuracy of your traditions tier list is fleeting as a result of all those updates made by Paradox. Perhaps it's time for an uplift, ehm, update?
10:56 Nonadaptive is imo also great with the ocean paradise origin with hydrocentric because you get a bonus to habitability on ocean worlds that cancels it out and realistically don't want to colonise other planets anyway. Also you can terraform planets for cheap. Any special planets you do wanna colonise like relic worlds have the habitability penalty slowly offset by your progression through the tech tree. Now just use those 2 points for rapid breeders and your size 30 homeworld will fill up in no time
Even though the tool tip of exotic metabolism is fleeting; in-game modifier of 25% pop growth still applies. Granted i havent tried it in 3.11 yet. But even though it doesn't show if you look at the pop growth shows up there and is noticable if you gene it out or back in. So i assime it still works.
Exotic metabolism also has a hidden +25% pop growth speed and habitability. For 1 trait point and pick, that is amazing for bio ascended empires. 3% of total pops will have to work exotic gas jobs (assuming base refiner output without output modifiers).
Nonadaptive have a place as a Genetically ascended empire, that have access to either World Shaper or Hive Worlds (authority depending) and consistently have perfect habitability worlds for their species, at which point it's a free -2 cost trait
I like to combo invasive species with necrophage lithoids, so the prepatent species has fairly good pop growth and habitability but your “good” pops, the necrophages, simply elevate the pesky varmints. Its like if the tribbles could be turned into Necrons.
Montu is a power gamer, not a fun time gamer. He's better than some however, and has decent opinions usually. He ALSO hasn't cheated in multiple games that we've seen, so I'll actually listen to his opinion. He will also admit when he's wrong, and listen to others view. He's come around on food being a good resource, now we just have to figure out why he said something crazy about not having pops work resource jobs if you have a megastructure.... At the point I usually have megas, kilo or giga structures( modded or not) my research even with the stupid changes is going with repeatable every month, alloys in a non specced empire are way over 3k a month which is more then enough for anything but a modded multiplayer game ( assuming you arent playing on early 25x crisis anyway) so my people are wprking respurces fpr thw whole game.... Why on earth you would need to pull them tells me he oopsies economy alot still.
Discovered your channel recently and very happy I did so. You helped me understand the mechanics of Stellaris, which baffled me before, your playthrough are fun, and you have a nice elocution. Keep up the good work!
I haven't played in a bit but a really good combo used to be Cave Dweller and Noxious. You get some migration treaties going and your species spreads through galaxy like a plague. Because you got decent habitability everywhere your species spreads all over the place.
From my experience i would like to add that pre-planned growth and budding can be combined for extra synergy and pop growth. Pre-planned growth will give you more pops early, then budding kicks in at a later time, when growth starts slowing down. If you get gene clinics you can further boost both plus the clone vats, which is nice, but i generally dont because i switch PPG for Robust at some point anyway.
I am happy that Montu finally approves of the choices I am making when creating an empire. That joy is fleeting though cause he will probably call another option I would choose trash in the next tier list.
Im a little late in this but I recently got a Stellaris urge recently so I’ve been watching all your recent tier list videos. Thanks for making them and have a fleeting day.
Industrious is a very good trait, if you want to play as terravores with Calamitous Birth and have fun. Literally everything depends on your monthly minerals output, which you constantly need in huge quantities. At the start of a new game it may significantly slow down your progress. Pop upkeep, building structures, making new colonies, producing alloys require minerals
I think extremely adaptive is to be considered when you are playing fanatical purifier necrophages. You have very little internal pop growth, and although this can be a powerful origin setup, you are fully dependent on conquering other planets long before you can terraform them. Waging a first war early and winning it is the make or break of your entire game, you must conquer and consume other pops, otherwise you will be miserably outpaced by pop growth of other empires. Things get better once you are capable of producing robots, which is important to get rather early, however not before your first war, because you need to alloy-max for that one and nothing else.
You didn't mention the hidden benefits to exotic metabolism like 25% pop growth speed and habitability. All for 1 trait point. That brings that trait up to SSS tier alone. Seriously Exotic Metabolism is OP.
Thank you for the tier list, i would say you can take nonadaptive also with aquatic species if you only settle on ocean worlds because you get +20% habitabilty on those and so it doesn't affect you.
Overtuned is OP with a racial strata. Get one species with only residence rights, let them work and modify them heavily and one species that produces the leaders.
