Orbital Rings Are The Powerhouse Of The System

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  • เผยแพร่เมื่อ 29 ก.ย. 2024
  • Orbitals Rings are a new feature from Stellaris Overlord. They provide a wide range of new options for our planets. From defensive mega-fortifications all the way to massive economic benefits. In this video we will uncover what can be done with this cool new megastructure.
    Lets dive in!
    Premiere at 19.45 CEST
    Stellaris Version 3.4
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    And please comment with any feedback, any ideas or if you disagree!

ความคิดเห็น • 486

  • @war1980
    @war1980 2 ปีที่แล้ว +970

    Orbital ring +4 districts
    Expand Sea +3 districts
    Mastery of Nature +2 districts
    Expansion Tradition tree +1 district
    From a size 9 waste to a size 19 megachad.

    • @NoxietyPrime
      @NoxietyPrime 2 ปีที่แล้ว +188

      Don't forget that Expansion tradition for yet another extra district!

    • @war1980
      @war1980 2 ปีที่แล้ว +128

      @@NoxietyPrime
      Good call, edited to reflect true chad status.

    • @zacharybecker8228
      @zacharybecker8228 2 ปีที่แล้ว +32

      A shame mastery of nature doesnt give 3 anymore

    • @eycariot987
      @eycariot987 2 ปีที่แล้ว +11

      Still have available districts layout of 9 though

    • @grumpydinosaur2347
      @grumpydinosaur2347 2 ปีที่แล้ว +95

      39 size ecumonopolis

  • @A_Spec
    @A_Spec 2 ปีที่แล้ว +87

    This combined with Planetary Designations, Planetary Ascension level 10 and Planetary Specialization (that's a lot of Planetary) and the Ecumonopolis makes this completely ridiculous.
    "How many resources would you like?"
    "Yes"

    • @anyname4306
      @anyname4306 2 ปีที่แล้ว +2

      Looks too strong to me to be honest.

    • @AaronCMounts
      @AaronCMounts 2 ปีที่แล้ว

      @@anyname4306 Ecu-planets are only useful to huge empires, with huge mineral, food, and energy surpluses. If you're not running massive surpluses in the basic resources, a, Ecu-planet can quickly become a crippling resource sink.

    • @anyname4306
      @anyname4306 2 ปีที่แล้ว +5

      @@AaronCMounts I am not sure I agree. Nowadays you can produce tons of basic resources on a couple of good planets. There are so many modifiers and buffs that you don't need a huge empire.
      And the resources that are used by the ecu would otherwise be used up by a bunch of planets that wouldn't do anything else that what the ecu does, just worse.

  • @JabberwockOclock
    @JabberwockOclock 2 ปีที่แล้ว +158

    Now all we need is for stations to remember their Defense Platform loadouts and have a reinforce button for them to cut down on the hassle. Would also love to have some larger versions too, but the former is more important.

    • @alistairgrey5089
      @alistairgrey5089 2 ปีที่แล้ว +6

      Stations do have an upgrade button for their defense platforms. There's even a notification icon when they can be upgraded in the outliner.

    • @smc912
      @smc912 2 ปีที่แล้ว +20

      @@alistairgrey5089 he means reinforced

    • @sirjmo
      @sirjmo 2 ปีที่แล้ว +16

      @@alistairgrey5089 upgrade isnt rebuild/reinforce

    • @secuter
      @secuter 2 ปีที่แล้ว +3

      There's a mod that gives platforms the same ability as the station: making then inactive rather than destroying them.

    • @warsongchief1
      @warsongchief1 ปีที่แล้ว +1

      You know what I miss, I miss being able to build Defense Platforms anywhere.

  • @jameshildebrand907
    @jameshildebrand907 2 ปีที่แล้ว +8

    Straight up. In my last game I took a size 25 planet and went ecu with it. Built the orbital ring. By end of game, it was 3710 alloy output.

    • @randomstuff1019
      @randomstuff1019 2 ปีที่แล้ว +2

      Honestly, how do you even use it all up? By the time I hit 1k a month I can't use it enough

    • @jameshildebrand907
      @jameshildebrand907 2 ปีที่แล้ว +7

      @@randomstuff1019 I was Void Dweller origin and had multiple fortress habitats so my naval capacity even after the galactic reforms and high contribution in federation, was still over 2400 which supported 13 titans with battleships.

  • @nahiag
    @nahiag 2 ปีที่แล้ว +1

    "If you love a planet you need to put a ring on it" - Isaac Arthur

  • @derfliegendetempler
    @derfliegendetempler 2 ปีที่แล้ว

    Now to be honest. I’ve sunk a hundred hours into overlord and I can agree, that a few ion cannons (depending on the system) work wonders.
    Maybe even a little imba on 5 planet systems. I’ve dedicated a five planet system to a few strike craft and otherwise just ion cannons for fun…
    Twas a run for testing, so crisis was at x10 on GA without scaling, but the unbidden just plinked off of that system.
    The barrage of Ion cannons in conjunction with a corvette swarms and destroyers to just stall, let the Ion System just rip em apart.
    Corvettes are cheap and destroyers always come back it feels.
    Really gimmicky, but I love that at long last, the investment for DPs finally seems kinda worth it.

  • @phluphie
    @phluphie 2 ปีที่แล้ว +3

    Huh. Orbital Rings seems to be a throwback to early Stellaris when you could build multiple starbases in a system. Neato!

  • @Elzebub666
    @Elzebub666 2 ปีที่แล้ว +3

    I think its about time that Stations and Defence platforms fall under Fleet Power when comparing the strength of empires. It would make it much more fun to be able to tell how powerful your enemies stations are at a glance, and to be able to deter other empires by building massive defensive bastions rather than solely relying on fleets.

  • @AceDreamer
    @AceDreamer ปีที่แล้ว +2

    All this is neat and all but we need a "rebuild all defenses" button on citadels/orbital rings and on the fleet manager.
    I'd rather spam ion canons and park a fleet than break my mouse again after every skirmish. . .

  • @ribbuster2031
    @ribbuster2031 2 ปีที่แล้ว

    I am just getting into Stellaris and you have been very helpful in getting a handle on this game. My hive mind playthrough is so fun because of you. I look forward to watching all of your videos to come!

