The Aristocratic necrophages stalked through the dense jungle estates of Kibarath, their psionic controlled steeds receptive to their every thought. A party of three were hunting a recently uplifted male of the primitive _human_ species found on sol three and brought to Kibarath less than a cycle ago. The male believes he has escaped his captor and flees into the night and deeper into the Jungle. Just as thousands have done before him. Only those who prove expert prey will make the best hunters, only they will be given second sight. (Necrophage, aristocratic elite, warrior culture, psionic ascension)
Lithoid necrophage fanatic purifier species called "Shales" that is uplifting some dwarves while played in the galaxy with a ton of pre made and force spawned avian empires? RP here I come!
like theres literally a noseferatu in a space suit how can i NOT make a vampire race who sees it as its great goal to make all into immortals like them convincing them rather then forcing them basically a good guy wraith from stargate
@A Follower of Muscular Bara Hentai Doujin Religion If Doom: Eternal taught you anything it should be that the only time you stop calling a Xeno a Xeno is when you call them "dead"
Wouldn't a hive mind do it as well once they can assimilate pops? That's what I always thought of them as at that point. Or ar least now I play them as.
@@abominablesnowkat112 They don’t touch corpses; they alter the host or organic matter to suit their needs, all while the being has somewhat a conscience or goes insane being unable to control their body.
The necroid colossus looked magnifique! I can just picture it: a death cult empire using their colossus to sacrifice the population of an enemy planet for good omens in the war, or a necrophage empire using it to turn the population into their own people.
I think paradox should really start to work on giving all the different species types their own particular traits and mechanics, this would expand the game so much on variety, replayability and offer huge possibilities to experience Stellaris in various and awesome ways! Btw great vid, can't wait to eat the Galaxy with my rocky necrons
Necroids and Lithoids are literally last two specie packs that are different. So, I think they got it, but they could do a bit rework also for hive minds, give smthg special to plantoids and do machine ship set.
@@Meklerens I wouldn't expect a ton of new stuff added to old packs, but I would love for some kind of "Photosynthetic" trait to be added for owners of Plantoids.
@@Meklerens yes sure but that's what I mean, it would be great if they went to rework the old ones, like special ways to create energy for plantoids as Tobasco mentioned, or something like "cold blood" for reptilians, different ways for pops to reproduce or move from planet to planet depending if they're mammalian or avian, etc
Purging ≠ Converting. Whether alien eggs, infectious parasites, cybernetic conversation, or what have you, being able to play the Flood or Tyranids seems like a no brainer opportunity missed by this dlc. Why even make it when I could just switch purging to livestock and pretend that way for any xenophobe?
There are also some unique techs and traditions for this origin. Spoilers tradition: pops working in the champer of elevation will produce unity. This civic replaces the meditation tradition (leader live increased by 20 years) tech: Gladimur accumulation tech will give you an upgraded version for the champer (I believe the temple of elevation). This building will cost some gas and will give you 5 jobs and 1 more job for every 50 pops.
Just wanted to add that lithoid leaders are older when recruited. This is what is in the wiki. Default 28-50 Imperial Imperial Heir 18-26 Robotic species 2-10 Hive-Minded species (No lithoid) 10-20 Lithoid species 50-80
@@carrierominger5534 let's say that a human lives for 60 years when recruited with 28 years old before the random chance of death per year starts going, lithoids recruited with 50 years would have 110 years before the RNG.
@@attacheli9591 if you recruit a lithoid at 50 you only get about 20 or 30 years more use, and if you recruit a lithoid at 80 you break even or even lose a year or two. So your only getting an extra 20 on average so they should make a +20 leader lifespan or modify it to actually make a +50 lifespan boost
And... wouldn't it be wiser to use "decadent" instead of "slow learners"? Decadent gives -10% happiness for workers and slaves, but you don't want your necrophages as workers anyway, so it's a free trait point.
12:22 I made a necrophage start using vampires as my main species and humans as my secondary species and started them on earth. thats pretty good for rp in and of itself. lol
Necrophages are also very good to create something like Space Vampires. Giving them even slower breeding rates, doesn't matter since you get your Necrophage Pops from their Building. Allowing you access Psyonics very fast if you focus their traits and colonies on research.
Just tried playing tall with my space elves ..... beedless to say I had to go kinda wide for three reasons, I needed a black hole and I wanted the L-gate shit since I am new to this and stories are cool. I had to go farther out because of lack of planets, even though I got the cybrex. And I was next to assimilators, with determined exterminators finding a wormhole nxest to the assimilators.... which means I needed to expand to the 3 hyper lane choke points in order to make massive battlestations to prevent imvasion..... it's kinda working and it's really fun.
I think there was a Trait Diversity mod that added one called Sanguivore, which did something like reducing food produced at the cost of something else. I'd like to perhaps see a trait that reduces food usage based on how many Biological Xenos without the trait were around on the planet.
