Toggle Background Color

Game play notes 12



I'm surprised in this game I have never:

A: Been extorted

B: The Khan never happened. There is the other maurader over in Gurite space, but they've been reduced to a single sector.

C: Sometimes after defeating a maurader group they may appear in your home sector for revenge. Didn't happen.



As you can see here attack moons have a lot of fleet power behind them. And this is using an event attack moon who comes in with a preset amount of equipment that you cannot change. A moon that we make ourselves can be even more powerful.



And not to mention, getting all this power vastly shoots up our military score, which leads to other empires being fearful. Seconds after the moon was restored I got this.



The grand archive has a series of events tied to it that provides buffs to the planet its hosted on as your complete them, along with extra jobs. Much like the supercollider it also provides several techs when you finish each event chain.

To start each chain you need to pay out a chunk of unity to start it, when you finish you'll have to spend 100 influence to fully complete it. After finishing every event you get a large bonus to the archive.



Been a while since I looked at planets, for the most part I've just been throwing industry districts cause alloys is life in Stellaris. Now that I'm basically untouchable I can start removing those jobs for other fun things.

When it comes to the buildings here I got:

An Elite City, you can only build 1 in your entire empire. It produces 10 unity, 10 housing, +25% amenities and +1 noble job. Nobles provide stability and unity.

Shortly after this screenshot I maxed out the gene clinic chain, which caps out at 20 medical worker jobs. Most people hate these buildings because if you need amenities you get a holo theater which provides more than medical workers. There is also the thing where if you have a pop as a medical worker, you need to wait x amount of months/years for them to pay for their own pop growth. But hey, the capital now has 790 amenities. And I plan on playing for quite a while so those pops are gonna pay for themselves and generate interest.

The embassy complex building chain provides a few extra envoys and can only be built in your capital.

I have a tier 2 engineers guildhall, despite moving from robotics to clone bays for the extra organic pop growth assembly. The tier 2 building provides 4 master engineers, 4 technicians and 1 roboticist.

Speaking of the spire, a max rank spire provides: +15 housing and an additional +15%, 10 clerks, 2 administrators, 2 medical workers, 2 telepaths (only if you go psionics?), +20% pop growth speed, and +5 organic assembly.

Project support labs give 4 researcher jobs and 2 manager jobs and provide an empire wide +1% megastructure build speed and -0.5% alloy cost for megastructures. So I'm building one on each planet to get more of that buff.

Shroud capacitors require unity for upkeep but provide a +10% bonus to energy credits, minerals and all 3 research types. There is also a +5% happiness bonus. Pretty useful to have one of these on each planet as well.

The stock exchange chain gives entrepreneur jobs and gives a percentage increase to trade value. Besides obviously being useful on colonies that focus on trade, pops also generate trade so it wont be too bad to have one on your bigger colonies.

Teleporter gates provide an increase to emigration push and immigration pull while reducing resettlement costs. This amount increases with each additional gate, up to 60% for immigration/emigration. It says you get a -10% to resettlement cost for every 3rd gate, but I dunno if that also caps out at 20% for hitting 6.

The research nexus provides 2 science director jobs and an overall increase to researcher output


Then there is the planetary features on the right, namely the ones with [O] [SHR] and [ U ]

[ O ] is orbital development, and I believe you get 4 of these total. Some of these you can build multiple of, while others are limited. The bonus to these is that you get jobs and bonuses without using up district space or building slots.

Large Scale Low-Orbit Docking Infrastructure gives +6 housing, +5% trade value, 2 clerk and 4 spaceship mechanic jobs (provides naval capacity, and for some reason research?), in exchange from taking an extra 5% damage from orbital bombardment. You can only build 1 of these

Low Orbit Space Based Farming provides 6 farmer jobs and 1 researcher job, with the +5% orbital damage. Good for agriculture planets!

Low Orbit Space Based Solar Power gives +2 technician jobs for +5% orbital damage. I... really do not see any point to building this one. Not even on generator planets, because...

Low Orbit Urbanisation gives 4 housing, 1 entrepreneur, 1 culture worker and 1 clerk jobs, +5% trade value and happiness. Oh and +1 max district. This is seriously the best option, you can probably get an extra generator/farmer district out of this.

