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yuzhonglu Sep 18, 2021 @ 8:34am
Masterful Crafters Civic
I think its strong. Lots of nice useful bonuses. A little of extra engineering research, 2 extra trade value, more building slots and a flat +1 artisan production that can be boosted by other things.

Between Functional Archeitecture and Masterful Crafters you're looking at 4 extra building slots in many of your planets.
Last edited by yuzhonglu; Sep 18, 2021 @ 8:36am
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lubed_assassin Sep 18, 2021 @ 10:40pm 
Originally posted by ScreamCon:
Originally posted by CrUsHeR:
megacorps, if they have no use for it because they shouldn't produce CGs?
Megacorps would need a mirror of Functional Architecture instead.
But... megacorps... do produce goods? Your not going to tell me you run only on converted trade value now are you.

its quite easy now a days. You still gotta produce alloys though.

One merchant generally produces 25 trade with bonuses. With functional arch u can start with off with 4 merchants on a planet after u get merchantile. Thats 50 energy and 25 consumer goods for 4 pops, that means on your other two planets u can spam research centers, 3 on each planet.

generally i focus on trade after this update and switch to militarized for alloys.
Last edited by lubed_assassin; Sep 18, 2021 @ 10:42pm
lubed_assassin Sep 18, 2021 @ 10:54pm 
Here's any example and i'm not a mega corp...

8 pops producing 174 trade... thats 87 energy 44 consumer goods and 22 unity.
11 energy, 6 consumer goods and 3 unity per pop, including the administrator on the habitat.

https://steamcommunity.com/sharedfiles/filedetails/?id=2605858427
Last edited by lubed_assassin; Sep 18, 2021 @ 10:55pm
Xilo The Odd Sep 18, 2021 @ 11:13pm 
i've found this useful for the early game on a Clone Empire, allows you to focus on districts to improve your alloy gains, while not needing as many city districts on your worlds. i think in my current game, any of my worlds with my clone pops has maybe 2 city districts and the rest are agriculture, mining, and then industrial to grant more building slots, alloys, and consumer goods. to counteract the over abundance of consumer goods i get, i made one of the species negatives increased consumer good upkeep. it isnt much mind you, but for the 100 pop it caps at, it makes it easy to maintain till you get the next thing that makes this important, Robot factories is under engineering research, clone origin basically needs this to survive.

the power growth from this has been pretty good. any robot neighbor near me is basically ready to be conquered by my mega armies and fleets at a moments notice, i'm progressing quite well through tech and tradition as a warrior culture/master crafter clone origin. and the leader power... though i'm debating... psionics or go cyborg and then never go full synth for the minor bonus on top of my clone species?
yuzhonglu Sep 19, 2021 @ 2:39am 
The thing with tech worlds is what else are you going to build on them, normally, besides research related stuff and city districts? Mining camps and farms and generators aren't as efficient on them as in specialized worlds.

With masterful crafters, 3 industrial districts add a building slot, so your tech worlds are more useful. This is a big deal when tech rushing on 3 planets.
Last edited by yuzhonglu; Sep 19, 2021 @ 6:49am
CrUsHeR Sep 19, 2021 @ 6:22am 
Originally posted by ScreamCon:
Originally posted by CrUsHeR:
megacorps, if they have no use for it because they shouldn't produce CGs?
Megacorps would need a mirror of Functional Architecture instead.
But... megacorps... do produce goods? Your not going to tell me you run only on converted trade value now are you.

Indeed, a proper megacorp has no artisans, technicians or culture workers. Still you get so many CGs (and energy + unity) that you have to put most of them for monthly sale, even with utopian living standards.

This also means half your empire can work in other jobs instead, since you not only save on the mentioned jobs, but also the miners you usually needed to support their production chains.


I could show you a screenshot from my current game, though it is still in an early phase where i have some artisans on my capital (you can't change the designation there to switch the industrial districts to alloy-only).

The actual downside of megacorps is that you cannot integrate vassals. So the thing about demanding vassalization and then integrating doesn't work. Otherwise they are much more interesting and fun than regular empires.
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Date Posted: Sep 18, 2021 @ 8:34am
Posts: 20