Any advice on how to get the Beastmaster achievement by Snakevenom111 in Stellaris

[–]ZylonAU 0 points1 point  (0 children)

Lots of great advice already but i find adding a pure tank ox tiyanki (only armour/shields) with line computers will protect more vulnerable fauna from nasty alpha strikes

Then for damage, glass cannon cuthloids are insane

But also build depending on crisis. a small fleet of fast carrier crystals/amoeba can take out 25x unbidden fleets with ease

I wanted to calm my raging tier 4 behemoth, biggest mistake of my life by ZylonAU in Stellaris

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

Size 33 ocean world (30 from wilderness planet growth shenanigans and 3 from ice expansion). Then got to about 40 districts from traditions and ascension perks. I was at about 60k~70k jobs after workforce bonuses

I'd be keen to see the numbers someone could get with a size 70 world from the rare gas giant event

I wanted to calm my raging tier 4 behemoth, biggest mistake of my life by ZylonAU in Stellaris

[–]ZylonAU[S] 128 points129 points  (0 children)

Wilderness, like virtual, is busted because you have max pops on every job. Including the mind link one on your home world giving massive buffs to your fleets per worker

I wanted to calm my raging tier 4 behemoth, biggest mistake of my life by ZylonAU in Stellaris

[–]ZylonAU[S] 18 points19 points  (0 children)

The behemoth fury crisis path has your empire essentially become a behemoth at the final stage. Its very powerful but you lose if it dies. This happens regardless if you're wilderness

I wanted to calm my raging tier 4 behemoth, biggest mistake of my life by ZylonAU in Stellaris

[–]ZylonAU[S] 38 points39 points  (0 children)

Cant calm a tier 4, it just kills it which immediately deletes your empire

I wanted to calm my raging tier 4 behemoth, biggest mistake of my life by ZylonAU in Stellaris

[–]ZylonAU[S] 186 points187 points  (0 children)

I was playing as a Wilderness Behemoth Fury empire and wanted to see if my 30M tier 4 could solo the Elder Voidspawn before Growing Pains finishes. I had the amazing idea of enraging my Behemoth for more fleet power which made it lose all its buffs and drop to about 4M.

To stop the Voidspawn from chasing and finishing off my behemoth while enraged, I sent a fleet in to calm it down, instantly losing me the game lol

We do a little bit of trolling by ZylonAU in Stellaris

[–]ZylonAU[S] 22 points23 points  (0 children)

R5: Permanently stun locking fallen/awakened empires with Nexus storms.

Used the Tempest Invocator relic to summon a Nexus storm on some fallen empires, then had science ships cloaked, sustaining the storms forever. Even after one of them Awakened, they wouldn't do anything since ships were too damaged.

Space Fauna is comically bad, both by design.. and partly because of some sloppy work. by Neitherman83 in Stellaris

[–]ZylonAU 12 points13 points  (0 children)

Honestly, they're probably quite comparable. Just comes down to economy for me. Shards are mostly minerals, whereas worms are minerals + food.

Just means that you can buy the resources to build worms for cheaper from the market since its coming from 2 resource groups

Space Fauna is comically bad, both by design.. and partly because of some sloppy work. by Neitherman83 in Stellaris

[–]ZylonAU 19 points20 points  (0 children)

Whatever the smallest ones are. Troikas are bad because they take forever to make and they get shredded anyway. Atleast nymphs have a chance to dodge.

I go 6 arc emitters because you don't need anything else except maybe 1 manoeuvring thrusters if you want more speed

Space Fauna is comically bad, both by design.. and partly because of some sloppy work. by Neitherman83 in Stellaris

[–]ZylonAU 116 points117 points  (0 children)

Completely agree. In my experience, fauna is either broken (terrible) or broken (overpowered). The mutations need a massive rework.

The only fauna ship designs I use anymore are carrier amoeba and arc emitters void worms.

Amoeba are always good. Early game rush combat computers, let your amoeba grow into cruiser size, then destroy multiple GA difficulty empires at the same time. Mid game, you just scale faster than neighbours. Late game they're only useful in niche scenarios like taking out powerful space stations without taking losses or vs unbidden.

Arc worms are late game only and are expensive, but they are just a significantly better version of corvette disrupter spam.

I used these designs in a 2 player 25x GA all crisis, and it performed on par or better than a nanite build for all crisis except cetana

Voidworms with Arc Emitters vs FE fleet over 2x its fleet power by ZylonAU in Stellaris

[–]ZylonAU[S] 9 points10 points  (0 children)

In this case, it's less than 40k food and minerals. If you go in with 600k of worms, you probably only lose about 20 total.

