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An example:
If you generate 10 minerals/m & 30 food/m, then focusing on techs that give +10% food output and ignoring +10% minerals outputs because your traits give you drawbacks on your base income of those and instead focus on other engineering techs, allows you to use food to trade for minerals so you play "zero sum" or perhaps even still a net gain while jumping ahead on engineering techs that the "+1Y, +2Z" would be interested in.
Of course, it's a weak example because of the many modifiers and layers of what makes a successful empire, but it should get the point across without making things complicated. Sometimes one effect that's really strong can more than overcome certain drawbacks you get from going in "that direction" during empire creation.
So in terms of relations with other empires xenophobes and xenophiles often like or hate another empire more based upon how far away they are as a species.
Same exact species name. No opinion. Same portraits? Very minor. Same type like mammal, lithoid, plant.. medium, and so on.
Basically this means xenophiles benefit more from picking species in categories with less diversity of portraits, being much less seen as a group. Likewise xenophobes can improve relations by picking larger groups.
Plantoids are basically medium so no real up or down there, tecnically, but it does mean if you have certain empires likely to occur in game, like Humans, that you're at a disadvantage as a xenophobe, and an advantage as a xenophile.
Generally humanoids are the rare species, with anthropoids being the most common.. however.. given certain races are also tied to events you can get certain benefits from certain ones.. like the common Earth and Common Wealth Empires.
It's not pointless, if you are energy focused.. which most empires are, it's a great boon by letting you focus down on it more.
Normal empire pops generate base trade on ALL there pops, so the pop covers some or all of its energy costs
Pop trade is based on a pops living conditions + spiritualist ethics (if you are a mega church)
This trade value can range from 0-0.83, this value is then multiplied by your trade bonuses, its easy in a trade empire to get a 100% trade bonus.
Also the new decadent lifestyle gives all your pops 0.5 base trade output, that means all your pops produced 0.5 * trade bonus (100% for example) = 1 trade
1 trade can be 1 energy credit or 0.5 + CG + Unity.
So the pop covers the cost of its 0.5 energy upkeep and it can actually produce more than 0.5 energy.
This leaves the pop only costing 0.5 food upkeep.
You can run builds that allow a pop to generate 2 trade value.
Which if you are running trade league trade policy means the pop is producing
1 Energy Credit, 0.5 Consumer Goods, 0.5 Unity. That pop isn't just covering there energy cost they are giving you an extra 0.5 energy.
If you don't care at all about the aesthetics of your empire, sure, go for it.
stellaris do not feature any kind of balance, it's just fun game where you decide your own challenge in current game.
in MP everyone going to play robots on ringworld as clearly superior meta, superior to everything else in game.
Another drawback is the lack of choices in type of government and trait set up - only 1. I was really wanting to try a hive mind so I could say, "We are Borg..." lol
JK, though I was wanting to try out some other government and economy. Oh, and I only play MP with only a selected few ~ Me, Myself, I, the voices in my head, and my hallucinations.
if your going either hive or Bio ascension then you pick plant or fungi for budding, picking any other species and you are weaker