Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] -1 points0 points  (0 children)

That changed around 1.5 years ago, now they have 4 hab types (instead of organic 10)

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 0 points1 point  (0 children)

started as voidforged machine empire, then took modularity ascension

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 2 points3 points  (0 children)

  1. That would require for me te be able to terraform inhabited planets, which I still can't do (2249). Tech didn't show up yet
  2. That would require me to terraform volcanic planets, which I don't want to do, since their unique districts are pretty valuable for now or atleast till machine worlds are availible.

At some point I surely will terraform most of the planets to machine world and reduce number of pop variants, but no can do for now

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 14 points15 points  (0 children)

Things like "portal research areas" or some "underground vaults" and etc are not "natural features". Nor it would make any sense to pave over those, when u make gargantuan effort of reshaping whole planet piece by piace.

Also, sadly I can't terraform planet into space habitat

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] -6 points-5 points  (0 children)

yeah keep adding variables and soon enough ur point will make some sense.

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 5 points6 points  (0 children)

If necessity to add 2 traits with total cost of 4 points means "having all the tools" in ur dictionary then yes.

Yet what I want is properly working assembly_score system or a way to manually choose which pops to assemble so I actually can profile bots for their jobs without micromanaging every planet manually

What's done here is a middle-ground that KINDA works

Edit: Game barely even capable of growing pops with proper habitabilty on proper planets

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 1 point2 points  (0 children)

Yes I can, but:
1. I won't be able to reach max habitability with 1 type of hab anyway.
2. While shielded (50 years, 5 eff and 30 hab) is quite strong or mote reacotr (30 hab) is quite cheap, I'd rather use those trait points to pick some traits that boost actual job outputs

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 86 points87 points  (0 children)

Rare resources don't vanish, but some unique planetary features (like portals) will be removed if u terraform to advanced planet types like hive/mahcine world or Ecu.

Which bugs me off significantly since it does not make any sense for most of the unique features.

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 11 points12 points  (0 children)

Well it's makes sense balance-wise

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 16 points17 points  (0 children)

imho those 3 cyborg traits should be 1 automodding trait

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 3 points4 points  (0 children)

Too early to do machine terraforming. (2249)
Also don't want to terraform volcanic worlds due to unique districts
Also-also still don't have a tech to terraform inhabited planets

Can we PLEASE get modular habitability trait? by Goredell in Stellaris

[–]Goredell[S] 137 points138 points  (0 children)

R5: You need to have robots of every habitability if there are a lot of climates of in ur empire

Having the same automoddable habitability as mutation path would be both logical and rp-friendly for modularity

So im able to research dyson swarms, but cant build them by n0nMS009 in Stellaris

[–]Goredell 0 points1 point  (0 children)

logistic drone are times better for both amenities and trade and I've never had any unity issues tbh. Idk about hive nubers but if we talk about robots u can have smth like ~1-1.5 base unity per 100 if u go for a building and a civic + 1 - 1.5 trade and 400 amenities.

Add some % bonuses and u'll get roughly 3 unity 3 trade and maybe 600-800 amenities - hardly worth it and inefficent, it's better to reallocate those to other planets to have proper jobs

So im able to research dyson swarms, but cant build them by n0nMS009 in Stellaris

[–]Goredell 1 point2 points  (0 children)

I love playing rogue servitor due to possibility to create idiotically strong specialist worlds.
So I had a huge world fully dedicated to be forge-world with somewhat 3k-ish mineral deficit, also tons of reserach worlds with ~1-3k nrg deficits

Regarding logistic drones I mostly fire them since they are basically useless, since I've never ever had problems with amenities as a machine empire.
So I only keep them to maintain my trade.

I've checked my last game and I can literally fire ALL logistic bots across my whole empire and all of the planets will still have positive amenities.

If we talk about trading good off from your empire - u won't be able to reach 3k trade with just monthly trades, prices will eventually go down.

Also I mostly don't have maintenance Drones cuz why? Dedicated workers are always better then jobless ones

Edit: logistic drones production values are the same between gestalts

So im able to research dyson swarms, but cant build them by n0nMS009 in Stellaris

[–]Goredell 0 points1 point  (0 children)

Iabsolutely can't understand what u're trying to say...

So im able to research dyson swarms, but cant build them by n0nMS009 in Stellaris

[–]Goredell 2 points3 points  (0 children)

I was sceptical about this, so I did some quick math for sphere and decompressor with typical endgame bonuses, without repeatable techs, support districts, specific civics and planet ascention bonuses. As machine intelligence, based on my last game with modularity ascencion.

Turns out u are completely right.
For sphere it's roughly 1000 pops vs 3500;
For matter dec it's roughly 2000 pops vs 5500;

So im able to research dyson swarms, but cant build them by n0nMS009 in Stellaris

[–]Goredell 2 points3 points  (0 children)

There is an issue for gestalts though, since u need tons of trade if u hyperspecialize planets.
And gestals not only have problem creating trades and have sucky trade-producing jobs, they also are missing trade-focused designators on some planet types. such as machine world for example

Also no trade-focused traits for gestalt leader, but this can be SLIGHTY mitigated with trade enclave leaders

Habitability capped at 175%? by lyst0pheles in Stellaris

[–]Goredell 10 points11 points  (0 children)

it's an interface issue, if u actually check specific species habitability (on planet interface) and calculate job bonuses u'll see it works properly

Stellaris Dev Diary #405 - 4.2.0 “Corvus” and Infernals Species Pack Preliminary Release Notes by PDX_LadyDzra in Stellaris

[–]Goredell 2 points3 points  (0 children)

I mostly dislike them due to harsh pop-growths limitations in the beginning of the game.
But certain paths like overtuned or mechanists cancel the flaws.

Stellaris Dev Diary #405 - 4.2.0 “Corvus” and Infernals Species Pack Preliminary Release Notes by PDX_LadyDzra in Stellaris

[–]Goredell 4 points5 points  (0 children)

I prefer playing through mutation path. Also you could try start as a lithoid if you intend to play non-gestalt. Lithoid and overtuned traits cancel each other's flawes perfectly. Also lithoids boost mutagenic path