The main improvement I've made to my playstyle after watching your vids is that I'm constantly running monthly trades and it's made a huge difference. Even if I'm too lazy to follow all the advice in your vids, and I'm too much into RPing empires to follow your builds exactly, I've learned a lot and it's made me so much more effective at the game.
indeed, trades won't bring your credits to 0 and the usefulness of it really doesn't click until you make trade juggling part of your routine. Keeps you from having energy credits doing nothing in your stockpile and topping up other resources. I am usually too focused on other tasks to buy the minerals or alloys i need till the game says I don't have enough for something I need, which makes it take longer to do things like expand or build a fleet. But if you set up those trades in advance, you'll almost always have enough minerals and alloys to do things at the soonest possible moment without having to juggle jobs too much, and the advantage compounds on itself as you get into the mid game. Now that I have tried it as well, there will definitely be some better games ahead.
You should probably name them tombstones, it's that simple: D They stand high above the rotten flesh of the rest of the galaxy :D All Hail the mighty tombstones. Superior and as shiny as polished marble.
I was unstoppable using a build like this in ironman till the game bugged and inexplicably switched all my slave pops to psionic assimilation and my economy crashed. *Sigh* I had almost a thousand super rocks from necrophage purge too.
I had the same problem. Gene mod them to their first pattern then delete the problematic pattern and re assimilate and mod them. Problem is often solved like that.
Now we have chest-bursting necrophages, I would really like to see a 'good' version of these guys that are symbiotic instead of parasitic... maybe converting aliens into 'joined' versions of their species that have special bonuses, like maybe double their normal species bonuses or combining the species traits.
When I tried this - At the 16:12 moment where Stefan had 0/146 fleet power the neighbouring ai's declared on me. Ultimately I survived and got through it but I wonder why the ai never declared on Stefan here.
I'm doing a fanatical purifier of this, and I have 800 pops before 2300. Fanatic Purifiers gives you unity from purging, and the necrophage harmony tree gives unity from necrophaging pops, so I purge xenos into my necros. This together with byzantine bureaucracy made me unlock all traditions at 2305. Sure economy and tech is probably less than this but by going the crisis I spam the hell out of the menacing ships and allows me to use barbaric despoilers to kidnap pops and then armageddon bombard planents into tomb worlds.
11:43 yeah it's funny that way, test running determined exterminators conquering a primitive world all i had to do was prioritize the chemical processing job and there were no more criminals
I've started to essentially do "builds" in livestream format. For the past few months, whenever I came up with a strong build I shared it on stream rather than an edited vid. Not everyone has the time to watch a stream though, so Im going back to making build vids as well.
There is a higher chance of a necrophage being a worker than a planet not having enough housing (due to me playing optimally and gunning for extra planet carrying capacity whenever possible), so I use solitary.
Why not build commercial zones early on the primitive worlds? Clerks aren’t affected by stability or culture shock, and you can always replace them later.
Clerks are one of the worst jobs you can use your pops on, clerks are 4 trade and 2 amenities vs technicians who make 6 energy and gets upgraded with tech, also you dont need to have them in trade range.
@@LCInfantry F Xenophile is +20%. this is equal to the +20% starting tech that is repeatable or in ohter words it is only worth 2000 tech points. as for thrifty vs Ingenious, if i understand right they increase the base number so if we do the math. Thrifty + Xenophile: (4*1,25)+20% = 6 trade first repeatable energy tech (nothing else): (6)+20% = 7,2 energy as you can see even without Ingenious (+15% base energy) trade is not worth it after the first tech stage energy wise. the only great thing about Trade is that it can help you getting the galatic market in a multiplayer game (which is really good) ohter than that, it is equal or worse. that being said, you dont have to play optimaly in a singleplayer game to have fun.
Commercial zones are bad investment as you only want them for 10 years. And while clerk does not suffer from resource from job penalty, trade value is affected by stability.
thats irrelevant here as xenophiles cant enslave and you cant chose traits for the conquered pops. also you have to calculate with energy edict, generator world specialization and maybe 1 or 2 +20% output techs which stack +95/+115% more energy output. with stellar culture shock thats still 10+ energy produced per technician. (low stability is completely offset the secobd you upgrade the main building)
You mention colonising with your slave pops but don’t pops have to be free in order to colonise? What’s the strat here, colonise with main species and relocate slaves, periodically turn slaves into citizens whilst you’re colonising or just rely on conquest?
Necrophage: +80 years lifespan Lithoid: +50 years lifespan. That's close to a 200 year lifespan on non-robot pops, means your scientists will have no problem hitting max levels so that's going to keep your research game going strong all the way into crisis years.
