My tip, roleplay your empire. Most advice is for building mega empires to "win" but that ignores the entire side of the game which is just telling the story of a civilization. For just being random events the stories can be quite compelling almost as if they are scripted.
Good advice. I would add to that RP-ing at the empire creation stage already. Force-spawning certain empires may help with laying a general scenario involving multiple empires.
@@randomyoutubeaccount6906 Try to right-click the star itself, while selecting the construction ship, there will be an option to build an starbase, but if it is the shipward you're reffering to, just upgrade the very same starbase and add two constrution bays at it, and you're done! (And sorry if any term is wrong or different, I play in an other language)
@@randomyoutubeaccount6906 I only played on pc once on a free weekend, but not for long because my old Mac couldn’t run it too well, but I think you’re supposed to click on the construction ship either in the side menu or just by clicking the ship itself and then right clicking on the system you want to build in and click on what you want to build, sorry if I’m wrong.
7:35 Since Mining Stations cost 1 energy upkeep every month there are no 1 Mineral mining stations. They start at 2 minerals (before bonuses) and go up from there.
Bruh that automation thing would've helped so bad, in my 350 yr + game all my sectors were spamming rare crystals instead of anything else every time I hit a deficit, didn't know you could disable specific industries!
My tip is always go for the research bonuses as your first research option. It makes the late game so much better and even if you’re not a materialistic empire it will even the odds long term so long as you keep increasing your research rate. Also build police stations or commerce centers at the start to reduce crime later on, it’s really easy to forget about crime before it gets out of hand.
Build police stations? Unless a criminal megacorps opens branch offices on your worlds, crime should almost never be a problem (well maybe if you are authoritarian) and capital buildings should provide enough enforcers. Advanced players will actually tell you to deprioritize enforcers (and their counterparts if you are a gestalt empire, which is probably even easier to manage because they have no demotion time), until you approach 30%, as negative penalties only start at 30% and enforcers have nearly 0 economic value.
Having an excess of advanced resources (gas, crystals, motes) is a good way to trade for favors with just about anyone. Great for when you need a quick influx of favors to swing a vote in your favor early on if you don't have the galactic weight built up yet.
It took me 50 hours to learn that I can shift click science ship survey to queue it up. I didnt like autosurvey because I wanted to ignore stuff I already blocked off, so I manually surveyed 5 science ships
really nice to know about the automation options.. i've never trusted the computer to govern my planets, it usually picks horrible planetary designations that i have to change anyway, so i have no faith in it's ability to build the right buildings.. but now that i see i can limit it's options, maybe i will use it.
Thx for the tips ^^ just got the game and must say its overwhelming. glad i found this series as it is very informative. now see if i can find more on your channel so the fun can begin once i figure it out more and more
1k+ hours i did not know of the extra option to open that panel, also if i can i always in the bio research i take the unity one first , it normally finish about the same time i want a 2nd sci ship and have map of the stars unlocked, just to have the small unity bonus you get from finishing that tech so i can use it to pay for a researcher. I dont like the know other empires resource trick i feel more like an explode and i dont use it in the games i play.
7 hours trying to figure out how to build starbases, currently ripping out hair, just want to colonize a planet, currently have 10 construction ships with the starbase button highlighted
@@randomyoutubeaccount6906 Constructing a starbase requires first fully surveying the desired system. The build cost is Alloys.png 100 alloys and an additional Influence cost on top of that.
@@rasser80 I've surveyed the system and I have the recourses, the construction ship just won't work for me. Do you have to construct it in the system you won't to colonize?
Most of this I knew, but it added a few things for me. I always go for research, but usually ignored Pop research till later in the game. I need to change that. Its likely what's been holding me back. Great video as always.
The research bonus is not compounding since its not against previous research points but only directly impact the monthly research points. Still very good since it scales. Compounding requires reinvestment of previous values. new total = total * (1.05)^period in case of a +5% research bonus, if you generate 100 research point per month, a year would be 100 x 12 = 1200 105 x 12 = 1260 A 60 pts gain.
Regarding research bonus tech prioritization, I've seen people recommend both ways. You're choosing to spend valuable early research time for a great late game, or you can focus on other economic/military factors and reach critical mass faster. I'm new to the game, so I'm not sure which way is optimal. It may depend on your build and playstyle.
