I'm playing as a Celestial Empire, and took Agrarian Idyll as my third civic, not realizing it would lock me out of Ecumenopoli. Who could have imagined the people who idolize the countryside would hate the idea of a planet-spanning city?
Pro tip, you can do both, actually using arcologies isn't banned, just swap out of agrarian, make your mega city worlds, then embrace farming again after.
For better roleplay you could take planetary diversity more archologies and make eco-ecumenopoli. It also adds Capitol/Imperial archologies for your capitol allowing them to be specialized in administration aka admin cap, naval cap, etc
I can't understand why Paradox didn't fix this. I mean, they could edit the perk's tip "DOES NOT have Agrarian Idyll civic", so as not to confuse players.
@@NalyKalZul I was in a small galaxy and not counting the one I got from another empire with the remnant origin. I decided to leave that as a relic world.
@@NalyKalZul hey I think I managed to get all 5 if it also includes the remnants start and the rubricator thingy in my last playthrough! I didn't know you could get only 5
I once received an ecumenopolis as a machine empire that I used to store all my -slaves- batteries. It produced around 4K Energy per month … well until the end game lag took its toll that is.
@@Belegor When a machine empire hits 3k energy surplus, it starts running its own ancestor simulations. That means your PC ends up rendering a few billion simulated universes inside the Stellaris engine. I think a bit of lag can be excused.
i like how servitors can now convert relic worlds. nothing like turning out 20~25 alloys per worker, by year 80 if your slightly aggressive in farming pops.
You can also get an Ecumenopolis by finishing the "First League" Precursor event chain. Alternatively two of the Fallen Empire types also have an Ecumenopolis which you can conquer. That is the Materialists and one of the other ones.
The Rubicator event chain also is a good source for a relic world, although you may need to fight for it if you want the actual Rubicator relic as well.
@@TheRealWormbo That relic is one of the best in the game. And the thing you fight does leave you unlock for the best armor in the game. Even if you go for no armor meta, it doesn't hurt to unlock it.
@TheRealWormbo You only need to fight once you complete the archeology site, if you find the planet in the early game you can colonize it and leave the site for when you're ready
I is late, but I don't think there's any reason why the ecu can't be both an alloy world and a research world. You're still getting 20% bonus resources and 10% to research if a former relic world. You might be using a build slot on alloy foundries, but given leisure arcologies are buildable, that leaves a build slot open where you might put down an amenities building later, so it evens out. Fill the planet up, get both the tech and the alloys, all with a research institute and fully upgraded foundry. Those researchers will be doing more on your ecu than anything that's not a research ring world district. Even the empire capital designation if you have remnants isn't so much of a drawback as Montu makes out. You're getting extea resources from jobs! No reduced Metallurgist upkeep, but more alloys coming out! More alloys and more tech per pop, just the upkeeps aren't reduced by being a tech/foundry world. Tbh though, if you've managed to build an ecumenopolis, your economy should be fine without that upkeep reduction anyway.
Fr, I pick the remnents origin so I could turn it into Coruscant. and believe me, more then one Coruscant planet is just enough to beat the game completely. youll have all the alloys you need to make a real Imperial Armada/GDF.
I recommend getting two Ekumenopolis: one for Allys and one for Consumer Goods. When using size 20+ planets, they will likely be enough throughout the entire game.
@@faressdiri9857 You'd need a Matter Decompressor and 50+ mining colonies to feed ten Ekumenopolises. Oh and something like 3-5k pops. At this point, you might as well consider it a victory and start a new game.
Here's somehting I havent tried yet but will probably work: Take remnant, move your capital and then Rebuild ecumenopolis. That way you get a guaranteed ecumenopolis and you still get to specialise it.
7:34, you can also increase metallurgist output with the minestry of production, unless I've been understanding that building wrong for 2 years. Edit: i think the gestalt version of the building is called the resource processing centre
I swear it always brings a smile to the face when you create a new race/empire. Throw it into the galaxy then have them survive long enough to actually build one of these things. The unveiling at the start of the vid is surprisingly fitting..
This is one of the few good parts of the MegaCorp DLC. Also, if you have a sub mod for Planetary Diversity, there are even more types of ecumenopolae you can turn a planet into, which have different effects. On a different note, I find it funny that you use a clip of a Colossus cracking a planet when you tell people to click the like button. Edit: With the Void Dwellers Expanded mod, there’s also a way to turn orbital habitats into ecumenopolae, though you need to choose the districts you want on it first and fully upgrade the size of the habitat. The normal habitat arcology gives 6 extra building slots, but no extra districts, and you can only build one type of habitat arcology district. However, if you build a Grand Arcology, you get 12 extra building slots and 2 extra district slots, and you can build 4 types of habitat arcology districts of your choosing, though it costs 15000 minerals instead of 10000. It also only costs 100 influence. However, you will need 2 ascension perks (Voidborn and Elysian Isles) instead of the one you need for normal ecumenopolae, and you need to research the district types. The other funny thing is that you can still build normal habitat districts on habitat arcologies (I just refer to them as habitat ecumenopolae).
nother mod you can get easier Ecumenopoli on is Zer0's Infinity Stone mod. If you get the reality stone in whatever manner and have Anti-matter generators, you can take any planet, build an anti-matter pylon on it, engage the reality stone and then go in planetary decisions to turn the planet into one. One of my Must-Have mods i always run.
