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WinSlaya Sep 20, 2022 @ 9:10am
My Top 10 Tips for Playing w/ Toxoids
Hi, my name is winslaya, and I went over my Top 10 tips for playing with the new Toxoids DLC and the 3.5 Fornax update in a video I just posted on Youtube. This video was made with a free key I received from Paradox Interactive.

If you would like to watch the video discussion, here is the link:
https://youtu.be/Rx7WMHHVc-s


If you would prefer to read my tips, here they are:



1.Inorganic breath (trait) and Exotic metabolism (Advanced trait) have great synergy

Allows you to guarantee exotic gasses for your research needs. You could reduce upkeep of this with lower living standards.


2. Scavengers

So they changed how debris works. Now you have a choice, unless you take this civic. Most people have to choose between research or other resources, where as scavengers get both bonuses and sometimes you can get free ships.


3. Knights of the Toxic God (origin)


YOU CAN NOT TAKE VOID DWELLERS AND KNIGHTS, BUT YOU DO GET HABITAT TECH AT GAME START, which means you could get a bunch of vassal relatively easily. I think there's probably a solid one system strategy here. It seems like without exploiting mechanics, it will take about 100 years to finish this event.

Toxic blockers on capital can be upgraded into powerful assets through a quest line, but at the beginning of the game, they will be a thorn in your side, reducing the number districts you can build on your homeworld.

I love the new story content. Some of the new event are in Fornax, making them free! My favorites so far are the event from toxoids tho. For example I was able to get those modifiers from my choices in event. The “questlines” where give me major oathbound from AoW planetfall vibes.


There is an event makes it so you can use 1000 dark matte to expand the size of the habitat



4. Detox Ascension Perk​

In theory I like this feature for RP reasons, but I just don’t see myself using it or terraforming with how expensive it is in the current form of the game. My test game did not have many toxic worlds for me to terraform, but you can get some from the toxic knights origin.


5. Overtuned (origin)

Spiritualist got a minor boost with Teachers of the Shroud (origin) in the last expansion, so it makes sense to me that they would improve bio ascension next.

The new Overtuned (origin) is good for ascension rushing. Montu Plays did a great deep drive on this topic, so I won’t cover it in detail here. The main highlight I got from his video was “you start with genetic ascension so you don’t have to roll that tech + on top of that lithoid’s extra lifespan can counter the overtuned malices”.

I will say that it is nice to see another ascension other than the materialist ascension getting some attention from the devs. Theoretically this should be more balanced, giving more viable options in mps.


6. Golden Tiyanki Status​
The Caravansary Caravan Coalition will now reward their most loyal patrons with Golden Tiyanki status . Those who have purchased a sufficient number of Reliquaries will now be granted the honor of being able to purchase as many as they like, directly for credits, with no more cooldowns for their best customers.

(I think I got mine after 6 or 7 reliquaries) If anybody watching knows exactly how many reliquaries you need to buy, please feel free to let the rest of us know in the comments sections below.



7. Culture workers (or monuments, got to check in game) get special bonuses based on ethics. (Look up your favorite bonus) sometime +10% sometimes +20% gov attract

Militarist = +1 or 2 naval cap
Pacifist = +2.5% trade value from living standards

Xenophobe = citizen hap +2.5%
Xenophile = pop upkeep -2.5%

Materialist = +2 amenities
Spiri = pop amenities usage -2% or -5%

Egal = pop housing -2%
Auth = none?

Materialist: +2 Amenities (Planet)
Spiritualist: -2.5% Amenity Usage (Planet)
Militarist: +1 Naval Capacity (Empire)
Pacifist: -2.5% Crime (Planet)
Egalitarian: +2.5% Worker Happiness (Planet)
Authoritarian: +5 Ruler Political Power (Planet)
Xenophobe: +3 Edict Fund (Empire)
Xenophile: -2.5% Pop Upkeep (Planet)



8. Relic Rebalance = more viable builds/combinations (go find a relic, old and new would be cool)

The Khan’s Throne now grants you access to the Satrapy Subject Preset letting you extort fleet capacity from your subject.




9. All crises will make for fun mps. My group is excited to try this on Sunday at our normal play time, 9am pst.


10. We got new traits for lithoids. It is part of fornax, so “free”, adding value to existing cosmetic packs is awesome, and quite generous. So long as they are making any more op machine or materialist empires, I am ok with it.