Thanks for the 13 min video that didn’t show how to purge them correctly. Been looking everywhere. I have it set to purge undesirables with necrophage selected and I’m just losing native pops without gaining any necrophages. Super helpful how I can only find other people with this problem online but no explanations on how to purge correctly / fix problem.
Wouldn't take Slow Learners, for minmax on the main species. It'll delay how fast your leaders get good and having very good leaders is part of what the age bonus allows for. You will end up with the situation where your species only starts getting a leg up when the first gen of enemy leaders die and yours live on and up to then you are worse. If you want a basically free -1 trait decadent is one as you don't want your necrophages in worker or slave jobs anyway. Also, can we talk that Necrophages get Adaptability traditions without getting hit by any diplomacy penalties?
Loved the video, can't wait to play this 😍😍😍 I get super excited when I get a notification you've released a new video, as always the content is superb. And I need to thank you for introducing me to this marvel of a game. I'm up into some thousand hours by now I recon and still I haven't lost my appetite for this game. Ty Mr ASpec 😊 Keep up the great work 👍 👏
Not yet. Goa'uld are parasites that use a lesser species as labor force and as hosts. These use other species as work force and eventually they transform the other species into themselves by [SHOVING EGGS INSIDE OF THEM]. Basically advanced xenomorphs
One of the most direct inspirations seems to be the necromongers from the Chronicles of Riddick franchise. Interesting to see if they add a Helion system with this update (don't think I've ever seen a Helion but it might already be in there). Pitch Black and Chronicles of Riddick are decent Sci-fi lite-horror films if that's something that interests you. The third film: Riddick is _less good_
Hey ASpec, I remember in your last video you mentioned you couldn't find the Ancient Preserver civic that comes with this dlc. Maybe it's a Machine Empire thing? This does come with a new Machine image set so maybe it's something for them
it is listed on the official wiki as a civic for the curator enclave... under unplayable civics. no idea why it showed up as a conflicting civic, i believe they removed that when the pack actually released.
Wonder if it's changed since this video. Because right now, I'd say that habitability is kinda pointless for this origin. All the uplifted pops I've had have adopted the habitability from the -food- base pop.
Necrophage Lithoid Talented Quick learners Venerable Unruly Repugnant Alter some traits with the genetic ascension like exchanging repugnant for weak and getting the omnicodex to refine it. Add some in game events like brainslugs, the worm, cyborgs and psionic and you’ll have the perfect leaders. You can get cyborg and psionic by having migration treaties with materialists, hope they get cybernetics then retake your pops, apply to all and then repeat with spiritualists.
Where were you reading your numbers from? Because a few times you said different numbers than what you were talking about. For instance at 5:26 you said leader lifespan is -40 years, but the description says -10. Noticed you mentioning different numbers than it shows 3 or 4 times.
ASpec misspeaks a lot. And I mean a *lot* a lot. You learn not to hold it against him too much, but you do also learn not to believe anything that comes out of his mouth. The general gist will be in the right direction, but the numbers and names of specific game elements will be very rough.
I really like the strange worms in the mech suits. They look really like parasits and their mech suit is like an artificial host body. You can roleplay that they actually don't "convert" other species, but use them as hosts/food for their offspring. You know, like ichneumon wasps and other insects which inject their eggs in a host and the larvae use the living hosts as food source. Or they lived once in the water and they forced the slave species via telepathy to make the mech suits for them, so they could visit the land.
"You can roleplay that they actually don't "convert" other species, but use them as hosts/food for their offspring." hmmm... xenomorphs?? i like it. maybe the chamber of elevation is just a place where they get a facehugger attached to them.
I do not understand why you picked slow learners for your main necroïd species at the beginning... Since your pops are not going to die with the right picking techs... You should capitalize on the leaders bonuses, the sooner they level up the better... So why not pick something like decadent instead ? ^^
Extremely adaptive is not as great as it seems, because as you convert pops accostomed to other climates, the local necrophages made from them will inherit the climate preference of the host species. i.e. my continental necrophage became a tundra necrophage after converting the pops on a tundra world I conquered.
Here's what I do with freshly conquered planets in the early game: Set the species to domestic servitude, and build clerk jobs for them. Why clerks? Because trade value and amenities from jobs aren't affected by stability or other job modifiers. They're only affected by modifiers which specifically reference them. Later on when the pops calm the fuck down, you can build real, better jobs for them. Why domestic servants? Because all those unemployed pops are now employed and producing amenities, without me having to actually build jobs for them. It's a problem that solves itself.
