It actually slowly converts pops to have the "Bloomed" trait which gives 10% to output/housing/growth/amenity what the building does is give a extra 50% to that which brings it to 15% so its 25% output on gaia worlds it also effects budding which brings pop assembly a bit faster
The pops i run it with at the start have Necrophage and Inorganic Breath, so they have the same upkeep, but i can upgrade the gaia seeder building early on to actually make the civic useful.
@@MontuPlayscan you please do a remastered tier list for megaCorp, hive mind, and machine intelligence civics and machine and robot traits tier list remastered as well.
19:09 Aristocratic elite is better than it seems on the surface. Because rulers have much more political power than other classes, especially on stratified economy, a happy ruler provides a substantial amount of stability. The civic allows you to add an additional ruler job to get more of that juicy ruler stability. This is ideal for wide conquest focused empires who will need to stabilize many unhappy worlds. Probably a low B civic IMO.
Anyone else find it weird that Byzantine Bureaucracy isn't allowed for Spiritualist empires, despite the Byzantine Empire itself being a very spiritualist empire?
Because byzantine in this case isn't referring to the actual Byzantine empire, but to the second meaning of the word byzantine: "(of a system or situation) excessively complicated, and typically involving a great deal of administrative detail. "Byzantine insurance regulations"" which is etymologically related to the Byzantine empire, but not in its meaning. As it is referring to administrative detail and hence bureaucrats, having a system of governance which replaces them with priests would invalidate the civic. Not in a game mechanic way, but in the meaning of it.
Spiritualist dont have bureaucrats, they have priests. Would be a bit weird to have a Byzantine Bureaucracy without actually having any bureaucrats, right?
One of my favorite builds currently is Catalytic Processors and Anglers with the Ocean Paradise origin, reforming into Agrarian Idyll for the third civic. I never thought about changing the capital designation to Forge Capital, but getting the extra alloy production while relying on Pearl Divers for consumer goods seems very strong. Just need to worry about balancing city, industrial, and food districts at the start so you can also get your Unity and Research generation up.
That sounds like a good build. The civics are top notch, and while the origin isn’t the most optimal play-wise, there’s no denying that the ocean paradise starting system is among the best looking Star systems in the game. 👍
I did the same and went mercantile first so all that trade value gets melted down to unity. One district solves Energy, Food, Consumer Goods and Unity needs.
Gotta give big shout out to Montu for his Stellaris tier commitment !! How long before Byzantine Bureaucracy gives you ten Titans and two Juggernauts in 2205…
@@twilighttricksterXXI SPQR release. Romans were abducted by aliens for experiments and learning, but the xenos found the Romans so fascinating, they taught them their technologies while learning true Roman values while being served true roman bread from the captured semi-enslaved Romans, until the two cultures synergized. Rome thus lived on, in the cosmos, and echo in eternity. Plot twist, the Roman/Greek gods were interventions from the observer xenos that took place happenstance when xenos observers were caught and had to use their technology to escape/subdue/impress the people. After such interactions the semi-xenophile observers declared a policy of strict non-intervention, so the Romans are in a way the fruits of the unintended intervention of the Xenos.
One small caveat to Agrarian Idyll. While it does lock you out of Arcos, it does that by replacing the required tech with a specific Agrarian Idyll tech. Bit if you roll the first league, and finish the precursor, the “secrets of the first league” will unlock the required tech, thus Unlocking arcology projects. Not sure if it was intended or not, but found out the hard way i couldnt build arcos until rolling the secrets. Unsure if this has changed in the current version though, as versions seem to wildly change faster than Montu’s tier lists
Two people enter a breakfast joint. Molly orders a coffee, Kay orders a crusader pancake. Kay responds how liberating to see your enemy's broken before you and to see the people free.
I don't understand how you can rank civics without councilors when the balance of civics clearly takes councilor strength into consideration. As an example masterful crafters, which still is one of the strongest in the game, was given a garbage councilor. Some of the power of a civic is the councilor, they're a package deal. Also some of the councilors even synergize with the bonuses of the civic which further reinforces that idea of looking at both at the same time
It is not weird, because councilor position is not required. I often choose great civic with useless councilor, to nevee use it for better positions from other civics/enclaves.
They are actually not really a package deal. You need the leader DLC to use/change councilor positions, and as far as I'm aware, the civic effect isn't changed depending on if the DLC is enabled or not
Idyllic Bloom will give all of your pops +15% production, +15% growth, -15% amenities usage and -15% housing usage over time on those gaia worlds (this is on top of the standard +10% production/+10% happiness on gaia worlds), along with making budding 50% stronger. It's actually really good eventually.
A note on the warrior culture, the Council position is way stronger than it is shown in tooltip. I had a flat +1,5 to output with a lvl 5 councilor. That makes those warriors Very good
Side note merchant guilds also let's you take the merchant diplomacy for an extra 10% trade value and some increased protection but it's still pretty bad.
Talking about Pompous Purists... I would love to see a high Encryption build, which makes it impossible for other empires to identify you. I have already tried that, but unfortunately there is no significant difference when it comes to first contact. My idea was to combine that with raiding and fight wars entirely without the enemy knowing who it actually was. Stay hidden as long as possible and be an absolute menace.
Not sure whether this matters to anyone. There is not much that can increase your encryption. Under one Rule pacifist trait: "Ever vigilant" can give you +4 inward perfectionist gives you one additional point in encryption and pompous purists. You get the idea. Hope there will be an implementation of Encryption and first contact difficulty...