Well, 5% stability fron capital is fine enough, especially when you using some lithoids as fuel for foundries. Catalytic processing makes it even better
You can also find relic worlds with some events, i found two in one playthrough plus one with my origin. With cyberex ring world. You can move your capital if you wanted too.
Was just gonna say that - given how long it’ll take to get what you need to start the conversion of the planet, you can easily have moved your capital by then. Unless we’re missing something here but I’m almost sure I’ve done this with my spiritual authoritarian militarists :)
Wouldn't the normal ecumenopolis specialization better? It gives -25% upkeep for districts and buildings meaning you will need 25% less rare resources.
I nearly always keep the relic world, it doesn't even make sense that you lose the relic world bonuses when changing, I need that research AND the rare resources
But you can't set Tech World, losing discount on upkeep, also loose the resources. Often the research world has good researchers, wasted on foundry jobs which can be done by other species elsewhere. Finally the production buildings are needed on the foundry, they conflict with research jobs. Taking the perk is well worth it, multiple ecus give a lot of flexibility and growth.
Bruh, you seem to underestimate how insane a fully juiced up Ecumonopolis is in terms of efficiency. You can just get rare resource through refining anyway.
Ecumenopolis for me was like the pinacle for my empire , now with the gigastructural engineering mod its more like another stepping stone i need to start the real fun times
That's why I always turn one of my worlds into a thrall world, especially if it has primitives. As I get to the point where I've gotten the perk and finished converting the ecumenopolis, I've got a planet's full of pops ready to be transferred.
Lol... I get weird with gigastructures... I use smaller star clusters like (4-6 systems) to set up thrall sectors... All planets in the systems get turned into pop farms, asteroids into kugelblitzes for energy and storage, and gas giants into those yggdrasil complexes for massive amounts of food to cover em all It can take a while to set up but... endless pops for that eventual birchworld
My thing about the remnants origin: by have the relic world as your homeworld, any guaranteed habitat worlds around you will also be relic worlds, my first time playing in remnants I got two relic worlds right next to me
Something i just tested in my last campaign, Agrarian Idyll civs can have an eccumenoplis if they have the first league precursor. It's worth rerolling for it.
By the way, for anyone who does NOT have the DLC but wants to get an Ecumenopolis anyway, you can create one via console commands by selecting a celestial body, opening console commands, and typing planet_class pc_relic. This will turn the planet into a relic world, which can then be legitimately turned into an ecu through the decision. You can also create one directly by typing planet_class pc_city instead, but this can create issues.
honestly this is a great video, but if it was made to give information to new players, this video is then missing a lot of points that should've really been covered, like agrarian idyll and gestalt consciousness empires not being able to unlock the ascension perk, and gestalts not being able to even restore the ecumenopolis
not much, but there are traits that "mimic" those effects, i.e 10% increase/decrease in housing usage, but yeah i get what you mean, like for instance, the planetary feature of "increased gravity", where they would expend more energy i.e need more food, but anything that can fall under physical labour, like mining, or assault army's, would be higher due to that they had to train to withstand the increased gravity
Oh god, I'm having flashbacks to my first few playthroughs of Stellaris. I DIDNT KNOW BUILDING A ECUMENOPOLIS WOULD KILL THE LIVING SEA! IM A MURDERER! Why I care about that sea more than the billions - probably even trillions - of sentients I killed via orbital bombardment and planet cracker? I dont know, but I did and do. Edit: does anyone have a list of what Arcology projects replace? I cant find a definitive list anywhere.
Me: Plays as the Imperium of Man. Finds the Worm-in-Waiting. Transforms the Sol system. Transforms every planet and moon into an ecumenopolis, for a grand total of 11.
I actually had no idea that restoring an ecu gives you the same bonus then if you leave it. I feel bad for all the relic worlds I left alone during all my playthroughs XD XD XD
Environmental Engineer / Bulldozer + Volatile Land Clearance + Domination Tradition (Starting Perk). Add "Remnants" origin for ecu rush if you want. You may need a resource silo to rush it (20k minerals)
As a remnant Main the best thing to do is get anti grav engeniering asap and leave the other relics like rubiracator or Frist league as a tech world because of the res Boni
I love converting all my planets to machine worlds and then conquering a few enemy Ecumenopolis for my main alloy production. In my current save I have about 90 machine worlds and 3 Ecumenopilis, I hope its enough to build a fleet large enough for 25x crisis, my previous playthrough was 1x crisis which was really wack so I pumped it up by a bit maybe a little too much.
This, I tried rushing to restore an ecumenopolis and just got unlucky on the tech to restore it. I ended up just filling the planet with nihilistic acquisition "rescues" and transformed it later, but originally I wanted that pop bonus.
I think you need 6 techs from tier 1 before tier 2 techs start to show up, and first +1 housing tech is Tier2. Next one is Tier3, so you also need 6x Tier2 techs, before you have chance for Anti-grav tech to show up. You get +25% chance for industry techs if your research leader is an expert in industry. You can also increase your chances of getting this tech by not reasearching techs that are prerequsite for other things that will clutter your tech tree, especially Destroyers, Starholds, Robots and missiles.