I am using the lithoid necrophage build you provided but I'm trading out volatile excretions for talented, since both the origin and the species type both increase life expectancy so it gets more bang for my buck down the road
i really foresee some good usage of that raiding orbital bombardment ascension perk.... get slaves, convert to necros, also keep up a stream of robot production
It took me about 2 months to actually be able to sit down and enjoy Necrophage, and holy fucking shit it is a borked as hell for rushdown plays. Went Fan. Xenophobe, Authoritarian with Oligarchy. Picked Slaver Guilds and Philosopher King with an Imperial authority for the extra edict. This combo basically knocked out the native production debuffs for using a Necrophage and later game when picking a new civic, you can swap to Oligarchy and pick up Meritocracy and Diplo Corp (you won't use it much). Main species had Quick Learners, Slow Breeders, Unruly, Extremely Adaptable and Enduring. The leaders will guaranteed survive into the midgame, if not survive your entire playthrough. Secondary species had Fleeting, Slow Learners, Rapid Breeders, Unruly, and Extremely Adaptable. They can live everywhere and they will basically be your primary breeding stock. From there, standard rush down tactics apply, except now you aren't screwed out on planets from your neighbor having the wrong planet type, (you're purging them anyway) and you are resistant to the AIs horrible species design. Go for BIO Ascension, buff your primary species, set default rights to Necrophage, maintain racial purity for the rest of the game. I walked away after year 30 with a 10k fleet and I didn't know what I was doing.
Lithoid necrophages also get the lithoid monoliths while having the pop growth of a biological empire. Worth mentioning is also that necrophages have traditions similar to purifiers, while they can do normal diplomacy with some opinion penalties. The upgraded chamber comes with the habitat modification tech and gives 10 stability and 6 + 2 per 100 pops necrophyte jobs for a single gas upkeep. Perfect happiness and a crime lord deal get you directly to perfect stability with nothing else required. The primitive worlds are very good, too. You save yourself the colony ship and an invasion is faster anyway. You get full pop growth and almost all buildings from the very beginning and while production is bad, trade works like normal and you even get reduced admin costs on top. Even if the worlds had only two people it would probably still be an upgrade.
I tried making a fanatic Purifier spirtualist necrophage (we want to free everyone from death's embrace) and I'm surrounded by GODDAMNED ROBOTS! I CAN'T CONVERT THOSE.
I see the Necrophage origin as more of a reverse migration playstyle. Your core worlds could be growing those leader pops to be getting migrated to new acquisitions.
I really wish there was some cool looking undead lithiod portraits to go with necrophage. Something visually distinct so you know by looking at them that theyre different
it works well with any kind of Lithoid though. They take living creatures and petrify them into rock or crystal. It feels a lot more like an ascension into a greater being than many of the actual Necriod portraits.
@@7r3v0r or just pick any lithoid portait turn it green make your ships green and your building green then pick nercophage you are now SENTIENT TIBERIUM
Im pretty certain that the "strong" and "weak" trait boni also apply to specialist jobs as long as the pops are slaves (for example via slaver guilds). However, the "decadent" trait for -worker happiness and slow breeders are kinda free traits since your necro Pop growth doesnt matter and slave happiness also isnt important
No Rp huh, I guess my parasitic species that takes over other organics memories and body then ceremonially encase said pops (one of the necroid portraits). Then selling themselves as the true afterlife isnt much RP xD
I was not Fanatic Purifier and i could also make all into Necrophage's under purge option. I was just regular Xenophobe / Fanatic Spiritualist when i found out. I started as Fanatic Xenophobe but event ingame changed it around.
I'm sorry for a noob question here. But if you pick up Lithoid and necrophages then pop growth speed will be reduced by 100% so that means that main specie will take twice more time to grow, right? Also the couple of things that were not mentioned in the video. 1) If I can convert my secondary species to primary...how do I regulate the amount of secondary species I actually want to convert? For example if I have lots of secondary specie workers and I need only a handful of them to be converted into my main specie of necrophage-lithoid specialists. 2) If I use a fanatic purifier "necrophage" purge type, this means thst im able to assimilate enemies into my primary specie...but not secondary?
What happens when you conquer the necrophage pops while playing the regular empire? Are they just regular pops which can't procreate and can't take worker jobs?
Just cyborgs. +40 lifespan and +20 habitability on top of lithoid +50 lifespan and 50 base habitability and necroid +80 lifespan and 75% less mineral upkeep will give you a species that can live up to 300 years (with right techs and culture), requires no food and almost no minerals to survive and can live anywhere.
I´ve asked this question before, but here i go again: Is there a way to put certain Pops into certain jobs? For exemple, i have a planet with a species that is very good for farming and one that would make for very good scientists. Unfortunatly, my boys with the green thumb seem to poulate all the slots in my laboratories, while my braniacs toil in the fields. I know you can offset this a little by using slavery, but even that doesn´t work perfectly. So is there a solution to my problem? Thanks in advance
No idea if it would be a good build or not but I'm so ready to kick off Halloween with a Necroid devouring swarm. Literal space zombie apocalypse baby!