  • @noireweiss762
    @noireweiss762 2 ปีที่แล้ว +3

    Players: "Hey, could you maybe overhaul the pretty boring ground battles?"
    Paradox: "Say no more!" *makes it so that it's almost impossible to even reach the planet or give the planet such massive defense buffs it's hardly ever worth it*

  • @apollogamer8758
    @apollogamer8758 2 ปีที่แล้ว

    Hey Monty, thanks again for a really awesome video, really well put together. Would love to see a further video on this (as suggested in your film). Watched your whole series of tacticals on this game and would love to see from the bottom up how you would design a defence station and defence platforms and why, as I think it is the one video missing from your basic strategy vidoes. Would really enjoy a video that explores defence platforms with as much depth as you did your ships. Thanks again and see you next time.

  • @Z4gle
    @Z4gle 2 ปีที่แล้ว

    So I'm relatively new to Stellaris. Your videos have been a wellspring of helpful input! This information makes me pretty excited since I just want to be a trade empire with really big defenses but that's never been super optimal. Gonna have to rewatch some of your more recent videos to try to put together some sort of...Maybe subterranean trade empire. I'm not sure what would be the best approach but trial and error never hurts!
    Thanks for the amazing video!

  • @peterk7428
    @peterk7428 2 ปีที่แล้ว +1

    41 defensive platforms on a ring seems nutty. Cue Trappist becoming the greatest system in the galaxy.

  • @andrewgreenwood9068
    @andrewgreenwood9068 2 ปีที่แล้ว +1

    One thing that is really good about defence platforms is that you can specialise them to the system. After all if shields don't apply in a system you can ignore them.

    • @shadowscall7758
      @shadowscall7758 2 ปีที่แล้ว

      I just wish you could do that for the Starbase/orbital ring itself.

  • @queenbrightwingthe3890
    @queenbrightwingthe3890 2 ปีที่แล้ว

    When you are taking defence is the best offence literally.

  • @heartlessmushroom
    @heartlessmushroom 2 ปีที่แล้ว

    I love Orbital Rings. It makes the prospect of playing tall more feasible.

  • @bizmasterTheSlav
    @bizmasterTheSlav ปีที่แล้ว +1

    The One (orbital) Ring to Rule them All.

  • @Fury_MB
    @Fury_MB 2 ปีที่แล้ว

    I agree with the full test on the defence platforms

  • @ardasezer0
    @ardasezer0 2 ปีที่แล้ว

    Saw this a "bit" late but damn didn't know they were this good

  • @KeyOrion
    @KeyOrion 2 ปีที่แล้ว

    Was hoping at the end it would have talked about the achievement, None Shall Pass. I got that one last night, but it was very finicky to get.

  • @little_lord_tam
    @little_lord_tam 2 ปีที่แล้ว

    I also like how that balances the core systems. Now theres a huge difference between your maginot line and other sytsems. Breaking trough a major defence system requires strategic thinking. First you need to know which defence point you can attack that isnt supported by a huge fleet. Then a whole picket corvete fleet made around evasion and a few full hanger battleships with carrier computer should help getting your fleet into range. Can you test good attack approaches to win realisticly against chad cadia?

  • @txvm
    @txvm 2 ปีที่แล้ว

    Been watching awhile, finally subbed, thanks for the vids.

  • @ZombieZhell
    @ZombieZhell 2 ปีที่แล้ว +1

    These remind me a lot of the Orbital Arcologies from the Gigastructures mod, except the Orbital Ring has more customizability.

  • @PhotriusPyrelus
    @PhotriusPyrelus 2 ปีที่แล้ว

    We used to have almost this exact same thing. They were called "starbases", and they were built over planets.

  • @J0krswy1d
    @J0krswy1d 2 ปีที่แล้ว

    That defense.. glorious!!

  • @rasser80
    @rasser80 2 ปีที่แล้ว

    i build a orbital ring on the relic world that you get Kleptomaniac rats dig site at, and then let out the shard, and the Orbi ring killed it :)

  • @henrywill124
    @henrywill124 2 ปีที่แล้ว

    If the AI builds a Habitat over a planet and I conquer said planet, can I still build an Orbital Ring there or is it one or the other? Also a proper guide to defensive platforms vs Ion cannons would be a great idea for a video. I've never really seen a definitive take on the subject.

  • @crzy1gs
    @crzy1gs 2 ปีที่แล้ว

    What was the alloy/resource match up like in the little test battle you showed there? A more detailed video would be excellent :)

  • @slimjim5097
    @slimjim5097 2 ปีที่แล้ว

    Well this is so late game stuff where it doesnt even matter. The influence cost is just bonkers. Even with +9 influence per month there is simply not enough to spend on meh orbital rings. But yeah, if you got nothing to do or to spent influence on then go ahead. Maybe in MP when you are playing tall, but then the enemy will still waltz stright trought.

  • @RoboMuskVsLizardZuckerberg
    @RoboMuskVsLizardZuckerberg 2 ปีที่แล้ว

    Ok. Need pre habitat, +1 civic and, +1 building slot TEC. Got it

  • @Juhnte
    @Juhnte 2 ปีที่แล้ว

    What is cooperative research Channel on every ring worlds?

  • @baironbreak
    @baironbreak 2 ปีที่แล้ว

    For subterranean species: you can't hide in the planet if there is no planet anymore....

  • @afrancisco3814
    @afrancisco3814 ปีที่แล้ว

    Great content. Is this available on console too?

  • @TheLoneTerran
    @TheLoneTerran 2 ปีที่แล้ว +1

    I wonder what the actual rework to defensive platforms were. I've continued to hear to platforms are absolutely useless from most people, but I just watched shit go down... One thing I want to know is if this se-up included Unyielding or not. With the way people still haven't shut up about how bad platforms are, I wonder if they redesigned with Unyielding in mind. Be nice to see a comparison vid.

  • @GenuisInvictus
    @GenuisInvictus 2 ปีที่แล้ว

    Haven't played for a while. Did this come with an update or do I need to get the latest DLC? I have all the DLCs except for the last one.

