Stellaris

Stellaris

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Skoga Oct 20, 2024 @ 1:55pm
How do you deal with low habiitability planets?
Especially as a hive mind considering I want to build wide.
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Showing 1-11 of 11 comments
Kufesska Oct 20, 2024 @ 2:15pm 
you either terraform them, or create a species template with that preferable type of planet
Zorlond Oct 20, 2024 @ 2:21pm 
Or keep working on the tech tree to get the +Hab techs.
Kufesska Oct 20, 2024 @ 2:40pm 
Originally posted by Zorlond:
Or keep working on the tech tree to get the +Hab techs.
iirc you can get +20% from society(one tier 3 and one tier 4, which are not that fast to research) techs and +10% from engineering, which is 110% for preferable planet type, 90% for climat category match(that is fine, but still, why not remove that penalty?)
and 50% for climate category mismatch, which is a terrible penalty

in conclusion, it is better to terraform or create new species template(tier 3 tech required) anyway
Last edited by Kufesska; Oct 20, 2024 @ 2:40pm
mister_lobos Oct 20, 2024 @ 3:09pm 
start with a Subterranean origin... +50% habitability.
with tech, and other possible bonuses, (adaptability tradition tree for example adds 10%) you can get pretty much everything to 85%+ and also, terraform to hive world.

stargazers (FOR hive minds) also adds another 10% habitability.
i believe there is a couple events that can increase it to, like the alien box, if you pick green adds 5%.
HappySack Oct 20, 2024 @ 3:13pm 
The Adaptability tradition has a 10% bonus to habitability.

But the easiest way besides tech is to also start with the Adaptive trait for another 10%.
Bumc Oct 20, 2024 @ 6:11pm 
You can also just treat a low habitability planet as a spawner.
I.e. build just enough infrastructure to support few pops working on making new pops and automatically or manually resettle the excess.

Even 0% habitability planets grow with 50% effectiveness.
Atrox314 Oct 20, 2024 @ 7:29pm 
I do overtuned origin and become cyborg. You can have so many crazy modifications to your species
Kalemenos Oct 20, 2024 @ 7:37pm 
If you have a species with tomb world preference, they seem to be very versatile in inhabiting difficult planets.
Zorlond Oct 20, 2024 @ 8:22pm 
Originally posted by Kufesska:
Originally posted by Zorlond:
Or keep working on the tech tree to get the +Hab techs.
iirc you can get +20% from society(one tier 3 and one tier 4, which are not that fast to research) techs and +10% from engineering, which is 110% for preferable planet type, 90% for climat category match(that is fine, but still, why not remove that penalty?)
and 50% for climate category mismatch, which is a terrible penalty

in conclusion, it is better to terraform or create new species template(tier 3 tech required) anyway
That 20% applies to everything and everyone, all at once, with no further effort required.

Terraforming works on one planet at a time, and still takes years to finish.

New species can take years (possibly decades), depending on how many you need to swap over. And then you're juggling multiple species whos only difference is terrain preference.

I don't think your conclusion is as conclusive as you think.
Willem Oct 20, 2024 @ 9:02pm 
Rush Terraforming, Hive World AP, turn them all into Hive Worlds is my general strategy as a Hive Mind, don't bother Terraforming beforehand as that takes incredibly long and you're gonna need to do that again for a Hive World anyways, may as well spare the effort and do it right in one go rather than wasting a lot of energy for little gain, and yes: low pop planets can be treated as Spawning Centers in the meantime, that's a good idea posted here, no need to Juggle multiple species, if you're going the Terraforming route: Enable Terraforming Gases edict for a 50% boost to speed.
Last edited by Willem; Oct 20, 2024 @ 9:08pm
Oaksinger Oct 20, 2024 @ 9:18pm 
In my current game, the main species has templates for each climate type. While this is good early on, the automatic resettlement feature ignores the template preference. 2/3 of the time the wrong pop/wrong climate type is used. As the game progresses, playing wide as a gestalt, the micro to manually resettle/upgrade/manage pops becomes too crazy; I'd never do this again, in the end I had to simply ignore the mismatches.

When going wide, there's a high chance of finding the anomaly regarding the abandoned terraforming equipment. If the option is taken to disassemble this equipment, the reward is Terraforming technology. With this reward, uninhabited worlds may be terraformed from one regular climate into another regular climate, possibly quite early in the game. Takes just 10 years, and only up to 10k ec. With enough ec, multiple worlds may be terraformed simultaneously. Allows Society research to focus on things more useful than Habitability tech.
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Date Posted: Oct 20, 2024 @ 1:55pm
Posts: 11