@@ilikewindows3455 Yeah found that out the hard way, unfortunate. Oddly though hive mids can be memorialists which is a nice boost for their normally lackluster unity and low stability.... which I always found really weird... why are hive minds more divided than individulist species...
@@rwp0079 it's just the way the game centered around how unity production works I guess. I'm still so very disappointed in the lack of a hive mind focused DLC. When I heard about the necroids dlc during the teaser, I thought for certain itd be a hive mind themed one, but nope. Also wish Hive minds had their own ship set, and more organically looking backgrounds and cities. It's hard to roleplay as the flood when I'm still using giant mechanical looking ships
I have a question - can Necrophages go down the Synthetic Evolution path? What happens when they become Synthetics? Just it just remove all the Necrophage stuff?
Aspec: You are not getting a lot of RP out of it.
Me: Hold my wine glass filled with human blood
What is a man, but a miserable pile of secrets?
I am 100% making a Vampire-inspired species with this.
The Aristocratic necrophages stalked through the dense jungle estates of Kibarath, their psionic controlled steeds receptive to their every thought. A party of three were hunting a recently uplifted male of the primitive _human_ species found on sol three and brought to Kibarath less than a cycle ago. The male believes he has escaped his captor and flees into the night and deeper into the Jungle.
Just as thousands have done before him.
Only those who prove expert prey will make the best hunters, only they will be given second sight.
(Necrophage, aristocratic elite, warrior culture, psionic ascension)
@@matthewmcneany I like where you're taking this idea.
Lithoid necrophage fanatic purifier species called "Shales" that is uplifting some dwarves while played in the galaxy with a ton of pre made and force spawned avian empires? RP here I come!
like theres literally a noseferatu in a space suit how can i NOT make a vampire race who sees it as its great goal to make all into immortals like them convincing them rather then forcing them basically a good guy wraith from stargate
"Workers don't generate Unity"
Service guarantees citizenship, but I don't expect a *xeno* to understand our ways.
amen brother
Amen
The xeno shouldn't understand our ways instead they should be tasting fire and death
@@carrierominger5534
If the Xeno can understand us, than they can fear us.
@A Follower of Muscular Bara Hentai Doujin Religion
If Doom: Eternal taught you anything it should be that the only time you stop calling a Xeno a Xeno is when you call them "dead"
I can finally make the flood.
Wouldn't a hive mind do it as well once they can assimilate pops? That's what I always thought of them as at that point. Or ar least now I play them as.
@@goatfish480 you can assimilate but they don't become your primary species but I surpose hive minds suit it better
I'm gonna make a Death Cult and be the bad guys from Riddick
The flood isn’t undead; They require living organic matter, and can’t function with living organic tissue to supply them but they aren’t undead.
@@abominablesnowkat112 They don’t touch corpses; they alter the host or organic matter to suit their needs, all while the being has somewhat a conscience or goes insane being unable to control their body.
This gives "the only good alien is a dead alien" a totally new meaning and I don't like it.
They sound.... Purge Worthy. FOR THE EMPEROR, AAAAAAAAAAAH
"Would you like to know more?"
@@Snoogen11 *"YES PLEASE! WHERE CAN I ENLIST?!"*
The necroid colossus looked magnifique! I can just picture it: a death cult empire using their colossus to sacrifice the population of an enemy planet for good omens in the war, or a necrophage empire using it to turn the population into their own people.
I think paradox should really start to work on giving all the different species types their own particular traits and mechanics, this would expand the game so much on variety, replayability and offer huge possibilities to experience Stellaris in various and awesome ways!
Btw great vid, can't wait to eat the Galaxy with my rocky necrons
Yea. That is what made Lithiods amazing
Necroids and Lithoids are literally last two specie packs that are different. So, I think they got it, but they could do a bit rework also for hive minds, give smthg special to plantoids and do machine ship set.
@@Meklerens I wouldn't expect a ton of new stuff added to old packs, but I would love for some kind of "Photosynthetic" trait to be added for owners of Plantoids.
@@Meklerens yes sure but that's what I mean, it would be great if they went to rework the old ones, like special ways to create energy for plantoids as Tobasco mentioned, or something like "cold blood" for reptilians, different ways for pops to reproduce or move from planet to planet depending if they're mammalian or avian, etc
@@LoicJ29 one word to explain why that wont happen: Paradox
Why isn't the Necrophage orgin compatible with gestalt empires? Literally the perfect thing for a Hivemind playthrough.
Hive Minds purge all non hive-minded pops inherently.
Purging ≠ Converting. Whether alien eggs, infectious parasites, cybernetic conversation, or what have you, being able to play the Flood or Tyranids seems like a no brainer opportunity missed by this dlc. Why even make it when I could just switch purging to livestock and pretend that way for any xenophobe?