Crystalization
Radiotropic
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Showing 1-13 of 13 comments
pete3great Sep 20, 2022 @ 9:19am 
Originally posted by WinSlaya:

6. Golden Tiyanki Status​
The Caravansary Caravan Coalition will now reward their most loyal patrons with Golden Tiyanki status . Those who have purchased a sufficient number of Reliquaries will now be granted the honor of being able to purchase as many as they like, directly for credits, with no more cooldowns for their best customers.

(I think I got mine after 6 or 7 reliquaries) If anybody watching knows exactly how many reliquaries you need to buy, please feel free to let the rest of us know in the comments sections below.



Haven't fiddled with it yet, so I'm talking out my butt here, but I wonder if it has something to do with opinion.
CrUsHeR Sep 20, 2022 @ 11:48am 
YOU CAN NOT TAKE VOID DWELLERS AND KNIGHTS, BUT YOU DO GET HABITAT TECH AT GAME START,

Well... you don't, not in the live version.
vkobe Sep 20, 2022 @ 1:49pm 
so can we terrofarm all toxic planet and colonize them or it is only for few special toxic planet while 90% toxic planet are unhabitable ?
ScreamCon Sep 20, 2022 @ 2:11pm 
I got my hands on the empire build section not gameplay yet but...
I do have a few tidbit to add from what I've immediately seen. This is a run down of everything I can notice changed.

The noxious trait is good for authoritarian but if you only have one species is actually really bad pick. gaming the minimum habitability not really worth considering the number of downsides. Syncretic evolution has enormous stability possibilities gaming authoritarian and political power. It biases having 10 or fewer of these pops to like 40 others with a world filled to district.

Overtuned is like running the shortlifespan of the clone army start when you max traits using them. Its possible to get a 'ludicrous' research boost to +40% if your willing to make leaders expensive dying. High potential for devastating multiplayer builds. However its limited to maxing things out as since their still limited by the number of picks. But they will on average be able to achieve higher % efficiencies with pops.

Have not played Knights of toxic god yet but from what I understand they offer increased ability to turn alloy into fleet capacity. Probably balanced but I know insane late game fleet sizes are going to happen.

Relentless industrialists are the ultimate civic if you can combat tombing your worlds. Goes well with fanatic militarist and national zeal. Destroy the world to destroy your enemy without destroying the planet. Using subterranean synergizes nice with it also.

Mutagenic spas are also really industrially useful, its the pop growth swap out for instead of getting more raw resource.

Scavenger pick from what I can tell further boosts the bonus of what you normally get from surveying wrecks. Haven't played but that's what it looks like.

Inorganic breath trait is not quite as good as lithoids special resource production but it does let you spend food instead for in comparison which generally has a better conversion from districts. Lithoids can actually stack this trait to make three times as much gas combo with the gaseous byproducts.

Lithoids can use crystallisation trait. Now they too can contribute to pop build speed based on number of pops along with the budding species. Crystallisation is currently able to also boost budding boosted species. May be prone to change in future updates.

Incubators trait is likely an industrialist benefiting trait for player that aren't looking to make packed worlds but medium full. Which normally is good enough anyway when considering pop slow.
Last edited by ScreamCon; Sep 20, 2022 @ 2:18pm
ScreamCon Sep 20, 2022 @ 2:21pm 
Originally posted by vkobe:
so can we terrofarm all toxic planet and colonize them or it is only for few special toxic planet while 90% toxic planet are unhabitable ?
From my understanding all empires can convert toxic planets once they get the tech, correct me if I'm wrong. What your doing is converting the uncolonisable planet type to a toxic themed blocker planet. So your converting it to a less toxic world to than convert to another type if I'm correct. The reason is there is alot more toxic planets available in wide empires and devs didn't want to make too easy to convert em all in straight format.

This might explain how devs plan to allow ice and lava worlds to be converted also.

I've heard that to unlock the planet is through an event. Which would also make balancing sense. If thats the case its both locked behind a tech before you can start to get the possibility of getting the terraforming candidate.
Last edited by ScreamCon; Sep 20, 2022 @ 2:24pm
vkobe Sep 20, 2022 @ 3:20pm 
Originally posted by ScreamCon:
Originally posted by vkobe:
so can we terrofarm all toxic planet and colonize them or it is only for few special toxic planet while 90% toxic planet are unhabitable ?
From my understanding all empires can convert toxic planets once they get the tech, correct me if I'm wrong. What your doing is converting the uncolonisable planet type to a toxic themed blocker planet. So your converting it to a less toxic world to than convert to another type if I'm correct. The reason is there is alot more toxic planets available in wide empires and devs didn't want to make too easy to convert em all in straight format.