To recreate the Zhor'i, make them a species in the Stellaris game, you would need the following traits: (Without Mods) *Origin* Cave Dweller (Subterranean) *Habitability:* Tundra (Closest, Raez is extremely barren and extremely cold on the surface, but there is life still found there, but most life forms are found underground). *Pre-Sapient:* Earthbound Natural Intellectuals *Positive:* Charismatic Venerable (Not really adequate given Zhor'i are basically immortal) Intelligent Natural Engineers Natural Physicists Natural Sociologists Nomadic Quick Learners Rapid Breeders Resilient Very Strong Talented Traditional *Negative:* Nonadaptive Solitary Unruly Deviants *Special:* Limited Regeneration Stargazer *Ascension:* Natural Machinist Erudite Fertile Robust
Surprised you put clone army descendant so low as it’s a free trait that gives your main species some free bonuses on top of the very fast start the origin offers as well as costing no trait points.
Me every time I start a new save: create an empire, going to the trait pick screen, starring at it for 5 minutes thinking about what I should pick this time, scrolling up and down a few times, pick Intelligent, Natural Engineers, Rapid Breeders as every fcking other times
it seems with the exception of Docile (C), Adaptive (B) and Jinxed (B), I tend to already follow your list and pretty much agree with most of it. With the occasional mentioned exceptions I am using almost exclusively the same 8 of the (3) A or (5) S tier picks.
Communal has a place in a very specific built: if you genetically ascend as an Overtuned empire and are designing a species as Livestock, you need Communal to get the full 90% reduced housing usage to cram 10 pops per housing unit, which is massively efficient if you can deal with the happiness issues.
My favorite combo is Spliced Adaptability, Excessive Endurance and Enduring for +50% habitability right at the start for -20 lifespan. I can colonize any planet from Year 0 and make good use of it. Any time I play a different origin and don't have access to Overtuned traits, it feels like my empire is slower and more sluggish because I can't really use non-ideal planets for anything.
Nerve Stapled is fantastic for the most efficient way of getting food and minerals: Livestock. That -40% happiness is normally a big issue, but with Nerve Stapled... pure profit baby! Sadly it is incompatible with Communal so going this route gives a max -80% housing on overtuned livestock, but even 5 livestock per housing is significantly better than farmers or miners on a housing to resources scale.
Thank you Montu! This is truly a time saver. It was very kind of you to add lithoid, my ugly rocky babies! Also, was it me or not, but the music at 44:50 sounds kinda loud...
Well, the time that these species trait list videos were 30 minutes or less is quickly becoming a fleeting memory to me. The videos remain a great way of catching up to the game though.
If more of the overturned traits were cheaper I could see them being more worth it. Getting a bunch of those lower tier traits for free or close in exchange for leader lifespan so you could then get some of the more expensive normal traits would be pretty cool. Otherwise, a lot of them just aren't worth the lifespan cost
the habitability from robust can be pretty worthwhile actually my necrophage lithoids had three slave species, one for each planet category (wet, dry, cold) and robust made it so that they could freely migrate even outside of their groups
its worth noting that lithoids are a great pick for overtuned as they get +50 years to leader lifespan which basically negates the minus to leader lifespan for the overtuned traits (as long as you dont take too many). i had a tech rush build using overtuned lithoids with "Intelligent", "Augmented Intelligence", and "Elevated Synapses" (and a few negative traits that didnt effect anything important). they still had a +10 to their leader lifespan. lol
I think it's worth mentioning that some traits in the game have hidden effects not listed, mostlyto do with ethics attraction, and these bonuses can be useful to your empire as well, even if only mildly. A list of the ones I know off the top of my head: Strong and very strong pops have higher weighting to militarist ethics. Weak pops have higher weighting to pacifist ethics. Decadent pops have higher weighting to authoritarian ethics. All 3 of the "natural engineers" type techs give the pop more weighting to materialist. Repugnant gives the pop more weighting towards xenophobe ethics, and If I recall correctly also adds xenophobe ethics attraction to all pops they share a planet with (including other repugnant pops). While minor bonuses, these can help solidify or making a particular faction bigger, if your gameplan is to perform actions that will make that faction happy, and the other factions comprises of your ethics not so happy. I think most notably here is decadent, it adds authoritarian ethics attraction to pops, and it's downside is mitigated more by stratified economy living standards, which authoritarian comes with.
I will make one point for Venerable - It pairs well with Necrophages, particularly necro-lithoids, which can lead to some leaders lasting the entire game. Is it particularly worth it? Probably not for the trait points, but it meshes well with cybernetic and psionic ascention. Non-Adaptive has two other niches - Gaia World Preference and Aquatatic (which means Aquatic is a bunch of ocean world output bonuses with slot costs), well as the normal migration and conquest pops Conformist/Deviants also depends on ethics. Egalitarian, Xenophile, Spiritualist, and Materialist (post-synth) all have sky high draws, so if you have those ethics at all Conformist is entirely uneeded, and deviant is totally ignorable. Speaking of Ethics, the bonuses of Adaptive/X-Adaptive can be quite ephemeral and fleeting. As long as you aren't Xenophobe, as soon as you get migration rolling (or just capture some other xenos) habitability stops mattering. Serviles can also be a nightmare if you don't micro it, it puts you at the mercy of the growth algorithm. Non-Adaptive is still bad though due to guaranteed habitables (unless taking a federated origin and not having any) To add an additional point in favour of Radiotrophic/Survivor: Combined they make your home world super efficient, and tomb worlds do have some really good events (like underground vault, and surviving infrastructure) Decadent isn't that bad for egalitarians either, it can be offset by living standards happiness bonuses.