I'd say the hive version of Mutagenic vats(Permutation pools) is an A. Doesn't have the happiness drop(cause hives don't have happiness), is pop assembly not growth, and any "perfect" worlds(hive/gaia) more than offset the habitability penalties. On a idyllic bloom/permutation pools plantoid build i hit 51 and 57 pop assembly on the 2 industrial gaia worlds fueling my crusade.
Also I feel like +100% to astral rifts has always been very valuable for me. Not sure I can mathematically calculate it but games i've run dimensional vs games without I see SO many more astral rifts and as someone who enjoys them this civic has always felt strong, can easily swap out of it late game when you're fleshed out and don't need more astral rifts. Not sure how it falls into F tier tbh, especially since it's even better with the starting origin. This is all just feelycraft from me though, Montu might know better quantifiably.
Technocracy can still be crazy. You can start the game with a double expertise scientist, and he essentially gives your planet a bonus in research in two categories for example in physics and engineering. Plus your ruler if you make it a scientist also starts off with an expertise trait. Which means just from scientists alone you can start the game with 3 traits on the council. Pretty darn strong if you ask me. Yet your saying its as strong as idyllic bloom.
there are 9 difference specialties in the game. And each trait is only effective when researching them. You can essentially divide that research bonus by /3 for your average research increase. That is if you roll those techs and no accounting if those techs are actually any good. You get this marginal benefit from the civic until about year 30 when everyone else gets similar traits. Not worth a civic
My favorite thing is Imperial Technocracy, where you can reassign your starting scientist governor to a science ship and also a very good chance your imperial heir will be a scientist. Three scientists exploring/surveying from the first month with no unity needed for recruitment.
@@jameshealan2881 that's exactly what i do. its pretty strong! i actually do a really funky materialist xenophile masterful crafters technocracy imperial ringworld build. trade districts give artisans for trade goods. trade gives all the unity i need. cap can then be filled with districts. get a robot factory to help colonize low hab worlds. not exactly meta, but ive had some pretty good runs with it
@@TheMetaHorde you also get 10% research from academic privilege (which is the real bonus), an extra research option as well as the aforementioned 2 extra scientists worth of research per planet as well as saving a lot of unity at the start. for my build you can get mercantile out several months faster and have an extra scientist, which then snowballs your unity with marketplace of ideals so you have great unity and science. i recently had a start where i rolled both industry and biology. i have to say, was one of the best starts i ever had.
Glad my personal Empire is based on the Terran Federation from Starship Troopers: Citizen Service, Meritocracy and Distinguished Admiralty are all fantastic when used together.
Could Really Use Some Additional Direct Efficiency buffs to stuff like trade deals or research agreements. A lot of stuff gives more envoys or weight etc, but could be fun with some direct buffs to the benefits you get from diplomatic deals
I learned this game in the crucifying flames of the fanatic purifier. Its in general my favorite way to play this game. You learn very quickly (due to the nature of your games only lasting 10 years before you get ganged on.....) how important those first few years are. So much fun.
Thanks for doing these. They are very helpful as I keep learning new aspects of the game and play around with strategies, RP and play style. The only one I hard disagree with you on is "Catalytic processing". The simple reason is that minerals are almost always more expensive to buy than food in mid to late game and ESPECIALLY in times of war. Couple that with the effectiveness of building mining habitats, and the ineffectiveness of building farming habitats, and I don't think switching to a more expensive and scarcer resource to make alloys is a winning strategy. Still I found this an excellent breakdown and very helpful! Disclaimer the patch may have effected you opinion of the CP civic.
One of my personal favorites is pairing relentless industrialists with a toxoid tomb world origin and taking rapid breeders to offset the reduced pop growth. Usually take Masterful Crafters as well. I deliberately terraform into tomb worlds as I can live on them easily, but nobody else except machines.
You missed the merchant guild's diplomatic stance as well, which gives an empire wide 10% trade boost. Also, while trade is not very good WITHOUT a focused build, with it becomes kind of incredible. Start the game with a trade federation for Trade League, have thrifty (and potentially charismatic) and after just a few years to complete the mercantile tree (which trade league makes easy with its unity) and suddenly every pop is GOOD. As an example, in a new game I started recently, without any tech boosts or things like that, a single trader on a brand new world is producing roughly 20 trade value which becomes 10 energy, 4 consumer goods, 4 unity (and amenities too!). Which is just hugely better than any other job at this stage of the game. Going back to the Merchant ruler job, it produces 15 base trade (with thrifty), which becomes ~30 thanks to the trade bonuses from xenophile etc, which is 15 energy 6 consumer goods 6 unity (and 3.6 amenities with a charismatic race). A politician gives... 6 unity and 3.6 amenities, maybe adds another 50% boost from stuff at the early game for 9 unity. So that merchant job is essentially twice as good as a normal ruler job. That's not a huge bonus in the grand scheme of things, but its not bad either.
The increase of rare technologies is a 10% instead of a 1% it just says for example there is a 1% chance it increases it to 1.1 so it it were 5% it increases to 5.5 %
thanks for this, its actually pretty hard to find recent (within the last couple years or less) information on many of these civics and how they actually work.
Fuedal gets worse... Restricted voting means they must vote with you. Massive bonus to diplo weight, more then just eating them... And they can actually vote Against you without it.... So it not being an option is pure pain
Named my Super Destroyer in Helldivers 2 the SES Beacon of Liberty. "This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here."
Really appreciate you taking the time to put this tier list together, Montu. It'll really help in my crusade to get better at the game I sink thousands of hours into.. at least until the next patch :P Edit: In B tier the screen is showing Beacon of Liberty but your audio is describing Philosopher King
"You want to limit entertainers " Oh... glances at my planets full of the buggers. Oh well, Planet Disco Ball with pleasure seekers and indentured servants seems like a fun place to be.