I actually made a build using the Leader Life Span + 80 years trait on my Lithoid species and went a Technocracy Warrior culture, my leaders literally never died before I synthetically evolved and made them immortal, the max you can get is actually close to 300 years, my longest lived leader before synth ev was able to live until 295 years before even having a death chance!
@@DaDeadDuck Yeah, i sometimes pick up Venerable, you can actually still combo it with Intelligent and two -2 traits. People consider it fairly worthless, but for me, it keeps my good Scientists alive and gets WAY more done in terms of research as each level improves Research and Research Assist by 2%. And since you only have four traits, as soon as you get a Gene-mod point you can pick up the +15% research speed trait of your choice. I actually like the combo.
@@Amyante That's actually what I did, I did intelligent, repugnant (bc Warrior culture), Unruly (bc basically free), and Venerable (couldn't remember the name before lol)
I went with sociologists to rush down bio ascention. My plan with that is to then turn it back over to natural engineers, and pick up eurodite. However, this could be bad because I am new to the mechanics. Anyone have some input? Nerve stapling livestock, or menial only drones would be very useful since you can't restrict which drones do what jobs normally.
I did not spawn with a secondary species, am I just dumb and need to enslave then first? I have two sets of Necro Lithoids, one with slightly less traits. But I'm unable to set either of their rights to chattled slavery. Issue persists even after reloading and re assigning traits, etc.
Looks like a great build to try. You seem very knowledgeable about the game, got a video or suggestion to do quick speed run of the game? I want to try and get some achievements in the game, and having my single player games go super fast will help it not take a dogs age. Great video and can't wait to try it
I wasn't aware the Necrophage convert jobs didn't have to be employed for the full time. But you don't mention how you know when the timer is going to come up to put the workers back into those jobs so that they convert. It seems like a lot of extra micro which could result in you missing the chance to convert them, especially later in the game when you have a lot of planets to manage.
it's easy, just wait until 9 years after you unemploy them, so on year 9, 19, 29, and so on, and then re-employ them, in other words, just pause the game on year 9, then employ them again, and then repeat it every 10 years.
@@DaDeadDuck So is it every tenth in game year or 10 years from the last ritual? Say I build a second building on my colony in year 5. does that mean it will have the ritual on years 15, 25, 35, and etc? Or will it still be based on the 10 year game mark of year 10, 20, 30, and etc? Because the more planets you have the harder it will be to keep track of when each of them is having their ritual which was my whole point. How can you keep track of it across multiple planets on when this even is going to take place? It seems like a massive amount of micro once you got a couple dozen planets going and keeping tabs on that in MP would be a nightmare cause no pausing.
@@Regunes It doesnt with necrophage though. Ive literally never seen a lithoid necroid leader die of old age even with fleeting, you get to repeatables by year 60 and likely have an ascention done by then. even with normal empires you can usually get immortal pops through technology before your starting leaders die.
From experience and I don't known if it's a bug, mod, or whatever, if a species is converted to a necrophage, whatever planet they are on, the necrophage pop gains that habitabilty
I was wondering if there are counters to some builds like this in multiplayer ? Many powerful builds but im curious how they interact.. if they patch this build with crime being a bigger downside to the build i could see how less viable builds would be better only they they maybe gang up tho... Because the build would likely still be pretty powerful... I like how this is a pretty obvious counter to hiveminds but I would say hiveminds have had seen similar counters in the past so its not as interesting as other top tier ones for rush.
Hey, thx for the video, very nice. But I have issues with bioascension for lithoid necrophages. First, the only superior trait you can give to your lithoids this way is erudite, no robust or fertile (venerable is obviously an overkill). Then, you can't actually construct them in the clone vats. Both lithoid and necrophage traits for some reason affect your construction speed in the vats (understand the first, but the second I strongly disagree), which makes your main species construction speed always 0, it just resets to constructing everyone else if you select your main species. Then also making your slaves nervestapled makes them unable to work in elevation chambers. So while you still can get more regular positive traits, it's just 50% of benefit you'll get with other builds. Am I doing that wrong? Maybe going psionic for further boosting your main guys is better?