One of my favorites is playing as a Post Apocalyptic origin for Survivor and use Relentless Industrialists to make Tomb Worlds. After a frankly fleeting amount of time, I can terraform worlds for free.
Repugnant is an alright negative trait to get on hive necrophages. You are gonna be relying of Necrophyte for most of your Amenities. Of course, this also means Charismatic is pretty good for your prepatent species.
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I really hope you answer this, it is driving me mad.
What is the difference between the INTELLEGENT trait giving 10% research from jobs and the MERITOCRACY civic giving 10% specialist output? If researchers are specialists then surely that is the same buff? (10%research+alloy/consumer goods+unity). I know they are different but does it stack to 20% or is it multipiciative?
@@citizenzero5437 they stack additively to +20%
(John 3:16)
For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life.
We are all sinners and we have all fallen short of the glory of God
God has pronounced that the penalty of sin
Even just one would make you liable
To spiritual and physical death and separation from God for all of eternity in a place of judgment called Hell after death. But here is the Good News!: “For the wages of sin is death, but the gift of God is eternal life in Christ Jesus our Lord."
Jesus answered, “I am the way and the truth and the life.
Jesus died in place of you Because He loves you And because God does not want to see you in hell! And He rose again on the third day he is victorious over sin and death and He offers the same victory!
Jesus loves you and He wants a relationship with you. everything this world can offer is nothing compared to what God offers you true love, peace forgiveness, hope, purpose, fulfillment and Life
Repent turn from your sins and turn to God!
He is going back soon so be ready or be ready to be left behind.
(1 john 9-10)
If we acknowledge our sins, he is faithful and just and will forgive our sins and cleanse us from every wrongdoing. If we say, “We have not sinned,” we make him a liar, and his word is not in us.
Romans 10:9-11
That if you confess with your mouth, "Jesus is Lord," and believe in your heart that God raised him from the dead, you will be saved.
For it is with your heart that you believe and are justified, and it is with your mouth that you confess and are saved. As the Scripture says, "Anyone who trusts in him will never be put to shame."
(For so called Christians) you don't need to do anything to be saved because Jesus paid the price in full for your sins BUT when you are saved your salvation is going to be shown In how you live. A saved person isn't gonna live like an unbeliever I am not saying you won't mess up from time to time we’re humans that's bound to happen but what I am saying is every single person who has had a true encounter with Jesus will never be the same
Be careful.
@@MontuPlaysi can't wait for mechanical traits and redo for hive mind, machine intelligence, and mega Corp civic tier list and tier list for overtuned traits and it would be cool if you create a guide combining best civics authority, and traits and origins s ranks of these to create powerful build especially a tier list for under one rule origins and tier list for other origins that give you a bunch of traits to choose from ranking their respective traits tier list.
@@MontuPlayscan you stack auto modding traits like having pharma state augmentation bazaar mastercrafter Inc overtuned origins traits combining all auto modding traits and best traits that isn't covered by auto modding.
I feel it's worth mentioning the niche use case of slow breeders - it's basically free points for a necrophage species. Since they already have a -75% to pop growth speed, you'll be almost exclusively using your slave species to grow naturally and then ascending them to your necrophage species. Since the necrophage species won't be breeding, there's no downside to taking slow breeders and your 2 trait points.
Wasn't that the argument of the devs to make it unselectable for Necroids in the next patch.
Yeah I love finding traits like these for a playthrough wear those traits mean nothing except more points. Decadent, for instance, is perfect for slave trade playthroughs
Unless you want the AI to play necrophage by playing something else and force spawning them in as an AI empire. The AI basically just purges all pops and only keeps the prepatent species around as slaves, cringe indentured servants at that like it always does.
@@isaacgorski6054I have one empire that I made that’s basically both. Not only is it an oppressive autocracy but it’s also a necrophage empire so it’s quite possibly the worst kind of empire to live in Stellaris.
@therealspeedwagon1451 at least the end result is you eventually are given full citizenship.... forcibly
Surprised montu doesn't have a fleeting attention span for remaking these tier lists every other month
I like to hear the reasons why something is lower in the tier list, so skipping ahead is only a fleeting thought 😊
He has to content-farm somehow, even though these tierlists are usually mostly nonsense and outsourcing your thinking and strategising about a game to a 'Content Creator' is daft anyway.