I'm a bit surprised you didn't mention Rogue Servitors with an Ecumenopolis. With stability bonuses and cramming as many bio-trophies into it as possible I've gotten each alloy job producing about 25 alloys which i completely absurd and i'm sure it could get higher
Sorry if this comment is off-topic, but is your 3.0 tutorials still good to listen to? Sorry if that sounded rude, but I just wanted to know if they're up to date, and what are the changes between 3.0 and 3.1
In 3.0 vs 3.1, the biggest changes were the nerfing of Shattered Ring and a handful of new civics/origins/traits if you owned the Humanoids/Plantoids DLCs. Core gameplay is entirely unchanged.
@@MontuPlays @Caden Roe @Graham Turner Thanks for responding so fast! And Montu, any youtubers you'd recommend for Stellaris tutorials besides yours? As you can tell I'm new to the game, just bought it probably a few weeks to a month ago.
Alternatively, you take the Remenant origin, nab the First League precursor, and luck your way into the Omnicodex and Rubricator relic worlds. That's four ecumonopli for free essentially which is disgusting by the late game. Gets even more broken if you luck your way into a ruined matter decompressor
I just wish machine empires could make ecumenopolis out of relic worlds on console, but for some reason the option just isn't there, its so frustrating, since they recently changed first leage from instant ecu to relic world the only way of getting one now is to steal one either from a fallen or in the rare case a regular ai makes one
So I know this comment is gonna be super old compared to the date of this video. But just booted up a Stellaris single player run with remnants origin. I’m 70 years in rn with an EQ at 90 pops with 2 other relic worlds in my empire that I can eventually convert. Gonna dominate simply through economic strength.
I don't know if the research is actually equal between the Relic to Ecu. Even the planet production doesn't reflect that in the before and after. Before the Ecu upgrade, that planet was pumping out about 100 research of each type. After the upgrade, only about 30-40. Plus the Central Spire prior to the upgrade actually supplied 8 researcher jobs on it's own. Those additional research jobs you are losing with no recovery unless you build more research buildings to compensate. Which 8 jobs are equivalent to 4 base research labs. You're only gaining 3 building slots as part of the upgrade, which means you're going to need to upgrade them (so 2 upgraded labs) which is going to cost you resources in maintenance you didn't originally have to spend to get that capacity back. So I don't know if I would actually call that a win from a research output perspective. So while yeah, the "bonus" percentage is the same, the output definitely isn't. You're going to take a bigger hit to research than you expect if you forget to account for those 8 lost researcher jobs.
Not that I'm an expert, but I tend to roll the rubicator event chain a lot. And I just choose not to pursue it until I have a larger fleet that can do with the dragon. But I always use that to get a relic world.
You can start with the remnant origin, rush tech to habitats, move your capital to a habitat and boom you get that starting relic world free to specialize however you want. Make the capital habitat a fortress and you are set my guy
Fun fact: there is no minim clear cost, if you achieve 100% cheaper clear cost, clearing becomes free. demo traditions, gov, mote clearing, and Mastery of nature
opinion on using chattled slaves to fill out metallurgist jobs on an ecumanopolis? I have a leader that also adds 10% production from slaves and the ability to genetically modify species to have +10% alloy output. It would be +30% production but -30% happiness
Hang on; in the bit about Relic Worlds, what’s the name of that empire in the tooltip? “United Kingdom of Gr - cut off by the edge of the screen - Northern Kegg”? Are you just playing Space UK? :D EDIT: And I just saw what you named the planet too. Please tell me you named one of your leaders something like Sir Humphrey.
If you liked that... I have two long streams with the glorius nation of the United Kingdom of Great Zuma & Northern Kegg... With Prime Minister Yoris Bohnson.... th-cam.com/video/3-TYSxXCtU8/w-d-xo.html
wouuld it be beneficial to add a ministry of production building on an ecumonopolis, or is it not worth the upkeep?, seem to recall a 15% increase in artisan & metalurgist output for it
the only time an ecumenopolis is a sorts iffy choice is on your home world since you cant change the designation to really push its output even more and this is the same for starting relic world via origin or using arcology on it the one exception id say to doing that is if you get the cybrex precursor since that gives you a ring world u can eventually get one section or 2 running for your food if you need it and research and then u can change your home world and use it for alloy/consumer goods output to fuel your ring worlds with maybe one or two other worlds to fuel minerals its a similar scenario if you have a machine/hive home world u cant specialize them so they become sorta jack of all trades setups or u can use them for stuff like unity admin or a fortress world whatever you need in a spare planet w good extra output but not as good as a specialized world im surprised you havent made a vid (no one had) addressing the fact u cant specialize your home world and how to utilize it best as a game goes on
i only wish we could build science and hydroponic arcologies weird that strategic resources disappear after converting relic worlds- i feel like rare crystals are still in the planets crust. maybe a game update will just give a lump sum of each after restoration?
I prefer research ecumenopolis to ones focused on alloys. Make one residential archeology, then have all the other districts be artisan arcologies, then place a planetary supercomputer, and then just do 10 research labs. That, combined with former relic world and the ecumenopolis buffs, allows you to make a research world that can actually produce enough fucking consumer goods to sustain a metric shit ton of research.