You have to see it diffrently. you dont even want your main pops, in mid/lategame they are only for ruler jobs and if you ever run low just put a species you conquered on purge. Ive done a few things with bio ascention and what you can do is make every species you conquer the same with all bonus traits and put them on indentured servitude (way less micro than chattered slavery and nerve staple) if you manage to get some pops with special traits (racket with psionic and tomb world habitability are the best) put all others on population controls and have them grow on every planet. you will have awesome pop growth, great traits, full habitability everywhere and clonevats dont require pops working there (as opposed to roboticists) which means they scale better when pop cost goes through the roof and food becomes super efficient to produce. Now synth ascention is still stronger because of the +20% productivity from robots, the extra districts from mineral/energy buildings and the increased base energy production. both of them are not worth delaying "become the crisis" for your third pick though which is so overpowerd it could cost 3 ascention perk slots and still be overpowered.
So whats the major reason to use lithoids for this build? Other than moving the ruling class lithoids to every planet without detriment I don't see the main reasons.
The 50% habitability of lithoids IS the main reason. That's a massive boost to ruler and specialist output on almost any planet. You also don't feel the pop growth penalty since you convert and the starting lithoids blockers to remove and get extra main pops is nice. But habitability is king for resource output. That's why you don't colonize planets below 60% most of the time.
@@AlliedMastercomputer1967 your prepant species is still growing, though with the xenophobe you get 20% bio pop growth, just would think you'd want more growth from your workers, I tend to not allow too many of the primary species with this build as they consume a lot more upkeep and I don't always have ruler jobs they can work, as with necrophage you have reduced effectiveness in those jobs...
@@krazykaz1983OG necros get increased ruler AND specialist output. So it's usually going to be worthwhile to produce the extra consumer goods needed to support all of your specialist and ruler jobs being worked by your main species.
@@gerardstoney really good point, I just tend to end up with less of the prepatent species early game, but I solved it by being more aggressive early with the build. My biggest issue these days is mid game, not ending up with too many of my main species on some worlds that they end up in worker tier jobs, lots of micro ends up being needed, the auto resettlement doesn't seem to work much with this build.
@@krazykaz1983OG You control the rate of how many main species pops you get through the elevation chamber and purging. When conquering a planet, I'll always keep enough of the native species around to fill out the worker jobs and stop the purging or converting process around then. You can just reduce the number of neophytes for example, to 1 instead of 3 and every 10 years its only going to create 1.
Tryed this build in 3.0.2 and 3.0.3(before it was rolled back). Strangely I got primitive planets with overwhelming amount of industrial districts available (15+ or smthng). Thought it was random, restarted the game and got the same result again. Doesn't look logical to me
Not really, first of all, this is based on slavery and Fanatic Purifiers purge other aliens on default which you only want to do if it’s a big amount of pops or a hivemind. Otherwise, you’re going to get destroyed. Devouring swarm is a hivemind, which has completely different civics, so no.
@@AlliedMastercomputer1967 I meant solely for fleet strength, the economy is by far the easiest aspect of the game, I just want to stack modifiers to make doomstacks more doomy
How about other fleet rush strats? I found fan militarism with admiralty and xenophobia/authoritarian pretty solid. Second civic may vary from citizen service which I prefer to basic meritocracy, slaver guilds or aristocratic elite. All it makes for strongest military build without blocking diplomacy.
Chattel slavery can only do worker job. Indentured can also do specialist. But chattel produce more ressource. So it depend, if you don't have enough necro pop you should consider going for indentured.
domestic unemployed slaves produce ameneties. the second you take a primitive world it will have like 4-8 unemployed pops, which will drop stability to 0 and can rssult in slave revolts. Domestic servitude is only untli you dont have any unemployment. its also why it has to be default, if you manually set them to domestic servitude you cant change it for 10 years but if its default you can.
Arctic (and cold worlds in general) have a higher chance for more minerals, and considering his primary species is lithoid i think that’s why he picked Arctic
he already did a few weeks ago and no, it doesnt. its also extremely powerful and better in science but lacks the bonus pops to reach 18k fleetpower in year 30. necrophage really is the strongest year 30 origin.
The frozen starting homeworlds tend to have more mineral deposits. The wet ones have more farms and the dry ones have more generator districts usually.
Good old technocracy slaver guild fanatic materialist authoritarian with a species that is unruly, deviant, rapid breeder, intelligent and natural ingénieur or traditional.
I was SO SOOOOOO LUCKY playing one of these, got my 2 guaranteed primitives AND a nuclear or early space age (cant remember) so I got like 30 extra pops Absolutely poggers
The fact that you can rush this hard against grand admiral in 30 years shows how bad the stock AI is in Dick. 20k of 6m cruisers would probably be enough to overpower them into the 2250s.