Pompous Purists is kind of fun since everyone except those empires who have closed boarders on by default will always have open boarders to you. Makes it really easy to travel across the galaxy and access mission locations
I'm about to end my crusade in trying to convince you about some builds. Catalytic processing was very strong for years (3 years ago it was the strongest rush build in single player and remained about top rushes to this day), because of 0 pops food production modules in starbases. Anglers made it even better offering strongest 3 planet setup economy in early game. Relentless Industrialist - is as good as Masterful Crafters, as upon selecting related policy you can boost building boost up to +60% alloy/consumer goods production bonus. Beside tomb world species it works for habitats and ecumenopolies 🙂 Shadow Council - code breaking affects first contact thus it usually means at least few hundred influence more. Basically winning the race at establishing contact is the most difficult initially and after that it snowballs with each success. Not bad initially for rapid expansion. Ascensionist - one of the best tall strategies since summer last year. It out-techs tech empires from midgame. Not even mentioning crazy unity it still has. Makes Spiritualist the best technology producer ethic in game. Ironic, as there was time when Materialists with Technocracy were really great at unity production. How the table has turned
Just realized that Sovereign Guardian + Citizen Service + Unyielding makes a soldier produce about the same amount of unity as a bureaucrat. 1+2+1.5 = 4.5 unity per pop, plus naval capacity and .25 stability, without any consumer goods upkeep.
The mighty have fallen, crusader spirit is a favorite of mine, the idea of a crusade (with toxic god or the dark forest origin) is so amazing (for rp perspective)
Just played a game vs Gand Admiral, no scaling, vs a galaxy of 18 DE AI. Sovereign Guardian + Scavangers made salvaging fleets that smashed againsty starbases very profitable. Usually got 2-3 times the alloys as it took to replace the lost defense platforms. Had a salvager 3 scientist also, basically didn't build a ship past the midgame i was getting so much in salvage. The salvaged ships use the hull size of what is salvaged but the designs that you have for that size. This means that if you have archotech loadouts you can get around the minor artifact costs by salvaging instead of building.
Looks like a live stock Crusade is the meta. Leisure ecumenopolis filled with livestock feeds multiple forge ecumenopolis and refinery worlds. Love it.
Nice list! You could have mentioned that Oppressive Autocracy can also generate amenities through telepaths if you have a covenant with the Instrument.
Dark Consortium has good synergy with masterful crafters and keepers of the shroud origin. Between dark matter, adaptability and mind over matter you have a lot of tech agendas to push for leader xps and advanced tech. Your guaranteed to get early psi ascension, access to terraforming and dark matter. All the while your collecting a nice chunk of energy giving you a really efficient research economy. Fun build.
17:50 I don't know if it is still in the game, but you used to be able to restore ruined ecumonlopli if you were also lucky enough to get the First Federation start (specifically, the secrets of the first fed.)
I'd love it if this was revisited with Councilor positions accounted for. I've rewatched this one and the councilor one a few times and I'm still not quite sure how much the councilors can bump up the rankings
Just wanted to add a note about Pompous Purists. I went to war with an empire that had a subject empire with that trait. After the 10 yr truce I couldn't Close Border with them. (Just something to note.) LOL. The reply or lack of when I tried was funny.
Police State is something I'm a little sentimental about, because it helps keep the amount of factions down through the council position buff. It's very useful if you use under one rule and go the civil war route because it reduces the amount of planets and pops that'll rebel against you, and after the civil war it helps you remove that annoying egalitarian faction that is forced to spawn. Plus the stability can be nice for early game as a buffer. I want to give it A tier, I really suggest playing around with it if you have issues with unwanted factions.
They did change the eager explorer. You can now que up jumps as long as the other jumps are within range. Mainly only helps at the beginning making surveying systems and claiming them a little faster. And with war, you can skip defense choke points and catch hostlie fleets where you want to fight them
The +1 crime from pops on Oppressive Autocracy is misleading, because all pops except ruler and enforcers are locked to 0% happiness, at which level they produce (1 base, +1 from happiness, +1 from the civic = 3) crime per pop. This means that your enforcers really need all the buffs you can provide them because it's not unusual for large planets to need 4 or more enforcers. This civic has the potential to pair well with Noble Estates because Nobles provide amenities (unlike Merchants, High Priests or Science Directors) and the +1000% political power does wonders to shift your stability with even a single additional ruler, when everybody else has less than 100% power.
Catalytic Processing is so damn OP. The fact that you can swap out mineral production with food production (which is much... MUUUUCH more abundant).. Is all you need to know about it. You can literally just make ringworlds feeding your empire.
A quick note on aristocratic elite, when running stratified economy, it gives you extra leader jobs. Which means that 2% stability actually translates to incredibly high stability bonuses. Like 11% which can translate to huge resources bonuses. Well worth giving up that building slot.
I do think the council positions are a crucial part of the civic. so I would have preferred to see them taken in consideration here. but hey thanks for the work again!
Aw merchant guilds in F tier Feelsbadman, I love going trade I think it got a bit better with the big buff to it this patch with modifiers now effecting trade Other note: Fanatic purifiers CAN get vassals of the same species, there are a few ways to get empires of your species but the easiest is just the lost colony origin
taking break from my crusade against all meatbags I was surprised to see so low rating for dark matter civic. So much versatility with great researches and agends to dominate them all
Agrarian Idyll only disables the Arcology Project Ascension perk and the Anti-gravity Engineering tech. If you pick the perk / research the tech before picking the civic, you can have ecumenopolises.
