r/Stellaris • u/Aethervapor3 • 18h ago
Humor Never Change Stellaris
Stone age surface to space missiles.
r/Stellaris • u/PDX_LadyDzra • Apr 29 '26
Read this post on the Paradox forums! | Dev replies here!
It’s my pleasure to announce boarding has started for all passengers departing on our tour of Stellaris: Season 10, with non-stop service to the Nomads expansion alongside the Stellaris 4.4 ‘Pegasus’ update. Following our first destination, there will be a brief stopover at the Stellaris 4.5 ‘Cygnus’ Custodian release, after which our cruise will continue to the Stellaris 4.6 ‘Corona Borealis‘ update, featuring Willpower, Scenario Pack 1, and Scenario Pack 2. All passengers are welcome to acquire their ‘Vipra the Vapor’ Species Portrait at the ticketing office now.
Watch the Season 10 Announcement Trailer on YouTube!

The Stellaris 10-year anniversary is coming, and as part of that celebration, we are rolling Utopia, Synthetic Dawn, the Humanoids Species Pack, and most of the Galaxy Edition upgrade into the base game on May 11th. (The e-book, Infinite Frontiers, is being retired.)
Later on in Q2, we’re bringing you Nomads.

The Galaxy is not a trophy to be seized, but a path to be taken. In Stellaris: Nomads, you will survive the void by staying in motion. While the great powers squabble over lines on the map, your civilization has realized a fundamental truth: life flourishes on the move.

Arkships
At the very heart of every nomadic civilization lies its Arkship: a fully mobile capital that replaces worlds entirely. Customize Military, Scientific, or Civilian Arkships with specialized modules, districts, and upgrades as your Empire evolves by traveling through the stars.

Waylines and Contracts
Chart Waylines across the stars, linking your Waystations into living networks of trade, influence, and opportunity. Your strength lies in motion, in presence, in the relationships you build from system to system. Your relations with settled empires don’t have to be antagonistic. Accept contracts, build relations, and perhaps profit a bit on the side.

A New Ambition: Defender of the Galaxy
Building upon the Crisis paths of previous releases, Ambitions are the next step of epic, empire-defining journeys that give you the choice of your ultimate role in the galaxy. In the Nomads expansion, we will transform the Defender of the Galaxy Ascension Perk into a full path that can rival the power of a Galactic Nemesis, Awakened Empire, or End Game Crisis.
Become the Galaxy’s champion by forging alliances, commanding federations and rising through the Galactic Community to assume Custodianship. Lead the fight against existential threats with a unique squadron of hero ships. Ultimate power can be used, and relinquished, for the greater good.

Nomadic Empires
Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.
New Origins
Nomadic empires support many existing Origins as well.
New Ambition: Defender of the Galaxy
While a Galactic Nemesis (available in Stellaris: Nemesis) threatens the Galaxy, the Defender of the Galaxy will rise and try to save it.
New Megastructure: The Stellar Cannon
Why simply power a civilization when you could fire at one? This Megastructure allows you to weaponize your entire energy stockpile, discharging it into a devastating beam capable of striking enemy systems across the galaxy.
Nomadic Enclave: Champion’s Forge Live!
Experience the Galaxy’s most extreme spectacles with this nomadic enclave! Answer the call and participate in gladiatorial fleet combat all across the galaxy. The winner gets to hold the Trophy relic and glory until the next tournament, with the losers looking on with envy.
Wanderlust Ascension Perk
New Renowned Nomadic Paragons
New Civics and Tradition Swaps
New Music Tracks by Andreas Waldetoft

Nomads has charted its course and will arrive in Q2 2026.

Based on the feedback from Stellaris: Season 09, we’re making some changes to our Expansion Pass plans this year. As many of you have noticed, we’re announcing this year’s Season much later than previous years, and instead of four separate releases, we’re planning on bundling them together into fewer release moments. This frees up room for the 4.5 ‘Cygnus’ update to be a dedicated Custodian release, giving us two in 2026.
The Stellaris: Season 10 Expansion Pass is a journey through resilience and movement. Whether you are wandering the stars with Stellaris: Nomads or rooting your empire in the indomitable spirit of Stellaris: Willpower, this year redefines how empires survive, adapt, and conquer.
Stellaris: Season 10 will grant you access to all five DLCs as soon as they become available. Vipra now, Nomads later on in Q2, and Willpower and both Scenario Packs in Q4.


