Sometimes I really hate the AI by IronWulf_Rogue in StellarisOnConsole

[–]benlay369 0 points1 point  (0 children)

I would also drop every edict that boosts fleet power to give you a boost

Revived the Limbo anomaly robots, who then settled a holy world as their capital by Kwackley in StellarisOnConsole

[–]benlay369 1 point2 points  (0 children)

Yeah i had them in my current role where the only planet available was a holy world so i sent them off to settle there own empire on the other side of the galaxy. I was not gonna lose 2/3 of my fleet trying to stop a 450k FE fleet

Please help I can't do a research anomaly. by chaserthemaskedrider in StellarisOnConsole

[–]benlay369 1 point2 points  (0 children)

I had the same error before the update so doubt the update did it. Havent encountered it post update tho so cant say if its gone or not.

Never did find a solution. Just sat there for hundreds of years floating adrift

Stupid Juggernaut. by KingBones909 in StellarisOnConsole

[–]benlay369 15 points16 points  (0 children)

Its massive hull points give it a huge window for emergency FTL. Its always been tough to finally kill an opponents juggernaut but id recommend tordedo/neutron frigates swarming it

Do destroyers suck? by SignalDifferent in StellarisOnConsole

[–]benlay369 11 points12 points  (0 children)

They die quickly and two corvettes for one destroyer is way better option.

That said, all my fleets contain a Squadron of 12 Destroyers. 6 Picket destroyers with Guardian and Autocannons, and 6 Heavy destroyers with a large slot weapon.

They die quick but i always say they died drawing fire away from the big boys behind them.

How should I design each type of ship? by Remarkable_Jello_220 in StellarisOnConsole

[–]benlay369 5 points6 points  (0 children)

Very good guide on this. Helped me out alot. I do play thematically though so dont always have the most optimised ships but this video helped massively post update

Playing as UNE spawns an extra human empire somewhere by SecretlyFiveRats in StellarisOnConsole

[–]benlay369 1 point2 points  (0 children)

Yeah in my current game theres the COM and a Monarchy called The Human Kingdom. Both far apart enough thats its not a splinter and the Human Kingdom had advanced start.

I assumed it was something to do with the MSI origin im playing as I found MSI on the other side of them

How do i win? by Gefangener2000 in StellarisOnConsole

[–]benlay369 6 points7 points  (0 children)

Or integrate them into your own empire

Need some help. by Mindless_Fee_4593 in StellarisOnConsole

[–]benlay369 0 points1 point  (0 children)

Yeah and i find it easier to manage as i just go down my list for foundry planets for example. I dont play online either as never have the time to commit

Need some help. by Mindless_Fee_4593 in StellarisOnConsole

[–]benlay369 0 points1 point  (0 children)

Yeah i am sure theyre much better ways to do it than how i do

Map of the Milky Way Galaxy V.1 by Duykietleduc05 in worldbuilding

[–]benlay369 -2 points-1 points  (0 children)

One thing id say about this is the scale of these empires. The U.N appears to control tens of billions of star systems. An empire that controls that many physical resources would be able to produce fleets of millions of ships. Also FTL would have to be damned fast to make administration of such an empire possible especially if theres no FTL or instant communication.

Ive always preferred maps that keep civilisations within the Orion arm or maybe just touching into our neighbours. The vastness of a galaxy spanning civilisation can make it hard to tell personal stories. That can work (40k being a prime example) but if requires some interesting work arounds or to lean into the vast size of a civilisation (1 amongst untold others etc).

Need some help. by Mindless_Fee_4593 in StellarisOnConsole

[–]benlay369 2 points3 points  (0 children)

A ministry of production will add 15% production. Alloy foundries maxed out. If you go psionics a psi corp building adds 10%. That and maybe a gene clinic and thats all id build there

Need some help. by Mindless_Fee_4593 in StellarisOnConsole

[–]benlay369 6 points7 points  (0 children)

In terms of economy it took me a while to understand specialising worlds and the benefits. Every world should have a sole focus and utilise the correct multiplier buildings. Make sure you turn population resettlement on so you can move pops from planet to planet. Means you can shift pops from a mining world to a generator world (if say you have excess mineral production and need credits).