Well, we are also watching the best Stellaris nerd play the game. I’m too dumb to know what I’m doing. They should add more difficulties so that the game becomes almost unbeatable honestly.... at least early on
I believe that it replaces GUARANTEED habitable worlds with Primitive Worlds, not habitable worlds that appear randomly, so he might have just been lucky.
it does. ive done it multiple times. just turtle, delay first contact, send envoys for improve relations, and if you get fanatic purifiers just pump out a bunch of destroyers in year 15. with this build you can afford it.
if you take diplo corps this build instantly gets alot weaker. its not like you have a civic slot to spare. and you already have 2 envoys, no need for more. also you dont need it. ai is terrible at the moment and you will have more rech and more alloys then them. This build can also be used for a year 15-20 destroyer rush which will be stronger than what g.a. ai can do atm.
Suggestion: Read Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc.) on Reddit. Google it. Excellent and rather well done analysis on Necrophages even more in depth then this, which is focused on multiplayer rushing.
Stefan: 13k fleet in 9 years.
Me: 13 corvettes
Me: three corvettes
Me: 0 Corvettes - due to doorway :D
@@MollyLoveli I raise you 3 corvettes but with no weapons because I used the alloys earlier.
When your kidney stones develop a sentience of their own!
This is absolutely cursed.
Oh god
anti necrophage be like
Your profile picture makes it so much better lol
Ouch
This is indeed complicated. I like that, glorious victory not through one-dimensional steamrolling but juggling pop types (et al)
The main improvement I've made to my playstyle after watching your vids is that I'm constantly running monthly trades and it's made a huge difference. Even if I'm too lazy to follow all the advice in your vids, and I'm too much into RPing empires to follow your builds exactly, I've learned a lot and it's made me so much more effective at the game.
indeed, trades won't bring your credits to 0 and the usefulness of it really doesn't click until you make trade juggling part of your routine. Keeps you from having energy credits doing nothing in your stockpile and topping up other resources. I am usually too focused on other tasks to buy the minerals or alloys i need till the game says I don't have enough for something I need, which makes it take longer to do things like expand or build a fleet. But if you set up those trades in advance, you'll almost always have enough minerals and alloys to do things at the soonest possible moment without having to juggle jobs too much, and the advantage compounds on itself as you get into the mid game. Now that I have tried it as well, there will definitely be some better games ahead.
@@randymotter51 how do u trade juggle
You should probably name them tombstones, it's that simple: D They stand high above the rotten flesh of the rest of the galaxy :D All Hail the mighty tombstones. Superior and as shiny as polished marble.
Living Tombstones? Sounds familiar...
I was unstoppable using a build like this in ironman till the game bugged and inexplicably switched all my slave pops to psionic assimilation and my economy crashed. *Sigh* I had almost a thousand super rocks from necrophage purge too.
I had the same problem.
Gene mod them to their first pattern then delete the problematic pattern and re assimilate and mod them.
Problem is often solved like that.
2:07 "Since this Empire is based"
Based and rockpilled
Ima keep it real with you chief, I'm not here for Stellaris, I am here for the music in the background, that alone makes you my favourite youtuber :P
If you finish this series, and then have a good build to showcase, will it be 11/10? I sure hope so... that would be hilarious!
Awesome work! Love it and will try this one in my next MP =] Thank you so much for including all the helpful tips, pretty comprehensive ❤
Now we have chest-bursting necrophages, I would really like to see a 'good' version of these guys that are symbiotic instead of parasitic... maybe converting aliens into 'joined' versions of their species that have special bonuses, like maybe double their normal species bonuses or combining the species traits.
This is still an interesting idea. You could say that Progenitor is self symbiotic.
Right now I'm doing a special run where I dont even convert pops, just rule over all the xenos as rulers only. For RP I also took Aristocratic elite
When I tried this - At the 16:12 moment where Stefan had 0/146 fleet power the neighbouring ai's declared on me. Ultimately I survived and got through it but I wonder why the ai never declared on Stefan here.
I feel like even though I follow this step by step I never seem to be as good at this game...Never get alloys up that high this quickly!
This...I have no clue how he was able to get that much alloy. I want to see a how-to vid on that.
I'm doing a fanatical purifier of this, and I have 800 pops before 2300. Fanatic Purifiers gives you unity from purging, and the necrophage harmony tree gives unity from necrophaging pops, so I purge xenos into my necros. This together with byzantine bureaucracy made me unlock all traditions at 2305. Sure economy and tech is probably less than this but by going the crisis I spam the hell out of the menacing ships and allows me to use barbaric despoilers to kidnap pops and then armageddon bombard planents into tomb worlds.
make more of these, i only really play stellaris with friends and i need builds to steal to kick their asses with :D
Can't believe ye use the civilization beyond earth soundtrack ngl
hey man. just found your channel. love your stellaris videos. awsome work man keep it up.