This exclusive portrait comes with Stellaris: Season 10, allowing your empire to take the form of the elusive Vipra, a necroid species with a menacing aura.
Available immediately upon purchasing Stellaris: Season 10, this portrait features 5 different color variations and ethereal custom animations.

Build no borders. Claim no worlds. In Nomads, you thrive inside colossal Arkships that carry your people, your industry, and your ambition across the stars. Move freely through the galaxy, take on Contracts from settled empires, and leave your mark by building Waystations. Nomads blaze a path across the map.
༼ つ ◕_◕ ༽つ Take my energy! ༼ つ ◕_◕ ༽つ

Shape Minds, Rule the Stars. In the vast expanse of the cosmos, borders are mere lines drawn on a map. Ideas, on the other hand, have no such limits.
Your empire was founded on its Ethics, the convictions that determined its course. Now is the time for those fundamental values to evolve into Ideologies with the power to sway the stars. Introducing Stellaris: Willpower, the expansion that turns your societal beliefs into a galactic force.
Your rule over systems was always just the beginning. The galaxy's minds are the true prize. You will erect monuments and Megastructures that demonstrate what your society and values can accomplish. You truly can become the thought leader of the galaxy.
Adopting an Ideology is not without its risks, however. Left unchecked, it can radicalize colonies and spark insurrection. But when nurtured with care, the right Ideology has the power to sway entire civilizations.

Embark on a new set of galactic challenges! Experience curated, high-stakes standalone adventures that push your strategic limits. From a nomadic, roguelike odyssey across the stars to high-octane, combat-focused multiplayer experiences, these scenarios will provide a bold way to play Stellaris.
The Scenarios System will be a free part of the Stellaris 4.6 ‘Corona Borealis‘ update, these Scenario packs provide our take on what you’ll be able to do with it.

Rewrite the rules of engagement! This Scenario Pack flips the script of how Stellaris is normally played, making you the threat and aggressor. Whether leading an ultimate extra-dimensional invasion or battling your friends in a race for dominance, these scenarios offer a fresh, distilled way to play Stellaris.
Next week we’ll begin our Decennial celebration with a look at ten years of Stellaris. We’ll also be looking at everything planned for 4.3.6.
See you then!
r/Stellaris • u/SirkTheMonkey • 27d ago
Hello Blorg Fans,
We've successfully completed an upgrade to our automatic Rule 5 enforcement with the rollout of a new bot. /u/rule5bot has been working well over the last few days and is now active here in /r/stellaris. The new bot has new capabilities and we are adjusting Rule 5 to reflect the improvement.
Rule 5: Image posts must have an explanation.
So what's different now? The big change is that we can finally accept captions for Rule 5 explanations. There's no need to quickly dump an abridged version of a quality caption into the comments section just to avoid a soulless automaton's wrath. However, the new bot can correctly identify image gallery posts so Rule 5 now properly applies to multi-image posts. The bot will also be repeating caption R5s into the comments section (for the foreseeable future) because there's a persistent issue with some legacy access methods not displaying captions on images properly.
Why now and not before? /u/zwemvest, our bot-builder, has had a few goes at upgrading / replacing the bot over the years but real life and/or Reddit would always get in the way. Reddit is making major changes that will impact old bots and it forced our hand. Fortunately, they had free time now and recent Devvit (Reddit's internal bot platform) improvements made it easier to implement some features so the project was completed this time. Zwem said it was a joy to build the new bot from scratch & they're glad that the migration has been completed. The old /u/paradoxplazabot has been retired although we may reuse the account in the future for other bot purposes if we can.
We've been testing /u/rule5bot for about a week now with no remaining issues but it's possible that some bugs might still be lurking, so please keep an eye out and send us a modmail if you see the bot do something unexpected.
r/Stellaris • u/Aethervapor3 • 18h ago
Stone age surface to space missiles.
r/Stellaris • u/iambruv • 6h ago
pre-ftl spaceship ignoring the BIG enigmatic cache
r/Stellaris • u/PDX_LadyDzra • 10h ago

