Stellaris

Stellaris

View Stats:
Endless Jun 11, 2023 @ 1:16pm
First building on a Colony in early game
i prefer the Gene clinic building for the pop growth. what buildiings/ districts do you guys prefer or do you let them fil colonist job?
< >
Showing 1-15 of 17 comments
MadArtillery Jun 11, 2023 @ 2:01pm 
Usually robo building or cloning vat
corisai Jun 11, 2023 @ 2:03pm 
Gene clinic for growth only never worth it even before pop growth changes :)
Simpson3k Jun 11, 2023 @ 2:34pm 
First on starting planet is alloy plant, first on first colony is robo building.
Trade value isn't penalized for habitability - I like a commercial building with mercantile tradition start, though it's probably less than ideal. Without adding any districts though, you'll have more jobs than housing and difference will allow pops to be employed but still have their growth pushed out of the colony through emigration before the last job is filled, I believe. Also, if you upgrade the ship shelter to an admin building then destroy the districts you needed to get the 10 pops there for the ugprade, you can do the same thing but with extra jobs and an extra building slot from the upgraded colony building.
God of Snacks Jun 11, 2023 @ 5:13pm 
Depends on your empire. If you want to operate with robots use robot assembly, if you're trying to be organic use clinic.

I do wish i could reorganize buildings too, makes my OCD feel better and utility wise i can set my most important buildings to be destroyed last in whatever event.
dallasm15 Jun 11, 2023 @ 9:58pm 
The first thing is to disable the colonist job since its pretty much useless. The first building should ideally be a specialist building that the unemployed colonists can move into once its built. But the gene clinic and the robot factory are not worth building in my opinion, the time it takes for them to pay off is too long, especially later in the game.

Its a good idea to specialise your worlds. On a forge/factory world go with an industrial district. On a research world go with a research lab. On a mining/generator/agri world its a bit less obvious what a good specialist building would be.

Refineries or a noble estate isn't a bad choice since those worlds don't really need building slots, as long as you need the refined goods. Otherwise keep the colonists as they take far too long to demote and probably they'll promote to rulers before they do, and build e.g. an energy grid if its a generator world.
Last edited by dallasm15; Jun 11, 2023 @ 10:32pm
Xaphnir Jun 11, 2023 @ 10:47pm 
Originally posted by MadArtillery:
Usually robo building or cloning vat

No clone vats in the early game.

And those are obvious first builds if possible. Think OP's talking more about what to build other than that.

Originally posted by dallasm15:
But the gene clinic and the robot factory are not worth building in my opinion, the time it takes for them to pay off is too long, especially later in the game.

Robot factories are absolutely worth it, if you're going synthetic/cybernetic ascension (and mandatory for machine empires, as you won't get new pops otherwise). Gene clinics are more debatable.
Last edited by Xaphnir; Jun 11, 2023 @ 10:53pm
Bumc Jun 11, 2023 @ 10:49pm 
Gene clinic has a nice bonus of not worrying about amenites until the colony grows up.
Its probably not most efficient, but it works on any planet and also adds 2 specialist jobs so you can immediately deprioritize colonists (and new pops get to mine minerals or whatever your actual early buildings will be).
Xaphnir Jun 11, 2023 @ 10:55pm 
Originally posted by Bumc:
Gene clinic has a nice bonus of not worrying about amenites until the colony grows up.
Its probably not most efficient, but it works on any planet and also adds 2 specialist jobs so you can immediately deprioritize colonists (and new pops get to mine minerals or whatever your actual early buildings will be).

Entertainers give double the amenities. If you get enough modifiers for amenity production/usage reduction, gene clinics will be better, but otherwise I'd go with holo-theaters.
Unimportant Jun 11, 2023 @ 11:05pm 
Wait people actually use gene clinic?
Lamb Chop Jun 12, 2023 @ 12:21am 
Originally posted by Unimportant:
Wait people actually use gene clinic?
Sure do...
Please sit down, this may be quite a shock, I also upgrade them...
Any and all pop growth is critical and it also provides amenities. what is not to like...
Ryika Jun 12, 2023 @ 12:51am 
Originally posted by Lamb Chop:
Sure do...
Please sit down, this may be quite a shock, I also upgrade them...
Any and all pop growth is critical and it also provides amenities. what is not to like...
An Entertainer gives twice the Amenities, so if you have Healthcare jobs, one way you can look at the job is that you're employing 1 entertainer and 1 Job that gives +10% Pop Growth and +5% Habitability.

Is that worth it? I'd say probably not, in almost all circumstances. The time it takes for 10% Pop Growth (0.3 Growth per Month, 0.45 with +1.5 base growth) to get you back the pop that you're employing is extremely high. If you're at 150 Growth required, that's 500 months, or 41.67 years (or 333.33 months, 27.78 years) to gain a full extra pop from the job.

Well, a bit less on average since the habitability will also contribute to growth in many situations, but there are better ways to solve habitability, too.

It's not a terrible building anymore, but is it "good"? I don't think so. Certainly not for the first slot, since you won't even need the amenities on a fresh colony, and you won't have a bonus to base growth either, so the pop growth is the least efficient there.
Last edited by Ryika; Jun 12, 2023 @ 12:53am
Simpson3k Jun 12, 2023 @ 12:52am 
Actually i find alloy the most important early game ressource, for science vessels, outposts, early fleel assembly.
Bumc Jun 12, 2023 @ 1:03am 
Its more of having 2 entertainers on smaller colonies is ridiculous overkill, unless you are repugnant or something.

So you are either stuck with 7-9 pop colony that's running low on amenites before you can upgrade capital building, or reserve a building slot for just one active job.

So yeah, clinic is more of a "I don't want to think about it too hard" building, it helps you breach into 10 pop colonies and you can just plop and forget it anywhere.
ScreamCon Jun 12, 2023 @ 1:09am 
Energy districts, then mining districts.

need more stuff? take more wOrLds. Each marble gives you passive growth that as a meddling dictator no longer have to watch, just sit back, wait for the unemployment symbol, and let the planets do all the work.

It is the planet that produces the pops right, Right !? lol
I bet the planets even move the pops, whoa.
Last edited by ScreamCon; Jun 12, 2023 @ 1:11am
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Jun 11, 2023 @ 1:16pm
Posts: 17