Stellaris

Stellaris

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Rock Nov 1, 2020 @ 12:32pm
Any interesting Empire builds ?
I want to try something interesting but I can't come up with anything myself so help me out.
Share your builds. Roleplay Empire builds are also very welcomed.
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Showing 1-15 of 15 comments
pete3great Nov 1, 2020 @ 12:37pm 
I had a bunch, but my computer died and I had to get a new one so I lost all my awesome builds> :steamsad:

I will say, if you go casting around on Youtube fore new builds to ignore the talking heads like Aspec, Spiffing Brit, etc. They tend to get things wrong (an example that comes to mind is their tendency to bad mouth the power of edicts and edict related civics).
♍VoidTraveler Nov 1, 2020 @ 12:53pm 
Depends on what you find "Interesting" is it not? xD
My 'interesting' could be not so interesting to you and vice-versa.
My metal-heads look like this: https://postimg.cc/Thds2B13
Been playing this bad-boy since ever.
Last edited by ♍VoidTraveler; Nov 1, 2020 @ 1:02pm
corisai Nov 1, 2020 @ 12:58pm 
Classic Imperium of Man is always good. ^_^ Pre-heresy is FP based on militarism, post-heresy is FP based on spiritualism.
pete3great Nov 1, 2020 @ 1:10pm 
I guess the question is, when you say "interesting" do you mean: Interesting mechanics, power builds, challenging builds, or fun roleplaying bulds?
scribbler957 Nov 1, 2020 @ 2:03pm 
I like to combine various things, particularly stuff I haven't tried and then flesh it out into a concept and empire. Did a very successful DS run that taught me a bit about conquest just because it was so different to my usual play style.

You might also try the random empire option. There are also a number of mods with new empires. A lot of them are attempts at classic and not so classic sci-fi with varying degrees of success. Some require mods (usually visual so they can be skipped), but most are ironman if you like getting achievements.

If you still want, I'll dig around later snd see if anything I made stands out as interesting enough to share. :Hire:
Mati_Lublin Nov 1, 2020 @ 10:07pm 
I like to play as "Evil Corporation":
- Mechanist
- FanMat-Authoritarian
- Corporation with Indentured Assets and Free Traders
Offers a lot of possibilities (bio and synth ascension, all federation types, quite a bit resolutions). Expand, exploit, explore. If you don't like corporations, then you can always choose dictatorship with Technocracy and Slaver Guilds.
Spirit Nov 1, 2020 @ 10:43pm 
Originally posted by corisai:
Classic Imperium of Man is always good. ^_^ Pre-heresy is FP based on militarism, post-heresy is FP based on spiritualism.
golden age is materialism
mss73055 Nov 2, 2020 @ 1:45am 
or get some inspiration with "random"
Garatgh Deloi Nov 2, 2020 @ 2:11am 
Originally posted by corisai:
Classic Imperium of Man is always good. ^_^ Pre-heresy is FP based on militarism, post-heresy is FP based on spiritualism.

If he also creates and force spawns a bunch of other human empires (Has to be the exact same species name and portrait) he can even do the whole warhammer 30k Great Crusade thing and attempt to unite all the lost strands of humanity (Yes, if its considered the same species even fanatical purifiers can ally people).
Last edited by Garatgh Deloi; Nov 2, 2020 @ 2:13am
frowningmirror Nov 2, 2020 @ 3:21am 
It's not really that great, but I was experimenting with:
- The new Necrophage origin
- Militarist + Authoritarian
- Barbaric Despoiler, Distinguished Admiralty
- Primary species has: Xenophage, Venerable, Talented, Fast Learners, Slow Breeders, Unruly
- Secondary species has: Rapid Breeders, Strong, Conservationists, Slow Learners, Fleeting

I have enough Xenophages to start and not enough workers and slaves, so I can destroy the elevation chamber to make an extra alloy factory.

Then when my fleet is big enough I can rob the guaranteed civilizations that come with the origin of their pops instead of using armies. This allows me to avoid the stellar culture shock and colonize the planet as normal.
The Slow Breeders is good because I don't want to do anything with my primary species except keep them for their leaders, with multiple slaves you can elevate one to resident status to colonize other worlds for you and do the specialist jobs



Dutchgamer1982 Nov 2, 2020 @ 3:53am 
Role plays :
Make love before war.. : you must try to make create a hybrid of your race with all other races... Before you are allowed to fight them.

SJW : your race or empire must be called the snowflakes, you must embrace diversity in every decission.. you must not only be xenofillic and set all pop on full citycenship,
you must try to recreate your homeworld into a 100 pop world where each of those 100 pops is of a different race.