@ThatGuyNicho true. Plus im pretty sure montu hasnt used most of this stuff and just goes off descriptions. Hes wrong alot but who has time for testing everything depth, scrpting, filming and editing. And thats assuming he doesnt have another job. Thats a lot to expect.
Let me tell you, I legit thought this was the famous, the fabled, the legendary: leader trait list. But of course this is also good, well done!
Me to but i wish i had some of theese traits, as i am a console player stuck in the overlord update
@@horrorchara7397 Don't worry, you'll get there eventually!
(John 3:16)
For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life.
We are all sinners and we have all fallen short of the glory of God
God has pronounced that the penalty of sin
Even just one would make you liable
To spiritual and physical death and separation from God for all of eternity in a place of judgment called Hell after death. But here is the Good News!: “For the wages of sin is death, but the gift of God is eternal life in Christ Jesus our Lord."
Jesus answered, “I am the way and the truth and the life.
Jesus died in place of you Because He loves you And because God does not want to see you in hell! And He rose again on the third day he is victorious over sin and death and He offers the same victory!
Jesus loves you and He wants a relationship with you. everything this world can offer is nothing compared to what God offers you true love, peace forgiveness, hope, purpose, fulfillment and Life
Repent turn from your sins and turn to God!
He is going back soon so be ready or be ready to be left behind.
(1 john 9-10)
If we acknowledge our sins, he is faithful and just and will forgive our sins and cleanse us from every wrongdoing. If we say, “We have not sinned,” we make him a liar, and his word is not in us.
Romans 10:9-11
That if you confess with your mouth, "Jesus is Lord," and believe in your heart that God raised him from the dead, you will be saved.
For it is with your heart that you believe and are justified, and it is with your mouth that you confess and are saved. As the Scripture says, "Anyone who trusts in him will never be put to shame."
(For so called Christians) you don't need to do anything to be saved because Jesus paid the price in full for your sins BUT when you are saved your salvation is going to be shown In how you live. A saved person isn't gonna live like an unbeliever I am not saying you won't mess up from time to time we’re humans that's bound to happen but what I am saying is every single person who has had a true encounter with Jesus will never be the same
Be careful.
This tier list is valid until two months from now, when the developers change the game mechanics again.
It might have been valid 6 months ago… as things stand today this tier list is just plain bad.
Montu always seems to be 6 months to a year behind current optimization theory with these trait tier lists, so it’s only good advice if one is playing several patches behind for some reason.
I'm really hoping that this DLC is making way for both genetics and psionics DLCs. The auto-modding they're talking about next week will likely also be able to be utilised for genetics, at least.
@@jeffreyculbert2093console players rejoice
A very fleeting tier list
@@jeffreyculbert2093 What are some specific traits you disagree with Montu's rating on?
Worth mentioning that the equation for Overtuned traits changes if you're playing a hive mind, as a hive mind's council are all immortal nodes rather than Leaders.
Additionally, Damn the Consequences is about half cost with hive minds because their pops have no consumer goods upkeep. They're about the only kind of pop that can run that edict long term.
Your leader drones still die faster.
Still worth it. You can put enduring
@@dangerface300Even then the math is more favorable because hivenind leaders start work at age 12-16 or so, which is like 20 years of extra lifespan compared to regular leaders. You can pretty easily start the game with a reasonable array of overturned traits and still make it ~50 years or so before you need to consider modding the pops to keep the leaders alive.
I always add Exotic Metabolism when doing genetic ascension, just for the roleplay of my people becoming genetic gods that have to drink ambrosia to maintain their perfected bodies. The 50 years is just a nice bonus.
I feel like that 50 lifespan really does not worth it. Maybe if it would give some other bonuses (too) like research etc.
@@bigbenhgy Exotic Metabolism also gives 25% pop growth and 25% habitablity as well as the 50 leader lifespan the other modifiers are just hidden but if you have a pop growing you can see that it does get the effect.
@@SolazLive oh, I thought that was a mistake in the wiki, then it's just a hidden bonus.
The spice must flow?
You didn't spend long enough on the lower tiers; your time spent was fleeting! :(
My favourite recent build has been an overtuned lithoid hive.