Definitely worth to try Eager explorers + Doomsday origin for hard challenge. In Doomsday backstory, its written that they had to invent drives capable of exceeding the speed of light(In this case, these are jump drives)in a short time to leave the dying planet.
Barbaric Despoilers necrophages is the most fun I've had with this game. Ive stolen entire empires, raiding them until every planet only had the minimum two pops left.
You still forget the most important part of dark covenant: you can buy, and especially sell, dark matter at the start, if you find any black hole, it is half your economy for the first 50 yeahrs
MegaCorp list next? Lot of new ones and changes since your last list came out, and I wanna see where my Pharma GigaChurch stacks on its holy crusade for profit
Pompous purists is a nice roleplay civic, or when you just have a personal crusade against dumb AI proposals for trade deals lol It's a fun one to try every now and again, but yeah not perfect. It has been quite a while since I really played stellaris or thought about an empire build, this was a really handy video to get back into things. I can't wait for the megacorp list of current ones though for a second opinion on those, I did enjoy playing a mercenary fleet megacorp when that was first put out.
Servants under decadent is A tier imo. You don't have to use lifesyle. +2 Envoys is S tier in the yearly game if you explore a lot and can get a ton of influence by completing first contacts. Agrarian Idyl with anglers makes a very good megacorp ai opponnent
I was wondering if Servants under decadent still provided amenities. Extra envoys in bigger galaxies allow you to keep max relations with 2 more AI empires to keep best possible trade acceptance, which boost certain strategies economic output.
Stellaris devs lurking with new patch that completely destroys this list
Meritocracy has been S tier forever. They'd need one hell of a nerf to knock it down.
-10% specialist upkeeep maybe? lol
Montu: "Nononoo....wait wait WAIT WAIT!"
😅
Nah Montu is actually on the dev team pushing these changes so that he can remake these vids
@@perrytran9504 Don't you dare give them ideas.
Their newest development policy is to sit on patches until at least half the content creators make some kind of teir or build videos then pounce.
Montu’s gradual shift to praising the food build is immaculate
True redemption story.
Wait, are we now in an alternate reality? Is Montu feeling alright??!!
Welp my Absolute Fav is a Megacorp with Angler and Catalytic
Hard food switch in late game is INSANE since you basically make ringworlds self sufficient factories that take in pops and spew thousands of alloys
@@witoldgrabowski3801 I agree although you have to use some trading zones, too. So the Consumergoods are taken care of.
Actually🤓 idyllic bloom building on the final stage gives 10% to pop work output, so with buff from Gaya world, you get 20% pop output
It actually slowly converts pops to have the "Bloomed" trait which gives 10% to output/housing/growth/amenity what the building does is give a extra 50% to that which brings it to 15% so its 25% output on gaia worlds it also effects budding which brings pop assembly a bit faster
The pops i run it with at the start have Necrophage and Inorganic Breath, so they have the same upkeep, but i can upgrade the gaia seeder building early on to actually make the civic useful.
12:15 I think "Space racism is not economically viable" is my new favourite quote
+1 to Stellaris realism
@@Xaphnir China is racist af, and they're doing fine. South Africa was also doing amazingly economically in the apartheid era.
despite
"good deeds are not necessarily the smartest things to do and wrong deeds are not necessarily the stupid ones"
yeah but at least my game is faster
We must call for a crusade to return the engineering research bonus to artificers
Also to restore Exalted Priesthood to A/B tier as it always have been
That's something I would start a crusade over
You're absolutely insane if you want to return Masterful Crafters to a strong position. It's a boring, unoriginal civic! Deserves F tier!
@@hanneslundin346that's going in the book!
Crusading against errors: Philosopher King has the wrong tool tip in your presentation.
Oh I'm sorry about that! Missed it on the pass through
It's an easy one to remember though, just +5 ruler skill level
@@MontuPlaysdid you not listen memorialists or am i losing it
@@Nomadic_Gaming 36:09
@@hanneslundin346 appreciate it idk how i missed it
its one of my most used civics rn for unity rush its just so solid
@@MontuPlayscan you please do a remastered tier list for megaCorp, hive mind, and machine intelligence civics and machine and robot traits tier list remastered as well.
19:09 Aristocratic elite is better than it seems on the surface. Because rulers have much more political power than other classes, especially on stratified economy, a happy ruler provides a substantial amount of stability. The civic allows you to add an additional ruler job to get more of that juicy ruler stability. This is ideal for wide conquest focused empires who will need to stabilize many unhappy worlds. Probably a low B civic IMO.
Anyone else find it weird that Byzantine Bureaucracy isn't allowed for Spiritualist empires, despite the Byzantine Empire itself being a very spiritualist empire?
Because byzantine in this case isn't referring to the actual Byzantine empire, but to the second meaning of the word byzantine:
"(of a system or situation) excessively complicated, and typically involving a great deal of administrative detail.
"Byzantine insurance regulations""
which is etymologically related to the Byzantine empire, but not in its meaning.
As it is referring to administrative detail and hence bureaucrats, having a system of governance which replaces them with priests would invalidate the civic. Not in a game mechanic way, but in the meaning of it.
@@deaansugeeso it is basically saying "do you want to play literally any government on Earth?" Lmao
@@jamesharrison3149 well, I think that this is more descibing EU than anything else. Except here without positive effects.
@@radeksilar543 So it is describing the EU perfectly.
Spiritualist dont have bureaucrats, they have priests. Would be a bit weird to have a Byzantine Bureaucracy without actually having any bureaucrats, right?
