Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So i would rather wait to colonize those worlds until you can either terraform the world or change your species preferred habitability.
I still think its a good idea to go for the higher hab. worlds first though.
Another thing to contend with is empire sprawl, you can reduce this with synapse drones though, which increase admin capacity.
Because it costs way more then other planet and will take much longer (if ever) to turn a profit?
The issue you have with maintenance drones not being efficient enough is 100% because of the habitability (since your pops has less job output and require more upkeep, including amenities, on low habitability worlds).
For example, on a 0% habitability world (extreme case i know) your pops will require 100% more upkeep including amenities and will produce 50% less. So not only will they require twice as many amenities but your maintenance drones produce half of what they normally do.
Gonna assign some Synapse drones to help with that though, once pop has grown a bit more, trouble is, number of pops is a factor in empire sprawl too, but at least each pop only counts for approx +0.5 empire sprawl.
But on some planets, you still need to keep stability in check first.
If you can colonize it, it's cost effective. Obviously you'd want to colonize other things first. The penalties for 0% habitable are not severe enough to matter, especially for hive minds.
They are fine in most situations. If you have a 0% planet full of slaves/livestock then sometimes it's worth throwing a few warrens down until you can get things settled.
And some techs that improve your economy (e.g. +20% for farmer jobs) are vital in the long term, in my view.
I was wondering, what is the probability that the player will be able to research techs like farmer production increases early on in the game? Does the game reduce the probability of the same tech appearing once it has been already been researched?
We are not talking about machine empire drones. But rather organic hive mind drones. They do not get a bonus to habitability. See screenshots:
https://steamcommunity.com/sharedfiles/filedetails/?id=2068431812
https://steamcommunity.com/sharedfiles/filedetails/?id=2068431874
From what i have seen you should almost completely ignore admin cap at the start. However knowing when it becomes time to do something about admin cap and when to once again ignore it takes some experience (and perhaps some skill/gut feeling?).
When it comes to tech's there is a bunch of modifiers. See https://turanar.github.io/stellaris-tech-tree/vanilla/#top for details and while they don't mention it on the site i also believe you need to research a certain number of tier 1 techs before you get tier 2 techs and a certain number of tier 2 techs before you get tier 3 techs, etc, etc.