-Start Excessive Endurance (can't take Spliced Adaptability) , Gene Mentorship, Elevated Synapses
-Immediately Damn the Consequences
-> 100% Habitability everywhere
-> -50% leader upkeep, -2 negative traits, +50% leader experience, mitigated leader lifespan (so you aren't quite so *fleeting*)
-> Your nodes become high levelled so fast, speeding through agendas early on
-Focus on traditions/techs that increase leader lifespan
-> Work to outrun leader death, modify out EE as you get habitability techs
-As a hive mind you get easy access to unity on each planet to mitigate the edict cost
-> You can actually outpace many other empires on tradition, leader upkeep reduction also helps
-Get clone vats asap on more planets than anyone else has access to
Huge fun that probably spikes too late to be considered 'meta', but if you can gobble up enough early planets it's actually relatively easy to offset the Lithoid growth rate penalty, especially once you genetically ascend with clone vats.
I like to have the first species as a overtuned hive be leader focused then immediately at game start make a new one for colonizing and breeder worlds since you can assemble pops as a hive mind.
It slightly delays your colony ships since it takes about 40 months for the pop to be assembled but after you have a single pop you can make as many colony ships with your new breeder pop as you want without having to genemod and use up science early on
@@SolazLive Sounds like something I should try out! I bet there's a ton of optimisations with overtuned so long as you're willing to do a bit of micro.
Unfortunately I think the edict cost of Damn the Consequences is currently bugged. It subtracts from your edicts fund AND still consumes from your actual unity production, even if your edict fund completely covers it. I had stacked a few Charsima traits on my hive mind nodes before I noticed my unity production was still quite low, and saw DtC consuming its entire cost in unity from my production even though the edict fund more than covered it.
I like to put Pre-planned Growth + Excessive Endurance
60% pop growth speed is just too good
I look forward to the monthly updates to this fleeting series
Your pops will have fleeting lifespan if you do this, but all Overtuned traits get DOUBLE BONUSES if you enable Damn the Consequences. My favorite thing to do is mod up non-leader pops with Overtuned traits...you can get insane bonuses!
Exotic Metabolism also gives 25% pop growth and 25% habitablity as well as the 50 leader lifespan the other modifiers are just hidden but if you have a pop growing you can see that it does get the effect.
This makes it much better than fertile in my opinion as it only takes a single trait point and definitely deserves S tier
I feel like Noxious is undervalued for the habitability bonus it gives. Combined with Subterranean origin it locks your habitability everywhere to 80%. It is high enough in the start of the game so you can colonize any planet, and at late game the missing 20% are not felt as much. Besides, it lets you completely ignore any and all habitability debuffs, letting you go full industry on galactic council and not having to worry about any planetary features.
"How could you! You destroyed the climate with all the smog you pumped into the atmophere!"
"What climate?" - a stinky moleman, probably.
Okay I'm convinced. I'm playing with friends tonight and this is exactly what I'm going to do - relentless industrialists will turn EVERYTHING into tomb worlds, and I won't even feel it.
The overtuned traits can have their positive effects doubled via edict at the expense of double pop upkeep. But seeing as the negatives don't scale up and that the double pop upkeep is a one time and not per trait, they can be absurdly OP when stacked with their base version traits.
The very high unity upkeep combined with the increased resource cost makes it a bad edict. It's generally never worth using.
Have you ever considered making tierlists based on narative/roleplay potential rather than gameplay?
I think all his tier lists made so far qualify as roleplay/narrative exclusive lists considering just how far they all are away from actual competitive optimization.
@@jeffreyculbert2093 Could you provide and example of how these tier lists differ from competitive? Considering that his arguments are always focused on gameplay, I do not see them as being about roleplay.
@@jeffreyculbert2093 Care to elaborate?
"Roleplay potential" on something like these sounds so subjective, or so unending in possibilities from combinations, I don't see how it would be best represented in something like a tier list.
It would look like a giant web of what could fit with what for story telling or narrative building.
Would be nice to see tho.
@@ChimpOnComputer I am partly joking, I agree that a tier list would not be an appropriate format for this. I just get a bit tired seeing all these tier lists with civics, etc. that I find very fun in the bottom rows, and I wanted to remind myself as much as others that gameplay power should not be the only determining factor in what you play.
Montu, the accuracy of your traditions tier list is fleeting as a result of all those updates made by Paradox. Perhaps it's time for an uplift, ehm, update?
1.12 new and redone machine pop traits tier list will be a helluva long video too lol
10:56 Nonadaptive is imo also great with the ocean paradise origin with hydrocentric because you get a bonus to habitability on ocean worlds that cancels it out and realistically don't want to colonise other planets anyway. Also you can terraform planets for cheap. Any special planets you do wanna colonise like relic worlds have the habitability penalty slowly offset by your progression through the tech tree. Now just use those 2 points for rapid breeders and your size 30 homeworld will fill up in no time
Even though the tool tip of exotic metabolism is fleeting; in-game modifier of 25% pop growth still applies. Granted i havent tried it in 3.11 yet. But even though it doesn't show if you look at the pop growth shows up there and is noticable if you gene it out or back in. So i assime it still works.