It makes me sad every time I can't build one as a Machine Empire. Especially as Assimilators, for maximum optimization, my cyborg pops need non-Machine worlds to live on due to habitability issues, and Gaia planets feels wrong as Assimilators. With my regular empires I start turning every non-mining world into Ecumenopoli and fuel them with Ring Worlds for trade/power/research and a few dedicated mining worlds. I'd like to be able to do the same as Machines, tbh.
Oh I should say I play the game on non-scaling Grand Admiral with the end goal of defeating 25x Crisis these days, hence the absolute need for maximum optimization. By 2400 I need alloy outputs that can rapidly replenish fleet power in the millions after engagement with a 3-5M power Crisis fleets. Assimilators can still reach this optimization with Forge/Researh Rings powered by machine worlds for energy/minerals, but it would be more optimal with Ecumenopoli.
I swear, the only feeling better than building an ecumenopolis, is filling it up to the brim by by sending all your unemployed pops there.
Happened to me. But then I found unemployment on my ecumenopolis
@@CS_Mango that’s when you build another one
@@blairclarkjr.4791 Already happened. But I'm feeling that this thing is going to be full any time soon.
Even better is using Barbaric Despoilers to fill up multiple ecumenopolises in a single war.
@@ballerbalgruuf now that you mention it. I may try this once.
I'm playing as a Celestial Empire, and took Agrarian Idyll as my third civic, not realizing it would lock me out of Ecumenopoli. Who could have imagined the people who idolize the countryside would hate the idea of a planet-spanning city?
Pro tip, you can do both, actually using arcologies isn't banned, just swap out of agrarian, make your mega city worlds, then embrace farming again after.
@@janehrahan5116 that's some good cheese. 👏
For better roleplay you could take planetary diversity more archologies and make eco-ecumenopoli.
It also adds Capitol/Imperial archologies for your capitol allowing them to be specialized in administration aka admin cap, naval cap, etc
I can't understand why Paradox didn't fix this. I mean, they could edit the perk's tip "DOES NOT have Agrarian Idyll civic", so as not to confuse players.
@@ItsMe-rz3lu In this game there is a gaia world so why eco-ecumenopolis?
"Choose archology project"
Finds 3 relic worlds on new playthrough.
Every damn time!
sorry but you can get 5 baseline a game, just pray harder to rng jezus and play the one true origin.
@@NalyKalZul I was in a small galaxy and not counting the one I got from another empire with the remnant origin. I decided to leave that as a relic world.
@@NalyKalZul hey I think I managed to get all 5 if it also includes the remnants start and the rubricator thingy in my last playthrough! I didn't know you could get only 5
I've had a game where I found 2... as a hive mind.
I wish the arcology project was a terraforming thing because its not modified by either megastructure build time modifiers or terraforming modifiers
yea, that always bugged me
I dont mind it not beeing terraforming. I do find it weird that machine and hiveworlds are tough. Seeing as both fall in the same line of tought.
@@mbos14 well they are weaker than excuses so I'm fine with their creation being less intrusive to planetary management
@@dodojesus4529 i mainly would like to see them cost something else then energy. So they csn be more immersive
@@mbos14 Machine Worlds should cost Minerals/Alloys, Hiveworld should cost a gargantuan amount of food
I once received an ecumenopolis as a machine empire that I used to store all my -slaves- batteries. It produced around 4K Energy per month … well until the end game lag took its toll that is.
And the lag made it produce less??
@@Tetragramix Yes, in a way. You see I had to part with a lot of my precious batteries in order to keep the game from running at real time speed.
@@Belegor When a machine empire hits 3k energy surplus, it starts running its own ancestor simulations. That means your PC ends up rendering a few billion simulated universes inside the Stellaris engine. I think a bit of lag can be excused.
That's... That's the energy output of a Dyson Sphere.
Welp, we just found the robots from the Matrix but in Stellaris and more effective :V
amusing you think I'd settle for only a single ecumonopolis world
*Laughs in synthetic ascendency megacorp with every planet a trade or alloy ecumenopolis except a Savannah resort world called “Safari Park”*
0:33 "What we should do once we have one."
Proceeds to show how colossus destroys the planet.
"Step 1: Avoid this"
i like how servitors can now convert relic worlds.
nothing like turning out 20~25 alloys per worker, by year 80 if your slightly aggressive in farming pops.
I do enjoy my 2k+ alloys from one planet yes.
You can also get an Ecumenopolis by finishing the "First League" Precursor event chain.
Alternatively two of the Fallen Empire types also have an Ecumenopolis which you can conquer. That is the Materialists and one of the other ones.
The Rubicator event chain also is a good source for a relic world, although you may need to fight for it if you want the actual Rubicator relic as well.
@@TheRealWormbo That relic is one of the best in the game. And the thing you fight does leave you unlock for the best armor in the game. Even if you go for no armor meta, it doesn't hurt to unlock it.
@TheRealWormbo You only need to fight once you complete the archeology site, if you find the planet in the early game you can colonize it and leave the site for when you're ready
@@marciusnhasty Shard doesn't give you the tech for tier 6 armour, that's the ether drake which is a completely different boss.
@@mezarisage6055 Nice starcrawlers pfp, haven't thought about that game in years.