I'm having a crusade against Beacon of Liberty tooltips showing when talking about the Philosopher King civic.
35:25 Bruh. Explaining Philosopher King while showing Becon of Liberty hahaha
One of my favorite builds currently is Catalytic Processors and Anglers with the Ocean Paradise origin, reforming into Agrarian Idyll for the third civic. I never thought about changing the capital designation to Forge Capital, but getting the extra alloy production while relying on Pearl Divers for consumer goods seems very strong. Just need to worry about balancing city, industrial, and food districts at the start so you can also get your Unity and Research generation up.
That sounds like a good build. The civics are top notch, and while the origin isn’t the most optimal play-wise, there’s no denying that the ocean paradise starting system is among the best looking Star systems in the game. 👍
I finally created the galactic imperium ruled by my immortal psychic with a starting agrarian idyll and inward perfectionist empire
@@RicoLoco52 👍👍
I did the same and went mercantile first so all that trade value gets melted down to unity.
One district solves Energy, Food, Consumer Goods and Unity needs.
Gotta give big shout out to Montu for his Stellaris tier commitment !!
How long before Byzantine Bureaucracy gives you ten Titans and two Juggernauts in 2205…
Probably when some Rome themed DLC releases.
@@twilighttricksterXXI SPQR release. Romans were abducted by aliens for experiments and learning, but the xenos found the Romans so fascinating, they taught them their technologies while learning true Roman values while being served true roman bread from the captured semi-enslaved Romans, until the two cultures synergized. Rome thus lived on, in the cosmos, and echo in eternity. Plot twist, the Roman/Greek gods were interventions from the observer xenos that took place happenstance when xenos observers were caught and had to use their technology to escape/subdue/impress the people. After such interactions the semi-xenophile observers declared a policy of strict non-intervention, so the Romans are in a way the fruits of the unintended intervention of the Xenos.
NEW TIER LIST RAAAAAAAAAAAAAAAAAA WHAT THE FUCK IS A PARADOX META
Thanks, Mr. Torgue.
One small caveat to Agrarian Idyll. While it does lock you out of Arcos, it does that by replacing the required tech with a specific Agrarian Idyll tech. Bit if you roll the first league, and finish the precursor, the “secrets of the first league” will unlock the required tech, thus Unlocking arcology projects. Not sure if it was intended or not, but found out the hard way i couldnt build arcos until rolling the secrets. Unsure if this has changed in the current version though, as versions seem to wildly change faster than Montu’s tier lists
Babe! It's a new patch, time for your updated tier list!
Thank you Montu for constantly putting this out, a true crusader for making this community the best it can be.
Two people enter a breakfast joint. Molly orders a coffee, Kay orders a crusader pancake. Kay responds how liberating to see your enemy's broken before you and to see the people free.
Once again, thank you so so much for making these so often. I will always watch and like them. PLEASE keep doing them
I don't understand how you can rank civics without councilors when the balance of civics clearly takes councilor strength into consideration. As an example masterful crafters, which still is one of the strongest in the game, was given a garbage councilor.
Some of the power of a civic is the councilor, they're a package deal. Also some of the councilors even synergize with the bonuses of the civic which further reinforces that idea of looking at both at the same time
Basically this comment. Rating based just on civic bonuses but not bonuses of councillor that come with it is weird.
It is not weird, because councilor position is not required. I often choose great civic with useless councilor, to nevee use it for better positions from other civics/enclaves.
Not everyone has Paragons
Splitting up the package allows for more content to be created I guess
They are actually not really a package deal. You need the leader DLC to use/change councilor positions, and as far as I'm aware, the civic effect isn't changed depending on if the DLC is enabled or not
Idyllic Bloom will give all of your pops +15% production, +15% growth, -15% amenities usage and -15% housing usage over time on those gaia worlds (this is on top of the standard +10% production/+10% happiness on gaia worlds), along with making budding 50% stronger. It's actually really good eventually.
ONLY to plants and fungi. So, if you depend on other types of pops (through conquest or migration treaties) - they will not get any of this boost
wouldn't it be nice if the devs buffed the ones at the bottom instead of nerfing the ones at the top?
Don't be silly, such a thing would be too fun.
A note on the warrior culture, the Council position is way stronger than it is shown in tooltip. I had a flat +1,5 to output with a lvl 5 councilor. That makes those warriors Very good
Yeah with a high councilor level duelists are insanely efficient at producing amenities
Side note merchant guilds also let's you take the merchant diplomacy for an extra 10% trade value and some increased protection but it's still pretty bad.
Love the montu content, always a cozy day for a crusade when a video comes out!
Finally a real secret callout. Good job Montu on your crusade to bring us tier lists.
I'm glad I got through that long but informative video, it was a real crusade.
Always appreciate your dedicated crusade in always having the hot Stellaris content and updates so soon and well put together!!
Talking about Pompous Purists...
I would love to see a high Encryption build, which makes it impossible for other empires to identify you. I have already tried that, but unfortunately there is no significant difference when it comes to first contact.
My idea was to combine that with raiding and fight wars entirely without the enemy knowing who it actually was. Stay hidden as long as possible and be an absolute menace.
Not sure whether this matters to anyone. There is not much that can increase your encryption.
Under one Rule pacifist trait: "Ever vigilant" can give you +4
inward perfectionist gives you one additional point in encryption
and pompous purists.
You get the idea. Hope there will be an implementation of Encryption and first contact difficulty...