If it was 20% more XX research, it would be totally worth it. But it's 20% more XX RESEARCHER output, which is a small amount of your total until you build a bunch of labs (which you won't early game). So skip those. But the 5% overall research bonus is worth it since it applies to all sources.
Getting the first stage immediately is useful because if you get an early research world/habitat it’ll give you an early massive boost to help you get new ship types (which is what really defines early warfare. Having a higher level of weapons is cool but up until battleships and titans, a destroyer is stronger than 2 corvettes, and same goes for cruisers and destroyers. Getting the next ship type early can make very early conquest easy, if you really rush it you can have cruisers by like 2220 and wreck any empire not on your tech level
@@whateverman111the researcher output is actually super useful if you get an early research world set up. It will allow you to get the first economy boosting buildings and techs faster which can help you to start snowballing earlier.
I knew about right-click. But in my opinion, automation should goddamn WORK. Never builds anything, never makes a district despite having stuff in the stockpile. It's awful.
I have over a thousand hours in this game. I've beaten grand admiral difficulty with a X25 crisis. I still feel like I only ever know half of what's going on under the hood of this game.
12:41 is there a way to have the game pause when research completes? I sometimes miss it because I am running at max speed and miss pausing fast enough.
Fun thing: I had Like 70 planets in the end with my first playthrough and I went through and I went through every single one of them top build stability and ressources. At some point you Just dont care about bad circumstances anymore
Initial Research by order of priority: 1. Pop Growth 2. Research 3. Resource Output 4. Unlock Research Tiers 5. Weapons/ships 6. Clear Blockers This is just for the initial 20-40 years, gradually unlocking specific research trees takes precedent since you’d want to get those higher end techs, but overall research bonuses and pop growth are always at the top; resource can drop off if there is enough income; warfare will take top only when war is preferable or inevitable at that moment, and id include alloy production along with war research; Try to get the strategic resources as soon as possible if anything they sell for quite a lot if unused (with exception to liquid metals, dark matter, and zro, since you’ll probably get the research before you’re ready and they take awhile to research them in the early mid-game)
@@randomyoutubeaccount6906 1. Construction ships can only build star bases on systems you have fully surveyed and which do not have a star base around them. Upgrading them requires an engineering research 2. Pops constantly grow unless otherwise penalized for various conditions i.e. having no food available. When one colonizes a planet pop growth begins after the colony has been set up, it takes some time depending on pop growth modifiers; hover over the pop growth box (the image of a pop & a progress bar) to find out how long until the next pop comes in. You can also move pops from your capital to the new colony IF AND ONLY IF you have migration controls enabled in the policy tab If you have any further questions, I suggest looking through some of Aspec’s videos for beginner guides as close to the current edition as possible
@@yousaidthusly461 Is this not his video for beginners? that's not in this and this is the exact thing i came here for so I just asked here, And I have 10 or so construction ships making a star bases beside earth if highlighting starbases does that but it un highlights. I only asked you because your comment seemed to be offering tips but my game doesn't have a way to get that far, the tutorial said to construct a starbase to expand my borders to colonize a already surveyed system. I am going to look for a video walk through if i pick up the game again but i'll probably stick to eu4 and hoi4
I just got into this game and I’m hooked. I played a brief tutorial game just learning the essential mechanics…. And then immediately quit and made my own fanatic xenophobe empire, because I’m a Warhammer 40k fan. It is a LOT of fun. I think my next run I’m going to focus on a wealthy corporate empire, getting rich from trade and a flourishing economy. I have no idea what the “crisis” are going to be like, but I’m pretty sure one is on the way in my current play through. I hope it’s awful because I deserve it
2:55 if I use sector automation and set planets to automatic designation will the sector ai build appropriately? For example if a sector is set to research will the governor ai start setting the planets to research?
Absolutely brand new to the game (console version). I love it so far! Wish me luck. The ONLY relatable experience I've had is over 5000hr. in Elite Dangerous so I'm used to a grind! 😎
Heard the Mapping the Stars in another older vid of yours. I just noticed your edicts costed Unity. When I did that edict, it was influence. (I just have vanilla version right now). It was like 200 influence, did I miss something? That's a lot of influence early game
If you automate a planet but not a sector, will it use your resources from your main pools or do you still need to feed a stockpile for planet automation to work?
Excellent question. I also want to know the answer. As an aside, do you feel like the sector resource pool interface is in need of a major update? Whose idea was it to have both energy and minerals appear as part of one total value? How much of each is in there? Nobody knows!