  • @TheReaper569
    @TheReaper569 2 ปีที่แล้ว

    i would like to see the economical results from these tests, as setting up these defences seem a lot more expensive than setting a fleet of the same military power

    • @pieterfaes6263
      @pieterfaes6263 2 ปีที่แล้ว +2

      Same, although you can estimate. Battleships cost around 1200 alloys/ship, and lower classes get roughly fractals of that (cruisers around half that, destroyers quart, corvettes eighth). The fleets in this clip are somewhere around 25 battleships-worth in size, so the alloy count would be around 25x5x1200 = 150k alloys.
      Setting up the defence platforms (I'm assuming the ion cannons still take up the space of eight platforms, and he has 5 of them) that'd make [41+41+57-(5x8)]x500 alloys + 5x1800 alloys = 49500+9000 = 59400 alloys, not including building the citadel and orbital rings. That would likely bump it up to 70-75k alloys. That's still only half of the fleet thrown at it.
      Looking at the prices for the platforms in the video, as he lost around 60-ish defense platforms-worth of defences, that'd translate to 30k alloys of losses.
      In order to win based on economic attrition, those defences would have to have taken out more than a fifth of said fleet, which seems based on what was seen here, to put it bluntly, rather likely.
      Downside is that you can't move the defences though, so it ain't stopping people from just 'jumping around it'. And having to build this infrastructure on _every_ system would rapidly increase the costs in favour of the aggressor. But you might get away with a fraction of the fleet composition of the aggressor as supplement based on the Jump Drive Cooldown-effect, although I don't know how much you'd still need. However, it allows for less required navy capacity (less tech-, soldier- and anchorage-intensive) and possibly less upkeep costs, so tech, pops and alloys were saved that way as well.
      Still speculation though, I don't know what traditions and ascension perks were taken by both parties.

  • @dhara548
    @dhara548 2 ปีที่แล้ว

    Full test video for tall players please

  • @popedonking
    @popedonking ปีที่แล้ว

    Have you a like as soon as the creative intro started lol (I got a ring on it)

  • @Brotrooper360
    @Brotrooper360 2 ปีที่แล้ว

    I do wish the orbital rings were more geared towards boosting the planet instead of being bonus starbases, they're still cool tho lol

  • @sidknoop6381
    @sidknoop6381 2 ปีที่แล้ว +1

    "You shouldn't waste orbital ring slots on anchorages."
    Yeah, about that... unless they're near an important chokepoint or border I've got anchorages on em.
    It always seems so wasteful to upgrade an entire Starbase just for fleet cap, but orbital rings? Well, I already have to upgrade them to tier 2 to get the planet improving building, so that's 12 free fleet cap. Might as well get them to tier 3 when I can for an extra 12.

  • @Mattstopher
    @Mattstopher 2 ปีที่แล้ว +1

    Would you say that defensive platforms are viable in singleplayer games now? I've never bothered in all my thousands of hours of play due to how quickly they've melted in the face of enemy fleets.

    • @grilledchicken2881
      @grilledchicken2881 2 ปีที่แล้ว +3

      I used them before. They start to really struggle when they are overwhelmed since they can't retreat or when enemeys just outrange them. However, their strike craft are reconstructed by the starbase even after the platform is destroyed (if it's a hangar defense platform) so you don't lose firepower that way. Additionally, they are fairly cost efficient if they are not destroyed (or as mentioned don't really count as destroyed). Starbases are quite defense heavy, so increasing their damage output like that is pretty good synergy. They only get bad when the enemey starts to get battleships. And you used to be able to (not sure if you still can) change and upgrade the design of the platform in the middle of combat to repair the station entirely. By just adding or removing a single shield i was able to tank enemey fleets that i shouldn't reasonable have survived. (Yes that's bug abuse.)

    • @masoclevine836
      @masoclevine836 2 ปีที่แล้ว +2

      honestly even just as a deterrent defence platforms work very well, makes AI fleets re-route and ignore well protected systems when they’re underpowered (and they often are since they split their fleets) so you can focus on other points with your own fleets

  • @miroz0181
    @miroz0181 2 ปีที่แล้ว

    i am curious though, do the crisis have access to the Attack rings ?
    i am a very defensive player with Void and condense my empire and now with subterranean i can finally make a race from 40K that i love the Squats but never have the crisis have penetrated my borders so like i asked do the crisis get buffed or no ?

  • @Fish_Priest
    @Fish_Priest 2 ปีที่แล้ว

    but of course we want more testing!

  • @patrickhall6253
    @patrickhall6253 2 ปีที่แล้ว

    To bad as far as I know you can't put them on habits, makes void dwellers sad.

  • @Ranto294
    @Ranto294 2 ปีที่แล้ว +435

    Enemy's fleets:"Finally! The starbase and orbital rings were destroyed! To victory!
    *two 20k necro bunker worlds* : _Round 2, xeno scum._

    • @Vox_Popul1
      @Vox_Popul1 2 ปีที่แล้ว +94

      _sigh_
      *Colossus enters system*

    • @Grounders10
      @Grounders10 2 ปีที่แล้ว +96

      @@Vox_Popul1 The Planet Broke Before The Guard!

    • @aminkto9375
      @aminkto9375 2 ปีที่แล้ว +35

      @@Grounders10 cadia moment

    • @MouldMadeMind
      @MouldMadeMind 2 ปีที่แล้ว +2

      @@Grounders10 but the guard still broke, down with the corpse empire!

    • @johngodfreymalig2328
      @johngodfreymalig2328 2 ปีที่แล้ว +6

      *resilient lithoid-reanimator subterraneans*

  • @albortiiemango4094
    @albortiiemango4094 2 ปีที่แล้ว +641

    Defense platform video would be nice, currently I’m using the neutron launcher and advanced strike craft on each one but I’m not sure if I need that many fighters, I also typically only run 1 ion canon but it seems like each of your stations have several

    • @SuperThest
      @SuperThest 2 ปีที่แล้ว +81

      Unless they fixed it, strike craft are the most reliable weapons for a DP since you don't lose the strike craft until the station dies. It lets you still do damage with the DP even after it dies (and it dies very easily). At least 1 ion cannon is good since it triggers a fight from farther away (makes it impossible to avoid since Ion cannons have more range than titans which is good because the crises will otherwise fly around and avoid it)).

    • @jameshildebrand907
      @jameshildebrand907 2 ปีที่แล้ว +23

      @@SuperThest I would agree. I usually go full strikecraft, no ion. Also strikecraft don't have the range limitations so they can begin defense immediately. Also, as you stated, they keep going even if platform is downed.