Go green! : you are a hyper conserviotionist, you are banned from ever colonising planets. You must start as a biological being on a planet but you are only allowed to expend using habitats to keep the planets pure. Also no robots or cybernetic implants.
Immigration must be turned off.
You are not allowed to land troops on other planets unless they are of the same spieces as is native to that planet.
You are allowed even required to bombard or crack tainted worlds (planets with 1 or more pop on them not native to that planet on them)
-if your own homeworld ever gets multiple pop types crack that too.
*oh and ofcourse no gene editing too

Trade empire : you are banned from building districts or buildings that produce food, minerals consumer goods, alloys or strategic resources.
(You are allowed to build mining stations though as thats not a district or building)
You need to get your stuff on the free market or use cattle to get them.
Nanni Nov 2, 2020 @ 3:37pm 
1) My most played empire is a utopian (dystopian?) humanity:
- they put aside delusional religions and devoted themselves to pragmatism and science (fanatic materialists)
- Analytical thought leads to skepticism and doubt (everything should be studied and demonstrated before saying it's "good" --> xenophobes)
- that philosophy lead humans to be: intelligent, charismatic, natural sociologists... BUT also individualists (unruly and quarrelsome traits)
- humans always seeked the advancement of technology and society and invented automated servants (mechanist origin). Their ultimate goal is to achieve immortality through technology (synth ascension)
- they express their intelligent individualism in a direct democracy environment, where everyone can throw her two cents about everything, but only the worthy achieve power (meritocracy civic and Academic Privilege living standard)
- that's why everything works in the empire (efficient bureaucracy civic)!

Typical gameplay: Only one species can inhabit a planet within the empire, together with robots. No mixing pops: either a planet is a xeno one or a human one. Maximum respect (prominent role in the galactic community, peaceful attitude with other empires, treaties, etc...) but everyone lives in his own home, with his own customs and cultures. Xenos can only be residents (Slavery or purge is accepted and inflicted only to very hostile enemies), and usually advanced robots are sent into xeno planets to supervise the situation. No xeno leader.

First tradition: the expansionist one, followed by the economical one (or supremacy, according to neighboring empires).
First ascension perk: +10% research speed, then find as soon as possible the Curator order.
Rule the senate and form a federation if possible, be nice to almost everyone.
Ascend synthetically and research arcology (or machine worlds) or megastructures.

2) Synthoid Network:
They assimilated humanity. Driven assimilator led by UNIT 0x0001 (I couldn't put a 1024 bits name... too many zeros even for HEX notation!) focused on spreading like a computer virus: mass produced, luxurious, durable, learning algorithms. Their cyborg starting species is humans, extremely adaptive (to be relocated to harsh planet easily) and slow breeding.

Typical gameplay: while (true) { Construct_synthoids(); expand(); assimilate(); }

3) New necroid empire (tweaking in progress): Empire of Ra'ah ruled by Prince Nosferatu, first of his kind and father of all. The Nosferati are vampire-like aliens that feed on blood and create ghoul slaves.

Traits:
- necrophage + venerable + slow breeders. They are almost immortal (but can go into a deathlike "sleep" after too many centuries pass), they cannot procreate... they must turn a slave into a Nosferatus with a specific ritual performed every 10 years in order to keep the elite population at tolerable levels or blood supply could run low, in fact they do not need food other than blood.
- extremely adaptive. Heat, cold, toxixc atmosphere, nothing can hurt the body of a Nosferatus
- Unruly and Repugnant: the immortal elite is certainly not the kind of people that throw parties. They are selfish and usually attack each other over stupid quarrels.

Ghoul traits:
- Repugnant (what else could be born from a Nosferatus?)
- Slow learners (stupid slaves are good slaves... well they cannot be leaders anyway)
- Rapid breeders and fleeting (these carnal and bloody beings reproduce - and are created by masters - at an alarming rate and dies young ... so there's always fresh blood). Fleeting is a non-malus since they cannot be leaders.
- Extremely adaptive (slaves must follow their masters wherever they need)

Empire: Fanatic Authoritarian and Militarist. Dictatorial government (the ruler, Prince Nosferatu is going so stay there for a looooong time!).

Civics: Shadow council and Efficient bureaucracy. So everyone has a bonus to production (leaders from shadow council, specialists from necrophage origin and workers from Authoritarian). Efficient bureaucracy balance the Unruly penalty.

Typical gameplay: work in progress XD
Last edited by Nanni; Nov 2, 2020 @ 3:43pm
corisai Nov 2, 2020 @ 3:56pm 
Originally posted by Nanni:
No mixing pops: either a planet is a xeno one or a human one.

Are you constantly resettling pops or eating -20% pop growth penalty?
Try playing some capitalistic xenophile spiritualistic empire, or an authoritarian fanatic technocratists that value progress and machines over humans and then become robots.
Nanni Nov 3, 2020 @ 10:39am 
Originally posted by corisai:
Originally posted by Nanni:
No mixing pops: either a planet is a xeno one or a human one.

Are you constantly resettling pops or eating -20% pop growth penalty?

I enable migration control on every species except humans as soon as a new species joins our happy family XD.

Every xeno keeps his homeworld (high habitability) and stays there with robot supervisors. They have true democracy, they have local rulers of their species and contribute to empire factions (but do not try to start a spiritualist faction... it would be suppressed without question, even if that would mean going negative in the influence gain for some time!).

Only humans colonize new planets. I constantly resettle unoccupied people to other planets which have a lot of job positions available (provided they have sufficient habitability and there's no mixing of species). I care for my people, xenos or not, even if I impose them some rules, and the result is that every planet has 0 criminality, high happiness and high stability.

I like that kind of micromanagement; i do not like the fact that I cannot force jobs to specific pops (or at least assign species to specific job categories, i.e. workers, specialist or rulers) without multi-clicking that damned arrows to disable jobs...
Well... maybe in a next patch it will be fixed, maybe not: in a democratic/meritocratic empire it's ok that people choose their own job.
Last edited by Nanni; Nov 3, 2020 @ 10:41am
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Date Posted: Nov 1, 2020 @ 12:32pm
Posts: 15