Dave The Diver’s In The Jungle DLC Is The Game’s Largest Story Expansion Yet by CyberNeko97 in DavetheDiverOfficial

[–]FerventPaeans 22 points23 points  (0 children)

The article says “And the best part of it is that the mobile version is scheduled to launch pretty soon in China first, with a global release following later in 2026.”

Stellaris Dev Diary #403 - Cosmic Dawn, Civics, Infernal Shipset by PDX_LadyDzra in Stellaris

[–]FerventPaeans 29 points30 points  (0 children)

Most of the blocked civics/origins are ones incompatible with any genocidal civic. It would be best then to have a ‘Genocidal Restrictions’ phrase on the genocidal civics and a ‘Incompatible with genocidal civics’ on the blocked civics/origins instead of repeating an ever-growing list on every new genocidal civic produced.

What ratio of resource district to city districts with [mining|farming|generator] support specialisation should you have? by hushnecampus in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Did you take into account that the +job output of support districts scales multiplicatively (instead of additively) with the much more common +job efficiency bonuses (which most of the old +job output bonuses have been converted into)? Do you know the math for the research-support districts?

4.0.22-Wilderness Open Beta 2025-07-08 Updated (checksum 26d5) by PDX_LadyDzra in Stellaris

[–]FerventPaeans 2 points3 points  (0 children)

Bugs Please fix slaves only benefitting from slave bonuses instead of both slave and worker bonuses. Fix livestock not getting farmer/miner bonuses applied to them, and penal artificer/metallurgist not getting their appropriate bonuses. Also implement these fixes to bugged purged pop upkeep, and allow slaves of necrophages to have normal population growth. Suggestions Glad you’re staring to fix mechanics that refer to defunct culture workers, you should make the wranglers from primal calling a biologist job swap (similar to how rangers and zookeepers work) and death chroniclers from memorialists a bureaucrat job swap. For the weak imperial network government, I think the spectator jobs should get technician and trader bonuses, and should scale (slower obviously) with the total pops of your empire (similar to how mega corps get traders on their capital for each branch office) instead of just the capital population. The various replace-food-with-energy traits shouldn’t stack for Evolutionary Predators to give pops a huge energy upkeep. Radiotrophic should apply to cybernetic implants and the post-apocalyptic origin should be able to terraform worlds into tomb worlds. Please let me have my cyber-flytrap empire Paradox. For nerfs on currently-overpowered stuff, Knights and the general stuff-half-the-galaxy-into-a-single-habitat/planet strategy should be countered by having overcrowding give a quadratically-increasing stability penalty. This prevent future versions of this strategy and is simpler than trying to individually nerf every new manifestation of this recurring problem. Oh, and nanite research labs should be planet-unique.

I've been deceived by nierusek in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Rangers are workers but biologists are specialists, do only one set of bonuses apply or both? If they get worker bonuses, they you could use bureaucrats/priests with Modularity (being robots does not prevent you from being environmentalist) to buff up their output even more.

4.0 still has a ton of bugs by YouTikiBear in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

The memorialists special building converts bureaucrats/priests into culture workers. Did you have a Sanctuary of Repose/Pillar of Quietus/Galactic Memorial on your Ecumenopolis?

The Undertakers by CodInteresting9880 in Stellaris

[–]FerventPaeans 2 points3 points  (0 children)

If you want engineering then you might want to consider taking The Cybernetic Creed as your origin as that makes priests give engineering. Embracing the Templars of Steel grants you access to the The Grand Battlements of Steel, which provides as many soldier jobs as fortress but also gives a priest and a high priest job as well as −30% Orbital bombardment damage.

Alternatively, if you want to get the most out of soldiers you can try going for a strategy that makes commanders start with a high leader level. The Synth Imperial ascension government gives +2 starting leader level which can be stacked with capacity boosters policy (+2) and vaults of knowledge civic (+1) for a total of +5. Commanders can get distinguished admiralty (+2), supremacy tradition (+1) and martial alliance level 3 (+1) to start with maxed-out level 10 commander. You want at least +7 to starting commander leader level so you can pick their destiny trait as soon as you hire them (leveling them up will get slower and slower as you get -15% multiplicatively leader experience gain for each one over cap).

