Stellaris

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What traits and civics go well with Life-Seeded?
So, it is my understandings that Extremely Adaptive will not help, so that way of cheating out of the habitability limitation is out.

That leaves either rushing habitats (heavy investment into engineering) or gene-splicing (investment into biology and unity).

But here’s a kicker - I want that empire to function effectively even under an AI. Which I know is a huge challenge, but anyway: is the AI even smart enough to fiddle with the planetary preferences? I’ve only played under 2.3 yet, where it couldn’t fight its way out of a wer paper bag, let alone down the biological ascension path.
Last edited by SievertChaser; Feb 10, 2019 @ 8:39am
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HugsAndSnuggles Feb 10, 2019 @ 9:16am 
Extremely adaptive will work (to a degree): you can settle 0% habitability, after all. Still, unlikely to make a difference or work for AI. Only thing that might work: materialism - that should "force" AI to start with robots (that can later colonize). Gaia, being a good starter planet, might be enough for AI not to fall behind too much for the first 50 years or so, still when it comes to planetary preferences (and anything else, really) AI is anything but smart.

Edit: can also try to add egalitarism or xenophilia... or anythign else of the kind to make migration treaties more likely.
Last edited by HugsAndSnuggles; Feb 10, 2019 @ 9:25am
SievertChaser Feb 10, 2019 @ 10:57am 
Can the robots colonize in 2.2? I think that’s no longer possible because droids or slaves can’t occupy “colonist” jobs. Hell, there’s a lot of trouble moving freed synths around because they don’t get the freedom of resettlement.

The lack of any weoghts to ascendance paths listed on the AI Personalities page is alarming.
Last edited by SievertChaser; Feb 10, 2019 @ 11:02am
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Date Posted: Feb 10, 2019 @ 8:39am
Posts: 2