@@thecynic75 He said they added a new purge type that converts pops into necrophages.
Not true, I was playing as a fungus that violently destroys dissenters and warmly embraces the peaceful with a suspiciously perfect gift of life
1
RP potential is limited only by your imagination.
Mate that's a fantastic portrait
Necrophage fanatic purifiers here I come ‘rubs hands gleefully and with pure malice’
Be careful not to end up with more rulers than workers.
@@peterhacke6317 robots seem like a good solution to that, be interesting to see the pros and cons of playing such an empire though
@@tctilly06 How did it end up?
robot empires will ruin your plans to convert your conquests.
When the mechanics line up with your RP. That’s when you reach peak gaming
Devouring swarm hivemind with necrophage origin, become the flood
We need a tithing mechanic, and we need it to include pops as a resource
There are also some unique techs and traditions for this origin.
Spoilers
tradition: pops working in the champer of elevation will produce unity.
This civic replaces the meditation tradition (leader live increased by 20 years)
tech: Gladimur accumulation tech will give you an upgraded version for the champer (I believe the temple of elevation).
This building will cost some gas and will give you 5 jobs and 1 more job for every 50 pops.
Stand firm men - that which is dead may still burn!
Welcome to Spacestalia, gentlemen!
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Thank you TH-cam very cool
Just wanted to add that lithoid leaders are older when recruited.
This is what is in the wiki.
Default 28-50
Imperial Imperial Heir 18-26
Robotic species 2-10
Hive-Minded species (No lithoid) 10-20
Lithoid species 50-80
That makes the extra lifespan from lithoids almost useless, i think that should be changed
@@carrierominger5534 that's not how it works
@@carrierominger5534 let's say that a human lives for 60 years when recruited with 28 years old before the random chance of death per year starts going, lithoids recruited with 50 years would have 110 years before the RNG.
@@attacheli9591 if you recruit a lithoid at 50 you only get about 20 or 30 years more use, and if you recruit a lithoid at 80 you break even or even lose a year or two. So your only getting an extra 20 on average so they should make a +20 leader lifespan or modify it to actually make a +50 lifespan boost
@@carrierominger5534 The fleeting trait is also stronger for Lithoids (25 years, instead of 10)
And... wouldn't it be wiser to use "decadent" instead of "slow learners"? Decadent gives -10% happiness for workers and slaves, but you don't want your necrophages as workers anyway, so it's a free trait point.
12:22 I made a necrophage start using vampires as my main species and humans as my secondary species and started them on earth. thats pretty good for rp in and of itself. lol
Thank you so much for this video. I followed the second character you made going make a playthrough with him.
8:00 so these are like driven assimilators, but they're not robuts
No robooty? No deal.
With fanatic purifier purge there the necromongers from Riddick
which also comes with the added problem of those pops being rather unhappy for awehile do to being made by force
Necrophages are also very good to create something like Space Vampires. Giving them even slower breeding rates, doesn't matter since you get your Necrophage Pops from their Building. Allowing you access Psyonics very fast if you focus their traits and colonies on research.
Hello hope yall having a nice cold day.
Yea it’s 39F in Texas rn! It’s been 10 months since it’s been this cold!
Just tried playing tall with my space elves ..... beedless to say I had to go kinda wide for three reasons, I needed a black hole and I wanted the L-gate shit since I am new to this and stories are cool. I had to go farther out because of lack of planets, even though I got the cybrex. And I was next to assimilators, with determined exterminators finding a wormhole nxest to the assimilators.... which means I needed to expand to the 3 hyper lane choke points in order to make massive battlestations to prevent imvasion..... it's kinda working and it's really fun.
@@StarboyXL9 yeah..... but authoritarian militist xenophile has been really fun. But will do that next time.
Nosferatu Space Empire here I come. (ps hope someone make a blood drinker trait mod)
I think there was a Trait Diversity mod that added one called Sanguivore, which did something like reducing food produced at the cost of something else. I'd like to perhaps see a trait that reduces food usage based on how many Biological Xenos without the trait were around on the planet.
Thanks for the 13 min video that didn’t show how to purge them correctly. Been looking everywhere. I have it set to purge undesirables with necrophage selected and I’m just losing native pops without gaining any necrophages. Super helpful how I can only find other people with this problem online but no explanations on how to purge correctly / fix problem.
Hello, did you find a solution yet?
used ur link. hope it helps a bit for more fantastic videos about stellaris. thanks for your work
That one time YT notifications work
Magnificent
Wouldn't take Slow Learners, for minmax on the main species. It'll delay how fast your leaders get good and having very good leaders is part of what the age bonus allows for. You will end up with the situation where your species only starts getting a leg up when the first gen of enemy leaders die and yours live on and up to then you are worse. If you want a basically free -1 trait decadent is one as you don't want your necrophages in worker or slave jobs anyway.