7:26 Stefan has chosen clerks :O
loving all the stellaris content
Oh hey. You did a video on this build idea. I was thinking it be busted as inward perfectionist.
Here we go boys! Rocky death eaters nom nom
11:43 yeah it's funny that way, test running determined exterminators conquering a primitive world all i had to do was prioritize the chemical processing job and there were no more criminals
This, this is good. But this *points at barbaric despoiler*, this I like!
(Might aswell go psionic ascension for the hell of it)
litrally 1 to 1 to my builds ive been running for while pretty crazy
I really like your build videos. They're what got me into your channel. Do you not so them as much as you feel you've largely covered them?
I've started to essentially do "builds" in livestream format. For the past few months, whenever I came up with a strong build I shared it on stream rather than an edited vid. Not everyone has the time to watch a stream though, so Im going back to making build vids as well.
Thanks for the great guide!!!!!!
ill have two number 9's,a number 9 large,a number 6 with extra dip,a number 7.two number 45's and a large soda
3:49
Perhaps a stupid question, why not go for decadent on main species? Love the content bro, keep it up.
There is a higher chance of a necrophage being a worker than a planet not having enough housing (due to me playing optimally and gunning for extra planet carrying capacity whenever possible), so I use solitary.
@@Stefan_Anon Thanks for answering! I usually play laid back tree of life hive mind , so i was thinking about playing something different. 😁
Why not build commercial zones early on the primitive worlds? Clerks aren’t affected by stability or culture shock, and you can always replace them later.
Clerks are one of the worst jobs you can use your pops on, clerks are 4 trade and 2 amenities vs technicians who make 6 energy and gets upgraded with tech, also you dont need to have them in trade range.
@@mso2013
Can trade value increase that amount? Like thrifty and xenophile? .... I honestly don’t know
@@LCInfantry F Xenophile is +20%. this is equal to the +20% starting tech that is repeatable or in ohter words it is only worth 2000 tech points.
as for thrifty vs Ingenious, if i understand right they increase the base number so if we do the math.
Thrifty + Xenophile:
(4*1,25)+20% = 6 trade
first repeatable energy tech (nothing else):
(6)+20% = 7,2 energy
as you can see even without Ingenious (+15% base energy) trade is not worth it after the first tech stage energy wise. the only great thing about Trade is that it can help you getting the galatic market in a multiplayer game (which is really good) ohter than that, it is equal or worse. that being said, you dont have to play optimaly in a singleplayer game to have fun.
Commercial zones are bad investment as you only want them for 10 years. And while clerk does not suffer from resource from job penalty, trade value is affected by stability.
thats irrelevant here as xenophiles cant enslave and you cant chose traits for the conquered pops.
also you have to calculate with energy edict, generator world specialization and maybe 1 or 2 +20% output techs which stack +95/+115% more energy output. with stellar culture shock thats still 10+ energy produced per technician. (low stability is completely offset the secobd you upgrade the main building)
What about switching Solitary out for Decadent on the main species (necrolith), and fleeting on the prepatent?
You mention colonising with your slave pops but don’t pops have to be free in order to colonise? What’s the strat here, colonise with main species and relocate slaves, periodically turn slaves into citizens whilst you’re colonising or just rely on conquest?
Indentured servant pops can colonize
Hows this work in 3.1 with the housing changes?
Ah, so you have to pick Lithoid portrait with Necrophage origin and not switch between Lithoid and Necroid portraits in confusion. Got it.
Necrophage: +80 years lifespan
Lithoid: +50 years lifespan.
That's close to a 200 year lifespan on non-robot pops, means your scientists will have no problem hitting max levels so that's going to keep your research game going strong all the way into crisis years.
I actually made a build using the Leader Life Span + 80 years trait on my Lithoid species and went a Technocracy Warrior culture, my leaders literally never died before I synthetically evolved and made them immortal, the max you can get is actually close to 300 years, my longest lived leader before synth ev was able to live until 295 years before even having a death chance!
Still have to test that build on admiral or higher tho, not sure if it's a viable build yet
@@DaDeadDuck Yeah, i sometimes pick up Venerable, you can actually still combo it with Intelligent and two -2 traits.
People consider it fairly worthless, but for me, it keeps my good Scientists alive and gets WAY more done in terms of research as each level improves Research and Research Assist by 2%.