But yeah shard doesn't give you the armor.
Montu: "it's expensive: 1-2k per block..."
Me: "So spare change."
even cheaper with mastery of nature perk
"Ecumonopolis should be used as your main foundry"
Me who use Ecumonopolis as campus-planet: guess I play this game wrong then
RP how you want bro it's half the fun
Neutronium gigaforge or the planetary shipyard are better for that
Choose modded, embrace the insanity
Im mad late but that's much more aimed at minmaxers
I is late, but I don't think there's any reason why the ecu can't be both an alloy world and a research world. You're still getting 20% bonus resources and 10% to research if a former relic world. You might be using a build slot on alloy foundries, but given leisure arcologies are buildable, that leaves a build slot open where you might put down an amenities building later, so it evens out. Fill the planet up, get both the tech and the alloys, all with a research institute and fully upgraded foundry. Those researchers will be doing more on your ecu than anything that's not a research ring world district.
Even the empire capital designation if you have remnants isn't so much of a drawback as Montu makes out. You're getting extea resources from jobs! No reduced Metallurgist upkeep, but more alloys coming out! More alloys and more tech per pop, just the upkeeps aren't reduced by being a tech/foundry world. Tbh though, if you've managed to build an ecumenopolis, your economy should be fine without that upkeep reduction anyway.
I once turned an Ecumonopolis into a City Fortress world, basically a bunch of fortresses.
Ecumenopolis is my absolutely favorite ascension perk for a biological empire. I love having a Coruscant planet!
Fr, I pick the remnents origin so I could turn it into Coruscant. and believe me, more then one Coruscant planet is just enough to beat the game completely. youll have all the alloys you need to make a real Imperial Armada/GDF.
Can’t you get a completed Ecumenopolis from the Keepers of Knowledge if you conquer them?
Correct!
Yes
TO WAR!!!
Yes my Imperial comrade.
I recommend getting two Ekumenopolis: one for Allys and one for Consumer Goods. When using size 20+ planets, they will likely be enough throughout the entire game.
Nah, how about 10?
@@faressdiri9857 You'd need a Matter Decompressor and 50+ mining colonies to feed ten Ekumenopolises. Oh and something like 3-5k pops. At this point, you might as well consider it a victory and start a new game.
@@1Maklak 25x crisis: allow me to introduce myself
@@aza7866 Don't change the subject.
@@1Maklak I will.
Absolutley top tier content; a nice voice, understandable explanations, and not too long. How could i not subscribe?!
"What you should do when you have one"
Go shopping for pops
Here's somehting I havent tried yet but will probably work: Take remnant, move your capital and then Rebuild ecumenopolis. That way you get a guaranteed ecumenopolis and you still get to specialise it.
It doesn't really matter that the Remnants origin world is your capital since you can move your capital for a little influence
this exactly. I think this makes the origin way the best one.
Wait what? Why would you want to move it?
@@nullbok3036 Because you can't give your capital a planetary designation
I just choose it so i could have a city planet very early on.
7:34, you can also increase metallurgist output with the minestry of production, unless I've been understanding that building wrong for 2 years. Edit: i think the gestalt version of the building is called the resource processing centre
No, you're correct. It increases metallurgist and artisan output by +15%
I swear it always brings a smile to the face when you create a new race/empire. Throw it into the galaxy then have them survive long enough to actually build one of these things.
The unveiling at the start of the vid is surprisingly fitting..
This is one of the few good parts of the MegaCorp DLC. Also, if you have a sub mod for Planetary Diversity, there are even more types of ecumenopolae you can turn a planet into, which have different effects.
On a different note, I find it funny that you use a clip of a Colossus cracking a planet when you tell people to click the like button.
Edit: With the Void Dwellers Expanded mod, there’s also a way to turn orbital habitats into ecumenopolae, though you need to choose the districts you want on it first and fully upgrade the size of the habitat. The normal habitat arcology gives 6 extra building slots, but no extra districts, and you can only build one type of habitat arcology district. However, if you build a Grand Arcology, you get 12 extra building slots and 2 extra district slots, and you can build 4 types of habitat arcology districts of your choosing, though it costs 15000 minerals instead of 10000. It also only costs 100 influence. However, you will need 2 ascension perks (Voidborn and Elysian Isles) instead of the one you need for normal ecumenopolae, and you need to research the district types. The other funny thing is that you can still build normal habitat districts on habitat arcologies (I just refer to them as habitat ecumenopolae).
nother mod you can get easier Ecumenopoli on is Zer0's Infinity Stone mod. If you get the reality stone in whatever manner and have Anti-matter generators, you can take any planet, build an anti-matter pylon on it, engage the reality stone and then go in planetary decisions to turn the planet into one.
One of my Must-Have mods i always run.
Well, 5% stability fron capital is fine enough, especially when you using some lithoids as fuel for foundries. Catalytic processing makes it even better
Why didn't I find this channel until now? Everything I didn't know about Stellaris, I now know. Awesome!
Oh yeah, its all coming together
Great video as always. You are the SotL for Stellaris.
You can also find relic worlds with some events, i found two in one playthrough plus one with my origin. With cyberex ring world. You can move your capital if you wanted too.