This might explain how devs plan to allow ice and lava worlds to be converted also.

I've heard that to unlock the planet is through an event. Which would also make balancing sense. If thats the case its both locked behind a tech before you can start to get the possibility of getting the terraforming candidate.
if you mean the quest to contact toxic god yes i see the video

fine i drop 20$ for the dlc, i hope i dont regret it ^_^
ScreamCon Sep 20, 2022 @ 3:48pm 
Originally posted by vkobe:
Originally posted by ScreamCon:
From my understanding all empires can convert toxic planets once they get the tech, correct me if I'm wrong. What your doing is converting the uncolonisable planet type to a toxic themed blocker planet. So your converting it to a less toxic world to than convert to another type if I'm correct. The reason is there is alot more toxic planets available in wide empires and devs didn't want to make too easy to convert em all in straight format.

This might explain how devs plan to allow ice and lava worlds to be converted also.

I've heard that to unlock the planet is through an event. Which would also make balancing sense. If thats the case its both locked behind a tech before you can start to get the possibility of getting the terraforming candidate.
if you mean the quest to contact toxic god yes i see the video

fine i drop 20$ for the dlc, i hope i dont regret it ^_^
It was 13 dollar cad converted prepurchase on steam for me if you want a cost comparison. 10 dollar i'd say is worth the cost definitely now that I'm playing it but comes down to if you want to spend on game that is bit gamey until a future balance patch.
zimfier Sep 20, 2022 @ 4:22pm 
Did you really just make a post just to advertise your YouTube channel? And then proceed to fill it with false information?
vkobe Sep 20, 2022 @ 5:58pm 
Originally posted by ScreamCon:
Originally posted by vkobe:
if you mean the quest to contact toxic god yes i see the video

fine i drop 20$ for the dlc, i hope i dont regret it ^_^
It was 13 dollar cad converted prepurchase on steam for me if you want a cost comparison. 10 dollar i'd say is worth the cost definitely now that I'm playing it but comes down to if you want to spend on game that is bit gamey until a future balance patch.
because i want to avoid to spend $ on dlc i never use ingame, it is alway annoying when you spend 10$ on something you dont like or dont use

but video and forum seem to show than the dlc worth it, so i will take the risk
Jynn Sep 20, 2022 @ 9:04pm 
Originally posted by vkobe:
Originally posted by ScreamCon:
It was 13 dollar cad converted prepurchase on steam for me if you want a cost comparison. 10 dollar i'd say is worth the cost definitely now that I'm playing it but comes down to if you want to spend on game that is bit gamey until a future balance patch.
because i want to avoid to spend $ on dlc i never use ingame, it is alway annoying when you spend 10$ on something you dont like or dont use

but video and forum seem to show than the dlc worth it, so i will take the risk

IMO the DLC also has one of the best ship sets too, so that is a big plus for me at least
WinSlaya Sep 21, 2022 @ 8:58am 
Originally posted by vkobe:
so can we terrofarm all toxic planet and colonize them or it is only for few special toxic planet while 90% toxic planet are unhabitable ?

You can't terraform all toxic planets, just the ones with that special tag
ScreamCon Sep 21, 2022 @ 10:57am 
I'm quite pleased with the toxiods dlc after the game I had yesterday.
The sprawl reduction system they have is bit of bumer but otherwise good balance.
The monument building got 2 unity jobs added I have to say that makes me build them now
vkobe Sep 21, 2022 @ 3:36pm 
Originally posted by Jynn:
Originally posted by vkobe:
because i want to avoid to spend $ on dlc i never use ingame, it is alway annoying when you spend 10$ on something you dont like or dont use

but video and forum seem to show than the dlc worth it, so i will take the risk

IMO the DLC also has one of the best ship sets too, so that is a big plus for me at least
i dont care about ship cosmetic and i already have aquatic ship cosmetic
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Date Posted: Sep 20, 2022 @ 9:10am
Posts: 13