Read this post on the Paradox forums! | Dev replies here!
Hi everyone,
Today I'm turning things over to Atmaz to share some information about Ideologies in regular empires. (We'll talk about gestalt empires in another dev diary, we didn't forget about them!)
Here we go!
Hey folks.
I'm Gary Morris (Atmaz), DLC Director for the Willpower expansion from Abrakam Entertainment.
Since the release of Shadows of the Shroud, our team has been hard at work shaping the hearts, minds, and assorted cognitive organs of Stellaris' inhabitants. The end result is perhaps the most deeply integrated system we've developed for the game yet: Ideologies.
I'd go so far as to call it our most ambitious project to date, and there's a lot to talk about. So… let's get into it.
I could explain it all in dry, mechanical terms… but where's the fun in that? I think the best way to understand something is through a story, and Stellaris has no shortage of those.
Meet: The Blorg Cooperative

A Blorg species from yet another timeline. In this case, we're going to play as a Fanatic Xenophile, Pacifist variant of their breed. You'll notice they have one of the Willpower Civics that happens to be only available to Fanatic or Absolute Xenophiles, Open Stars Sovereignty. We'll get to what that is in a bit.
(Note, this is not a new pre-scripted empire, though Willpower has some of those too.)
Fanatic Factions

Factions have arisen!
One of the first differences you'll notice in Willpower are the existence of Fanatic Factions. These Faction types have both increased resource output and unmet demand disapproval rate, so you'll probably want to keep them happy. Since we started with a Fanatic Ethic, its associated faction (the Alien Aid Group) is already fanaticized, but it is possible for Factions to fanaticize in other ways if they have high support and approval rating for a long time.
Once a Fanatic faction exists, stronger convictions may begin to take hold…

It seems the Blorg are ready for us to adopt an official Ideology. The Alien Aid Group has prompted us to adopt their Xenophilic principles on a societal scale.
Doing this isn't free, and has a monthly upkeep of Influence to maintain, but it's your choice in the end. You can always do this from the Manage Faction menu, if you meet the requirements and have better timing in mind for this.


Our Ideology now has a visible footprint on the galaxy, seen here easily in the new Ideology Map Mode. Ideologies grow and spread from sources of populations such as colonies, and the intensity of their spread depends on a lot of things like Unity production, Amenities, Trade, and all kinds of other modifiers distributed throughout Stellaris's various systems. Basically, the more happy and productive Ideological followers you have, the faster and farther it will spread.
Here we are spreading our perfect belief system into the space of the Reyennan Regime, which will now be experiencing some Xenophilic Ethics attraction and the emergence of a new faction supporting Blorg Multiculturalism. This area covered by our Ideology, called Ideological Reach, also reduces Claim and Starbase Influence cost for systems outside of our borders, as well as reducing Starbase upkeep. You can feel safe within the shadow cast by our new flag. Speaking of…

Each Ideology is assigned its own flag, with a set of unique emblems for each Ethic type. You can also rename it to anything you like, in this case I am staying with one of the randomly generated possibilities for Xenophilic Ideologies.
Tenets
So other than converting others to our Ethic and claim/starbase discounts, what are we getting from all of this?
Well first of all, by forming an ideology we have become an Ideological Authority which comes with some inherent bonuses. We'll stay the authority as long as no other empire adopts our Ideology and reaches a higher strength level and diplomatic weight.

One of the clearest advantages in having an Ideology are in benefiting from Ideological Tenets, which only the Ideology Authority can codify. To do this, we'll need to gain some Ideological Strength. Let's see how we're doing there.

Looks like we haven't encountered any other Ideologies yet, and that lit up hexagon means we can codify our first Tenet. Let's do that.