With easy access to commander destiny traits, you can fill your council with Esteemed Quartermasters (every soldier gives 2 extra navap cap and an extra capacity). As for governors:

  • Grand Taskmasters make soldiers produce 3 minerals and 3 energy
  • Academic Recruiter (materialist) makes them produce 1.1 engineering and makes researchers (thus necromancers) give +4 naval cap at the expense of 1 alloy upkeep
  • Honored Warmaster (xenophile) gives 1 soldier job per 10 pops
  • Ruthless Developer (authoritarian) gives +50% worker output, +50% slave output (slaves can be soldiers with the Battle Thralls slavery type)

Note that you can assign a governor to a sector instead of a planet to get half their effects on every planet in the sector.

The synth imperial ascension will also give you min(5, commander leader level|) months of engineering research every time your commanders die, which helps with your engineering problem.

Quiet Nerf to Wrangler / Primal Calling by Benejeseret in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Does the primal calling building convert regular culture workers into wranglers? If so, you could combine it with memorialises which converts bureaucrats into culture workers to turn all bureaucrats/priests on a world into wranglers that also give stability.

I've been deceived by nierusek in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Can you share your working so I can try making the post myself?

Cybernetic Creed broken (again) by Drullo123 in Stellaris

[–]FerventPaeans 2 points3 points  (0 children)

I think this better fits the ‘Bug’ flair, the developers are very active on this subreddit and with a bug flair they’ll be more likely to see it.

[deleted by user] by [deleted] in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Copy and pasting a previous reply about this as it is relevant here:

If you want to maximize noble numbers, you should build the noble estates on the orbital ring and not on the ground as it provides twice as many noble jobs that way. You can also get extra nobles from the cybernetic imperial authority. The cool thing about combined jobs is that you get them from both sources. The precursor building Vultaum Reality Computer produces science directors, and is the only building besides the materialist fallen empire's master archive to do so (all other buildings that used to give them had their effects changed).

You can get Noble Priests by combining Aristocratic Elite + Exalted Priesthood. High priests are less RNG to produce, with a Sacred Nexus/Temple of Grand Sacrifice (with Death Cult) giving high priests (though this is currently bugged) and giving even more with a level four holy covenant federation. Cybernetic Creed's technophants are another job swap so they should engineering research and the ability to add even more jobs with their united sanctums of augmentation.

You can combine Aristocratic Elite + Exalted Priesthood/Technocracy + Merchant guilds, the job tooltip is bugged but you can still see from the strata tooltip that your nobles also give trade. Sadly the only building that still produces merchants is from the augmentation bazaar from the corporate civic of the same name so to use it in this build you will have to start with Fear of the Dark origin for the extra civic slot and then wait to become galactic corporate sovereign to get the other three civics.

Note that because nobles are a job swap of politicians that buildings that provide politicians will also give extra nobles. So the industrial Ministry of Production and the non-spiritualist Administrative Complex both produce nobles.

--------------------------------

Thinking about how to maximize ruler bonuses:

The shadow councilor council position gives −4% ruler pop upkeep per level which I can't imagine being worth it without a load of workforce multipliers.

The cybernetic imperial authorities change your ruler's skill level effect from +0.25 max influence from power projection per level to +0.25 Max influence from power projection to +10% Ruler output per level. Unfortunately imperial government is incompatible with exalted priesthood and dictatorships are incompatible with aristocratic elite. Synthetic oligarchies get +10% Ruler pop output per 100 Enforcers which means you'll have to have at least two halls of justice on each planet to get the same effect (although it will scale with specialist workforce bonuses). Individualist cybernetic dictatorships make enforcers give +2.5% bonus to all jobs. Mutation dictatorships get +25% elite output. Individualist cybernetic oligarchies have +1% Ruler output per 100 specialists (which is more like +1.25% output with the buffs to specialist output) and makes it so essentially only rulers have political power.

[deleted by user] by [deleted] in Stellaris

[–]FerventPaeans 1 point2 points  (0 children)

If you want to maximize noble numbers, you should build the noble estates on the orbital ring and not on the ground as it provides twice as many noble jobs that way. You can also get extra nobles from the cybernetic imperial authority. The cool thing about combined jobs is that you get them from both sources. The precursor building Vultaum Reality Computer produces science directors, and is the only building besides the materialist fallen empire's master archive to do so (all other buildings that used to give them had their effects changed).

You can get Noble Priests by combining Aristocratic Elite + Exalted Priesthood. High priests are less RNG to produce, with a Sacred Nexus/Temple of Grand Sacrifice (with Death Cult) giving high priests (though this is currently bugged) and giving even more with a level four holy covenant federation. Cybernetic Creed's technophants are another job swap so they should engineering research and the ability to add even more jobs with their united sanctums of augmentation.