Also, can we talk that Necrophages get Adaptability traditions without getting hit by any diplomacy penalties?
Loved the video, can't wait to play this 😍😍😍 I get super excited when I get a notification you've released a new video, as always the content is superb. And I need to thank you for introducing me to this marvel of a game.
I'm up into some thousand hours by now I recon and still I haven't lost my appetite for this game.
Ty Mr ASpec 😊
Keep up the great work 👍 👏
Are necrophages basically Goa'uld?
Sort of... but instead of just taking over the nervous system they physically change others into their species.
They are closer to star treks kobali. Reanimated corpses with little to no memory of there past life but an entirely different genetic code
yes
Not yet.
Goa'uld are parasites that use a lesser species as labor force and as hosts.
These use other species as work force and eventually they transform the other species into themselves by [SHOVING EGGS INSIDE OF THEM]. Basically advanced xenomorphs
One of the most direct inspirations seems to be the necromongers from the Chronicles of Riddick franchise. Interesting to see if they add a Helion system with this update (don't think I've ever seen a Helion but it might already be in there). Pitch Black and Chronicles of Riddick are decent Sci-fi lite-horror films if that's something that interests you. The third film: Riddick is _less good_
Hey ASpec, I remember in your last video you mentioned you couldn't find the Ancient Preserver civic that comes with this dlc. Maybe it's a Machine Empire thing? This does come with a new Machine image set so maybe it's something for them
it is listed on the official wiki as a civic for the curator enclave... under unplayable civics. no idea why it showed up as a conflicting civic, i believe they removed that when the pack actually released.
Every Necrophage comment by the advisor seems to reference 'the rocky horror picture show'
LET'S DO THE TIME WARP AGAIN!
Wonder if it's changed since this video. Because right now, I'd say that habitability is kinda pointless for this origin.
All the uplifted pops I've had have adopted the habitability from the -food- base pop.
Soon, the universe will be nothing but Jeff
Necrophage
Lithoid
Talented
Quick learners
Venerable
Unruly
Repugnant
Alter some traits with the genetic ascension like exchanging repugnant for weak and getting the omnicodex to refine it.
Add some in game events like brainslugs, the worm, cyborgs and psionic and you’ll have the perfect leaders.
You can get cyborg and psionic by having migration treaties with materialists, hope they get cybernetics then retake your pops, apply to all and then repeat with spiritualists.
Reminds me of that Voyager episode where some alien species found the casket of a dead crew mate and revived her as one of their species.
The kobali i believe their called and I was thinking the same thing
TLDR Vodyani or Flood or Goa'uld or Half-Life's Combine.
Where were you reading your numbers from? Because a few times you said different numbers than what you were talking about. For instance at 5:26 you said leader lifespan is -40 years, but the description says -10. Noticed you mentioning different numbers than it shows 3 or 4 times.
ASpec misspeaks a lot. And I mean a *lot* a lot. You learn not to hold it against him too much, but you do also learn not to believe anything that comes out of his mouth. The general gist will be in the right direction, but the numbers and names of specific game elements will be very rough.
I believe ASpec has the number variant of dyslexia, but don't quote me, I'm not a doctor.
Likely
I think you could bascially make Goa'uld with this.
Lithioid Venerable Necrophage.
Immortality at its finest.
Vampires from sol is a good rp
I really like the strange worms in the mech suits. They look really like parasits and their mech suit is like an artificial host body. You can roleplay that they actually don't "convert" other species, but use them as hosts/food for their offspring. You know, like ichneumon wasps and other insects which inject their eggs in a host and the larvae use the living hosts as food source. Or they lived once in the water and they forced the slave species via telepathy to make the mech suits for them, so they could visit the land.
"You can roleplay that they actually don't "convert" other species, but use them as hosts/food for their offspring." hmmm... xenomorphs?? i like it. maybe the chamber of elevation is just a place where they get a facehugger attached to them.
More like, turning other people into nutrient paste and raw biomass to create new pop
With this I can finally create the perfect hierarchy and control my main species pops.
Workers don't produce Unity.
But specialist do and specialist gonna be mixed between both species for quite a while.
I do not understand why you picked slow learners for your main necroïd species at the beginning... Since your pops are not going to die with the right picking techs... You should capitalize on the leaders bonuses, the sooner they level up the better... So why not pick something like decadent instead ? ^^
Because they are long enought around to level up anyways.
Extremely adaptive is not as great as it seems, because as you convert pops accostomed to other climates, the local necrophages made from them will inherit the climate preference of the host species. i.e. my continental necrophage became a tundra necrophage after converting the pops on a tundra world I conquered.
"That is not dead which can eternal lie, and with strange aeons even death may die."