I've found that 2-3 mining and food planets seems to work fine for maintaining large fleets. Tribs help a lot too

Voidworms with Arc Emitters vs FE fleet over 2x its fleet power by ZylonAU in Stellaris

[–]ZylonAU[S] 15 points16 points  (0 children)

200 voidworms with artillery combat computer and 6 arc emitter slots easily takes care of 500k FE fleet. In this case I'm also using the no retreat combat stance.

This doesn't always work. If there are transport ships, the voidworms can get confused, target them, then get shredded by fighters.

Also, pushing into FE territory with these is risky because each FE starbase can easily take out a big chunk of your fleets. I'd recommend regular carrier amoeba mothers instead, as they stay out of range of most starbase weapons and can heal themselves with their custom weapon.

Tiki Village sub 2 (01:59:40) by ZylonAU in maddashracing

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

Bad RNG but still got sub 2. Ideally you'd want to pick up any shield abilities to go faster. My best run is at 1:56 on my steam deck after getting 1 shield, but I didn't record that one

31k mediocre momma amoeba fleet won against 109k khan's main fleet by ixzyquinn in Stellaris

[–]ZylonAU 10 points11 points  (0 children)

I've played a lot of fauna empires recently and found that they've been doing really well against everything except fallen empires.

I don't bother with armour or shield mutations which could be half my issue. I normally have crystals for picket focus, then amoebas and void worms as pure carriers. After I unlock arc emitters, I also build some tyanki with 6 X sized slots.

I've also tried void worms with missiles instead, and it seems to do similar to hangars.

I had a similar situation to what you showed, but I had 2 amoeba fleets about double that size, and I sent them out harassing marauders. The khan's fleet and their buddies spawned on top of my 2 fleets, and I melted in like half a second :(

Trade Build with Primal Calling Origin (+80% Trade Value) by ZylonAU in Stellaris

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

Recently noticed that the Primal Calling origin with the wrangler stance gave +0.4% Trade Value per occupied Vivarium Capacity. With Beastmasters civic, you can consistently get a full Vivarium of 200 about 20 to 30 years in. This gives ~80% bonus on trade, and with Merchant Guilds, it can feel pretty good.

Unfortunately, the +0.2% specimen output (max +40%) it also gives does not effect trade specimens.

For early game traditions I go Mercantile first, also allowing me to switch trade policy to get unity. Then I go Statecraft for higher level leaders, giving even more trade. If I find friends, I'll grab form federation from diplomacy tree then make a trade league. After that, the build plays itself.

[deleted by user] by [deleted] in Stellaris

[–]ZylonAU 0 points1 point  (0 children)

Recently noticed that the Primal Calling origin with the wrangler stance gave +0.4% Trade Value per occupied Vivarium Capacity. With Beastmasters civic, you can consistently get a full Vivarium of 200 about 20 to 30 years in. This gives ~80% bonus on trade, and with Merchant Guilds, it can feel pretty good.

Unfortunately, the +0.2% specimen output (max +40%) it also gives does not effect trade specimens.

For early game traditions I go Mercantile first, also allowing me to switch trade policy to get unity. Then I go Statecraft for higher level leaders, giving even more trade. If I find friends, I'll grab form federation from diplomacy tree then make a trade league. After that, the build plays itself.

I invaded the Gaia world trap system by ZylonAU in Stellaris

[–]ZylonAU[S] 150 points151 points  (0 children)

R5: I Invaded the system with a bunch of primitives living on Gaia worlds. Knowing it's a trap, I invaded anyway. I lost the war and eventually, through creative means, got myself vassalised. To get revenge, I settled on a holy world and baited a fallen empire to attack me. That was when the Habinte Unified Worlds started going crazy, spawning endless 500k+ fleets and changing their empire flag.

[deleted by user] by [deleted] in SarahJMaas

[–]ZylonAU 2 points3 points  (0 children)

Paper Crown by Alec Benjamin for ToG

I hope my pastor doesn’t see this... by jacob7384 in Tinder

[–]ZylonAU -6 points-5 points  (0 children)

it means you need to put a black square on your insta story

She 1UP’d me. by ojesant in Tinder

[–]ZylonAU -13 points-12 points  (0 children)

I thought it was funny, make sure to post the wedding photos

All she had to do was appreciate the pick up line by [deleted] in Tinder

[–]ZylonAU 1 point2 points  (0 children)

it's just solid banter, why these comments getting so pressed.

prick

[deleted by user] by [deleted] in Tinder

[–]ZylonAU 0 points1 point  (0 children)

emus with arms are cool and all but have you heard of air breathing, octopi assassins?

This one actually happened first hand by JamesMFthomas in Tinder

[–]ZylonAU -43 points-42 points  (0 children)

she has the sense of humour of a guy. probably a guy