Exotic metabolism also has a hidden +25% pop growth speed and habitability.
For 1 trait point and pick, that is amazing for bio ascended empires.
3% of total pops will have to work exotic gas jobs (assuming base refiner output without output modifiers).
Nonadaptive have a place as a Genetically ascended empire, that have access to either World Shaper or Hive Worlds (authority depending) and consistently have perfect habitability worlds for their species, at which point it's a free -2 cost trait
Though some of the descriptions were a bit fleeting, this was a great list! Keep it up!
I like to combo invasive species with necrophage lithoids, so the prepatent species has fairly good pop growth and habitability but your “good” pops, the necrophages, simply elevate the pesky varmints. Its like if the tribbles could be turned into Necrons.
slow breeders is perfect for Necrophage builds. it's basically free trait points
Funny, on your civics tier list my 6 favorite civics were 3 in F and 3 in C and now on your trait picks my 6 favourite traits are 3 in F and 3 in C.
Montu is a power gamer, not a fun time gamer.
He's better than some however, and has decent opinions usually.
He ALSO hasn't cheated in multiple games that we've seen, so I'll actually listen to his opinion.
He will also admit when he's wrong, and listen to others view.
He's come around on food being a good resource, now we just have to figure out why he said something crazy about not having pops work resource jobs if you have a megastructure....
At the point I usually have megas, kilo or giga structures( modded or not) my research even with the stupid changes is going with repeatable every month, alloys in a non specced empire are way over 3k a month which is more then enough for anything but a modded multiplayer game ( assuming you arent playing on early 25x crisis anyway) so my people are wprking respurces fpr thw whole game.... Why on earth you would need to pull them tells me he oopsies economy alot still.
@@TruthHunterTeen I think Montu's preferred strategy is to depend on subject taxes (and megastructures) for all of his basic resources.
@@gaplauche see that... Just doesn't make sense to me lol
Discovered your channel recently and very happy I did so.
You helped me understand the mechanics of Stellaris, which baffled me before, your playthrough are fun, and you have a nice elocution.
Keep up the good work!
I haven't played in a bit but a really good combo used to be Cave Dweller and Noxious. You get some migration treaties going and your species spreads through galaxy like a plague. Because you got decent habitability everywhere your species spreads all over the place.
Well, regarding all the changes all the time, I guess the actuality this video is quite FLEETING... :D
From my experience i would
like to add that pre-planned growth and budding can be combined for
extra synergy and pop growth. Pre-planned growth will give you more pops
early, then budding kicks in at a later
time, when growth starts slowing down.
If you get gene clinics you can further boost both plus the clone vats, which is
nice, but i
generally dont because i switch PPG for Robust at some point anyway.
Wait, I just noticed that I can descend a clone army species and genetically ascend to give them vat grown
The time it takes to find the secret callout is *fleeting* _Ba Dum Tss_
With every update that reworks everything, these tier lists become more and more fleeting.
I'm having a Fleeting good time with the video
I am happy that Montu finally approves of the choices I am making when creating an empire. That joy is fleeting though cause he will probably call another option I would choose trash in the next tier list.
Aquatics now construct flooded habitats which give them all the hydrocentric perks also on orbital habitats.
I’m getting a fleeting feeling that we’re never getting a leader trait tier list
Despite being an hour long, I still felt this video was fleeting and can't wait for the next one!
Surprised Monty hasn’t done a renowned and legendary paragons tier list tbh
Im a little late in this but I recently got a Stellaris urge recently so I’ve been watching all your recent tier list videos. Thanks for making them and have a fleeting day.
My interest in watching these all the way through and not just skipping to S-tier, is fleeting. I kid. Great video!
Radiotrophic can be used by Lithoids too. The difference is fleeting but still... ^^
He did it! He finally friggin did it!
'Bout flipping time 🤣
Industrious is a very good trait, if you want to play as terravores with Calamitous Birth and have fun. Literally everything depends on your monthly minerals output, which you constantly need in huge quantities. At the start of a new game it may significantly slow down your progress. Pop upkeep, building structures, making new colonies, producing alloys require minerals
I think extremely adaptive is to be considered when you are playing fanatical purifier necrophages. You have very little internal pop growth, and although this can be a powerful origin setup, you are fully dependent on conquering other planets long before you can terraform them. Waging a first war early and winning it is the make or break of your entire game, you must conquer and consume other pops, otherwise you will be miserably outpaced by pop growth of other empires. Things get better once you are capable of producing robots, which is important to get rather early, however not before your first war, because you need to alloy-max for that one and nothing else.
Nice fleeting list you've got here.
These long videos are still very enjoyable despite my fleeting attention span.
Rest in Peace, Montu. Your time on the USS Callout was fleeting, so I hope it was well worth it.