A necrophage hive mind sounds wonderful
Oh trust me I'll get plenty of role play out of this glad my friend mentioned it
Here's what I do with freshly conquered planets in the early game: Set the species to domestic servitude, and build clerk jobs for them.
Why clerks? Because trade value and amenities from jobs aren't affected by stability or other job modifiers. They're only affected by modifiers which specifically reference them. Later on when the pops calm the fuck down, you can build real, better jobs for them.
Why domestic servants? Because all those unemployed pops are now employed and producing amenities, without me having to actually build jobs for them. It's a problem that solves itself.
I hope we all can make it thru this time
It seems we can recreate the Goa'uld and the Jaffa from Stargate.
Indeed
This is what I'm planning my first playthrough to be! :)
never combine robots with necroid
I am using the lithoid necrophage build you provided but I'm trading out volatile excretions for talented, since both the origin and the species type both increase life expectancy so it gets more bang for my buck down the road
i really foresee some good usage of that raiding orbital bombardment ascension perk.... get slaves, convert to necros, also keep up a stream of robot production
It took me about 2 months to actually be able to sit down and enjoy Necrophage, and holy fucking shit it is a borked as hell for rushdown plays.
Went Fan. Xenophobe, Authoritarian with Oligarchy. Picked Slaver Guilds and Philosopher King with an Imperial authority for the extra edict. This combo basically knocked out the native production debuffs for using a Necrophage and later game when picking a new civic, you can swap to Oligarchy and pick up Meritocracy and Diplo Corp (you won't use it much).
Main species had Quick Learners, Slow Breeders, Unruly, Extremely Adaptable and Enduring. The leaders will guaranteed survive into the midgame, if not survive your entire playthrough.
Secondary species had Fleeting, Slow Learners, Rapid Breeders, Unruly, and Extremely Adaptable. They can live everywhere and they will basically be your primary breeding stock.
From there, standard rush down tactics apply, except now you aren't screwed out on planets from your neighbor having the wrong planet type, (you're purging them anyway) and you are resistant to the AIs horrible species design.
Go for BIO Ascension, buff your primary species, set default rights to Necrophage, maintain racial purity for the rest of the game. I walked away after year 30 with a 10k fleet and I didn't know what I was doing.
Lithoid necrophages also get the lithoid monoliths while having the pop growth of a biological empire. Worth mentioning is also that necrophages have traditions similar to purifiers, while they can do normal diplomacy with some opinion penalties. The upgraded chamber comes with the habitat modification tech and gives 10 stability and 6 + 2 per 100 pops necrophyte jobs for a single gas upkeep. Perfect happiness and a crime lord deal get you directly to perfect stability with nothing else required.
The primitive worlds are very good, too. You save yourself the colony ship and an invasion is faster anyway. You get full pop growth and almost all buildings from the very beginning and while production is bad, trade works like normal and you even get reduced admin costs on top. Even if the worlds had only two people it would probably still be an upgrade.
Necro Lito: haha. trait pick go brrrr
I tried making a fanatic Purifier spirtualist necrophage (we want to free everyone from death's embrace) and I'm surrounded by GODDAMNED ROBOTS! I CAN'T CONVERT THOSE.
A lag removal has changed.
Synthetics are no longer my friends.
Necroids are my new friend.
Oh you can bet imma try those lithoid necros.
Also I gotta do Goua'ould now that I somewhat understand Necrophages.
I would like to make a Vampire Space Empire for RP
Cannot wait for this! So many plans... 😈😈😈
Do you have a playthrough with this setup?
I so want to make the Aerenal Elves from Ebberon with this.
Decadent is also a free trait point as they don't tend to do worker jobs so no happines reduction.
RP as space vampires using the bat beast portraits from this expansion
all i needed to hear was the fanatic purifier
The fanatic purifier with necrophage sounds like the necromongers from riddick
They are not realy death.
Necroids are worth just for the necrophage thing IMO... the Dread Encampment ain't bad either.
Finally... the STROGGS
I see the Necrophage origin as more of a reverse migration playstyle. Your core worlds could be growing those leader pops to be getting migrated to new acquisitions.
Wait.... They have.... ONE fucking origin??!!!?! ***irritation fill bar overspilling***
I really wish there was some cool looking undead lithiod portraits to go with necrophage. Something visually distinct so you know by looking at them that theyre different
it works well with any kind of Lithoid though. They take living creatures and petrify them into rock or crystal. It feels a lot more like an ascension into a greater being than many of the actual Necriod portraits.
@@7r3v0r or just pick any lithoid portait turn it green make your ships green and your building green then pick nercophage you are now SENTIENT TIBERIUM
Warhammer 40k Necrons anyone
How is the slow breeder trait with necrophages? How many do you really lose as gain more with upgrading pops
I've tried a few times to make a raiding-based empire work, without success, but now with Necrophages it might be practical?
hey look! barbaric despoilers is actually pretty good now!