Two relic worlds are guaranteed spawns. The omnicodex world and the shielded "moon base" one.
ive found like 4 before and it just makes you busted
@@Nomadic_Gaming yeah you can find some in fallen empires or the Rubicator event, sheild world plus first league gives you one too.
Man I found 3 relic worlds when I had a remnant start once and then my save became unplayable due to a mod load order issue.
Well if you start with remnants you can just move your capital.
Was just gonna say that - given how long it’ll take to get what you need to start the conversion of the planet, you can easily have moved your capital by then. Unless we’re missing something here but I’m almost sure I’ve done this with my spiritual authoritarian militarists :)
Wouldn't the normal ecumenopolis specialization better? It gives -25% upkeep for districts and buildings meaning you will need 25% less rare resources.
I nearly always keep the relic world, it doesn't even make sense that you lose the relic world bonuses when changing, I need that research AND the rare resources
Research bonuses are kept as he says it
But you can't set Tech World, losing discount on upkeep, also loose the resources.
Often the research world has good researchers, wasted on foundry jobs which can be done by other species elsewhere.
Finally the production buildings are needed on the foundry, they conflict with research jobs.
Taking the perk is well worth it, multiple ecus give a lot of flexibility and growth.
Remnents capital Ecumenopolis should have an option to restore the Spire and the other blockers, even as just buildings
Bruh, you seem to underestimate how insane a fully juiced up Ecumonopolis is in terms of efficiency. You can just get rare resource through refining anyway.
1:53 What psychopath would transform a gaia world into an ecumenopolis?
Hi there!
The factory must expand to meet the needs of the factory.
Ecumenopolis for me was like the pinacle for my empire , now with the gigastructural engineering mod its more like another stepping stone i need to start the real fun times
That's why I always turn one of my worlds into a thrall world, especially if it has primitives. As I get to the point where I've gotten the perk and finished converting the ecumenopolis, I've got a planet's full of pops ready to be transferred.
Lol... I get weird with gigastructures... I use smaller star clusters like (4-6 systems) to set up thrall sectors...
All planets in the systems get turned into pop farms, asteroids into kugelblitzes for energy and storage, and gas giants into those yggdrasil complexes for massive amounts of food to cover em all
It can take a while to set up but... endless pops for that eventual birchworld
My thing about the remnants origin: by have the relic world as your homeworld, any guaranteed habitat worlds around you will also be relic worlds, my first time playing in remnants I got two relic worlds right next to me
Something i just tested in my last campaign, Agrarian Idyll civs can have an eccumenoplis if they have the first league precursor. It's worth rerolling for it.
By the way, for anyone who does NOT have the DLC but wants to get an Ecumenopolis anyway, you can create one via console commands by selecting a celestial body, opening console commands, and typing planet_class pc_relic. This will turn the planet into a relic world, which can then be legitimately turned into an ecu through the decision. You can also create one directly by typing planet_class pc_city instead, but this can create issues.
honestly this is a great video, but if it was made to give information to new players, this video is then missing a lot of points that should've really been covered, like agrarian idyll and gestalt consciousness empires not being able to unlock the ascension perk, and gestalts not being able to even restore the ecumenopolis
personaly, i like option 4 the most: steal... i mean borrow (for an indefinite time) an ecumenopolis from your neighbours
I want civic that make some species bigger or smaller, having different upkeep and hoursing needs. Imagine an ecumenopolis for ant like species!
Or Giant species: REALLY good at war and mining, but only average at everything else, with enormous food and housing needs.
not much, but there are traits that "mimic" those effects, i.e 10% increase/decrease in housing usage, but yeah i get what you mean, like for instance, the planetary feature of "increased gravity", where they would expend more energy i.e need more food, but anything that can fall under physical labour, like mining, or assault army's, would be higher due to that they had to train to withstand the increased gravity
Oh god, I'm having flashbacks to my first few playthroughs of Stellaris. I DIDNT KNOW BUILDING A ECUMENOPOLIS WOULD KILL THE LIVING SEA! IM A MURDERER!
Why I care about that sea more than the billions - probably even trillions - of sentients I killed via orbital bombardment and planet cracker? I dont know, but I did and do.
Edit: does anyone have a list of what Arcology projects replace? I cant find a definitive list anywhere.
Me: Plays as the Imperium of Man. Finds the Worm-in-Waiting. Transforms the Sol system. Transforms every planet and moon into an ecumenopolis, for a grand total of 11.
sounds like heresy
Something I struggle with in Stellaris is to bake with what I'm given when my plan at the start isn't optimal with what happens in the game.
I actually had no idea that restoring an ecu gives you the same bonus then if you leave it. I feel bad for all the relic worlds I left alone during all my playthroughs XD XD XD
I don't care if it's inefficient, I always make my capital a city world. Of course you *could* go for a relic origin.
helpful vid. the first time i build an ecumenolpolis it sent my economy into total disarray and I was unable to recover, it was my first game.
Environmental Engineer / Bulldozer + Volatile Land Clearance + Domination Tradition (Starting Perk). Add "Remnants" origin for ecu rush if you want. You may need a resource silo to rush it (20k minerals)
Gaia world to ecumenlopolis: Ya know, when Joni Mitchell sang "pave paradise, put up a parking lot" that was meant as a criticism, not a suggestion.