And since you only have four traits, as soon as you get a Gene-mod point you can pick up the +15% research speed trait of your choice. I actually like the combo.
@@Amyante That's actually what I did, I did intelligent, repugnant (bc Warrior culture), Unruly (bc basically free), and Venerable (couldn't remember the name before lol)
@@Amyante and there are 5 picks and you start with 2 points free
I went with sociologists to rush down bio ascention. My plan with that is to then turn it back over to natural engineers, and pick up eurodite. However, this could be bad because I am new to the mechanics. Anyone have some input? Nerve stapling livestock, or menial only drones would be very useful since you can't restrict which drones do what jobs normally.
I did not spawn with a secondary species, am I just dumb and need to enslave then first? I have two sets of Necro Lithoids, one with slightly less traits. But I'm unable to set either of their rights to chattled slavery. Issue persists even after reloading and re assigning traits, etc.
Looks like a great build to try. You seem very knowledgeable about the game, got a video or suggestion to do quick speed run of the game? I want to try and get some achievements in the game, and having my single player games go super fast will help it not take a dogs age. Great video and can't wait to try it
I wasn't aware the Necrophage convert jobs didn't have to be employed for the full time. But you don't mention how you know when the timer is going to come up to put the workers back into those jobs so that they convert. It seems like a lot of extra micro which could result in you missing the chance to convert them, especially later in the game when you have a lot of planets to manage.
it's easy, just wait until 9 years after you unemploy them, so on year 9, 19, 29, and so on, and then re-employ them, in other words, just pause the game on year 9, then employ them again, and then repeat it every 10 years.
@@DaDeadDuck So is it every tenth in game year or 10 years from the last ritual? Say I build a second building on my colony in year 5. does that mean it will have the ritual on years 15, 25, 35, and etc? Or will it still be based on the 10 year game mark of year 10, 20, 30, and etc?
Because the more planets you have the harder it will be to keep track of when each of them is having their ritual which was my whole point. How can you keep track of it across multiple planets on when this even is going to take place? It seems like a massive amount of micro once you got a couple dozen planets going and keeping tabs on that in MP would be a nightmare cause no pausing.
@@PyroMancer2k yes it's every 10 years from the start of the game and for multiplayer, good luck!
On the necrophage main pop solitary is "basically" free while the -25 leader lifespan is completely free (as you will still have over 100 years)
I think you mean fleeting, solitary is the negative Resetelement trait
lithoid start usually old, which can cause some problems.
Leaders also start out a lot older so it's effectivly less than a hundred. Still more, just not more than a hundred.
@@Regunes It doesnt with necrophage though. Ive literally never seen a lithoid necroid leader die of old age even with fleeting, you get to repeatables by year 60 and likely have an ascention done by then. even with normal empires you can usually get immortal pops through technology before your starting leaders die.
@@leobastian_ Read the comment again
From experience and I don't known if it's a bug, mod, or whatever, if a species is converted to a necrophage, whatever planet they are on, the necrophage pop gains that habitabilty
I believe its an intended feature
It's intended and happens automatically once you've learned glandular acclimation.
My version of this goes fanatic purifier and turns everyone into themselves+robots.
What is the advantage of naval queing?
When you unlock synth, what happens to your chamber of elevation?
They will be deleted automatically
What about ascencion patch? I mean its hard to get synth becouse of 0,33 personality matrix
13:08 The mod is compatible with Ironman? it looks very useful!
Yes it is, there should be the link in the description
what mod you use for the outliner?
Does this still work in 3.1?
I was wondering if there are counters to some builds like this in multiplayer ? Many powerful builds but im curious how they interact.. if they patch this build with crime being a bigger downside to the build i could see how less viable builds would be better only they they maybe gang up tho... Because the build would likely still be pretty powerful... I like how this is a pretty obvious counter to hiveminds but I would say hiveminds have had seen similar counters in the past so its not as interesting as other top tier ones for rush.
Hey, thx for the video, very nice. But I have issues with bioascension for lithoid necrophages. First, the only superior trait you can give to your lithoids this way is erudite, no robust or fertile (venerable is obviously an overkill). Then, you can't actually construct them in the clone vats. Both lithoid and necrophage traits for some reason affect your construction speed in the vats (understand the first, but the second I strongly disagree), which makes your main species construction speed always 0, it just resets to constructing everyone else if you select your main species. Then also making your slaves nervestapled makes them unable to work in elevation chambers. So while you still can get more regular positive traits, it's just 50% of benefit you'll get with other builds. Am I doing that wrong? Maybe going psionic for further boosting your main guys is better?
