Stellaris

Stellaris

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Prosperous Servitors!
By Apollo
Hello! I'm Apollo, I'm here with a guide on Prosperous Unification (PU) + Rogue Servitors (RS).
   
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Introduction
I found most of this build in one of first my multiplayer games, the discord[discord.gg] invite if you're interested.

Prosperous unification has always been an B - A tier origin depending on who you ask. It's flat bonuses to amenities and pop output help scale a year 30 build into a powerhouse.

Rogue servitor is another story though. Powerful, but also tricky to do right. The power comes from 2 things. 1, free stability, all gestalt pops have a flat 50% happiness, with bio trophies, we get much more stability, more stability is more output, more output is more ships! 2, Complex drone output, even if it's only 10%, that's better than meritocracy, an A tier civic.

Combining these 2, we can already get a good economy, but there is much much more.

Eventually I'll make a video about this build, when I do it will be posted here.
https://www.youtube.com/channel/UCa46MrUOQloDDKsvpIoZx1g
The Build
Traits
Machines

Efficient processors
5% to everything is just more effective than any other trait, 5% alloys, something you can't otherwise boost with traits.

Emotion emulators
Less maintenance drones, more alloy/researcher drones.

Mass produced
It's 3x better than rapid breeders, also pops = power

Luxurious
This is required for efficient processors.

High Bandwidth
This is required for efficient processors.

Bio Trophies

Rapid breeders
Since this is our only source of unity, and pop growth in general is really good.

Adaptive
We will move some Bio-Trophies to our colonies for more growth and capacity, this just helps with that.

Traditional
The only resource Bio-Trophies produce is unity.

Civics

Rogue Servitor
A crux of this build, RS's stability and complex drone output is one of the most powerful boosts from 1 civic alone. The shear pop output you get is just so worth it. Not having to worry about unity along with extra pop growth. RS is just so good.

Rapid Replicator
20% of anything is usually good and pops = power

Machine
Machine's powerful nature and simple execution is a valuable asset. Max habitability is one of the best buffs of machine, another, is it's traits, In general machines have the best traits compared to Bio pops.

Origin

Prosperous Unification
One of the most noob - friendly origins happens to also be one of the strongest ones. Not exactly but played right and with other combinations, it can be really powerful. The thing is, all of it's buffs are at the start, starting strength is the most powerful asset for a year 30 rush build.

Make sure your starting system is on deneb.

Side note: in combination with rogue servitor, Prosperous unification starts with the most pops out of any other build.
First Year
With some builds, It's not exactly a "Setup" section. The first years need to be tight almost every game. The goal is to get both guaranteed habitable worlds colonizing by year 4. Setting up ample alloy production for economy stations, and just general setup.

Jan 1st 2200
Setup monthly transactions of, buying 52 minerals, selling 5 CGs selling 9 food.
Unemploy 1 coordinator and the artisan. Sell all food and CGs. Strip ships, dismantle the crew quarters and make sure to disband your corvettes once they are done downgrading.

Tech Priority
- Global Energy Management
- Quantum Theory
- Field Modulation
- Hydroponics Farms
- Bio Diversity Studies
- Uniform Data Standards
- Nano Mechanics
- Geothermal fracking
- Coil guns

Check your starting governor pool for an architectural interest governor, skip this if you started with one. If you have to hire one, buy 100 minerals, if not buy 200 minerals.
If there's a planet within your sensors, of course survey that. If not, here's a trick. Any system that has a type F, G or K type star has a more likely chance to have a habitable planet. Send your construction ship to follow the science ship.
March 1st 2200
Stop buying minerals, setup a monthly transaction of 13 alloys p/m. Start building a Industrial district.

July 1st 2200
Buy 25 alloys and make a colony ship, chance your Monthly transaction to 10 alloys. When your industrial district finishes cancel the alloy monthly buy and buy 40 minerals per month.

Afterwards, focus on making colony ships then into economy stations. Never should economy stations come before colonies, quicker colonies, more pops.

When about to go over 45 empire sprawl, employ the second coordinator. When about to go over 60. Change your policy to isolationist.

When your first colony ship finishes, make a science ship

Lets talk Unity, and oh boy is this a complicated one.
Unity
Unity can be complicated, It can be very very simple. It's your choice, but effectiveness comes with difficulty and luck.