@@Raven-dx5ciEnigmatic Engineering AP (available for 2nd pick) gives +2 Encryption in addition to +2 cloaking strength
MFW Montu forgot Corporate Dominion 😢
Thank you Montu for your tier lists! Right now I am on a personal crusade to get all achievements in the game, and your videos ar such a help 😊
Touching myself to this tier list
I am 100% appreciating master montu's dedication to his craft, but I think I will limit myself to leave a like to the video...
@@andreaandolina7199For your lack of dedication you will be forced into eternal clerk servitude
Are you sure you aren't just on chemical bliss?
@@andreaandolina7199 It always starts with a like, but the day comes when a like does no longer satisfy you.
@@MontuPlaysI am awake
Wow! I can't believe Inorganic Breath is S tier now. Props to the devs for being open to new playstyles.
I... I did not say that!
I'd say the hive version of Mutagenic vats(Permutation pools) is an A. Doesn't have the happiness drop(cause hives don't have happiness), is pop assembly not growth, and any "perfect" worlds(hive/gaia) more than offset the habitability penalties. On a idyllic bloom/permutation pools plantoid build i hit 51 and 57 pop assembly on the 2 industrial gaia worlds fueling my crusade.
Dimensional worship ads + 10%, not + 1% chance for rare techs. That in and of itself makes it worth better than tier F I think. (100*1.1=110)
Also I feel like +100% to astral rifts has always been very valuable for me. Not sure I can mathematically calculate it but games i've run dimensional vs games without I see SO many more astral rifts and as someone who enjoys them this civic has always felt strong, can easily swap out of it late game when you're fleshed out and don't need more astral rifts. Not sure how it falls into F tier tbh, especially since it's even better with the starting origin. This is all just feelycraft from me though, Montu might know better quantifiably.
@@Etat7+10% (1% to 1.1%) is worse than the tech Ascension perk, which is +50% (1% to 1.5%). Though, last I checked, it should stack, so 1.6%.
Technocracy can still be crazy. You can start the game with a double expertise scientist, and he essentially gives your planet a bonus in research in two categories for example in physics and engineering. Plus your ruler if you make it a scientist also starts off with an expertise trait. Which means just from scientists alone you can start the game with 3 traits on the council. Pretty darn strong if you ask me. Yet your saying its as strong as idyllic bloom.
there are 9 difference specialties in the game. And each trait is only effective when researching them. You can essentially divide that research bonus by /3 for your average research increase. That is if you roll those techs and no accounting if those techs are actually any good. You get this marginal benefit from the civic until about year 30 when everyone else gets similar traits. Not worth a civic
My favorite thing is Imperial Technocracy, where you can reassign your starting scientist governor to a science ship and also a very good chance your imperial heir will be a scientist. Three scientists exploring/surveying from the first month with no unity needed for recruitment.
@@jameshealan2881 your favourite thing about this civic is that it saves you
@@jameshealan2881 that's exactly what i do. its pretty strong! i actually do a really funky materialist xenophile masterful crafters technocracy imperial ringworld build. trade districts give artisans for trade goods. trade gives all the unity i need. cap can then be filled with districts. get a robot factory to help colonize low hab worlds. not exactly meta, but ive had some pretty good runs with it
@@TheMetaHorde you also get 10% research from academic privilege (which is the real bonus), an extra research option as well as the aforementioned 2 extra scientists worth of research per planet as well as saving a lot of unity at the start. for my build you can get mercantile out several months faster and have an extra scientist, which then snowballs your unity with marketplace of ideals so you have great unity and science. i recently had a start where i rolled both industry and biology. i have to say, was one of the best starts i ever had.
Glad my personal Empire is based on the Terran Federation from Starship Troopers: Citizen Service, Meritocracy and Distinguished Admiralty are all fantastic when used together.
Could Really Use Some Additional Direct Efficiency buffs to stuff like trade deals or research agreements. A lot of stuff gives more envoys or weight etc, but could be fun with some direct buffs to the benefits you get from diplomatic deals
I'm sad but not surprised my favorite roleplay civics are c tier and under but I will crusade against anyone who hates warrior culture.
I haven't played in quite a while - this tier list and the explanation you provide are invaluable. Very much appreciated!
Catalytic Reprocessing is even better with the Baol Plant building.
As a farmer, I'm pissed the devs think I'm so easily replaceable by a fisherman
Petition to start a crusade to make trade builds great again.
I learned this game in the crucifying flames of the fanatic purifier. Its in general my favorite way to play this game. You learn very quickly (due to the nature of your games only lasting 10 years before you get ganged on.....) how important those first few years are. So much fun.
Sovergn guardianship becomes even more impressive with Gigastructures. Pop that on a Frame World or Birch and just enjoy the bonuses.
Thanks for doing these. They are very helpful as I keep learning new aspects of the game and play around with strategies, RP and play style.
The only one I hard disagree with you on is "Catalytic processing". The simple reason is that minerals are almost always more expensive to buy than food in mid to late game and ESPECIALLY in times of war. Couple that with the effectiveness of building mining habitats, and the ineffectiveness of building farming habitats, and I don't think switching to a more expensive and scarcer resource to make alloys is a winning strategy.
Still I found this an excellent breakdown and very helpful!
Disclaimer the patch may have effected you opinion of the CP civic.
One of my personal favorites is pairing relentless industrialists with a toxoid tomb world origin and taking rapid breeders to offset the reduced pop growth. Usually take Masterful Crafters as well. I deliberately terraform into tomb worlds as I can live on them easily, but nobody else except machines.
You missed the merchant guild's diplomatic stance as well, which gives an empire wide 10% trade boost.