You have to see it diffrently. you dont even want your main pops, in mid/lategame they are only for ruler jobs and if you ever run low just put a species you conquered on purge.
Ive done a few things with bio ascention and what you can do is make every species you conquer the same with all bonus traits and put them on indentured servitude (way less micro than chattered slavery and nerve staple)
if you manage to get some pops with special traits (racket with psionic and tomb world habitability are the best) put all others on population controls and have them grow on every planet. you will have awesome pop growth, great traits, full habitability everywhere and clonevats dont require pops working there (as opposed to roboticists) which means they scale better when pop cost goes through the roof and food becomes super efficient to produce.
Now synth ascention is still stronger because of the +20% productivity from robots, the extra districts from mineral/energy buildings and the increased base energy production.
both of them are not worth delaying "become the crisis" for your third pick though which is so overpowerd it could cost 3 ascention perk slots and still be overpowered.
Not sure why, but the only slavery option I get is chattel slavery, no other options, any ideas?
Woo
Is that the Civ beyond earth soundtrack?
So whats the major reason to use lithoids for this build? Other than moving the ruling class lithoids to every planet without detriment I don't see the main reasons.
The 50% habitability of lithoids IS the main reason. That's a massive boost to ruler and specialist output on almost any planet. You also don't feel the pop growth penalty since you convert and the starting lithoids blockers to remove and get extra main pops is nice. But habitability is king for resource output. That's why you don't colonize planets below 60% most of the time.
please? a updated version? ;$ if needed... if not ty
not sure why but im unable to resettle pops from a planet with culture shock
never mind, im supposed to resettle pops TO the planet. thanks for the vid!
Why not rapid breeders on prepatent species? Drop the industrious? I'm always swimming on minerals with this build
This build is meant to use other xenos as your pop growth.
@@AlliedMastercomputer1967 your prepant species is still growing, though with the xenophobe you get 20% bio pop growth, just would think you'd want more growth from your workers, I tend to not allow too many of the primary species with this build as they consume a lot more upkeep and I don't always have ruler jobs they can work, as with necrophage you have reduced effectiveness in those jobs...
@@krazykaz1983OG necros get increased ruler AND specialist output. So it's usually going to be worthwhile to produce the extra consumer goods needed to support all of your specialist and ruler jobs being worked by your main species.
@@gerardstoney really good point, I just tend to end up with less of the prepatent species early game, but I solved it by being more aggressive early with the build. My biggest issue these days is mid game, not ending up with too many of my main species on some worlds that they end up in worker tier jobs, lots of micro ends up being needed, the auto resettlement doesn't seem to work much with this build.
@@krazykaz1983OG You control the rate of how many main species pops you get through the elevation chamber and purging. When conquering a planet, I'll always keep enough of the native species around to fill out the worker jobs and stop the purging or converting process around then. You can just reduce the number of neophytes for example, to 1 instead of 3 and every 10 years its only going to create 1.
Would shadow council be a good third civic?
Tryed this build in 3.0.2 and 3.0.3(before it was rolled back). Strangely I got primitive planets with overwhelming amount of industrial districts available (15+ or smthng). Thought it was random, restarted the game and got the same result again. Doesn't look logical to me
You just had big palnets. You can always build city and industrial districts. Only Agri minerals and energy are limited.
Could this be paired with devouring swarm/ terravore?
Oh and what about fanatic purifiers?
Not really, first of all, this is based on slavery and Fanatic Purifiers purge other aliens on default which you only want to do if it’s a big amount of pops or a hivemind. Otherwise, you’re going to get destroyed. Devouring swarm is a hivemind, which has completely different civics, so no.
@@AlliedMastercomputer1967 I meant solely for fleet strength, the economy is by far the easiest aspect of the game, I just want to stack modifiers to make doomstacks more doomy
How about other fleet rush strats? I found fan militarism with admiralty and xenophobia/authoritarian pretty solid. Second civic may vary from citizen service which I prefer to basic meritocracy, slaver guilds or aristocratic elite. All it makes for strongest military build without blocking diplomacy.
What do you do if the primitives are lithoids ?
How do you get so many alloys and science so fast?
Wouldn’t slow learner be better the sub species?
Yes.
How the heck does undead rock people work?
How does rock people work?
Better yet, how does undead people work?
They are Tombstones !!!!!!
How does undead carbon based work
Sentient kidney stones.
how you got lithoid necrophage? in my vanilia game
it is not possible
They're paid DLC's.