    • @JamesTobiasStewart
      @JamesTobiasStewart 2 ปีที่แล้ว +10

      I would love to know how to get more use out of them, I like the idea of building defences but so often until now it would just be a waste of good alloys.

    • @SuperThest
      @SuperThest 2 ปีที่แล้ว +20

      @@jameshildebrand907 another benefit of strike craft is that they usually give you a higher fleet power score which can scare the AI off, so even if the station can't win, it makes the AI think it can. Strike craft will only deploy when the fight starts, which can be after the enemy shoots and kills some DP if you're not careful. Strike craft do have a limited engagement range though which is usually determined by the your longest range gun. Ion cannons will trigger your strike craft to deploy sooner.
      I wouldn't build that many though since Ion cannons didn't get any buffs like the DP got, so they're an even more questionable investment then they were before.

    • @dangerface300
      @dangerface300 2 ปีที่แล้ว +3

      @@SuperThest I'll correct you on one detail there, strike craft continue to spawn even after the battle begins, but only at half of the construction time quoted on their stat sheet (8 days I think). They will continue to snowball until the weapon that spawns them is destroyed, but stick around until the battle is over or the strike craft is destroyed.

  • @selryn3954
    @selryn3954 2 ปีที่แล้ว +811

    honestly, it never made sense to me that ships could outrange starbases, nice that they're getting some love!

    • @kylewelch552
      @kylewelch552 2 ปีที่แล้ว +65

      To be fair, starbases tend to be more or less immobile, and with no speed loss to friction, physical projectiles should be able to hit them (eventually) from just about anywhere.

    • @-JustHuman-
      @-JustHuman- 2 ปีที่แล้ว +124

      @@kylewelch552 To counter that, they don't have to move the mass, so each gun could be more massive and they would have way more power to use as they don't need to use engines to move it all.

    • @-JustHuman-
      @-JustHuman- 2 ปีที่แล้ว +8

      You can also go full Ion, if the ring station is further back. As the massive alpha really takes a lot of potentiale damage out of the fight fast.

    • @AaronCMounts
      @AaronCMounts 2 ปีที่แล้ว +34

      Comes down to game balancing. You have to setup the game so the attacker always has the advantage, or the game simply becomes stagnant, as turtling becomes the default. Don't forget that both sides have fleets of their own, thus the defender has both fortresses and fleets to counter the attacker, who only has fleets.

    • @Shadow.24772
      @Shadow.24772 2 ปีที่แล้ว +3

      @@AaronCMounts isnt this where mercenaries can come into play? you can contract lots of mercs, over- stack your fleet like crazy and attack with overwhelming force to decide the war in a single engagement for MP? or they can let you destroy their stronghold systems to buy time for their own merc and regular fleet recruitment making the big defensive systems as delay, rather then support artillery for the main battle.
      now this wont work with SP since the AI loves to have lots of little fleets around everywhere, so i think is fine to give them better defenses.

  • @Notlordstark
    @Notlordstark 2 ปีที่แล้ว +572

    As a biologist I love the way this title is phrased. That orbital ring better produce a crap ton of energy for the cell-I mean planet

    • @Jernsaxe
      @Jernsaxe 2 ปีที่แล้ว +66

      Hive worlds with orbital rings can output the same energy credits as a dyson sphere :)

    • @MontuPlays
      @MontuPlays  2 ปีที่แล้ว +95

      I hoped the reference wasn't too obscure!

    • @janaejoaodosacramento9731
      @janaejoaodosacramento9731 2 ปีที่แล้ว +4

      @@Jernsaxe WOW thats really op

    • @Jernsaxe
      @Jernsaxe 2 ปีที่แล้ว +4

      @@janaejoaodosacramento9731 You can also hit 5k alloys on a single (size 25)
      Ecumonopolis as Rogue Servitor :)

    • @mryellow6918
      @mryellow6918 2 ปีที่แล้ว

      @@Jernsaxe had a machine planet with maxed out labs and energy districs and it was +600 energy

  • @randymotter51
    @randymotter51 2 ปีที่แล้ว +105

    I love how the game has changed over the years to make it easier to add more districts to planets. Getting small planets in the size 10-13 range always felt painful if you had nothing else to take because they couldn't do much, but now it is possible to get so much out of them. Going Aquatic and picking up Hydrocentric with this dlc means you can have up to 10 extra districts on your planets with the Expansion tradition and also getting the Mastery of Nature perk. Even a size 10 world suddenly becomes more than enough for your needs, and don't get me started on using this to make bulky Ecumenopolis worlds. Fun tip: if you have Hydrocentric, convert your worlds to Ocean worlds first to get that 3 extra planet size from Expanding Seas THEN make them into the Ecumenopolis for maximum output.

    • @war1980
      @war1980 2 ปีที่แล้ว +8

      It's still painful.

    • @AaronCMounts
      @AaronCMounts 2 ปีที่แล้ว +5

      I never even notice the planet size, when expanding. I just take the planet, and build it up over time. Because of the logistic pop growth modifier, I almost never max out planets, anyway.

    • @randymotter51
      @randymotter51 2 ปีที่แล้ว +13

      @@AaronCMounts Yeah, these days planet size is a small factor in usefulness. Even the smallest possible size at 8 is still enough that if you just spam city districts you can get enough housing for researchers and use all the building slots. Before the pop and districts rework a planet was greatly limited by its size, especially even further back when the planets still used the tile system.

  • @rhcpcrispis
    @rhcpcrispis 2 ปีที่แล้ว +96

    I would love a montu tutorial on how to optimize the new automation system

  • @failure5058
    @failure5058 2 ปีที่แล้ว +91

    The orbital ring brings the Tall Empire closer to being as powerful as the wide empire. I’m eager to know if fortifying a system with static defenses will finally be viable.

    • @nardo8006
      @nardo8006 2 ปีที่แล้ว +2

      Nice profile picture

    • @vdKingpin
      @vdKingpin 2 ปีที่แล้ว +14

      Or does it make it less powerful? Seeing as wide empires can use rings and there isnt a limit to how many. I would think more worlds, more rings, more power.

    • @biggsdarklighter0473
      @biggsdarklighter0473 2 ปีที่แล้ว +21

      @@vdKingpin But fewer planets means less empire size, therefore cheaper/more edicts, faster tech and traditions.

