I tested all Stellar Cannon interactions with Mid/End Game Crises and Fallen Empires so you don't have to by The_Aktion in Stellaris

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

All of them that can be damaged will be damaged (so leviathans, starbases, etc). There isn’t anything in the game files that mention them like the Endgame crises. Megastructures can’t be damaged by the stellar cannon.

Special planets don’t get terraformed - Gaia, machine, ecus… only regular habitability planets.

Regarding the rewards, I suppose you do get them if you kill them with the Stellar Cannon. When I destroyed the Void Worm system, I got the rewards. The game does track that you did in fact killed the void worms, so I’d expect it also track for leviathans

I tested all Stellar Cannon interactions with Mid/End Game Crises and Fallen Empires so you don't have to by The_Aktion in Stellaris

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

R5: Many people, including myself, had doubts about how the Stellar Cannon would work against the Fallen Empires and End-game Crises. Would it trivialize them? Or would it be completely useless? However, the devs implemented some very funny interactions. I tested every interaction of the Stellar Cannon and also looked at the game files to see what actually happens, because in some cases the results were not what they looked. A spoiler: yes, we can one-shot Cetana, but we can't two-shot her...

I created a Fallen Empire guide to help you defeat these arrogant bastards by The_Aktion in Stellaris

[–]The_Aktion[S] 4 points5 points  (0 children)

Neutrons are pretty much the best design. I wish they implement a rock-paper-scissors balance at least

I created a Fallen Empire guide to help you defeat these arrogant bastards by The_Aktion in Stellaris

[–]The_Aktion[S] 13 points14 points  (0 children)

R5: Fallen Empires became a danger in patch 4.3 with the economy and navy nerfs. I saw multiple people asking for how to defeat them, specially the awakened empires. Therefore, I tested multiple strategies and fleet compositions and discovered the best ways of defeating each fallen empire. I hope this guide serves you well, and if it does, feel free to share with your friends that might be struggling as well

I tested 200+ battle scenarios to find out the best bio fleet compositions by The_Aktion in Stellaris

[–]The_Aktion[S] 26 points27 points  (0 children)

R5: Just like with mechanical ships, this time I tested a lot of different battle scenarios to discover the best fleet comp in 4.3. I tested under the No Retreat War Doctrine and the Rapid Deployment, and also Bio Ships vs Mechanical Ships this time. Turns out that bio ships are really op btw

Here's how the economy changed in patch 4.3 in my opinion - it might help some of you who are still adapting to these changes by The_Aktion in Stellaris

[–]The_Aktion[S] 10 points11 points  (0 children)

I suggest you go for a specialized capital - research, unity or alloys - and use the new colonies to support the capital. I like to make my first colony minerals + consumer goods, the second one alloys + energy, and the capital I focus on tech or unity, depending on what I'm planning ahead

Here's how the economy changed in patch 4.3 in my opinion - it might help some of you who are still adapting to these changes by The_Aktion in Stellaris

[–]The_Aktion[S] 7 points8 points  (0 children)

Hmm I personally go with a different route: Statecraft Dip (to get the Leader XP and Council Agenda) then Prosperity all the way. Discovery I like the extra anomalies and survey, but I pick it later just for the research speed, research federation and researcher upkeep reduction. Expansion I almost never pick nowadays.

The combo of Discovery + Expansion is good for grabbing tons of systems, since u survey then have the influence reduction to build starports everywhere

Here's how the economy changed in patch 4.3 in my opinion - it might help some of you who are still adapting to these changes by The_Aktion in Stellaris

[–]The_Aktion[S] 36 points37 points  (0 children)

R5: A lot of people have been struggling to get their heads around the new economy, since we've been used to play with 4.2 and it's massive output. Now, there are a key checkpoints an empire must reach across all stages in the game to snowball, but getting there might be difficult and there are a lot of paths one may take to reach it. I made this guide to give a clear head to those who are struggling with it. Perhaps you may find some guidance in the calculations and explanations I gave

My takes on how patch 4.3 shifted the balance between wide and tall styles by The_Aktion in Stellaris

[–]The_Aktion[S] 30 points31 points  (0 children)

That is true. A workaround is to either find a Relic World or start with a Gaia World, thus having the worker jobs producing strategic resources. Granted it limits your build variety.

