Stellaris

Stellaris

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ChromePlate Apr 12, 2020 @ 1:33am
opening the box, is it still the same red green blue buffs? +buff qestions (spoilers)
I have read the following with google help, but it is a year old:
Red serum: Trait "Social Pheromones" added; Effect: Pop Housing Usage -5%

Blue serum: Trait "Limited Regeneration" added; Effect: Army Damage +10% and Leader Lifespan +10 years

Green serum: Trait "Bioadaptability" added; Effect: Habitability +5%

Still valid?
If so what is really worth getting now?
And that "leader life span", is that for the sientists too?
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Those are still valid, as of the last time I did the event, which was 2.6.1 iirc. I am not aware of any change, so it should still be valid up to and including 2.6.3_beta.

The red effect is worth getting; the others are less valuable. Or, to be precise, the red effect increases in value as the game progresses and the blue and green effects decrease in value as the game progresses.

The leader life span bonus is for all your leaders, including scientists, that belong to the species with the trait.
Last edited by tempest.of.emptiness; Apr 12, 2020 @ 1:49am
CrUsHeR Apr 12, 2020 @ 9:07am 
Basically red + green are each worth exactly one half species trait (Communal / Adaptive).
Blue has two effects which are half a trait each (Strong + Enduring). It lacks the worker output bonus from the Strong trait, though this would only be a negligible 1.25%.

So just by their mathematical value, blue wins.

Generally i'd say that stacking this on top of existing traits is a good idea.

Example the 5% housing bonus is not noticeable on its own; before 20 pops, it does nothing at all. In a habitat with 60 people you'll only save 3 housing. On a planet with 100 people it is five. But if you already have Communal and build your planets around it, you can exploit it even more. In particular on planets which offer a huge amount of jobs, like upgraded commerce complexes.

5% Habitability is actually pretty good: https://stellaris.paradoxwikis.com/Colonization#Habitability
"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%."
Assuming you have 95% or less, this is a big boost to all these conditions.

Leader lifespan, can't have enough of this. Even with immortal leaders and all XP bonuses stacked, most leaders might not reach their level cap even after 150 years. This helps a lot to keep them doing their job at peak efficiency.

Army damage depends; most likely you will have a Strong/Very Strong species or other options than your main species for premium armies. Since the frontline slots in combat are limited, you should always build only the armies with the most damage.
Last edited by CrUsHeR; Apr 12, 2020 @ 9:15am
Kapika96 Apr 12, 2020 @ 9:15am 
Personally I think the green one is the most useful. Especially with the galactic community now a thing. There are some pretty decent resolutions there with the caveat that they lower habitability. So if you can enact those while still retaining 100% due to having enough habitability bonuses then they're just great resolutions to have.
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Date Posted: Apr 12, 2020 @ 1:33am
Posts: 3