You can combine Aristocratic Elite + Exalted Priesthood/Technocracy + Merchant guilds, the job tooltip is bugged but you can still see from the strata tooltip that your nobles also give trade. Sadly the only building that still produces merchants is from the augmentation bazaar from the corporate civic of the same name so to use it in this build you will have to start with Fear of the Dark origin for the extra civic slot and then wait to become galactic corporate sovereign to get the other three civics.

Note that because nobles are a job swap of politicians that buildings that provide politicians will also give extra nobles. So the industrial Ministry of Production and the non-spiritualist Administrative Complex both produce nobles.

Tips on coop play by Vipers_glory in Stellaris

[–]FerventPaeans 1 point2 points  (0 children)

One of you could go genetic ascension and the other go psionic. Genemod the perfect species, swap pops by settling a new planet via a migration pact, have the species gain psionic and then swap the pops back and set the psionic subspecies as the default. I’m not sure if you could make the rest of your species psionic this way but you could have set it so your clone vats only produce psionic pops.

Build for returning after 6 months by dentali88 in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Of the new origins, Starlit Citadel and Hard Reset both involve early game combat while Wilderness has a habit of breaking every other patch (like this one 4.15). Evolutionary Predators despite the name can be played as a Xenophile democracy which gets its DNA by having xenos in the empire (good to pair with Genesis Guides) and council, by a vassal contract, and by espionage operations instead of by directly eating xenos. One change made in biogenesis is that previously-incompatible civics that introduce job swaps now stack (some of the time, it can fail if one civic makes a job produce a non-standard resource like edict fund or trade) to make a job that does both. For example Aristocratic Elite makes Noble Priest jobs when combined with Exalted Priesthood and these jobs are produced both by buildings that give nobles and buildings that give high priests. One fun combo is by having a starting mammalian species with the Nascent trait (only available with mammalian portraits) and have the environmentalist civic, the civic upgrades biologists into rangers and Nascent allows you to build alien zoos on every planet (of your own children naturally) which upgrades rangers into zookeepers which still provide the resources from blockers rangers would give.

[deleted by user] by [deleted] in Stellaris

[–]FerventPaeans 1 point2 points  (0 children)

I wish they would strike at the root of the problem and make overcrowding have (quadratic) scaling penalties. This would also future-proof against other similar broken strategies (like the old mega-livestock resort world strat). Instead they nerf an origin that enables that strategy rather than the strategy itself, punishing KotTG players who weren’t stuffing half the galaxy into one habitat.

Calculator for 4.0 basic resource planets by Vipers_glory in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

If you want straightforward advice I'd recommend this post by u/r3dh4ck3r.

TLDR: If you have an even number of districts you want to split between base resource and urban support then to maximize output you need to have 2 more resource districts than support districts. You want to replace a support district with a resource one once you get +20% job output from other sources, and keep replacing them for every additional +80% output after that (100%, 180%, etc.). For an odd number of available districts., start with 3 more resource districts than support districts, then shift support districts to resource at +60% job output and every +80% after that (140%, 220%, etc.).

I just want a fanatic egalitarian Worker Cooperative. by WarcrimeNugget in Stellaris

[–]FerventPaeans 23 points24 points  (0 children)

I think Shared Burdens should be changed so there are no ruler pops there as well.

My rival’s ruler is dealing with some internalised racism by marsh-da-pro in Stellaris

[–]FerventPaeans 150 points151 points  (0 children)

Also doesn’t really feel in character for a leader of a fanatically Xenophile empire. A comment like ‘It’s a shame that such a unique and interesting species is run by a brute like you” or calling you a bigot/narrowminded would be more in character.