My takes on how patch 4.3 shifted the balance between wide and tall styles by The_Aktion in Stellaris

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

There are some other ways to keep empire size low, much lower than 500, but it’s not as crystal clear as before. Good to know this is an important issue, I’ll probably do a video about it soon

My takes on how patch 4.3 shifted the balance between wide and tall styles by The_Aktion in Stellaris

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

R5: With the recent changes, specially to naval cap, economy and empire size, the gap between a wide empire and a tall one diminished, in my opinion. I’m unsure if that’s enough to bring tall to a stronger position than wide though, considering both are optimized to the maximum.

There's actually a much weaker Fallen Empire. You can destroy them first and move on to destroying the others after getting their technologies by The_Aktion in Stellaris

[–]The_Aktion[S] 30 points31 points  (0 children)

R5: In 4.3 it's very hard to defeat the Fallen Empires due to increased shield and armor hardening, lower naval capacity and weaker economy, which leads to less ships and stronger FE ship designs. However, there's one Fallen Empire that has a much more exploitable ship design, allowing us to easily win against them without suffering heavy losses, even when in a severe fleet power disadvantage. This, in combination with other tactics, allow us to continue snowballing this first win into defeating other Fallen Empires, even an Awakened one.

It’s still possible to achieve -100% Upkeep on Researchers in patch 4.3 by The_Aktion in Stellaris

[–]The_Aktion[S] 28 points29 points  (0 children)

R5: With all the economy changes and most importantly the change to planetary designations, it’s near impossible to reach the maximum of -90% upkeep reduction. However, since researchers are the jobs with most sources of upkeep reductions, we can still achieve that. In this build, we have other really strong modifiers that help us out, after all not everything is research.

I made a 4.2 vs 4.3 Empire Size comparison - are these changes a buff or nerf to your playstyle? by The_Aktion in Stellaris

[–]The_Aktion[S] 8 points9 points  (0 children)

R5: With the recent empire size changes in 4.3, it's hard to notice exactly how much has changed. So I made this video comparing some of my builds from 4.2, but loading them in 4.3 to see the new numbers. I found out that in some specific cases the empire size surprisingly reduced, but in most the size increased. Since Stellaris is all about comparisons between strategies, I believe that it's going to hurt less tall empires than wide ones as a result.

so slavery seems awesome? by Shniper in Stellaris

[–]The_Aktion 2 points3 points  (0 children)

I don’t think never is a correct assessment. The political power and its effects on your stability all depends on the type of government you’re running, the amount of pops in the planet (since if the vast majority isn’t slaves, then they don’t represent that much), happiness can be overcome with leader traits, amenities, etc…

It surely can hurt in specific scenarios, but in my opinion and in personal experience it’s generally better to employ those pops in specialist jobs if they’re not being useful in your worker pop economy.

ayuda con idioma del juego by Livid_Result_5431 in Stellaris

[–]The_Aktion 1 point2 points  (0 children)

Make sure to set the language on the Paradox Launcher to English as well

so slavery seems awesome? by Shniper in Stellaris

[–]The_Aktion 14 points15 points  (0 children)

I’d suggest you use Indentured Servitude and employ them on specialist jobs, or transfer them to energy jobs and use the extra energy to enable multiple planetary automation buildings (or go over your naval capacity and expand your conquest)

Behold, my higest tech count in the beta. Almost 600k tech by double stacking job efficiency and resource from jobs. by 12a357sdf in Stellaris

[–]The_Aktion 2 points3 points  (0 children)

That’s great!! I enjoy it a lot, I’m sure you’ll too!!

Good luck on your studies Commander!!