@@LLEvarts My vague assumption was that once they entered the stockpile, they were some sort of "unified" resource that a sector could spend - think of them as 'points' rather than as minerals or energy. That might not be how it actually works, but that's what the stockpile system implies in its current iteration.
@@LLEvarts FWIW - quick testing shows that it does rely on the stockpile (I haven't tested funding that entirely with energy yet to see if it cares what form the input resource takes), but does NOT need the sector itself to be set as automated.
So Aspec... I have been really good at grabbing PopGrowt related stuff.... and i often find myself in a situation with to many pops, too little housing, and to few possible jobs for them. also i seem to equal my nabours, but attacking them for planets seem often a bit unsecure. (last time i did, i found out equal means, my nabour hivemind having a 50K fleet, versus mine 25k.. I am currently submissive to them sadly. and i honestly have no clue as to why they suddenly wanted me out the way. But i feel it has something to do with my choises, etc chosing popgrowth over research, or minerals etc over resourse..
I find no space for expansion or discovery in any builds. Early game Prosperity is, in 90%, much better than either, then comes supremacy as a mandatory pick, if you're playing hostile then supremacy, then prosperity, and then it's too late for either of them to be worth anything, these 2 used to be autopick S tier, specially on GA nonscaling and all adv starts, but nowdays they are not even worth the slots. Also, Mercantile is extremely powerful for every nation if you ever decide to make some habitats too, so it's easy to fit in every build, while synchronicity is a must due to amenities for hiveminds, then there are the military bonuses, of which even Subterfuge has some now, all of them are important, as for the last picks you'll either pick something for a small bonus, like adaptability (bombardment immunity due to stacking -bombardment damage) or just pick some of the random BS ones just for -empiresize.
Long ago, when the choice was about When to pick traditions, sure, these 2 are horrible late game, so you might as well pick them early, nowadays that the choice is about What to pick on limited slots, they are just not good enough to waste a slot on.
I’ll bite, why wouldn’t Discovery be worth it just for the +35% survey speed that lets you rush chokepoints before the AI can get there? Assuming you’re not planning on conquering them of course. All the early game research boosting is great too.
@@Sangheilitat117 Because you don't need it, you can just go for any chokepoints you'd want and survey the rest later as a 2nd priority, it's not a useful bonus, new anomalies can be fun, but they don't offer long term benefits most of the time, and even when they do, all pure rng. Having more research from scietists is the only good part in that tree, which is something prosperity does too anyway with specialist bonuses. Early game is just a much worse version of prosperity, midgame half the tree is dead and you're desperate for combat bonuses for security and conquest, late game half the tree is dead, extra research options are worthless when you're just repeating endgame techs, and the bonus to research is diluted by all the bonuses you get anyway so it's not even a 10% increase, -10% empire size from pops ends up being much more meaningful from traditions like Domination so Discovery doesn't even get a slot.
I felt I have the same issues with this game as I have with crusader kings 3 , I have learning difficulties I can play games like xcom 2 on iron man mode halo wars on hardest etc but the tutorials for stellar is and CK3 for me aren't informative enough like yeah I know how to colonize but I don't know how to wage war correctly on either game, what buildings to build in my city's/planets as it don't go through in depth same with diplomacy it makes me struggle soo much and when I ask for help all I ever hear is Git gud or sounds like a skill issue
Damn, the base UI looks so bad. If there’s one thing I learned from this video, it’s a newfound appreciation for that UI overhaul mod I’ve been using for so long. That building list looks nightmarish.
8:30 Oh, that's not even the best use of the survey button. Have it selected and hover over a system, and it will show you the name of that system. Any system. You can scout out your immediate area for high-value systems (Trappist, Wenkwort, Gargantua), avoid dangerous systems in advance (Almor Alveo, Great Wound), locate the Machine FE and immediately know the starting location of every other empire.
@@robertwatts7894 I'm just trying to get the word out anyway I can so that maybe it will be considered, but you're right so I changed my comment to better state what I want. Thanks
The one thing that kills me about you is that you don't like UI Oberhaul dynamic, it's superior to the regular UI that you use and it makes your game harder.
My tip, roleplay your empire. Most advice is for building mega empires to "win" but that ignores the entire side of the game which is just telling the story of a civilization. For just being random events the stories can be quite compelling almost as if they are scripted.