Note: This is assuming Tech/Tradition cost is at 0.75x

Let's start with Unity 1

Unity 1 is a safe, but economically weaker path. Taking discoveries' tech alternative significantly increases the chance we get cruisers, and any other really good techs we want. Even early on, experienced players will have more options to chose the exact techs they know they need.

Discovery = Research alternative = Prosperity.The order in which to acquire Prosperity












Supremacy = Ship build cost/speed, = Naval capacity/Ship upkeep = Ship firerate = Starbase damage = Fleet command capacity. From here it's finish discovery, by this time if you're in an MP game, you'll know the state of things, this can vary a lot, chose based on your situation.

The problem with this build, you don't finish supremacy by year 30. As opposed to having a much lower chance to get cruisers and other really powerful techs, this is a safe path.

Next is Unity 2

Unity 2 is a more risky, RNG requiring path, but scales with RNG, so if you get lucky. Then you might want to chose this path for more scaling and power.

Prosperity = Build cost/speed = Building/district upkeep = Complex drone output. Supremacy
The order in which to acquire Supremacy













After that finish Prosperity then Discovery. Chose based on your situation.

Ascension perks:

Technological ascendancy
Grasp The Void
Arcology Project or Machine Worlds
Arcology Project or Machine Worlds
Capital
Your capital is always the most powerful asset in any rush build. Producing All alloys and Tech, all of the important resources come from here, if managed correctly. Your capital can produce everything you need. Let's start with the build order.

The Build Order
Industrial district x2
Research Lab, open slot
Unsupervised settlement
City Districts then Research labs x3
Replace Uplink node with a Research lab.
City Districts then Research labs until there are no more building slots left to gain.
Replace Machine assembly plant with Alloy forges.
Replace any Districts that don't have any jobs occupied, with Industrial districts
Clear Blocker
Industrial District

This Build order insures good alloy and tech production. If you ever get alloy mega forges, be sure to upgrade your alloy forge, and yes, there is no Energy grid, this is because we don't want technicians over researchers and metallurgists, not enough pops for all 3 for it to be worth it to make an energy grid.

When finishing your 3rd (total) research lab, change your policy to manufacturing focus.

Jobs
The build order is as important as job management.

These jobs should always be worked over any counter parts.
Researchers, replicators, metallurgists, Enough coordinators for empire sprawl, not all.

These jobs are only if you have enough pops
Miners, Technicians.

Hunter seeker drones should only be worked at the start when It's worth more than 2 Stability in amenities.

Artisan jobs should only be worked if you are in a deficit in CGs, make sure to sell any excess CGs and buy minerals in place of them.

Maintenance drones can go under amenities, only when it will go under 50% stability is it not worth it.
Colonies
Colonies will be a bit longer since it will be more than 1 build order.
Colonies will supply basic resources for your capital. Since we will finish colonizing our first planet before year 5, we will have plenty of pops. Here's a trick you can do.

Bio Trophy Trick
Move 1 bio trophy from your capital for 1 month, make sure it ticks over. Move the pop back, and that colony will have pop growth until that pop is finished, then that pop will trigger the growth again.

Colony specialization
Your First and second colony will be 1 mining and 1 generator. Whichever one is which depends on the planet's district capacity for that respective district.

Your Potential 3rd will be Admin and pop growth.

Any subsequent planets will have 1 mining district and then only alloys.

Colony build order

1 and 2.

Machine assembly plant
City district and organic sanctuary
Respective district at 4 pops
Respective district at 6 Robot pops
Upgrade capital and build a energy grid or mineral purification plant.

With the massive stability boost on colonies from bio trophies, amenities jobs will barely be worked.
After your capital upgrades employ 1 before than none. With this in mind, make districts to employ any robot pops.

Note: for alloy mega forges, you will need some motes, make sure to make 1 chemical plant for this. Just make a city district for the slot

3

Up link node
City district
Up link node

City districts and uplink nodes for any empire sprawl. Do the bio trophy trick to get pops on this planet.