    • @Vox_Popul1
      @Vox_Popul1 2 ปีที่แล้ว +25

      @@biggsdarklighter0473 the cost doesn’t matter if you’re far outpacing it with your sheer amount of production across the board. If it does become a problem you can just release sector vassals which is probably even better than not having vassals now thanks to the specialist types.
      The only real issue you could run into is pop growth slowdown, but you can fix that by having a dedicated sector that you release, let them grow pops, reintegrate and simply resettle to your core worlds, rinse and repeat.
      The math says that wide is simply better in terms of performance. At the end of the day though, unless you’re playing high difficulties with AI enhancing mods or comp multiplayer, what’s best doesn’t matter all that much as long as you do enough to keep up.

    • @Slowpoke3x
      @Slowpoke3x 2 ปีที่แล้ว +1

      Tall empire will always be a handicap then a strength until they make heavy demerits to owning too many systems

  • @aajjww121
    @aajjww121 2 ปีที่แล้ว +111

    Hail to the Ring, that great arc across the sky upon which our entire industry reli- oh crap it's falling! Run! Run to the poles! Run for your lives!

    • @MrMighty147
      @MrMighty147 2 ปีที่แล้ว +1

      lol

    • @biggsdarklighter0473
      @biggsdarklighter0473 2 ปีที่แล้ว +2

      Normally, they keep themselves up their, so unless the Ring was broken at one point, that shouldn't happen.

    • @babstra55
      @babstra55 2 ปีที่แล้ว +2

      they're on orbit. so they'll stay up there forever unless you use massive force to drop them.

    • @aajjww121
      @aajjww121 2 ปีที่แล้ว +6

      @@babstra55 Most orbital ring designs are active support structures, using magnetics and large masses to sustain themselves at low altitude while keeping their rotation matched with the surface of the earth. They don't actually spin at orbital velocity, and can instead be treated as a suspension bridge with no ends.
      This lack of orbital rotation also introduces an instability in the rings position around the planet. Uneven gravitational forces will tug the ring unevenly, eventually resulting in a dangerous wobble as one side shifts to be closer to the surface than the other. This can be managed in a number of ways, but the most useful and cost effective would be ground to ring tethers, effectively space elevators except much shorter, and that you can run at angles to most of the planet, rather than requiring the equator.
      Of course, all this stops applying if you build a ring further out and spin it at orbital velocity, but even then spinning rings can have stability issues, requiring attitude control systems to maintain orientation.

    • @babstra55
      @babstra55 2 ปีที่แล้ว +2

      @@aajjww121 sure that's possible, but more like atlas pillars than orbital rings.
      a typical orbital ring has a rotator, a sort of cable trapped inside a vacuum tube. you spin that rotator at orbital speed or greater, and build your structures on top of the vacuum tube. the masses are suspended with maglev so that there's no actual contact. you keep your magnets superconductive so the system never stops unless you actually break it.
      the advantages are you don't need atlas pillars, everything but the rotator is geostationary, and you can run it at any height even inside atmosphere or 1m above ground because the rotator is inside a vacuum tube.
      you can even build it on surface, spin it up and lift it up to space. or land it for upgrades/maintenance, even use it for massive cargo hauls to other rigns above it.

  • @biggsdarklighter0473
    @biggsdarklighter0473 2 ปีที่แล้ว +64

    Another question I have is more of a Pop Management one.
    If I construct a Transit Hangar (the Kind that resettles pops without a) Player Input or b) cost) on an orbital ring, does it count for the entire System, or just the planet below?

    • @calithulu4490
      @calithulu4490 2 ปีที่แล้ว +36

      If you build the transit hub on the ring it affects the whole system (and you won't be able to build it on the station. Just one per system).

    • @biggsdarklighter0473
      @biggsdarklighter0473 2 ปีที่แล้ว +8

      So I assume the same is true for the secret installation? If so, one can just build both in the planetary rings around a planet, making the pops both loyal and easy to resettle.

    • @alistairgrey5089
      @alistairgrey5089 2 ปีที่แล้ว +12

      Orbital rings act like secondary starbases when it comes to those kinds of modules. They always effect the entire system regardless of if they are on the station or the ring.

    • @berlindude75
      @berlindude75 2 ปีที่แล้ว +5

      It counts for the whole system (all planets and habitats in it) and you can only build it once. So if a system only has one colonized planet, I would put the Transit Hub on its constructed ring saving me an outpost-to-starbase upgrade (unless the system has a specific role or feature to protect). If there are more than one colonized planets, I would put it on the central starbase so that all planets have the same amount of slots to work with in their separate rings. Double-dipping is possible with Black Hole Observatories and Nebula Refineries.

    • @dangerface300
      @dangerface300 2 ปีที่แล้ว +1

      If you find a system with a lot of uninhabitable bodies, you can build habitats around some of those too, stretching the benefit further (can't stack a megastructure on a megastructure though, so no ringed habitats).

  • @croat5786
    @croat5786 2 ปีที่แล้ว +91

    I have a citadel and orbital ring defensive system at a key choke point. The combined power of the stations is 160k! Nobody has tried invading that system lmao

    • @AaronCMounts
      @AaronCMounts 2 ปีที่แล้ว +5

      So turtling wins.

    • @hersh1138
      @hersh1138 2 ปีที่แล้ว +4

      @@AaronCMounts you could jump past it. Especially since they added juggernauts. Supply lines are less of an issue for refitting repairing and replacing lost ships. Even more if you could get a foothold and take a gateway or even build a gateway in said system. The ai wouldn't do it for sure. Imo I think they need a legit update for combat. Cruisers have very little use and destroyers can be hit or miss. Everyone uses battleships and corvettes. They have a decent road map from hoi4 they could utilize but I understand stellaris is so much more then a war game like hoi4 so it's not necessarily a priority.

    • @lol9334
      @lol9334 2 ปีที่แล้ว

      @@hersh1138 plus I don't know if the dev teams of both games are the same, they could be different

    • @hersh1138
      @hersh1138 2 ปีที่แล้ว

      @@lol9334 I'm sure they are different team but it's the same company so it's not like they would be stealing others work.