Good advice. I would add to that RP-ing at the empire creation stage already. Force-spawning certain empires may help with laying a general scenario involving multiple empires.
I agree. I've seen plenty of mega efficient builds, having 3 vassals by 2240, tech rushing, and so on. I need something with soul.
👍
It's hard to have any fun by playing poorly when you know you are playing poorly, simply because the AI in the game is horrible.
Stellaris invicta by the Templin Institute is an amazing example for the RP side of the game
Despite having an ungodly amount of hours in the game, I’ll always be happy to learn new tips about Stellaris, especially from ASpecialist!
How do you build Starbases? after highlighting it in the construction ship
@@randomyoutubeaccount6906 pc or console
@@vxr7884 PC. and sorry just got really frustrated lol
@@randomyoutubeaccount6906 Try to right-click the star itself, while selecting the construction ship, there will be an option to build an starbase, but if it is the shipward you're reffering to, just upgrade the very same starbase and add two constrution bays at it, and you're done! (And sorry if any term is wrong or different, I play in an other language)
@@randomyoutubeaccount6906 I only played on pc once on a free weekend, but not for long because my old Mac couldn’t run it too well, but I think you’re supposed to click on the construction ship either in the side menu or just by clicking the ship itself and then right clicking on the system you want to build in and click on what you want to build, sorry if I’m wrong.
7:35 Since Mining Stations cost 1 energy upkeep every month there are no 1 Mineral mining stations. They start at 2 minerals (before bonuses) and go up from there.
Bruh that automation thing would've helped so bad, in my 350 yr + game all my sectors were spamming rare crystals instead of anything else every time I hit a deficit, didn't know you could disable specific industries!
My tip is always go for the research bonuses as your first research option. It makes the late game so much better and even if you’re not a materialistic empire it will even the odds long term so long as you keep increasing your research rate. Also build police stations or commerce centers at the start to reduce crime later on, it’s really easy to forget about crime before it gets out of hand.
Build police stations?
Unless a criminal megacorps opens branch offices on your worlds, crime should almost never be a problem (well maybe if you are authoritarian) and capital buildings should provide enough enforcers.
Advanced players will actually tell you to deprioritize enforcers (and their counterparts if you are a gestalt empire, which is probably even easier to manage because they have no demotion time), until you approach 30%, as negative penalties only start at 30% and enforcers have nearly 0 economic value.
Having an excess of advanced resources (gas, crystals, motes) is a good way to trade for favors with just about anyone. Great for when you need a quick influx of favors to swing a vote in your favor early on if you don't have the galactic weight built up yet.
Until they get OP and destroy you for building a world cracker, which happened to me last weekend. 😡
It took me 50 hours to learn that I can shift click science ship survey to queue it up. I didnt like autosurvey because I wanted to ignore stuff I already blocked off, so I manually surveyed 5 science ships
really nice to know about the automation options.. i've never trusted the computer to govern my planets, it usually picks horrible planetary designations that i have to change anyway, so i have no faith in it's ability to build the right buildings.. but now that i see i can limit it's options, maybe i will use it.
"Get a pop for free...it'll cost u 300 credits" nice
Thx for the tips ^^ just got the game and must say its overwhelming. glad i found this series as it is very informative. now see if i can find more on your channel so the fun can begin once i figure it out more and more
I have like 1500 hours in stellaris and learn something every time you do one of these videos. who knew about the automation options?!
1k+ hours i did not know of the extra option to open that panel, also if i can i always in the bio research i take the unity one first , it normally finish about the same time i want a 2nd sci ship and have map of the stars unlocked, just to have the small unity bonus you get from finishing that tech so i can use it to pay for a researcher.
I dont like the know other empires resource trick i feel more like an explode and i dont use it in the games i play.
7 hours trying to figure out how to build starbases, currently ripping out hair, just want to colonize a planet, currently have 10 construction ships with the starbase button highlighted
@@randomyoutubeaccount6906 Constructing a starbase requires first fully surveying the desired system. The build cost is Alloys.png 100 alloys and an additional Influence cost on top of that.
@@rasser80 I've surveyed the system and I have the recourses, the construction ship just won't work for me. Do you have to construct it in the system you won't to colonize?
@@randomyoutubeaccount6906 yes you must first build a outpost in the system befor you can colonize a plante in that system.
