- #HOW TO PLAY STELLARIS DETERMINED EXTERMINATORS FOR FREE#
- #HOW TO PLAY STELLARIS DETERMINED EXTERMINATORS PLUS#
"Space available" appears to be a function of Housing districts and empty district slots, which means pops grow rapidly early on, then slow down massively as the planet fills up. In the new version, organic pop growth is still calculated that way, but your goal is modified by the total number of pops in your empire, and your growth rate is modified by the space available on that particular planet. Once it hits 100, you get a shiny new pop. Each month, you add that number to the growth.
#HOW TO PLAY STELLARIS DETERMINED EXTERMINATORS PLUS#
Previously, pop growth was a set number, base 3 for bio, base 2 for machines, plus modifiers for tech/buildings/civics/species attributes. The biggest change in the new version is population growth. If you want to cheese it, unemploy your coordinators right before the projects finish the reward is always a fixed percentage of the techs, so if you ram your sprawl through the roof so each tech costs 4x as much as usual, you get 4x as much progress and that sticks around when you reduce the costs by increasing admin cap again.So first impressions of the new Dick, based on two games, one as a Ring-based Molluscoid republic, the other a Machine World-based Determined Exterminator:
Purging can give you ludicrous amounts of energy (and unity, as a DE) so you should be able to have most of your pops working alloys and research (and maybe some coordinators, soldiers, etc.)ĭon't forget to harvest the debris of your battles! Lots of tech can be gained that way. Spreading out the purging pops can be desirable sometimes to get building slots on more planets, but putting them all in one place purges slower (just like pop growth, purging rate is unaffected by the number of pops but linear with the number of planets). Habitats are nice for this (reasonably habitable for everybody, and all those pops will instantly unlock all the building slots). Purging should generally be done slowly, and as much as possible in one place.
#HOW TO PLAY STELLARIS DETERMINED EXTERMINATORS FOR FREE#
Also, since machines can force-build certain pops basically for free (no cost to build rate, only 10% of progress lost when switching) you can easily design an energy-specific model and use it wherever you have tech-drone jobs. Your pop upkeep will be a bit energy sinks so Durable is a nice trait (stacks well with some other modifiers from traditions, etc.). Grab the Capacity Overload edict as soon as you can afford it (shouldn't be hard you don't have a lot of other uses for influence). They use a lot of it, though, especially if you keep your Coordinators employed at all times (you can turn them on and off as needed to skip their upkeep most months, but you might occasionally get a tech or tradition later than you should). Machines have it even easier in some ways, such as being able to make dedicated researcher pops (robomodding is much "nicer" than the bio version) without needing to waste a 2-point trait on non-research pops.Įnergy can be obtained by purging, although machines also generate it very efficiently. Pick up Technological Ascendancy - machines don't have a lot of great APs anyhow - and don't wait too long on the Discovery tree.). Also use scientists with useful traits and high levels. Machines are amazing at tech I'm not sure how you managed to be falling behind but the strategies are the same as for any other empire (set aside some portion of your planets - ideally ones with bonuses like relic worlds or useful modifiers - as dedicated tech worlds, have a scientist assist research on those and use a governor with Analytical, fill them up with researchers and researcher buildings, use the Tech World designation, etc.