As a remnant Main the best thing to do is get anti grav engeniering asap and leave the other relics like rubiracator or Frist league as a tech world because of the res Boni
I would add ministry of production for 15% extra alloy/consumer good.
I love converting all my planets to machine worlds and then conquering a few enemy Ecumenopolis for my main alloy production. In my current save I have about 90 machine worlds and 3 Ecumenopilis, I hope its enough to build a fleet large enough for 25x crisis, my previous playthrough was 1x crisis which was really wack so I pumped it up by a bit maybe a little too much.
Could you do a guide on boosting mineral/energy production? 👉🏻👈🏻
The real question is, how do we rush anti grav engineering?
This, I tried rushing to restore an ecumenopolis and just got unlucky on the tech to restore it. I ended up just filling the planet with nihilistic acquisition "rescues" and transformed it later, but originally I wanted that pop bonus.
I think you need 6 techs from tier 1 before tier 2 techs start to show up, and first +1 housing tech is Tier2. Next one is Tier3, so you also need 6x Tier2 techs, before you have chance for Anti-grav tech to show up. You get +25% chance for industry techs if your research leader is an expert in industry. You can also increase your chances of getting this tech by not reasearching techs that are prerequsite for other things that will clutter your tech tree, especially Destroyers, Starholds, Robots and missiles.
@@staryimoze ah, i see, yeah 6 techs from each before going to the next one
I think Stefan Anon has a good guide for rushing these.
@@Trashlord88 yeah, he has a servitor ecu rush build
Even if i have to wait for the tech requirement, i always have my 3rd perk be the arcology (or hive/machine world) project.
I find ecumenopolis best for commercial worlds on a trade focused empire, and for mass alloy production.
Looking on this now the Relic start is going to tank in viability as planet ascenscions make your empire capital terrible compared to an alloy focus
I encased my Like button, in fact I encased my whole phone, I funny thing is I can't tell where the like button is anymore, or the play button...
"In this video we will learn how to make one (Ecumenopolis), and what to do once we have one", proceeds to blow up planet 0:34
I’m not sure whats preferable, seeing my empires homeworld become a ecumenoplis, or save hundreds of minerals
I'm a bit surprised you didn't mention Rogue Servitors with an Ecumenopolis. With stability bonuses and cramming as many bio-trophies into it as possible I've gotten each alloy job producing about 25 alloys which i completely absurd and i'm sure it could get higher
Machine worlds as a machine intelligence are awesome too
Sorry if this comment is off-topic, but is your 3.0 tutorials still good to listen to? Sorry if that sounded rude, but I just wanted to know if they're up to date, and what are the changes between 3.0 and 3.1
They should be. Not much has changed since 3.1.
In 3.0 vs 3.1, the biggest changes were the nerfing of Shattered Ring and a handful of new civics/origins/traits if you owned the Humanoids/Plantoids DLCs. Core gameplay is entirely unchanged.
What everyone else said! Traditions have changed up a little as well. I haven't got a video on the new traditions but there are some out there!
@@MontuPlays @Caden Roe @Graham Turner Thanks for responding so fast! And Montu, any youtubers you'd recommend for Stellaris tutorials besides yours? As you can tell I'm new to the game, just bought it probably a few weeks to a month ago.
@@syntrx8185 if you’re looking for min-max kind of stuff Stefan, Steffan? (Sp?) is pretty good too.
i paved all over that like button
Alternatively, you take the Remenant origin, nab the First League precursor, and luck your way into the Omnicodex and Rubricator relic worlds. That's four ecumonopli for free essentially which is disgusting by the late game. Gets even more broken if you luck your way into a ruined matter decompressor
I just wish machine empires could make ecumenopolis out of relic worlds on console, but for some reason the option just isn't there, its so frustrating, since they recently changed first leage from instant ecu to relic world the only way of getting one now is to steal one either from a fallen or in the rare case a regular ai makes one
So I know this comment is gonna be super old compared to the date of this video. But just booted up a Stellaris single player run with remnants origin. I’m 70 years in rn with an EQ at 90 pops with 2 other relic worlds in my empire that I can eventually convert. Gonna dominate simply through economic strength.
Priscilla Tucker looks lovely in this video
I don't know if the research is actually equal between the Relic to Ecu. Even the planet production doesn't reflect that in the before and after. Before the Ecu upgrade, that planet was pumping out about 100 research of each type. After the upgrade, only about 30-40. Plus the Central Spire prior to the upgrade actually supplied 8 researcher jobs on it's own. Those additional research jobs you are losing with no recovery unless you build more research buildings to compensate. Which 8 jobs are equivalent to 4 base research labs. You're only gaining 3 building slots as part of the upgrade, which means you're going to need to upgrade them (so 2 upgraded labs) which is going to cost you resources in maintenance you didn't originally have to spend to get that capacity back. So I don't know if I would actually call that a win from a research output perspective. So while yeah, the "bonus" percentage is the same, the output definitely isn't. You're going to take a bigger hit to research than you expect if you forget to account for those 8 lost researcher jobs.
Not that I'm an expert, but I tend to roll the rubicator event chain a lot. And I just choose not to pursue it until I have a larger fleet that can do with the dragon. But I always use that to get a relic world.