Most of this I knew, but it added a few things for me. I always go for research, but usually ignored Pop research till later in the game. I need to change that. Its likely what's been holding me back.
Great video as always.
The research bonus is not compounding since its not against previous research points but only directly impact the monthly research points. Still very good since it scales.
Compounding requires reinvestment of previous values.
new total = total * (1.05)^period
in case of a +5% research bonus, if you generate 100 research point per month, a year would be
100 x 12 = 1200
105 x 12 = 1260
A 60 pts gain.
Fantastic tips as always. I learn something new every time watching your videos. Keep up the great work.
Regarding research bonus tech prioritization, I've seen people recommend both ways. You're choosing to spend valuable early research time for a great late game, or you can focus on other economic/military factors and reach critical mass faster. I'm new to the game, so I'm not sure which way is optimal. It may depend on your build and playstyle.
If it was 20% more XX research, it would be totally worth it. But it's 20% more XX RESEARCHER output, which is a small amount of your total until you build a bunch of labs (which you won't early game). So skip those.
But the 5% overall research bonus is worth it since it applies to all sources.
Getting the first stage immediately is useful because if you get an early research world/habitat it’ll give you an early massive boost to help you get new ship types (which is what really defines early warfare. Having a higher level of weapons is cool but up until battleships and titans, a destroyer is stronger than 2 corvettes, and same goes for cruisers and destroyers. Getting the next ship type early can make very early conquest easy, if you really rush it you can have cruisers by like 2220 and wreck any empire not on your tech level
@@whateverman111the researcher output is actually super useful if you get an early research world set up. It will allow you to get the first economy boosting buildings and techs faster which can help you to start snowballing earlier.
Automation Setting should open the window by default with a Automation on/off toggle below to confirm or cancel
I knew about right-click. But in my opinion, automation should goddamn WORK. Never builds anything, never makes a district despite having stuff in the stockpile. It's awful.
I have over a thousand hours in this game. I've beaten grand admiral difficulty with a X25 crisis. I still feel like I only ever know half of what's going on under the hood of this game.
12:41 is there a way to have the game pause when research completes? I sometimes miss it because I am running at max speed and miss pausing fast enough.
Fun thing: I had Like 70 planets in the end with my first playthrough and I went through and I went through every single one of them top build stability and ressources. At some point you Just dont care about bad circumstances anymore
Love you videos, been subscribed to you for years now
Initial Research by order of priority:
1. Pop Growth
2. Research
3. Resource Output
4. Unlock Research Tiers
5. Weapons/ships
6. Clear Blockers
This is just for the initial 20-40 years, gradually unlocking specific research trees takes precedent since you’d want to get those higher end techs, but overall research bonuses and pop growth are always at the top; resource can drop off if there is enough income; warfare will take top only when war is preferable or inevitable at that moment, and id include alloy production along with war research; Try to get the strategic resources as soon as possible if anything they sell for quite a lot if unused (with exception to liquid metals, dark matter, and zro, since you’ll probably get the research before you’re ready and they take awhile to research them in the early mid-game)
do you know how to build starbases? does population grow on earth or just after you colonize? i'm stuck at the beginning :(
@@randomyoutubeaccount6906 is…this is sarcasm?
@@yousaidthusly461 nope. I'm that bad at the game. Or mine is bugged but I have stuff to try
@@randomyoutubeaccount6906
1. Construction ships can only build star bases on systems you have fully surveyed and which do not have a star base around them. Upgrading them requires an engineering research
2. Pops constantly grow unless otherwise penalized for various conditions i.e. having no food available. When one colonizes a planet pop growth begins after the colony has been set up, it takes some time depending on pop growth modifiers; hover over the pop growth box (the image of a pop & a progress bar) to find out how long until the next pop comes in. You can also move pops from your capital to the new colony IF AND ONLY IF you have migration controls enabled in the policy tab
If you have any further questions, I suggest looking through some of Aspec’s videos for beginner guides as close to the current edition as possible
@@yousaidthusly461 Is this not his video for beginners? that's not in this and this is the exact thing i came here for so I just asked here, And I have 10 or so construction ships making a star bases beside earth if highlighting starbases does that but it un highlights. I only asked you because your comment seemed to be offering tips but my game doesn't have a way to get that far, the tutorial said to construct a starbase to expand my borders to colonize a already surveyed system. I am going to look for a video walk through if i pick up the game again but i'll probably stick to eu4 and hoi4
I just got into this game and I’m hooked. I played a brief tutorial game just learning the essential mechanics….
