Stellaris

Stellaris

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Sedmeister Sep 2, 2022 @ 7:11am
Your minimum habitability?
As I rule, I only colonise planets with 70% habitability or greater. I have watched a few Tubes where players colonise planets down to 20% habitability.

I'm curious as to what other players do and with what logic/considerations in mind.
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Showing 1-15 of 19 comments
Shavanna Sep 2, 2022 @ 7:15am 
It depends on what i want to do with the colony. Is it just a future maginot world? Then i dont care about habitabilty at all.
For a real colony, i want it to have at least 70% too, if i have some alternatives to chose from. In the end, it doesnt matter so much, when you can terraform planets, as you can chose them to a kind your people like.
Ryika Sep 2, 2022 @ 7:31am 
Any Habitability is good enough to grow pops. Some Growth is better than no growth when all you're paying for it is the colony ship and the tiny penalties from the 10 Empire Size.
DANEDANGER Sep 2, 2022 @ 7:38am 
I tend to take them up too 50%, anything smaller and i feel like there are more downsides then upsides. Also later on you research terraforming tech, by then its easy peasy to convert planets to one you are more suited for. High cost tho so beter have your economy up to par.
Odeum Sep 2, 2022 @ 7:57am 
Depends on tech: if I can build buildings that increase habitability, I might go for lower hab worlds.
mss73055 Sep 2, 2022 @ 8:12am 
Growth slows down a lot in the red zone. At 0 habitability growth is zero.
While cost goes up, to double at 0 habitability.
So even a 70% planet has 70% growth and 130% cost, making it half as effective as your capital.

In my experience it's easier to terraform yellow planets than to settle immediately.

I only settle red planets when I got the Baol on my side.
Last edited by mss73055; Sep 2, 2022 @ 8:12am
Ryika Sep 2, 2022 @ 8:15am 
Originally posted by mss73055:
Growth slows down a lot in the red zone. At 0% habitability growth is zero.
Not true at all, 0% Habitability means -50% Growth, and this is additive with other modifiers.

If you have +50% of combined Growth bonuses from other sources, your 0% Habitability pops grow at the base speed of 3 per month.
Last edited by Ryika; Sep 2, 2022 @ 8:15am
spasti696969 Sep 2, 2022 @ 9:06am 
I colonize everything and then just fill the planets with immigration pacts or subservient species. Habitability is largely an irrelevant stat unless you're like Fanatic Xenophobe or whatever and don't have 1,000 Star Wars characters on your species list.

Expand as much as possible, colonize every planet, build habitats, and never stop producing colony ships.
Last edited by spasti696969; Sep 2, 2022 @ 9:12am
Terminus Sep 2, 2022 @ 9:48am 
It is mainly about how efficient the planet is. 50% is totally okay, especially at first, as long as you are able to raise the habitability and/or terraform later to get it up to 90% or higher.
Shavanna Sep 2, 2022 @ 10:24am 
Originally posted by spasti696969:
Expand as much as possible, colonize every planet, build habitats, and never stop producing colony ships.

Your CPU will hate you :D
HappySack Sep 2, 2022 @ 1:02pm 
I just colonize everything that's yellow and green, only ignoring red planets until I have the right species or what not.
spasti696969 Sep 2, 2022 @ 3:20pm 
Here's my thinking on this. A guy with 2 planets operating at 99% efficiency is going to lose to a guy with 100 planets operating at 50% efficiency. By growing a larger economy than any of your opponents, you dwarf them in the economic race because your top end is much higher. Like those little one planet protectorates you see with a dinky little 2K fleet hanging around. Grow bigger and turn the rest of the galaxy into that. The more planets, the more pops you get the better. That's all that matters.
Duke Flapjack Sep 2, 2022 @ 9:13pm 
Personally I greatly enjoy playing tall so I don't tend to colonize anything that is less than green (70% I believe).
ScreamCon Sep 2, 2022 @ 9:32pm 
0% habitability means pops use more resource. It means you'll need more districts to make same amount of resource meaning they can be net positive but will "feel" less prosperous of worlds.

Its about weighing the sprawl gain to the resource gain. If your low on possible planets and you need the edge on opponent and can make world positive on resource you may opt to colonise them.
Last edited by ScreamCon; Sep 2, 2022 @ 9:33pm
Ramonkey Sep 3, 2022 @ 5:34am 
Choosing not to colonize a planet because of its low habitability is a bit of a noob trap imo. You can always make them productive, they just need a different approach. Like others said, migration treaties is the best way. Colonize the planet with another species that can live there properly. But even if that’s not an option you can still use robots instead

What I do in such a situation is I colonize the planet with my bio pops like normal, but only let them work the robot assembly and entertainment jobs, as those don’t get production penalties from low habitability and they are the jobs that the robots themselves can’t do. (Until you have the proper research of course, when the robots are advanced enough I fase my bio pops out and make the colony completely robotic)

I then let the robots built there work the basic resource districts and basically turn my low hab worlds into feeder colonies for my high habitability core worlds, when can then in turn specialize more into consumer goods/alloys/research
ScreamCon Sep 3, 2022 @ 6:04am 
Originally posted by Ramonkey:
Choosing not to colonize a planet because of its low habitability is a bit of a noob trap imo. You can always make them productive, they just need a different approach. Like others said, migration treaties is the best way. Colonize the planet with another species that can live there properly. But even if that’s not an option you can still use robots instead

What I do in such a situation is I colonize the planet with my bio pops like normal, but only let them work the robot assembly and entertainment jobs, as those don’t get production penalties from low habitability and they are the jobs that the robots themselves can’t do. (Until you have the proper research of course, when the robots are advanced enough I fase my bio pops out and make the colony completely robotic)

I then let the robots built there work the basic resource districts and basically turn my low hab worlds into feeder colonies for my high habitability core worlds, when can then in turn specialize more into consumer goods/alloys/research
Thats a pretty smart setup. I'd imagine to further elevate you'd want mechanist origin for the extra robot production on worlds. Perhaps a civic that makes moving pops cost less so homeworld robots can work other worlds.

Then use machine ascention to convert organics to robots also, perhaps even using the mechanist upkeep saving. Haven't tried don't know.

Er... the wiki says 'mechanical' next to government building robot jobs, not sure if main species have to be converted or if the origin gives the jobs.
Last edited by ScreamCon; Sep 3, 2022 @ 6:07am
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Date Posted: Sep 2, 2022 @ 7:11am
Posts: 19