Also, while trade is not very good WITHOUT a focused build, with it becomes kind of incredible. Start the game with a trade federation for Trade League, have thrifty (and potentially charismatic) and after just a few years to complete the mercantile tree (which trade league makes easy with its unity) and suddenly every pop is GOOD.
As an example, in a new game I started recently, without any tech boosts or things like that, a single trader on a brand new world is producing roughly 20 trade value which becomes 10 energy, 4 consumer goods, 4 unity (and amenities too!). Which is just hugely better than any other job at this stage of the game.
Going back to the Merchant ruler job, it produces 15 base trade (with thrifty), which becomes ~30 thanks to the trade bonuses from xenophile etc, which is 15 energy 6 consumer goods 6 unity (and 3.6 amenities with a charismatic race). A politician gives... 6 unity and 3.6 amenities, maybe adds another 50% boost from stuff at the early game for 9 unity.
So that merchant job is essentially twice as good as a normal ruler job. That's not a huge bonus in the grand scheme of things, but its not bad either.
The increase of rare technologies is a 10% instead of a 1% it just says for example there is a 1% chance it increases it to 1.1 so it it were 5% it increases to 5.5 %
thanks for this, its actually pretty hard to find recent (within the last couple years or less) information on many of these civics and how they actually work.
Thanks for your ongoing crusade to inform us of the strengths and weaknesses of the Stellaris mechanics!
Thanks for putting timestamps in the description. If I had to sit through the entire video, I would go on a crusade!
Fuedal gets worse...
Restricted voting means they must vote with you.
Massive bonus to diplo weight, more then just eating them... And they can actually vote
Against you without it.... So it not being an option is pure pain
You should go on a Crusade against your production team for that graphic mixup on Philosopher King showing Beacon of Liberty.
Named my Super Destroyer in Helldivers 2 the SES Beacon of Liberty. "This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here."
After watching some of your play throughs all I can think is "well chat here is a list of the best ways to screw over my run" 😂
Tell me about it...
Philosopher king shows the beacon of liberty tooltip btw
Like before crusading. I am not 100% up to date, this could be exactly what i need to fix that.
Really appreciate you taking the time to put this tier list together, Montu. It'll really help in my crusade to get better at the game I sink thousands of hours into.. at least until the next patch :P
Edit: In B tier the screen is showing Beacon of Liberty but your audio is describing Philosopher King
Thank you again for a wonderfully detailed video ♥
"You want to limit entertainers "
Oh... glances at my planets full of the buggers. Oh well, Planet Disco Ball with pleasure seekers and indentured servants seems like a fun place to be.
Pompous Purists is kind of fun since everyone except those empires who have closed boarders on by default will always have open boarders to you. Makes it really easy to travel across the galaxy and access mission locations
Catalytic Processing Crusaded it's way to S-Tier.
Players: "The age of the Foodies has begun..."
I roleplay them with anglers to create a navy of scrimshawed skeletons as my ships. Long live the killers!
@@andreaandolina7199 - So, Angler, Catalytics, Barbaric Despoiler, Necroid race? Drink up me'harty's, yo-hoh!.
I'm about to end my crusade in trying to convince you about some builds. Catalytic processing was very strong for years (3 years ago it was the strongest rush build in single player and remained about top rushes to this day), because of 0 pops food production modules in starbases. Anglers made it even better offering strongest 3 planet setup economy in early game.
Relentless Industrialist - is as good as Masterful Crafters, as upon selecting related policy you can boost building boost up to +60% alloy/consumer goods production bonus. Beside tomb world species it works for habitats and ecumenopolies 🙂
Shadow Council - code breaking affects first contact thus it usually means at least few hundred influence more. Basically winning the race at establishing contact is the most difficult initially and after that it snowballs with each success. Not bad initially for rapid expansion.
Ascensionist - one of the best tall strategies since summer last year. It out-techs tech empires from midgame. Not even mentioning crazy unity it still has. Makes Spiritualist the best technology producer ethic in game. Ironic, as there was time when Materialists with Technocracy were really great at unity production. How the table has turned
Just realized that Sovereign Guardian + Citizen Service + Unyielding makes a soldier produce about the same amount of unity as a bureaucrat.
1+2+1.5 = 4.5 unity per pop, plus naval capacity and .25 stability, without any consumer goods upkeep.
Unyielding doesn't stack the buff on the pop though, so you won't benefit from unity production increases
Still a good thought though!
The mighty have fallen, crusader spirit is a favorite of mine, the idea of a crusade (with toxic god or the dark forest origin) is so amazing (for rp perspective)
Just played a game vs Gand Admiral, no scaling, vs a galaxy of 18 DE AI. Sovereign Guardian + Scavangers made salvaging fleets that smashed againsty starbases very profitable. Usually got 2-3 times the alloys as it took to replace the lost defense platforms. Had a salvager 3 scientist also, basically didn't build a ship past the midgame i was getting so much in salvage.
The salvaged ships use the hull size of what is salvaged but the designs that you have for that size. This means that if you have archotech loadouts you can get around the minor artifact costs by salvaging instead of building.
Looks like a live stock Crusade is the meta. Leisure ecumenopolis filled with livestock feeds multiple forge ecumenopolis and refinery worlds. Love it.
Nice list! You could have mentioned that Oppressive Autocracy can also generate amenities through telepaths if you have a covenant with the Instrument.
Dark Consortium has good synergy with masterful crafters and keepers of the shroud origin. Between dark matter, adaptability and mind over matter you have a lot of tech agendas to push for leader xps and advanced tech. Your guaranteed to get early psi ascension, access to terraforming and dark matter. All the while your collecting a nice chunk of energy giving you a really efficient research economy. Fun build.