And then immediately quit and made my own fanatic xenophobe empire, because I’m a Warhammer 40k fan. It is a LOT of fun. I think my next run I’m going to focus on a wealthy corporate empire, getting rich from trade and a flourishing economy.
I have no idea what the “crisis” are going to be like, but I’m pretty sure one is on the way in my current play through. I hope it’s awful because I deserve it
-Fanatic Xenophobe
-I HOPE for a crisis
An absolute chad
So how’d that crisis go lol
@@rinzlr3554 haha I think I remember getting wiped by the grey tempest
Hi
I`m intrestet to see a save in Mid or Lategame. How you build/specialise your planets. Thanks
2:55 if I use sector automation and set planets to automatic designation will the sector ai build appropriately? For example if a sector is set to research will the governor ai start setting the planets to research?
Wish i saw this before, it really helps :)
Wow so many useful tips. Going to automate my worlds and que up surveys like a boss in my next playthrough.
Great tips. Like the ctrl+shift trick.
Glad it was helpful!
The most important tip for Stellaris is, that playing meta is boring. Have fun, instead.
Playing meta is fun.
It's fun to roleplay multiple empires of the same type and then you automatically develop your own metas over time
Absolutely brand new to the game (console version). I love it so far! Wish me luck. The ONLY relatable experience I've had is over 5000hr. in Elite Dangerous so I'm used to a grind! 😎
Nice video. Specially the first two tips were new to me
Then it was worth making it
Heard the Mapping the Stars in another older vid of yours. I just noticed your edicts costed Unity. When I did that edict, it was influence. (I just have vanilla version right now). It was like 200 influence, did I miss something? That's a lot of influence early game
There's an update in 3.4 where unity plays a much more important role. The good news is that staying under your edicts fund doesn't charge more unity.
Correct, it no longer costs insane amount of upkeep and is a must have asap
Been playing on PS5, since it's under the PS+ game catalog. Wonder if the console version is behind on updates, that'd be a bummer
After all the years playing stellaris, u never noticed the automation settings. Wow lol thanks Aspec
If you automate a planet but not a sector, will it use your resources from your main pools or do you still need to feed a stockpile for planet automation to work?
Excellent question. I also want to know the answer. As an aside, do you feel like the sector resource pool interface is in need of a major update? Whose idea was it to have both energy and minerals appear as part of one total value? How much of each is in there? Nobody knows!
@@LLEvarts My vague assumption was that once they entered the stockpile, they were some sort of "unified" resource that a sector could spend - think of them as 'points' rather than as minerals or energy. That might not be how it actually works, but that's what the stockpile system implies in its current iteration.
@@LLEvarts FWIW - quick testing shows that it does rely on the stockpile (I haven't tested funding that entirely with energy yet to see if it cares what form the input resource takes), but does NOT need the sector itself to be set as automated.
@@DethmourneSilvermane If so, that's a great conversion rate either direction. Too bad we can't extract resources back out of the stockpile.
Just tested it and it looks like it draws upon the sector stockpile, not your primary resources.
So Aspec... I have been really good at grabbing PopGrowt related stuff.... and i often find myself in a situation with to many pops, too little housing, and to few possible jobs for them.
also i seem to equal my nabours, but attacking them for planets seem often a bit unsecure.
(last time i did, i found out equal means, my nabour hivemind having a 50K fleet, versus mine 25k.. I am currently submissive to them sadly.
and i honestly have no clue as to why they suddenly wanted me out the way. But i feel it has something to do with my choises, etc chosing popgrowth over research, or minerals etc over resourse..
Xenocompatibality is always a *good plus* you outta outpace them space succubi
Are these automation options available for console?
I wonder: all the options for specializing and automation settings, are they on console? I can't seem to figure out how or where
Would the automated planet will deduct your resources automatically? Don't you have to designate shared stockpile it like in Planet and Sectors?
I find no space for expansion or discovery in any builds.
Early game Prosperity is, in 90%, much better than either, then comes supremacy as a mandatory pick, if you're playing hostile then supremacy, then prosperity, and then it's too late for either of them to be worth anything, these 2 used to be autopick S tier, specially on GA nonscaling and all adv starts, but nowdays they are not even worth the slots.