Why build only one Ecumenopolis when you can own six of them out of a total of 13 planets.
Honestly, I keep forgetting the resources from job bonus includes research.
You can start with the remnant origin, rush tech to habitats, move your capital to a habitat and boom you get that starting relic world free to specialize however you want. Make the capital habitat a fortress and you are set my guy
So you can get the same bonus to specialists as if you were fanatic egalitarian + meritocracy
That’s a lot of work
Fun fact: there is no minim clear cost, if you achieve 100% cheaper clear cost, clearing becomes free. demo traditions, gov, mote clearing, and Mastery of nature
If you build the crystal/mote/gas mines on the relic world before converting it do you get to keep them after it strips the planetary features?
I'd get an Ecumenopolis to make more alloys for my navy, alongside the obvious economic bonuses.
opinion on using chattled slaves to fill out metallurgist jobs on an ecumanopolis? I have a leader that also adds 10% production from slaves and the ability to genetically modify species to have +10% alloy output. It would be +30% production but -30% happiness
Hang on; in the bit about Relic Worlds, what’s the name of that empire in the tooltip? “United Kingdom of Gr - cut off by the edge of the screen - Northern Kegg”? Are you just playing Space UK? :D
EDIT: And I just saw what you named the planet too. Please tell me you named one of your leaders something like Sir Humphrey.
If you liked that... I have two long streams with the glorius nation of the United Kingdom of Great Zuma & Northern Kegg... With Prime Minister Yoris Bohnson....
th-cam.com/video/3-TYSxXCtU8/w-d-xo.html
wouuld it be beneficial to add a ministry of production building on an ecumonopolis, or is it not worth the upkeep?, seem to recall a 15% increase in artisan & metalurgist output for it
Use the origin to start with a relic world and just move your capital. It is just that easy.
the only time an ecumenopolis is a sorts iffy choice is on your home world since you cant change the designation to really push its output even more and this is the same for starting relic world via origin or using arcology on it
the one exception id say to doing that is if you get the cybrex precursor since that gives you a ring world u can eventually get one section or 2 running for your food if you need it and research and then u can change your home world and use it for alloy/consumer goods output to fuel your ring worlds with maybe one or two other worlds to fuel minerals
its a similar scenario if you have a machine/hive home world u cant specialize them so they become sorta jack of all trades setups or u can use them for stuff like unity admin or a fortress world whatever you need in a spare planet w good extra output but not as good as a specialized world
im surprised you havent made a vid (no one had) addressing the fact u cant specialize your home world and how to utilize it best as a game goes on
>encase
>Blows up a planet
I think you chose the wrong gun for the colossus
You actually forgot one which is take it from a fallen empire which I think is the holy empire or the forerunners that have it
i only wish we could build science and hydroponic arcologies
weird that strategic resources disappear after converting relic worlds- i feel like rare crystals are still in the planets crust. maybe a game update will just give a lump sum of each after restoration?
Thanks a lot
I always have issues with too many pops on my planets without jobs for them :/
But what if I want Coruscant? That was a trade/political capitol, not a forge planet.
New game, every time you hear "ecumenopolis" take a shot ;)
I wish there was a trade arcology we could put on them.
If you think me having one is bad for you, try going up against 5 of them heavily fortified in the most fortified systems i can create.
You forgot the 4th way of getting an Ecumenopolis: Steal it from someone else
I believe this has been nerfed down to 15% so it makes more sense to resettle then to try and grow the planet naturally.
I have 39 districts on my ecu and it can fit 402 pops but I only have a max of 285 jobs how can I get the jobs to match up with the capacity
Ecumenos as Bio-tropies is OP
I've cleared all the blockers on my relic world but the decision to restore it doesn't show up. What am I missing? Is it because it's my capital?
I prefer research ecumenopolis to ones focused on alloys. Make one residential archeology, then have all the other districts be artisan arcologies, then place a planetary supercomputer, and then just do 10 research labs. That, combined with former relic world and the ecumenopolis buffs, allows you to make a research world that can actually produce enough fucking consumer goods to sustain a metric shit ton of research.
I wounder if you can have an ecumenopolis as a subterranean
By killing the materialist fallen empire you get their homeworld which is a ecumenopolis
You forgot getting one from taking the materialists FE capital
I picked the perk once, but it didn't fit my economy to have a pure city/factory world, so I didn't end up building one
It makes me sad every time I can't build one as a Machine Empire. Especially as Assimilators, for maximum optimization, my cyborg pops need non-Machine worlds to live on due to habitability issues, and Gaia planets feels wrong as Assimilators.
With my regular empires I start turning every non-mining world into Ecumenopoli and fuel them with Ring Worlds for trade/power/research and a few dedicated mining worlds. I'd like to be able to do the same as Machines, tbh.
Oh I should say I play the game on non-scaling Grand Admiral with the end goal of defeating 25x Crisis these days, hence the absolute need for maximum optimization. By 2400 I need alloy outputs that can rapidly replenish fleet power in the millions after engagement with a 3-5M power Crisis fleets. Assimilators can still reach this optimization with Forge/Researh Rings powered by machine worlds for energy/minerals, but it would be more optimal with Ecumenopoli.
Foundry ! Foundr ! Foundry !