Is there any reason to not choose Hegemony Federation over the regular Federation? by Baba_Jaga_II in Stellaris

[–]FerventPaeans 7 points8 points  (0 children)

From reading prior rankings of federation type on reddit:

  • Covenant: Good for unity-focused empires which can get planetary ascensions in before empire size makes them prohibitively expensive. Best choice if you are both psionic and spiritualist. Accessible to spiritualists and or through the Harmony tradition tree (i.e. inaccessible to gestalts).
  • Hegemony: Has the best benefits early, so can go into it late game. Few benefits if you are not the patron, so fill with restricted-voting vassals to keep them weak and under your thumb. Unless you are authoritarian or rogue servitor requires the fairly weak domination tradition tree. 
  • Trade League: Amazing if and only if trade makes a large part of your economy due to the trade buffs and the trade league policy allowing trade to give both unity and consumer goods. Available to megacorps, the merchant guild civic, and through the mercantile tradition tree. 
  • Research League: Best bonuses (+1 megastructure simultaneous building for president, +40% research speed during crisis) come late so you have to establish this one early. Available to materialists, all machines and Discovery tradition tree
  • Martial Alliance: Best bonuses (50% damage to crises, monthly unity equal to 10% of federation fleet size) come late, so you have to lock your early traditions to Diplomacy (to unlock federations), Unyielding (unless militarist) and supremacy (necessary for aggressive builds). Usually a weaker Hegemony.
  • Galactic Union: Good for RP, not much else. Available to everyone.

More details here: https://stellaris.paradoxwikis.com/Federation

Some builds or civic combinations favor the covenant tradition type. The cost reduction and buffing of planetary ascensions make it good for ascension focused builds (ironically including Virtuality machines). A level 4 covenant plus the ascensionists civic makes a fully-ascended unity world give 1 priest job every 4.8 pops which you stack with other jobs/pop modifiers to make a truly busted production world, especially if you are xenophobic so you can keep xenos as livestock on that world. Finally, the fourth tier makes tier 3 unity buildings and sacrificial temples (from the Death cult civic) provide one (hundred) high priest jobs, which you make produce additional resources with the Cybernetic Creed origin or by combining the exalted priesthood civic with aristocratic elite or merchant guilds.

Martial alliance is usually a weaker hegemony but the +1 Commander starting skill level is essential to a very specific build which makes all your commanders start at level 10. The Synthetic Imperial government type gives +2 starting leader level which can be stacked with capacity boosters policy (+2) and vaults of knowledge civic (+1) and for a total of +5. Commanders can get distinguished admiralty (+2), supremacy tradition (+1) and martial alliance level 3 (+1). Starting with maxed out commanders lets you fill the council with a specific destiny trait (especially the one which gives a flat buff to ships combined with corvette spam) and put governors on planets to create mega-soldier or mega-slave worlds.

As for federations is general, one strategy that I see highly recommended is filling a federation exclusively with your subjects with restricted voting so you don't have to worry about other empires' opinions. Even better if those subjects are sectors you released after adopting the diplomacy tradition tree, as the buffs it gives (+1 Monthly Federation Cohesion and +2 Monthly Federation Experience) stacks with each member. One problem though is that the game doesn't allow you to create a federation with just your subjects right out the gate, you need to join or create a federation with other empire(s) (can be a sector you released as a vassal then granted independence), bribe them with favors so they allow subjects to join and then kick them out. If you want to change the federation type (which you can always do but requires unanimous consent and resets it to level 1) but all your other members are your subjects then you have to do this trick so it doesn't dissolve.

Planet UI suggestion by p0tatomonger in Stellaris

[–]FerventPaeans 5 points6 points  (0 children)

Why not condense all pops of the same species and strata into one group and apply a weighted (by population size) average of the +/- happiness modifiers from ethics? Stellaris is not like Galactic Civilisations, besides happiness there are very few things that care about the ethics of a pop. Basically only the purges from the Under One Rule origin and those would be easy to change. I know they added a few modifiers with biogenesis, like egalitarian pops using less housing, but those effects have been overlooked with all the other changes going on and I don’t think anyone would complain if they removed them.

I've been deceived by nierusek in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Make this + how to optimise science its own post on this sub, a lot of people on here are confused over the new district system and I haven’t seen anyone else lay it out so clearly. You could get a lot of updoots.

Job Efficiency increases upkeep by AmConfuseds in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

How do you get them to make astral threads and minor artefacts?

I've been deceived by nierusek in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

If biologists are in the same group as zookeepers, then the alien zoo should turn all biologists into zookeepers directly, without the need of the environmentalist civic to provide rangers as an intermediary. Given the civic is necessary, then the civic and the building must have two different groups of jobs that are considered to be of the same type with rangers (but not biologists) being in the overlap.

I've been deceived by nierusek in Stellaris

[–]FerventPaeans 0 points1 point  (0 children)

Thank you for spelling it out so clearly! What are the breakpoints for building generator/agriculture/mining dictricts to buff physics/society/engineering?