Also, Mercantile is extremely powerful for every nation if you ever decide to make some habitats too, so it's easy to fit in every build, while synchronicity is a must due to amenities for hiveminds, then there are the military bonuses, of which even Subterfuge has some now, all of them are important, as for the last picks you'll either pick something for a small bonus, like adaptability (bombardment immunity due to stacking -bombardment damage) or just pick some of the random BS ones just for -empiresize.
Long ago, when the choice was about When to pick traditions, sure, these 2 are horrible late game, so you might as well pick them early, nowadays that the choice is about What to pick on limited slots, they are just not good enough to waste a slot on.
I’ll bite, why wouldn’t Discovery be worth it just for the +35% survey speed that lets you rush chokepoints before the AI can get there? Assuming you’re not planning on conquering them of course. All the early game research boosting is great too.
@@Sangheilitat117 Because you don't need it, you can just go for any chokepoints you'd want and survey the rest later as a 2nd priority, it's not a useful bonus, new anomalies can be fun, but they don't offer long term benefits most of the time, and even when they do, all pure rng.
Having more research from scietists is the only good part in that tree, which is something prosperity does too anyway with specialist bonuses.
Early game is just a much worse version of prosperity, midgame half the tree is dead and you're desperate for combat bonuses for security and conquest, late game half the tree is dead, extra research options are worthless when you're just repeating endgame techs, and the bonus to research is diluted by all the bonuses you get anyway so it's not even a 10% increase, -10% empire size from pops ends up being much more meaningful from traditions like Domination so Discovery doesn't even get a slot.
@@pnb328 You make some interesting points. It’s cool to see other player’s perspectives on the game.
Is that FilmoraPro ASpec is using to make this video?
Or did he find a more alien & powerful editing tool?
yeh, automation just doesnt work for me... you have to set the ressources for it in the sector or it wont automate
I felt I have the same issues with this game as I have with crusader kings 3 , I have learning difficulties I can play games like xcom 2 on iron man mode halo wars on hardest etc but the tutorials for stellar is and CK3 for me aren't informative enough like yeah I know how to colonize but I don't know how to wage war correctly on either game, what buildings to build in my city's/planets as it don't go through in depth same with diplomacy it makes me struggle soo much and when I ask for help all I ever hear is Git gud or sounds like a skill issue
Bruh I didn't know there was an alternative to scrolling the building list goddamnit. Years of scrolling energy wasted!
>
Me playing for years never seeing if thoes were buttons for the first tip
My advice to noobs.... This game will hurt you. You will lose, often. Just accept this 😂😭
Damn, the base UI looks so bad. If there’s one thing I learned from this video, it’s a newfound appreciation for that UI overhaul mod I’ve been using for so long. That building list looks nightmarish.
Great video but you might not want to say "essentially" so many times! It's apparently called Semantic satiation!
900 hours in the game, didn't know about building filters 😭
Do you know how to build starbases?
Tbh it’s not very useful most of the time
What video editing software are you using?
Premiere
ctrl and shift thank you
Take a shot every time he says essentially 😅
Good guide thanks!
Would be smashed!
8:30 Oh, that's not even the best use of the survey button. Have it selected and hover over a system, and it will show you the name of that system. Any system. You can scout out your immediate area for high-value systems (Trappist, Wenkwort, Gargantua), avoid dangerous systems in advance (Almor Alveo, Great Wound), locate the Machine FE and immediately know the starting location of every other empire.
Looks like a bug that needs to be patched. You shouldn't know the name of a system before it's surveyed.
Top 9 ? my maniac side is mad :D
Please mention to the devs to make the lithoid trait optional for lithoid portraits :)
I don't think he has control over that....
@@robertwatts7894 I'm just trying to get the word out anyway I can so that maybe it will be considered, but you're right so I changed my comment to better state what I want. Thanks
The one thing that kills me about you is that you don't like UI Oberhaul dynamic, it's superior to the regular UI that you use and it makes your game harder.
tips were nice ... still die by 2230
I’ve been playing since 2019 and I’m still bad :(
Here I am a few hundred hours in just watching this because
👍
Wuuoo
Number 1 : *Be xenophobe*
First 🥇
first
For every singleplayer runs I start with console comand: debugtooltip and search for precursor_5 tag (Cybrex precursors zone start)
captain?