Stellaris

Stellaris

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Karina Jul 8, 2019 @ 4:53pm
Extremly adaptive trait still garbage?
I mean- it raises habitability on planets with prefered climate from 80 to 100 and from 60 to 80. But colonising planets outside prefered climate is still a foolish endavor- 40% is almost as crippling as 20%
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HyperKnight Jul 8, 2019 @ 5:00pm 
I take Adaptive on all my races because of small discounts that add.
But Extremely Adaptive is too expensive for the trait cost, yes.
Nightmyre Jul 9, 2019 @ 5:53am 
So keep one thing in mind. Other than your starting colony, every other planet is at best 80% habitable - even the green ones (barring planet-specific mods).

Every 1% of Habitability under 100% increases the Pop Upkeep and Amenity Usage by 1%, reduce their job output and Pop Growth by 0.5% and happiness by 0.25%.

That means the extremely adaptive trait, until you get to habitability mods, provides you with 20% reduced pop upkeep and amenities usage, 10% pop growth speed, and 5% happiness. The happiness mod, in turn, provides you with some degree of stability, which increases all resource output.

So just straight out the boat, Extremely Adaptive inherently "bakes in" the Conservationist trait (10% reduced consumer goods upkeep), the Rapid Breeders trait (10% growth speed), and indirectly, the Charismatic trait (20% increased amenities production), as well as the Idealistic Foundation civic (5% happiness).

For one trait, that's not bad at all. It costs four points, but gives you five points in benefit, and a civic on the side.

Now, of course, once you actually start modding habitability, it becomes less useful. But at that point, you just don't research those habitability techs instead. And if you go down the genetic ascension path, you can also just eventually remove the trait later in the game.
Karina Jul 9, 2019 @ 6:15am 
Originally posted by Nightmyre:
So keep one thing in mind. Other than your starting colony, every other planet is at best 80% habitable - even the green ones (barring planet-specific mods).

Every 1% of Habitability under 100% increases the Pop Upkeep and Amenity Usage by 1%, reduce their job output and Pop Growth by 0.5% and happiness by 0.25%.

That means the extremely adaptive trait, until you get to habitability mods, provides you with 20% reduced pop upkeep and amenities usage, 10% pop growth speed, and 5% happiness. The happiness mod, in turn, provides you with some degree of stability, which increases all resource output.

So just straight out the boat, Extremely Adaptive inherently "bakes in" the Conservationist trait (10% reduced consumer goods upkeep), the Rapid Breeders trait (10% growth speed), and indirectly, the Charismatic trait (20% increased amenities production), as well as the Idealistic Foundation civic (5% happiness).

For one trait, that's not bad at all. It costs four points, but gives you five points in benefit, and a civic on the side.

Now, of course, once you actually start modding habitability, it becomes less useful. But at that point, you just don't research those habitability techs instead. And if you go down the genetic ascension path, you can also just eventually remove the trait later in the game.
So basically extremly adaptive is 10% growth, 20% less amenities, 20% less upkeep, 10% more resource production and 5% more happiness.
Nightmyre Jul 9, 2019 @ 6:21am 
Up until you get habitability modifications, yes, exactly.
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Date Posted: Jul 8, 2019 @ 4:53pm
Posts: 4