Stellaris

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cbdeakin Apr 20, 2020 @ 7:09am
Hive Warrens on low habitability worlds
Anyone else like to spam these on low habitability worlds (e.g. Tomb worlds), to keep stability in check (above 10%)?
Problem with this is you probably won't have many building slots.

Or, do you prefer to assign maintenance drones instead?

Personally, I don't think maintenance drones are particularly effective, but maybe I'm doing something wrong. On low habitability worlds, I think all drones require more amenities.
Last edited by cbdeakin; Apr 20, 2020 @ 7:12am
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Showing 1-13 of 13 comments
Garatgh Deloi Apr 20, 2020 @ 7:13am 
Why are you colonizing low habitability worlds to begin with? As far as i know it tends to not be cost efficient in any way shape or form.

So i would rather wait to colonize those worlds until you can either terraform the world or change your species preferred habitability.
cbdeakin Apr 20, 2020 @ 7:15am 
Meh, if you can avoid a planet deficit I don't see why not, especially if you already acquired that outpost for the system containing the planet / planets.

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.
Last edited by cbdeakin; Apr 20, 2020 @ 7:19am
Garatgh Deloi Apr 20, 2020 @ 7:20am 
Originally posted by cbdeakin:
Meh, if you can avoid a planet deficit I don't see why not, especially if you already acquired that outpost for the system containing the planet / planets.

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.
Last edited by Garatgh Deloi; Apr 20, 2020 @ 7:22am
cbdeakin Apr 20, 2020 @ 7:25am 
Yeah, I'm definitely not doing something right, my empire sprawl is 305, with just 105 admin capacity lol. Tech cost is now +59%

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.
Last edited by cbdeakin; Apr 20, 2020 @ 7:34am
adobo Apr 20, 2020 @ 7:36am 
Districts also cost sprawl. So all those planets that can't even support itself with hive districts are nothing but drain in resources and if you use warrens you're wasting build slots for more admin cap.
cbdeakin Apr 20, 2020 @ 7:42am 
Well, planets can produce 2 synapse drones by default (except capital) . Your right though, Synapse Nodes are more important than Hive warrens if the goal is to reduce empire sprawl.

But on some planets, you still need to keep stability in check first.
Last edited by cbdeakin; Apr 20, 2020 @ 7:45am
Astasia Apr 20, 2020 @ 7:50am 
Originally posted by Garatgh Deloi:
Why are you colonizing low habitability worlds to begin with? As far as i know it tends to not be cost efficient in any way shape or form.

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.

Originally posted by cbdeakin:
Personally, I don't think maintenance drones are particularly effective, but maybe I'm doing something wrong.

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.
cbdeakin Apr 20, 2020 @ 7:58am 
Are synapse drones the only way to increase admin capacity with Hive Minds, except for small tech boosts?
Guts Apr 20, 2020 @ 8:08am 
That doesn't make sense that drones would require that much more amenities on 0% worlds. Drones get 200% habitability in all habitable worlds.
cbdeakin Apr 20, 2020 @ 8:46am 
I think the idea you can ignore empire sprawl is incorrect (at least in large empires), it's not as importance as keeping your economy stable (then later highly productive), but my tech and traditions were really slowed down by not increasing my admin capacity earlier on.

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?
Last edited by cbdeakin; Apr 20, 2020 @ 9:05am
adobo Apr 20, 2020 @ 9:24am 
Those are different techs. You have the tier1 boost, tier 2 boost, tier 3 boost and the rare tech tier 4 which only gives 15 percent. After that is the repeatable 5% boost for food. Only food has the rare 15% boost. Energy and minerals only go up to tier 3 then repeatable 5%.
Garatgh Deloi Apr 20, 2020 @ 12:15pm 
Originally posted by N473:
That doesn't make sense that drones would require that much more amenities on 0% worlds. Drones get 200% habitability in all habitable worlds.

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
Last edited by Garatgh Deloi; Apr 20, 2020 @ 12:16pm
Garatgh Deloi Apr 20, 2020 @ 12:20pm 
Originally posted by cbdeakin:
I think the idea you can ignore empire sprawl is incorrect (at least in large empires), it's not as importance as keeping your economy stable (then later highly productive), but my tech and traditions were really slowed down by not increasing my admin capacity earlier on.

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?

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.
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Date Posted: Apr 20, 2020 @ 7:09am
Posts: 13