Stellaris

Stellaris

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Jason Aug 24, 2024 @ 1:49pm
Luxury Residences....?
They use a building slot and give 3 housing + 5 amenities. A city district GAINS a building slot + 8 housing and a clerk to gain some trade value and (I think) 3 amenities. I just never use them and am trying to imagine why I would. I guess the residence produces the amenities without needing a pop to fill the job.... Maybe if you are REALLY trying to save the district slot for one of the others but the other districts provide their own housing anyway.

Am I missing something?
Last edited by Jason; Aug 24, 2024 @ 1:49pm
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Showing 1-12 of 12 comments
Cerodil Aug 24, 2024 @ 1:57pm 
Originally posted by jlane0710:
I guess the residence produces the amenities without needing a pop to fill the job.

Yup that's the advantage to them, you can save on needing holo-theaters or whatever to keep stability high on worlds with extra building slots. I sometimes use them on energy/mining worlds to keep those pops on their jobs. Sometimes I also find that small worlds will end up having -1 housing when all the jobs are full so plopping down one of these fixes that issue without having to redesign the districts.
Forblaze Aug 24, 2024 @ 1:59pm 
They're pretty niche, yeah. They produce amenities without needing a pop to perform a job, which is kind of something, but it's not huge. Planets have gone through a *lot* of changes over the years and they were a bit more useful in previous versions of the game.
Jason Aug 24, 2024 @ 2:03pm 
Yeah. I seem to remember a couple of years ago, when I first got Stellaris, the building slots were not locked behind city disctricts and there were no Industrial districts. You had to build alloy and consumer good plants. And I do seem to remember needing housing for those.
Elitewrecker PT Aug 24, 2024 @ 2:46pm 
There was a time when building slots were unlocked by the amount of pops in the colony.
Last edited by Elitewrecker PT; Aug 24, 2024 @ 2:46pm
Kufesska Aug 24, 2024 @ 3:38pm 
also clerks are bad jobs(except maybe for specific builds), better build residence and make this pop work some good job(when you are short on pops early game for example), later, when you will have more pops turn residence into holotheater
mr_pan7s Aug 24, 2024 @ 7:31pm 
i have never used the housing building in my 800 hours and been playing forever. okay so maybe on the habitats or something
Geoff Aug 24, 2024 @ 7:51pm 
Originally posted by jlane0710:
Am I missing something?

They're a handy placeholder building if you've got a big empire and you want a fledgling colony to sit a bit before you get back to it. Slaver empires can benefit from them if there's a shortage of designated "domestic servants." Generally speaking, though, there's never a dominant use case for them. At best they're a cheap temporary building to a hold a slot until you've put something more valuable in it or to add a bit of color embellishment to a world.
Oakshadow Aug 25, 2024 @ 9:19am 
They exist to fill a niche scenario.

Namely they're there to help solve housing issues when districts are at a higher premium than building slots. You use them more when you're a gestalt or with habitats than with normal empires. Which is why I think so many players never touch them.

Most resource districts provide enough housing to cover the jobs they produce. This isn't the case when using bonuses that add jobs per district or planetary buildings. Meaning the housing has to come from somewhere else. I mean you could just build a few city districts.... but with all the bonuses you're likely to stack on say an foundry world, it's more efficient to grab the housing from a buildng than to sacrifice 2 alloy jobs in exchange for a clerk. It's fewer amenities for excess housing and a waste of a pop for the planet in question.
Jason Aug 25, 2024 @ 10:17am 
I just thought of another use for residences... Having excess housing increases pop growth rate in certain conditions. The curve is complex but the base growth rate can be increased to as much as 4.5 (3.0 seems to be the "neutral" point). Since residences are the only building (I think?) that provides housing, if you have empty building slots and minerals, you could build residences to increase growth rate. Then just replace them when necessary.
mss73055 Aug 25, 2024 @ 2:10pm 
I've never built them, they're as awkward as they look.
There's perfect for a niche game where you want to troll yourself hard :).
Dev1L Aug 25, 2024 @ 3:00pm 
I use machine equivalent of that called "drone storage" on energy/mining focused machine worlds, what solely filled with corresponded districts. That way you don't have to build housing districts and use the least possible drones for amenities.
Wat Aug 25, 2024 @ 4:37pm 
Originally posted by jlane0710:
Am I missing something?
Extra housing increases planet capacity, which increases pop growth. Luxury residences increase housing, which increases planet capacity, which increases pop growth.

City districts also give housing, but each district consume about 4 planet capacity on most planets. So, city districts tend to have less net effect on planet capacity than luxury residences/paradise domes.
Last edited by Wat; Aug 25, 2024 @ 4:37pm
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Date Posted: Aug 24, 2024 @ 1:49pm
Posts: 12