17:50 I don't know if it is still in the game, but you used to be able to restore ruined ecumonlopli if you were also lucky enough to get the First Federation start (specifically, the secrets of the first fed.)
I'd love it if this was revisited with Councilor positions accounted for. I've rewatched this one and the councilor one a few times and I'm still not quite sure how much the councilors can bump up the rankings
Just wanted to add a note about Pompous Purists. I went to war with an empire that had a subject empire with that trait. After the 10 yr truce I couldn't Close Border with them. (Just something to note.) LOL. The reply or lack of when I tried was funny.
Police State is something I'm a little sentimental about, because it helps keep the amount of factions down through the council position buff.
It's very useful if you use under one rule and go the civil war route because it reduces the amount of planets and pops that'll rebel against you, and after the civil war it helps you remove that annoying egalitarian faction that is forced to spawn. Plus the stability can be nice for early game as a buffer.
I want to give it A tier, I really suggest playing around with it if you have issues with unwanted factions.
They did change the eager explorer. You can now que up jumps as long as the other jumps are within range. Mainly only helps at the beginning making surveying systems and claiming them a little faster. And with war, you can skip defense choke points and catch hostlie fleets where you want to fight them
The +1 crime from pops on Oppressive Autocracy is misleading, because all pops except ruler and enforcers are locked to 0% happiness, at which level they produce (1 base, +1 from happiness, +1 from the civic = 3) crime per pop. This means that your enforcers really need all the buffs you can provide them because it's not unusual for large planets to need 4 or more enforcers.
This civic has the potential to pair well with Noble Estates because Nobles provide amenities (unlike Merchants, High Priests or Science Directors) and the +1000% political power does wonders to shift your stability with even a single additional ruler, when everybody else has less than 100% power.
@montuplays is on a CRUSADE to make sure nobody skips around in his vids 😉
Catalytic Processing is so damn OP.
The fact that you can swap out mineral production with food production (which is much... MUUUUCH more abundant).. Is all you need to know about it. You can literally just make ringworlds feeding your empire.
A quick note on aristocratic elite, when running stratified economy, it gives you extra leader jobs. Which means that 2% stability actually translates to incredibly high stability bonuses. Like 11% which can translate to huge resources bonuses. Well worth giving up that building slot.
I do think the council positions are a crucial part of the civic.
so I would have preferred to see them taken in consideration here.
but hey thanks for the work again!
Aw merchant guilds in F tier Feelsbadman, I love going trade I think it got a bit better with the big buff to it this patch with modifiers now effecting trade
Other note: Fanatic purifiers CAN get vassals of the same species, there are a few ways to get empires of your species but the easiest is just the lost colony origin
You forgot to mention that agrarian Idyll forces you to be a pacifist
agrarian idyll/anglers/ catalyst with ocean paradise start was the most op thing ive ever tried
I actually quite loved duellist jobs. Hope these duelists will embark on a crusade to regain their position soon!
taking break from my crusade against all meatbags I was surprised to see so low rating for dark matter civic. So much versatility with great researches and agends to dominate them all
I love me some Crusader Spirit. You CAN still use Subjugation war goal and the Crusader trait is pretty good for admirals but it's GREAT for generals.
I am not sure it is fair to look at civics without factoring in council positions, since they are part of the civic bonus.
Agrarian Idyll only disables the Arcology Project Ascension perk and the Anti-gravity Engineering tech. If you pick the perk / research the tech before picking the civic, you can have ecumenopolises.
Definitely worth to try Eager explorers + Doomsday origin for hard challenge.
In Doomsday backstory, its written that they had to invent drives capable of exceeding the speed of light(In this case, these are jump drives)in a short time to leave the dying planet.
Fewer pops to have to eventually relocate at least. Good thematic playthrough idea though
hope you and the family have been doing well montu!
Barbaric Despoilers necrophages is the most fun I've had with this game. Ive stolen entire empires, raiding them until every planet only had the minimum two pops left.
You still forget the most important part of dark covenant: you can buy, and especially sell, dark matter at the start, if you find any black hole, it is half your economy for the first 50 yeahrs
Truly the most all encompassing build, a crusade against hunger, fueled by food, armed by food.
MegaCorp list next? Lot of new ones and changes since your last list came out, and I wanna see where my Pharma GigaChurch stacks on its holy crusade for profit
Just realized the pun on starship troopers with the citizen service 😂
Pompous purists is a nice roleplay civic, or when you just have a personal crusade against dumb AI proposals for trade deals lol
It's a fun one to try every now and again, but yeah not perfect. It has been quite a while since I really played stellaris or thought about an empire build, this was a really handy video to get back into things. I can't wait for the megacorp list of current ones though for a second opinion on those, I did enjoy playing a mercenary fleet megacorp when that was first put out.
I'm totally not staring at my subscriptions feed for when the Megacorp Civics 3.11 list comes out.....................
Servants under decadent is A tier imo. You don't have to use lifesyle. +2 Envoys is S tier in the yearly game if you explore a lot and can get a ton of influence by completing first contacts. Agrarian Idyl with anglers makes a very good megacorp ai opponnent
I was wondering if Servants under decadent still provided amenities. Extra envoys in bigger galaxies allow you to keep max relations with 2 more AI empires to keep best possible trade acceptance, which boost certain strategies economic output.
I want to launch a crusade against so many youtube ads!!
Crusaders be surprised how much Anglers has changed. Probably going to have to revisit Anglers / catalytic processing.
My crusade for catalytic processing is now complete. Bow down to the plow!