Im pretty certain that the "strong" and "weak" trait boni also apply to specialist jobs as long as the pops are slaves (for example via slaver guilds).
However, the "decadent" trait for -worker happiness and slow breeders are kinda free traits since your necro Pop growth doesnt matter and slave happiness also isnt important
No Rp huh, I guess my parasitic species that takes over other organics memories and body then ceremonially encase said pops (one of the necroid portraits). Then selling themselves as the true afterlife isnt much RP xD
You know what sucks? Playing a devouring swarm and then getting this zroni for your precursor
I was not Fanatic Purifier and i could also make all into Necrophage's under purge option. I was just regular Xenophobe / Fanatic Spiritualist when i found out. I started as Fanatic Xenophobe but event ingame changed it around.
I'm sorry for a noob question here. But if you pick up Lithoid and necrophages then pop growth speed will be reduced by 100% so that means that main specie will take twice more time to grow, right?
Also the couple of things that were not mentioned in the video.
1) If I can convert my secondary species to primary...how do I regulate the amount of secondary species I actually want to convert? For example if I have lots of secondary specie workers and I need only a handful of them to be converted into my main specie of necrophage-lithoid specialists.
2) If I use a fanatic purifier "necrophage" purge type, this means thst im able to assimilate enemies into my primary specie...but not secondary?
1. Having -100% pop growth means there is no pop growth.
2. Yes
My question is: Is the AI able to play as Necrophages in a good way?
Should do
how is the game speed and the preformance guys? any significant improvments?
I think yes, runs faster in the late game.
What happens when you conquer the necrophage pops while playing the regular empire? Are they just regular pops which can't procreate and can't take worker jobs?
They should have the trait necrophage and the buffs that come with it, but you can't transform pops into them.
idk why, but necrophages vaguely remind me of the yeerks from Animorphs
Necrophage, Lithoid and 80+ years trait = Near Immortal Leaders. Bonus if your imperial.
How do you feel this origin stacks up against Void dwellers as an origin, or maybe necroids using void dwellers?
Necroids using the void dwellers civic wouldn’t be any different from any other species since Necrophage is a mutually exclusive origin.
Vin Diesel gona catch them all
what ascention would you recommend on necroid? going synthetic seems to just kill the fun of this origin
Just cyborgs. +40 lifespan and +20 habitability on top of lithoid +50 lifespan and 50 base habitability and necroid +80 lifespan and 75% less mineral upkeep will give you a species that can live up to 300 years (with right techs and culture), requires no food and almost no minerals to survive and can live anywhere.
I´ve asked this question before, but here i go again:
Is there a way to put certain Pops into certain jobs? For exemple, i have a planet with a species that is very good for farming and one that would make for very good scientists. Unfortunatly, my boys with the green thumb seem to poulate all the slots in my laboratories, while my braniacs toil in the fields. I know you can offset this a little by using slavery, but even that doesn´t work perfectly.
So is there a solution to my problem? Thanks in advance
There is not a solution for that in the vanilla game. You would need a mod to accomplish what you're talking about. If you find one let us know! :)
ok so basically this is op. Potentially +60 pops on game start and no need for building colony ships
If I use Venerable can I theoretically have leaders that just never dies?
This is the second time having the first comment in the last 3 videos! Keep up the great work! I and many others love your content!👍
No idea if it would be a good build or not but I'm so ready to kick off Halloween with a Necroid devouring swarm. Literal space zombie apocalypse baby!
Sadly you cannot do gestalts with necrophages, even though the concept is perfect for hive minds
@@ilikewindows3455 Yeah found that out the hard way, unfortunate. Oddly though hive mids can be memorialists which is a nice boost for their normally lackluster unity and low stability.... which I always found really weird... why are hive minds more divided than individulist species...
@@rwp0079 it's just the way the game centered around how unity production works I guess. I'm still so very disappointed in the lack of a hive mind focused DLC. When I heard about the necroids dlc during the teaser, I thought for certain itd be a hive mind themed one, but nope. Also wish Hive minds had their own ship set, and more organically looking backgrounds and cities. It's hard to roleplay as the flood when I'm still using giant mechanical looking ships
@@rwp0079 yo so I just now remembered the forgotten queens mod which basically overhauls hive minds, it's really good you should check it out
So Necrophage Fanatical Purifiers are basically Necromongers from Riddick, Flood from Halo, or Headcrab aliens from Half-Life?
Nice i could play as the reapers or the flood
what about spiritualist necrophage?
I have a question - can Necrophages go down the Synthetic Evolution path? What happens when they become Synthetics? Just it just remove all the Necrophage stuff?
I think so.
Me with architects mod all my leaders are immortal