Stellaris

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best species to play and traits
I was playing so many bio species so far then I tried robots for once, no need for food nor consumer goods I feel like this is so easy to play and bio just too annoying to do everything with 2 extra resources to keep getting, what do you think?
I dont really see point to play bio species
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Showing 1-10 of 10 comments
Toaster Jan 28 @ 6:58am 
Don't know which DLCs you have, but yeah robots in general are easier. I personally go either determined exterminators with as much pop assembly speed as possible, or a tech rush robot empire, with not even colonizing and just focusing purely on military production on the former.

As for bio species, I too find it more hard to manage, but it's not that hard, you can keep up if you play your cards right. I focus on finding worlds that are big, save up influence and specialize each for 1 basic resource. I generally find it harder to get the same amount of pops as with a robot empire, which is why I prefer to play machines.
Ty svab Jan 28 @ 7:02am 
Originally posted by Toaster:
Don't know which DLCs you have, but yeah robots in general are easier. I personally go either determined exterminators with as much pop assembly speed as possible, or a tech rush robot empire, with not even colonizing and just focusing purely on military production on the former.

As for bio species, I too find it more hard to manage, but it's not that hard, you can keep up if you play your cards right. I focus on finding worlds that are big, save up influence and specialize each for 1 basic resource. I generally find it harder to get the same amount of pops as with a robot empire, which is why I prefer to play machines.
what disadvantages robots have vs bio species? I feel like robots are much better tbh
Toaster Jan 28 @ 7:15am 
Originally posted by Johko #Trump2024:
what disadvantages robots have vs bio species? I feel like robots are much better tbh
The fact that one resource (energy) is used in everything. Early game it genuinely is a non issue but it scales a lot (especially if you get huge fleets) and it can become quite the deficit. Other than that, couldn't say.
Bio species with the right perks can advance in specific aspects far faster than gestalt empires are able.

For example, a bio-technocracy with fanatic materialism, and the player stacking all the research bonuses possible will quickly outpace every other empire in the game in terms of tech if played correctly.

Also gestalt leaders don't get destiny traits. Some might not care, but leader-focuses empires get a major boost with these traits.
Originally posted by Johko #Trump2024:
I was playing so many bio species so far then I tried robots for once, no need for food nor consumer goods I feel like this is so easy to play and bio just too annoying to do everything with 2 extra resources to keep getting, what do you think?
I dont really see point to play bio species
master crafters are useless don't bother it seems good but its a waste
Hivemind Rocks can also ignore tons of resource requirements
Baron Jan 28 @ 11:57pm 
Originally posted by HaleTheFreeVoice:
master crafters are useless don't bother it seems good but its a waste

Wow, I could not disagree more strongly if I tried. First of all, the trait is good. But honestly, even if it wasn't, what about RP? What about good ol' fun? Optimal is not always best.
Originally posted by Baron:
Originally posted by HaleTheFreeVoice:
master crafters are useless don't bother it seems good but its a waste

Wow, I could not disagree more strongly if I tried. First of all, the trait is good. But honestly, even if it wasn't, what about RP? What about good ol' fun? Optimal is not always best.
oh for rp its really fun, so I should clarify, it can be very good depending on how you build your species.
BRRM Jan 29 @ 4:44pm 
Most gestalt empires are for a more easier time playing the game.
Bio gestalt im playing atm are:
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progenitor hive origin (mainly for flavour. can be a gimp, but passive councillor experience is nice).

Cordyseptic drones civic (just for the fact i can just kill void worms and get them appart of my fleet. good early game fleet buff).

Elevational Contemplation Civic (not great but gives an early buff to the capital and negative % Tradition cost is nice).

Traits:

Extreme Adaptability

Incubators (mainly for an ant type vibe im going for. Later can be taken out when i get bio ascendancy. Still good for early colonisation booming.)

Jinxed (hives have an agenda to remove negative traits from the ruler and councillors. can be taken away later).

Slow learner (Not really that bad. Progenitor basically negates it with passive councillor exp. You will get over it quick when you change things genetically.)

Psychological infertility (so i could get Extreme Adaptability. Incubators will mostly negate it. But you will be taking it out later on. If someone is cranky at your borders just build your fleet up and choke point star bases.)

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Not optimal but fun. Working quite well atm.
Last edited by BRRM; Jan 29 @ 5:05pm
Another option, if all that bio-micro-engineering is too annoying, is to go synth. It takes a while to get there - and it's good to pay close attention to the techs you choose to knock off a few decades in the process - but it simplifies species work. I sometimes go synth, and EVERYONE except one or two sub-species gets assimilated. (The extra species are so that I can plant them in a sector and turn it into a vassal with a non-primary species.) Then I have one design for everybody, and another design only for robot assembly to speed it up and make it cheaper. Once in a while I change all the assembly-synths to the protoco-synth with all the productive features. It's a powerful combo, and near zero micro management of bios.
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Date Posted: Jan 28 @ 6:28am
Posts: 10