    • @luigimrlgaming9484
      @luigimrlgaming9484 ปีที่แล้ว

      @@hersh1138 I always use Destroyers for PD but I’m not sure if PD only affects the ships that they are on or if they will try and cover the whole fleet. Cruisers are kind of useless as battleships are just better at almost everything. The only thing they are slightly useful for are missiles.

  • @aptspire
    @aptspire 2 ปีที่แล้ว +174

    I was always hoping for more "kiloengineering" akin to gateways and habitats and Orbital Rings and Hyper Relays are exactly that.

    • @MrMarinus18
      @MrMarinus18 2 ปีที่แล้ว +14

      One thing I'm hoping is that they make the megastructures more vulnerable. Like that if you take a system that has one you can deconstruct it.
      Strong defenses require valuable targets to defend.

    • @dinamosflams
      @dinamosflams 2 ปีที่แล้ว +3

      finally some midgame to endgame flavor

    • @Karl_der_Genosse
      @Karl_der_Genosse 2 ปีที่แล้ว +13

      Gigastructural Engineering is therefor handsdown the best mod for stellaris, period. I never NEVER play without that.
      Having the ability to turn EVERY planet into a livable one is just fucking bombastic.

    • @Necromediancer
      @Necromediancer 2 ปีที่แล้ว +6

      ​@@Karl_der_Genosse overhyped mod

    • @kylerector6082
      @kylerector6082 2 ปีที่แล้ว +11

      Why would WANT you deconstruct a a megastructure since you gain the benefits when you take the system it is in?

  • @emmawrites4533
    @emmawrites4533 2 ปีที่แล้ว +49

    What I'm hearing is a subterranean inward perfectionist is never going to lose a system if they can get their choke points. On a related note, how do you win with a defensive build? I've played a few and other than just sitting in my corner and building up science and fleets until the crisis which I beat, only to lose because a fallen empire woke up and I didn't deal with it and now it owns half the galaxy.

    • @alistairgrey5089
      @alistairgrey5089 2 ปีที่แล้ว +6

      The turtle strategy is usually to survive until the victory year if you have that enabled.

    • @UltraSuperDuperFreak
      @UltraSuperDuperFreak 2 ปีที่แล้ว +10

      Defencive does not mean dont have a mega fleet ready to deal with endgame tho (or any other fleets). And you CAN attack as a defencive player when your fleet is ready. Then you defences will keep it safe while you deal punishment out. Sure it is abit more tricky, but it is diffinently possible.
      For one you could ask an AI ally to attack someone and join them in the war. Sure the "ally" takes the territory you attack. But so what ? The fallen empire is gone.

    • @danielgloyd4529
      @danielgloyd4529 2 ปีที่แล้ว +5

      I always had a go to turtle build I called the fanatic pacifiers. Play inwards perfection, and early and mid game I only ever focused on defense at chokepoints and science. Then sit back and play a city building Sim with my planets. Then when I get collosus unlocked I declare a change ideology war on everyone, (pacifist can't use the total war cb) then go around and shield every enemy planet in the galaxy until I am the only one left.

    • @somepervert5681
      @somepervert5681 2 ปีที่แล้ว +2

      @@UltraSuperDuperFreak Ally as Inward perfectionnist? Meh, I do not babysit lesser beings

    • @Sorain1
      @Sorain1 2 ปีที่แล้ว

      Become the Crisis to win perhaps?

  • @chrisistocool1
    @chrisistocool1 2 ปีที่แล้ว +27

    I am testing a turtle build right now with the ring world. Just make the planet a Brick and deck out the ring.

  • @apocalypticchrome4471
    @apocalypticchrome4471 2 ปีที่แล้ว +62

    I've been binge watching these videos to get better at this game. Great job with the videos, love the movie/show clips you slide into these videos.

    • @streetsurfer1190
      @streetsurfer1190 2 ปีที่แล้ว

      Same here I wouldn't have known where to stop without aspec and stefon videos thanks Montu

  • @Cybermarth
    @Cybermarth 2 ปีที่แล้ว +23

    I don't know, if I missed it, but the most important part (for me) is that the rings don't go on your starbase limit.
    Also: Was it just a bug or can a habitat on a planet accidently block the building of an orbital ring?

    • @tylerperry972
      @tylerperry972 2 ปีที่แล้ว +23

      The orbital rings get placed where a habitat would go, so you can’t have both you gotta pick if you want a habitat or a orbital ring

    • @tylerperry972
      @tylerperry972 2 ปีที่แล้ว +7

      Another thing to note is that you can only build orbital rings on planets that have pops on them. You cannot just make them on any celestial body unlike habitats

    • @onestep873
      @onestep873 2 ปีที่แล้ว +1

      i think it counts, isn't it?

  • @nuresproblemchind6176
    @nuresproblemchind6176 2 ปีที่แล้ว +20

    The most I have reached, is 3.4k alloys on the Frist League homeworld, as a synthetically ascended mechanist build. You might be able to produce even more as a Rouge servitor and or ocean paradise.

  • @cheeesecheese1197
    @cheeesecheese1197 2 ปีที่แล้ว +52

    When I first built my orbital ring, I the only thing on my mind was the economic potential that this could bring. I didn't think about the military potential since defense platforms and starbases were a joke. I did not know about this rework. This video has shown me an inkling of the potential this has. And to that, I thank you.

  • @berlindude75
    @berlindude75 2 ปีที่แล้ว +23

    I like the double-dipping you can do with Black Hole Observatories and Nebula Refineries in systems that have several colonized planets. Defeat the Grey Tempest in the L-Cluster and Terminal Egress with its three terraformed nanoworlds lets you produce Dark Matter on three orbital rings and the central starbase. Likewise, find a nice multi-planet system (or several) in a nebula and produce minerals and exotic gases on each orbital ring in addition to the starbase.

    • @luigimrlgaming9484
      @luigimrlgaming9484 ปีที่แล้ว +1

      That never made sense to me how those planets could be habitable when there isn’t a star to give them heat.

    • @berlindude75
      @berlindude75 ปีที่แล้ว +2

      @@luigimrlgaming9484 If the black hole is active and large enough, it could pose as a "pseudo-sun" where light and heat radiates from its accretion disk. If you google "could a habitable planet orbit a black hole" you'll find several scientific articles dealing with this topic.