Any planets after the first 3

Machine assembly plant
City district and organic sanctuary
Mining district
Industrial district at 6 pops
Upgrade capital and build alloy forges

With the massive stability boost on colonies from bio trophies, amenities jobs will barely be worked.
After your capital upgrades employ 1 before than none. With this in mind, make districts to employ any robot pops
Technology
Optimizing this pile of RNG can be infuriating. Getting the right techs will not always happen, that's why I said that unity 1 is a safer path. There are many techs we want and not every game will we get them. Here are a few examples of techs we want:

Note: All of this is for Physics and Engineering, none of this covers society.

Cruisers/Cruiser hulls
Chemical Plants/Alloy mega forges
Rail guns/Advanced Rail guns
Star holds
Advanced combat computers
T3 reactors
T3 lasers

In order to get these we need to prevent other techs from popping up in our tech pool. This is called tech - b lining, tech b lining is a way to prevent techs we don't want from coming up and increasing the chance of the techs we want to come up. By specifically not choosing some techs we remove their higher tier counterparts from the tech pool. So don't research these techs:

Powered exoskeletons
Armor T3
Space mining and space research techs
No afterburner techs
No missile or torpedo techs
Colonization speed techs
Techs that improve encryption or decryption
No point defense techs or flak techs
Disruptor techs

By not researching any of these techs at any point, we significantly reduce the amount of clutter in our tech pool. But not every game will you get a useful tech in a tech roll. Here's some techs that will have a minimal effect on clutter.

Any standardization techs
Any hull improvment techs
Afterburner techs

This is a huge part of the game, getting this right can be the difference of thousands of fleet power and economic power.
War >:)
War is a big part of a Year 30 rush build. Getting the right strategy and ship power is crucial to war. With war we can gain tributaries, entire empires along with a few hundred pops. All of this at year 30 will make an empire scale out of control. Let's get 1 thing straight, war goals.

War goals
If you ever try to claim and conquer a Normal empire/bio empire. You will not get what you want. Since all bio pops in a rogue servitor empire are bio trophies, their entire population becomes bio trophies. Not as useful as a tributary. But robot empires on the other hand. When a robot conquers another robot, all robot pops are instantly assimilated and is integrated into the empire.

This means that you will double your size if you kill a robot empire as opposed to a bio empire.
This comes to my point, Never claim and kill a Bio empire as a rogue servitor, bio empire doesn't mean hives. Always Claim all planets of a robot empire and assimilate them.
Always tributize every Bio empire for minerals and EC.

War preparations

8 total shipyard modules
Atleast 120 naval capacity
10 - 12k alloys in the bank
Ai aided fleet design governor trait in your pool.

With this, and cruisers we can easily get 30 cruisers and sustain it for a while. The deadline for this is year 27. Admiral trait should be trickster vs player and unyielding vs AI. Along with edicts your fleet power should stand between 10k - 14k fleet power.

The Trick

When about to finish a ship, move it to the back of the queue so It doesn't take up upkeep. But it's still basically done. This can save lots of EC and alloys along with a surprise fleet expansion for your enemies.

Don't forget armies.
Wrapping up
And that does it, Prosperous servitors. A powerful build that takes some practice to get right. At least it took me some practice.

Eventually I'll make a video on this, when I do it will be posted here.
https://www.youtube.com/channel/UCa46MrUOQloDDKsvpIoZx1g

I hope you conquer many galaxies with this build. I've been Apollo, and goodbye!
3 Comments
pendrix Oct 6, 2022 @ 12:31pm 
So machine worlds, I'm guessing we're doing some of our EC and mineral worlds (but not too many?)? I know you like to have a set unity world (probably a found/taken gaia?) and we'd resettle all our biologicals to that world when we're swapping to machine worlds? Is there any consideration to terraforming to gaia worlds instead of machine worlds, I know they aren't as good but we don't have to resettle all the biologicals then. Thanks!
Apollo  [author] Feb 19, 2022 @ 5:45am 
Really anything goes, I've tried Memorialists, rock-breakers, maintenance protocols, and introspective.

It really depends on how the game is going. Rock breakers and maintenance protocols are to hold up a falling economy. Memorialists and introspective are for scaling into the late game.
Hurkaleez Feb 18, 2022 @ 3:44pm 
Great guide, thank you for this.

What do you suggest for 3rd Civic when you get that option?