My interest in stellaris has been fleeting these days, with this list it might come back
Was not expecting some of these choices. Been away for a while so my experience with the game has been fleeting lol
Throne Relic makes all your leaders immortal. You can easily take fleeting!
Fleeting - I really enjoy hearing your reviews. I am looking forward to the new expansion.
Thanks for all your help.
The usefull time of the tierlist may be fleeting, but they are very appreciated.
Fleeting? I was fleeting once! They charged me with war crimes...
Montu always ensures my desire to play Stellaris is never fleeting. Thanks man!
overturned traits really does make life fleeting
With game mechanics this fleeting, this tierlist might be obsolete in a few months, but i love it
You didn't mention the hidden benefits to exotic metabolism like 25% pop growth speed and habitability. All for 1 trait point. That brings that trait up to SSS tier alone.
Seriously Exotic Metabolism is OP.
Stellaris really should put those bonuses on the tin instead of them being hidden.
WHAT
Thank you for the tier list, i would say you can take nonadaptive also with aquatic species if you only settle on ocean worlds because you get +20% habitabilty on those and so it doesn't affect you.
Fame is fleeting, but TH-cam endures! Catching up on Stellaris 😊
Overtuned is OP with a racial strata. Get one species with only residence rights, let them work and modify them heavily and one species that produces the leaders.
Life is but a fleeting mirage mechanical ascension is inevitable for a galactic civilization.
Reminding that Exotic Metabolism also gives a hidden bonus of +25% Pop growth speed
and +25% Habitability
To recreate the Zhor'i, make them a species in the Stellaris game, you would need the following traits: (Without Mods)
*Origin*
Cave Dweller (Subterranean)
*Habitability:*
Tundra (Closest, Raez is extremely barren and extremely cold on the surface, but there is life still found there, but most life forms are found underground).
*Pre-Sapient:*
Earthbound
Natural Intellectuals
*Positive:*
Charismatic
Venerable (Not really adequate given Zhor'i are basically immortal)
Intelligent
Natural Engineers
Natural Physicists
Natural Sociologists
Nomadic
Quick Learners
Rapid Breeders
Resilient
Very Strong
Talented
Traditional
*Negative:*
Nonadaptive
Solitary
Unruly
Deviants
*Special:*
Limited Regeneration
Stargazer
*Ascension:*
Natural Machinist
Erudite
Fertile
Robust
Surprised you put clone army descendant so low as it’s a free trait that gives your main species some free bonuses on top of the very fast start the origin offers as well as costing no trait points.
Me every time I start a new save: create an empire, going to the trait pick screen, starring at it for 5 minutes thinking about what I should pick this time, scrolling up and down a few times, pick Intelligent, Natural Engineers, Rapid Breeders as every fcking other times
I thought my time with the game was fleeting, but seeing your videos again made me want to pick it back up!
Thank you for providing this fleeting moment of joy.
Fleeting in C tier is a controversial call, but every other is spot on like normal. Keep up the good work Montu :)
it seems with the exception of Docile (C), Adaptive (B) and Jinxed (B), I tend to already follow your list and pretty much agree with most of it. With the occasional mentioned exceptions I am using almost exclusively the same 8 of the (3) A or (5) S tier picks.
Communal has a place in a very specific built: if you genetically ascend as an Overtuned empire and are designing a species as Livestock, you need Communal to get the full 90% reduced housing usage to cram 10 pops per housing unit, which is massively efficient if you can deal with the happiness issues.
Ah, an up-to-date trait tier list! That wonderful, fleeting moment, made all the sweeter for it's impending inaccuracy.
My favorite combo is Spliced Adaptability, Excessive Endurance and Enduring for +50% habitability right at the start for -20 lifespan. I can colonize any planet from Year 0 and make good use of it. Any time I play a different origin and don't have access to Overtuned traits, it feels like my empire is slower and more sluggish because I can't really use non-ideal planets for anything.
My knowledge about stealarus may be fleating, but this helped me learn thanks
Nerve Stapled is fantastic for the most efficient way of getting food and minerals: Livestock. That -40% happiness is normally a big issue, but with Nerve Stapled... pure profit baby! Sadly it is incompatible with Communal so going this route gives a max -80% housing on overtuned livestock, but even 5 livestock per housing is significantly better than farmers or miners on a housing to resources scale.
This video was so good it was a very FLEETING experience
My attention may be fleeting, but I made it to the “C”-cret callout!
It's worth mentioning that Radiotropic also works for lithoids and pairs nicely with the Survior origin
Thank you Montu! This is truly a time saver.
It was very kind of you to add lithoid, my ugly rocky babies!
Also, was it me or not, but the music at 44:50 sounds kinda loud...