    • @luigimrlgaming9484
      @luigimrlgaming9484 ปีที่แล้ว

      @@berlindude75 what about light? Wouldn’t it just be eternally dark?

    • @berlindude75
      @berlindude75 ปีที่แล้ว +2

      @@luigimrlgaming9484 The dust and gases circling at very high speeds in the accretion disks of large black holes emit a lot of light (and other electromagnetic radiation such as infrared) from superheating friction. This emitted light of the accretion disk will be bent around the black hole resulting in the typical depiction of a black sphere enveloped in strands of light. It's also why very distant galaxies billions of lightyears away with active SMBH cores can still be seen as a single source of light (so-called super-luminous quasars).

    • @luigimrlgaming9484
      @luigimrlgaming9484 ปีที่แล้ว

      @@berlindude75 Stellaris blackholes don’t, but that would make sense.

  • @penguinsrockrgr8yt216
    @penguinsrockrgr8yt216 2 ปีที่แล้ว +7

    And yes the ring world equivalent to
    “Don’t talk to me or my son again”

  • @eastmadnesshorse6914
    @eastmadnesshorse6914 2 ปีที่แล้ว +8

    I’d love that defense platform video! Another one I’d be interested in is an examination of the various psionic ship components (psionic shields, precog interface, etc). I’ve been trying to figure out the precog ship computers for a bit now, since they trade some of the bonuses you get from something like sapient combat computers for extra tracking.

  • @kyle8971
    @kyle8971 2 ปีที่แล้ว +25

    Honestly, been waiting on a video from you about defense platforms and building up a citadel the most efficient way possible. Looking forward to the full video with all the testing.

  • @TheCarloCarlone
    @TheCarloCarlone 2 ปีที่แล้ว +5

    I my first overlord playthrough, I was so unlucky that I rolled orbital ring AFTER mega engineering.
    I seriusly thought it was a required tech (it's a megastructure after all!)
    Imagine my shock when in the next game I rolled it before I even had cruisers....

  • @MrRanger316
    @MrRanger316 2 ปีที่แล้ว +7

    Definitely need the testing video for defense platform load outs and then a follow up video for how to modify ship loadouts to counteract the platforms.

    • @MrFreePoint
      @MrFreePoint 2 ปีที่แล้ว

      I can answer your second part: avoid engaging these strongholds. They outrange you and therefor deal a lot more damage then an equal sized fleet. If you rally have to engage them then the good old arti battleship is the right choice.

  • @cp1cupcake
    @cp1cupcake 2 ปีที่แล้ว +4

    You want a real defensive system?
    WHAT WAS SHALL BE + orbital rings

    • @owenhardy7035
      @owenhardy7035 2 ปีที่แล้ว +1

      Holy shit you’re right

  • @MrMarinus18
    @MrMarinus18 2 ปีที่แล้ว +4

    I think one building to add to the vanilla is a surface-space cannon. Something that can damage ships bombarding. So that you will get attrition from orbital bombardment.

  • @JohndrewtheSylveonking
    @JohndrewtheSylveonking 2 ปีที่แล้ว +2

    We heard you like Fortress Worlds, so we gave you the ability to build a fortress for your world.

  • @LethalOwl
    @LethalOwl 2 ปีที่แล้ว +4

    I'm so massively happy to see how much your channel just keeps growing. I used to have to rely on 2-3 other youtubers to get the information I wanted out of Stellaris and now you're providing more accurate and regular info than the lot of them combined. And they're all pretty well known as the 'biggest' Stellaris content creators. I'm loving it. Memes, experiments, good info, patch notes - the amount of work you put in compared to them is crazy, and the quality shows. Keep up the stellar work, been a joy to tag along since the first few hundred subs.

  • @dlfn7623
    @dlfn7623 2 ปีที่แล้ว +4

    The best part about the orbital ring (in my opinion) is that it looks so cool. An ecumenopolis surrounded by an orbital ring is just so sexy to me.

  • @Seth90
    @Seth90 2 ปีที่แล้ว +1

    can't wait for the modding community to allow us to build orbital rings around our ring worlds xD

  • @kilaehuied1659
    @kilaehuied1659 2 ปีที่แล้ว +1

    I just realized this makes the horizons signal even more op. If you combined that with aquacentric and someone where to terreform every one of those planets into water worlds add a ring on every one increase the districts and fucking spam defense platforms and well.... screw 1 planet challenge lets go for a 1 SYSTEM CHALLENGE!!!!!

  • @tanthokg
    @tanthokg 2 ปีที่แล้ว +1

    Metallurgist jobs on my ecumenopolis foundry worlds can produce 14.5 alloys out of 8.2 minerals, thus makes the fallen empires' Auto-Forge like a child play

  • @raptorofwar4415
    @raptorofwar4415 2 ปีที่แล้ว +7

    The biggest problem is that most systems typically only have 1 planet at most, and the odds of getting a choke point multi-planet system are pretty low.

    • @jasonsager4592
      @jasonsager4592 2 ปีที่แล้ว +1

      Turn up your habitable planet multiplier and that will change ;)

  • @MrMarinus18
    @MrMarinus18 2 ปีที่แล้ว +1

    One megastructure I would like is an ultra space ship. However with the twist that if you lose the system it's in while under construction the enemy will take your ship and can complete it even if they haven't gotten the needed techs. That way you will have extremely valuable targets to defend.
    Expensive defenses require expensive targets to defend.
    You could also do that with normal megastructures that maybe if you conquer a system that has one you can deconstruct it. However it will be a time consuming process and if you lose control of the system the process is halted. The one that took it can then choose to either resume the deconstruction or to repair it.
    That would again give you things you want to protect at all cost.

  • @patrickmoery3036
    @patrickmoery3036 2 ปีที่แล้ว +2

    Terminal Egress: The Ultimate Chokepoint
    3 habitable planets to be made into fortress worlds each with a ring
    Plus the starbase
    Also the disengagement malus from a being in a black hole system
    Go ahead and found a merc enclave there too for the garrison
    Loads of other planetary bodies that could have fortress habitats
    It can't be bypassed with jump drive or a quantum catapult
    You could have a fleet parked next to an L-gate outside the cluster waiting to catch the enemy in a pincer maneuver
    And even it's immune to star eaters because it's already a black hole

    • @MontuPlays
      @MontuPlays  2 ปีที่แล้ว +1

      You can move through L-gates (and wormholes, or other gateways) regardless of FTL blockers. So you need to have a way of catching them in combat once they arrive at Terminal Egress, otherwise they can just move through to abother L-Gate

    • @patrickmoery3036
      @patrickmoery3036 2 ปีที่แล้ว

      I was thinking more of relocating my entire civilization into the L-cluster and leaving the galaxy to fend for itself.

