Stellaris

Stellaris

View Stats:
Anglers. Too strong, too weak, balanced? Also some cata
Was wondering, after playing with this origin for a while. I feel like it's lacking a little bit in the fact that it replaces 2 farmer jobs with 1, stronger than singular job, but weaker than 2 and adds a pearl diver. I was wondering if it'd be too crazy if it gave 2 fishermen and 1 pearl diver, since you're kinda using a civic, so at least make it get bigger benefits like agrarian idyll does?

Or maybe the additional fisherman could be behind a... tier 3 tech? Not too far, not too close, and society needs nice techs like that

I haven't tried it with commie corp yet, but it seems that this may work too, having trade value give you extra food, minerals and energy instead of the alternatives, but then I think the CG would not be able to keep up due to all the pops having 0.5 living standards and a single pearl diver per district will be not enough, thus making you use those trade policy minerals to make a factory world

Oh, I was using catalytic processing too, kinda neat now that you can turn food into strategics, but the lack of mineral focus makes it a bit difficult, especially at points when you are doing well and then suddenly realise you have no minerals to build with, neither in space nor on planets

(I feel like cata could use a "convert mineral costs to food" across the board, but maybe make them 20% more expensive?)

Anyway, I am very happy to hear your ideas and discussion, maybe one day I will try and wrestle with the spaghetti code and create a mod for something like "expanded anglers and catalytic processing" civics, who knows
< >
Showing 1-3 of 3 comments
ScreamCon Oct 3, 2023 @ 8:32am 
It was weaker when it first came out but has been buffed a bit. My thought?
The anglers civic is more performant than some civics but still gets outpaced by some solid bonus civics. This is as anglers takes up a civic slot. The angers civic by itself is kind of weak, by itself its basically just the ability to collect more food and get some trade value doing so.

However it is strong in that it allows more efficient food collection if your worlds can't grow as tall. Often common due to the new growth slowing mechanics. Also note what makes the anglers civic good is the ability to boost its jobs yields via council positions. This makes angers a strong pick if it aligns to your play strategy.

As for catalytic processing civic, it is a good amount weaker of a civic. Converting food at similar inefficiency to minerals just to lose a civic slot makes it weak. Combining catalytic processing with angers can actually make your mineral problem more severe, as to get more alloys you need more food and thus have extra diver jobs open that use even more food.

My recommendation is run catalytic processing separate from angers civic. And if you have massive efficiencies late game then have. Early game catalytic processing with angers can be hard to play efficiently.
Last edited by ScreamCon; Oct 3, 2023 @ 9:01am
Big mean bunny Oct 3, 2023 @ 9:17am 
I would only pick it if I was going all in, it synergies with bio ascension clone vats, and necro space fauna upkeep. If you have a low mineral pool and market prices are inflating catalytic isn't terrible. Just a shame there is not a hive version for anglers that gave + unity or an exotic.
ScreamCon Oct 3, 2023 @ 11:49am 
I did find playing with catalytic processing civic was fun on an xenophage build. That in, pick up 1 point of xenophobe, and choose the syncretic evolution origin. Then set the second species to livestock. With this build you can both neuter purge any excess aliens while also growing more of your second pop type to feed your main and supply war industry.

Kinda fun if your interested try it out. Not as efficient as other builds but its a higher capacity build.
Last edited by ScreamCon; Oct 3, 2023 @ 11:50am
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Oct 3, 2023 @ 5:28am
Posts: 3