So what is the reason for Servant type of Slavery? I don't get that
Chattel slavery can only do worker job. Indentured can also do specialist. But chattel produce more ressource.
So it depend, if you don't have enough necro pop you should consider going for indentured.
@@MonsieurJo yes, but stefan makes default xenos rights to be Domestic Servitude. Why not just chattel?
domestic unemployed slaves produce ameneties.
the second you take a primitive world it will have like 4-8 unemployed pops, which will drop stability to 0 and can rssult in slave revolts.
Domestic servitude is only untli you dont have any unemployment.
its also why it has to be default, if you manually set them to domestic servitude you cant change it for 10 years but if its default you can.
Will this work for 2.8, I'm on console
How did you ever know how many top builds there would be 🤔
Impressive
Only 8 to 9? wasn't it more before?
I love this game but god damn do i hate how overpowered science is. Every build goes Intelligent and the techno ascension perk is always first.
Unfortunately the devs don't see it as an issue
Sciene and Tech Rush is extremely OP just like in reality.
@@crosselsmith776 yep, guns beat sticks pretty consistently.
What’s up with the audio on this? Sounds like you used a cheaper mic or recorded it in a really reverberated room
I think I sat a bit further away from the mic than ususal
suh birb streamer
wonder why he picked an arctic world, anyone know why?
Arctic (and cold worlds in general) have a higher chance for more minerals, and considering his primary species is lithoid i think that’s why he picked Arctic
Great! Can it be follow up by biological evolution? Rocks cannot be robust..
You can choose erudite if you wish.
Okay, Inward Perfection Necrofage Lithoid then? >.
Get raiding bombardment
So when you will play best "rush build" that is DA ring world that makes this necro build a little kitty rush build
he already did a few weeks ago and no, it doesnt. its also extremely powerful and better in science but lacks the bonus pops to reach 18k fleetpower in year 30.
necrophage really is the strongest year 30 origin.
@@jackthemapper yea if you play artificial 30 years peace rule LOL.
Why Alpine thou?
The frozen starting homeworlds tend to have more mineral deposits. The wet ones have more farms and the dry ones have more generator districts usually.
I play on console does anybody know the best build for it?
Good old technocracy slaver guild fanatic materialist authoritarian with a species that is unruly, deviant, rapid breeder, intelligent and natural ingénieur or traditional.
@@MonsieurJo don't forget ring world/scion origin
thanks guys! Much love!
cant wait for Necrophage to come to Console Edition next month so I can play this build with my non PC friends...
*BWAHAHAHAHAHAHA* >:D
Console necroids just came today, having fun?
Game settings just favor the build
I was SO SOOOOOO LUCKY playing one of these, got my 2 guaranteed primitives AND a nuclear or early space age (cant remember) so I got like 30 extra pops Absolutely poggers
good!
The fact that you can rush this hard against grand admiral in 30 years shows how bad the stock AI is in Dick. 20k of 6m cruisers would probably be enough to overpower them into the 2250s.
Well, we are also watching the best Stellaris nerd play the game. I’m too dumb to know what I’m doing.
They should add more difficulties so that the game becomes almost unbeatable honestly.... at least early on
Its not even hard rush....... Hard rush is DA ring world that have 400-500 pop in 2230 with 30k+ fleet and 1k science. And thats on GA with STARNET
😅tried this without the traiding policy in the new update, impossible 🤣
Wait wait wait. Hold up. Necro. To convert primitives.
But yet you started the game with no primitives.
Am i missing something?
I believe that it replaces GUARANTEED habitable worlds with Primitive Worlds, not habitable worlds that appear randomly, so he might have just been lucky.
gweetins evo-one
Gweetings
mate i respect your skills. but this build, doesnt work on grand admiral plus every ai is advanced. they just don't wait till 2030, you know.
He is on grand admiral, no?
Diplo corps and the 3 envoys should help of you have diplo problems
it does. ive done it multiple times. just turtle, delay first contact, send envoys for improve relations, and if you get fanatic purifiers just pump out a bunch of destroyers in year 15. with this build you can afford it.
if you take diplo corps this build instantly gets alot weaker. its not like you have a civic slot to spare. and you already have 2 envoys, no need for more.
also you dont need it. ai is terrible at the moment and you will have more rech and more alloys then them.
This build can also be used for a year 15-20 destroyer rush which will be stronger than what g.a. ai can do atm.
@@LCInfantry yes, but not advanced ai
Suggestion: Read Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc.) on Reddit. Google it. Excellent and rather well done analysis on Necrophages even more in depth then this, which is focused on multiplayer rushing.