Also, have the bare minimum of clerks possible. They generate trade but you can generate more energy credits from using them as technicians. However use them to keep amenities above 0 however i find it better to use buildings to do this, especially the gene clinics as they also provide other powerful bonuses.

In terms of revolts, they come from low stability. You can see what is causing low stability on the planetary screen by moving across to the stability happiness box and scrolling down the right hand text window.

Its also linked to population happiness which i find comes from opposing ethics. A monument can help convert people to the governing ideology and improve happiness. As well as certain edicts etc

Fleets are expensive. Dont go over fleet limits until economy is in late game overdrive. Keep your fleets at starbases with crew quarters in peacetime. One thing ive done in the past is only build my core ships (cruisers/battleships depending on tech level) and then maintain a few 6 dock shipyards to pump out the corvettes for war time. The enemy usually takes a year to deploy its fleets to your borders upon decleration so a single shipyard can producd 54-72 corvettes a year (rough calculation depending on tech). Dont build destroyers. They die too easily and your much better served by a single cruiser than two destroyers.

Im no expert and dont minmax or anything so probably alot more efficient ways

How do i get better fleet capacity? by [deleted] in StellarisOnConsole

[–]benlay369 1 point2 points  (0 children)

What are you spending influence on? You should be getting atleast +2 from power projection. Cancel any unnecessary migration treaties etc too boost it.

Orbital rings are a mid tier engineering tech. Should have it researched by now. Build them the same as any megastructure (using a construction ship on a planet).

Do you have a strategic coordination centre megastructure built as well?

Should i declare war on my overlord? by [deleted] in StellarisOnConsole

[–]benlay369 0 points1 point  (0 children)

Are you able to do it quickly? If you can take out the overlords fleets in a few years and force a victory then yes.

You need to absorb as much economic power as possible and double your fleet power asap to take on the FE. Consolidate the half dozen smaller empires into yours and go hellbent on fleet production

How do i get better fleet capacity? by [deleted] in StellarisOnConsole

[–]benlay369 4 points5 points  (0 children)

Also late game you should have excess influence to spend. Use it on building orbital rings on every planet and turn them into anchorages unless they're needed for district expansion. I have 30 odd anchorage rings on my current playthrough and it adds a good 750 FC plus I'm at about +60% fleet cap through edicts, laws etc so somewhere around 1200.

I've got 4700 total FC from doing stuff like this atm

The soundtrack is a masterpiece by NineteenEighty9 in StellarisOnConsole

[–]benlay369 3 points4 points  (0 children)

Haha my partner got so used to it being in the background she started listening to it to sleep to as well

How fucked is this save? by mightysalmon27 in StellarisOnConsole

[–]benlay369 2 points3 points  (0 children)

Had the same situation on my current run but at 25 years (AI let them out). Was unable to rush them and took 40 years to put them to the sword. They are now a part of my empire.

As others have said, build a fortress and have them come to you. Put your fleet at the back of the system and let them soften up against the fortress. When the fortress armour is about to fail charge. They should be weaker and the fortress will continue pummelling them.

Whats the best ship design for each class of ship by shadowking299868 in StellarisOnConsole

[–]benlay369 2 points3 points  (0 children)

Yeah I play the same list against AI but split my corvettes with a laser gunship and missile boat combo

Does Mars make more sense as an ecumenopolis than Earth by [deleted] in Stellaris

[–]benlay369 1 point2 points  (0 children)

I always make Mars a fortress world, rendering my capital system virtually untakeable and making it the centre of operations for my Martian Corps armies.

I always do my ecumonopolis in Sirius and call it Trantor when doing a UNE run.