Well, the time that these species trait list videos were 30 minutes or less is quickly becoming a fleeting memory to me. The videos remain a great way of catching up to the game though.
I’ve been enjoying all these tier videos 😊. I hope the validity of this tier list isn’t fleeting. Have a blessed day.
I'm here for that quickly fleeting secret callout you have talking about
If more of the overturned traits were cheaper I could see them being more worth it. Getting a bunch of those lower tier traits for free or close in exchange for leader lifespan so you could then get some of the more expensive normal traits would be pretty cool. Otherwise, a lot of them just aren't worth the lifespan cost
the habitability from robust can be pretty worthwhile actually
my necrophage lithoids had three slave species, one for each planet category (wet, dry, cold)
and robust made it so that they could freely migrate even outside of their groups
I hope that the usefulness of this list will not be fleeting and they don’t change up too much in the next few patches.
I like deviant because sometimes you’ll want to change your ethics to have better relations with another empire
If it wasn’t for Montu’s videos, my interest in this game would be fleeting
It's worth mentioning for all the overtuned traits, you also have the additional cost of your origin being overtuned.
its worth noting that lithoids are a great pick for overtuned as they get +50 years to leader lifespan which basically negates the minus to leader lifespan for the overtuned traits (as long as you dont take too many).
i had a tech rush build using overtuned lithoids with "Intelligent", "Augmented Intelligence", and "Elevated Synapses" (and a few negative traits that didnt effect anything important). they still had a +10 to their leader lifespan. lol
I think it's worth mentioning that some traits in the game have hidden effects not listed, mostlyto do with ethics attraction, and these bonuses can be useful to your empire as well, even if only mildly.
A list of the ones I know off the top of my head:
Strong and very strong pops have higher weighting to militarist ethics.
Weak pops have higher weighting to pacifist ethics.
Decadent pops have higher weighting to authoritarian ethics.
All 3 of the "natural engineers" type techs give the pop more weighting to materialist.
Repugnant gives the pop more weighting towards xenophobe ethics, and If I recall correctly also adds xenophobe ethics attraction to all pops they share a planet with (including other repugnant pops).
While minor bonuses, these can help solidify or making a particular faction bigger, if your gameplan is to perform actions that will make that faction happy, and the other factions comprises of your ethics not so happy.
I think most notably here is decadent, it adds authoritarian ethics attraction to pops, and it's downside is mitigated more by stratified economy living standards, which authoritarian comes with.
I will make one point for Venerable - It pairs well with Necrophages, particularly necro-lithoids, which can lead to some leaders lasting the entire game. Is it particularly worth it? Probably not for the trait points, but it meshes well with cybernetic and psionic ascention. Non-Adaptive has two other niches - Gaia World Preference and Aquatatic (which means Aquatic is a bunch of ocean world output bonuses with slot costs), well as the normal migration and conquest pops
Conformist/Deviants also depends on ethics. Egalitarian, Xenophile, Spiritualist, and Materialist (post-synth) all have sky high draws, so if you have those ethics at all Conformist is entirely uneeded, and deviant is totally ignorable.
Speaking of Ethics, the bonuses of Adaptive/X-Adaptive can be quite ephemeral and fleeting. As long as you aren't Xenophobe, as soon as you get migration rolling (or just capture some other xenos) habitability stops mattering. Serviles can also be a nightmare if you don't micro it, it puts you at the mercy of the growth algorithm. Non-Adaptive is still bad though due to guaranteed habitables (unless taking a federated origin and not having any)
To add an additional point in favour of Radiotrophic/Survivor: Combined they make your home world super efficient, and tomb worlds do have some really good events (like underground vault, and surviving infrastructure)
Decadent isn't that bad for egalitarians either, it can be offset by living standards happiness bonuses.
This video was very interesting, yet watching it didn't feel like an hour, more like a fleeting moment.
The fleeting life of overturned is not a problem with indentured workers, they gotta pay for those upgrades
Use fleeting and slow breaders to pay for the resource production traits. Got it!
You can also use Aquatic along with invasive species.
Though my mental capacity is “fleeting” I managed to watch the entire video lol
One of my favorites is playing as a Post Apocalyptic origin for Survivor and use Relentless Industrialists to make Tomb Worlds. After a frankly fleeting amount of time, I can terraform worlds for free.
nonadaptive is also okay if you're going aquatic and only settle ocean planets
I wish some of the overturned trait negatives were more like needs more food, less adaptable, needs more consumer goods and such
Would love a simple video but it’s organized in parts of how many points so 1 point traits have there own ranking and so on and so forth
Repugnant is an alright negative trait to get on hive necrophages. You are gonna be relying of Necrophyte for most of your Amenities. Of course, this also means Charismatic is pretty good for your prepatent species.