The [SHR] is for Surface, Habitat and Ringworld, who can also get autonomous transport network. It gives +2 max districts, 1 administrator and clerk jobs and a -10% pop goods upkeep. Its really good to throw one on every planet!

But there is also a [ S ]urface upgrade, vertical farming districts. It reduces a max district but in exchange you get +12 farmer jobs. That is six times the amount you get on one district, this is really good to throw on an agriculture world.

Then there are [ U ]nderground projects, which provides stuff without using up a district slot. I believe you can only have 4 of these as well. There are:

Deep Planetary Bunker Network which provides 15 housing, -15% orbital bombardment damage, +12 soldiers, +1 enforcer and +2 clerk jobs. I believe you can only build 1 of these.

Subterranean Extraction & Refinery City gives +13 houses, -5% orbital bombardment, 3 clerks, 10 miners and 4 subterranean prospector jobs. In exchange there is +5% crime and -5% happiness.

Subterranean Industrial City is the above, but instead of the 4 prospectors you get 2 metallurgists and 2 artisans.

Subterranean Urbanisation gives +2 max districts, +24 housing, -10% orbital bombardment damage and +4 clerks along with the crime and happiness penalties above. This is great if you aren't looking for the massive amounts of jobs the options above give.

Underground Science City gives -5% orbital bombardment, +2 housing, +1 science director, 2 clerks and 15 researcher jobs. If you are a spiritualist there is a cathedral version that gives priests



Orbital Elysiums are like uber habitats. They innately provide +10% to pop happiness and unity from jobs. They get the same city, industrial and leisure districts as other habitats but they also get solar farms as a district. They also get their own little upgrades like the above

Lawless sectors give +50% crime and +25% trade value and gives 1 subterranean liaison officer job per 5 pops

Simulator sectors give +100% army build speed and +500 army starting experience.

Vast oceans give +20% food from farmers and +1 unity from farmers. There are no farming districts, looks like you'll have to dedicate building slots to hydroponics.

Xeno wildlife preserve gives +5 max count for alien zoo buildings and +100% culture worker output

Idyllic garden sectors give +50% unity from jobs and reduces amenities usage by 25%

Mass transit system reduces pop upkeep by 20%

A neat little thing: You can build an orbital elysium over a planet AND an orbital habitat, but only if you do it in that order.



The Vazuran are supposed to be part of one of the event mods but I have them turned off. Having 20k fleets jumping into your homeworld and blowing shit up in the first 20 years is NOT fun.



I... did not know this was ever a thing. Can you tell I never interacted with the EHOF stuff? These guys will sell you any relics, though they are 1 time use. If you don't use them though you can get the passive bonus forever. You can tell them that you're looking for a specific relic and they will stock it next time at a 50% higher fee.

Also I appreciate how their sector looks, its cool.



Fallen Empires have some rules to how they awaken, but blowing up a spiritualist's gaia worlds will bypass these restrictions completely. That they declared war on me for the AI thing is not considered awakening, and in fact regular war on them will not do it. They awaken when other empires get so strong a military score normally. Oh and when they awaken they just magic up like a million fleet strength from nowhere, and they get access to a total war CB.

The bonuses to fighting fallen empires is that you can study their debris to get access to dark matter power cores, thrusters and shields. These have a sizeable boost compared to the highest tier of what can be researched, but of course requires dark matter which is rare.

The planets they have, well at least those in their home sector, have some unique buildings that you cannot get elsewhere. They generate resources without any pops needed to work them... which is good for them, but not good when you take them over and now you got hundreds of unemployed pops. Besides these buildings, they also have some good, unique modifiers (this is from a mod). Sky Temple for example gets a whopping +75% bonus to all 3 research types from jobs. Along with that it also gets +150% to habitability and planetary build speed and +15 max districts, -30% amenities usage and +15% happiness.

Celestial Throne, aka the capital, gets +100 amenities, +200% habitability and build speed, and +20 max districts. The other planets have mostly happiness increases and ethics attractions.

I'm really going crazy with the amount of pops and planets at this point

Also they are supposed to have a line when they are wiped, it never fired off. Probably something glitched, cause I never got messages when the first war ended either.




I'd like to end this off by saying my lord, the people who wrote these events needed to have someone say "keep it simple, stupid!". There is no mention of what UI mod I need and the events are not stored plaintext and I have no idea how to access them. We may never know what the rest of this dialogue box says!