  • @kevinh3238
    @kevinh3238 2 ปีที่แล้ว +2

    Can you build orbital rings around habitats?

  • @guardianofthetoasters2323
    @guardianofthetoasters2323 2 ปีที่แล้ว +1

    I am a bitch for anything that is remotely defensive so when I learned that I can change a world to a fortress one, it almost made me cry in joy. Now that I can put a ring on my planet with defenses?? Absolute tears of joy

  • @nokta7373
    @nokta7373 2 ปีที่แล้ว +1

    I smell a resurgence of corvette screen fleets. Let it jump into the system early to draw the first fire, then let the bulk of your battleship fleet in later when the defences are engaged against corvettes to try and close the distance. Need to test this :D

  • @TheLumpmachine
    @TheLumpmachine 2 ปีที่แล้ว +1

    Man, I wish you could still cheese the worm. I'm itching to make the ultimate fortress system.

  • @RabbaDooDabba
    @RabbaDooDabba 2 ปีที่แล้ว +1

    Funny that orbital rings get a few L-slot weapons but citadels are stuck with M-slots.

  • @ssgoko88
    @ssgoko88 2 ปีที่แล้ว +1

    me: I want to build 4 orbital rings around my ring world
    the cowards at paradox: absolutely not

  • @MyRedHulk
    @MyRedHulk ปีที่แล้ว +1

    Coming back to this video, I fell in love with orbital rinds all over again when I discovered that defensive platform cap bonuses also affect the orbital rings. A level 4 ring gives you 8 base, +8 from defence grid supercomputer, +12 from strategic coordination center, and +50% from unyielding lets you have *42 (forty-two)*. On 1 (one) ring.
    42 platforms on one ring.
    42.

  • @SpiritdragonR
    @SpiritdragonR 2 ปีที่แล้ว +3

    Definitely would love the defense platform video - please also include a comparison to the equivalent fleet you could make with similar materials/upkeep, if you can. I'd love to see that!

  • @gryphonsandspears1632
    @gryphonsandspears1632 2 ปีที่แล้ว +3

    Dude a large system post worm transformation with every capable colony having a ring world would be so much fun

  • @jonah_.l
    @jonah_.l 2 ปีที่แล้ว +1

    yeah full testing video please I wonder how epic this can get with Trappist

  • @phluphie
    @phluphie 2 ปีที่แล้ว +2

    See here ! This is why I watch these videos. Little tidbits of info. I had no idea the type of scientist (ex. void craft) doing the research increased the possibility that type of research option becoming available.

  • @Reveno_
    @Reveno_ 2 ปีที่แล้ว +1

    Finally you can also create something as a defensive player

  • @curseofthefallen4941
    @curseofthefallen4941 2 ปีที่แล้ว +1

    The worm but all planets have ion cannons on them.

  • @isaacdalziel5772
    @isaacdalziel5772 2 ปีที่แล้ว +3

    VERY interested in a full testing video on this

  • @zeth222snowformer
    @zeth222snowformer 2 ปีที่แล้ว +2

    this is a very science video about the powerhouse of the system

  • @godzillagamer6942
    @godzillagamer6942 2 ปีที่แล้ว +2

    It would be fun to see the true defense capability of the platforms whit orbital rings

  • @alistairgrey5089
    @alistairgrey5089 2 ปีที่แล้ว +1

    The only complaint about the orbital rings is the influence cost. If I'm still expanding when I unlock them, they become a massive influence drain. The fact that their upgrades take influence along with the habitation modules is just rough. By the mid game I'm usually doing okay with influence but with these I have to play defensively and not claim anything or forgo the orbital rings for quite some time. I don't understand why they take influence to upgrade when no other mega structures does.

    • @biggsdarklighter0473
      @biggsdarklighter0473 2 ปีที่แล้ว

      mine is the height to which upkeep soars on the energy credit bilance. It starts getting raher expenisive if you´ve got more than 5 and not optimized towards energy credit output.

    • @alistairgrey5089
      @alistairgrey5089 2 ปีที่แล้ว

      @@biggsdarklighter0473 energy credits are much easier to obtain though. Influence is always a trickle unless you become the galactic custodian or use the edict that gives you a bunch at the cost of a high amount of unity. A Dyson sphere is almost always a must have for me though so the energy problem isn't long term.

  • @berkaltuglu8140
    @berkaltuglu8140 2 ปีที่แล้ว +1

    Ring World: "Oh look it is my childhood"

  • @Raszul
    @Raszul 2 ปีที่แล้ว +1

    @Montu Plays - I've found your channel a few days ago and watched a LOT of your vids since then.
    I then tried to put some of your builds into practice. While doing so I came up with something that ... well... it felt kinda ridiculously strong to me and i'd love to hear your opinion on the concept (and potentially see how you turn it into a 'meta-like' build if you so desire)
    take your Master Crafter-Technocracy build.
    replace Masterful Craftsmen with Feudal (this gets rid of leader upkeep)
    spam science ships at the start and start with the Discovery tradition for the increased chance to find anomalies (potentially transition out of the tradition after that pick, not sure)
    profit.
    for me the insane amount of basically upkeep less science ships (I went with about a dozen) meant I had soooo much science stockpiled all the time I effectively had +75% research production for most of the early game.
    I would love what you - and any other viewer that gave it a shot - thinks about this concept.
    love your vids an cant wait for more of them 😛

  • @TheNN
    @TheNN 2 ปีที่แล้ว +1

    Now take all of that, and do it in the Terminal Egress system, and you have a nearly impossible-to-take fortress system. I'm talking, depending on how you set it up, easily 300k fleet power in system from rings/starbase, needing at least a million to take it out, more if you cheesily stick your fleets at the L-gate in the system, where your ships will be able to instantly open fire before the enemy can as soon as they arrive into the system.

  • @mothman8300
    @mothman8300 2 ปีที่แล้ว +1

    Orbital rings on a system craft