There are a wide variety of Tenets to choose from, and most are locked to particular Ethics. Certain Civics and Origins can generate their own as well, but our Blorg here happen to have these to choose from. If we don't like our options, we could always Reformulate them, which costs some Influence and time. In this case, I think Pluralism would go nicely with our Open Stars Sovereignty Civic.
Note that you normally get access to three Tenets in total, and each slot scales upward in Intensity. Meaning I could adopt a low level of Pluralism here, or save it for my third slot and have the modifiers scale accordingly. Not ALL modifiers scale this way, but most do. Regardless, what you see is what you get.
Open Stars Sovereignty

The Immigration Bureau, for these Blorg, is the ultimate friendship machine. You'll need to establish these on systems bordering foreign empires, but doing so will accumulate a diverse population on all your planets. Blorg like that sort of thing.

Gaining Followers
While converting Pops happens naturally under our Ideological Reach, what we really like is when an entire empire adopts our Ideology. As the current Authority this will increase our bonus modifiers, but it's also an easy way to maintain positive relations. Empires sharing the same Ideology as you generally view you more favorably. Let's see if the Reyennans are ready yet.

Looks like the Reyennans want to be on the right side of history. Given time, they might have adopted it on their own, but we'll push them along a little faster this way.
Note that there are far more aggressive forms of forcing someone to adopt your Ideology, but surely not many Stellaris players will want to engage with those.

Now that the Reyennans have adopted our Ideology, they too are now spreading its message across the stars. The bigger it gets, the happier we both are.
Ideological Momentum

Things seem to be going well so far, but one thing we'll want to keep an eye on is our Ideological Momentum. This tracks how well our Ideological Strength has been doing recently, and if this dips into the negative we risk negative modifiers or even worse: Ideological Revolts. These are like normal revolts, but may result in the generation of an opposing Ideology or the secession of several colonies at once. Surely we'll be fine!
…and there we have it, the story of the rise of Blorg Multiculturalism. This is only the beginning, however… we'll eventually encounter other Ideologies, and to win them over we might need some more powerful tools.

More to Come
We've only covered the basics here today, and there's a lot more to talk about. We hope you like this initial look at what Ideologies offer, and we'll stick around to answer any questions you might have.
YouTuber War 3
For those of you who may have missed it, Stellaris YouTuber War 3 premiered this week on YouTube! Featuring a cast of your favorite Stellaris Content Creators - alongside some of our very own Developers - YouTuber War 3 is a strong continuation of a Stellaris classic.
[Watch Episode 1 of Stellaris YouTuber War 3.]

Join us on discord to watch the premiere of Episode 2, followed by a Q&A with some of the creators who participated!
Thanks for reading, and see you around!
r/Stellaris • u/Wooden_Cut5968 • 4h ago
was playing 1000 stars with no mods and I found an AI planet with a very familiar name
r/Stellaris • u/Mobile_Frosting_7936 • 3h ago
Played around with star boosting (this was after 1 Stellar Ignition, 3 Deep Scans and 4 Mining Drones Scans), technically it can be repeated infinitely and since the Cybrex system only has one stellar body the Relic hits everytime.
Decided to post since I saw noone else posting similar before
r/Stellaris • u/TNTiger_ • 54m ago
I was looking forward to Willpower, a lot. However, today's dev diary appears to take the approach of treating ethics as monoliths, which only sands down the edges of external politics- quite the opposite of what we'd want this DLC to do.
I love politics in strategy games. Whether Stellaris or another 4x/GS game, I rarely declare war myself, rather focusing on managing a complex web of diplomatic relations- factions, vassals, rivals, and the Galactic Community. Managing the populace as well, though basically no game I've played focuses on this- Stellaris at least has some internal politics mechanics.
Therefore, I have been patiently awaiting a politics DLC for ages- internal or external, I'm hungry. My favourite DLC, easily, is Overlord for this reason, and I've been patiently waiting for something to scratch the itch harder since. So when Willpower was announced, I jumped for joy- screw Nomads, screw scenarios, I had tunnel-vision- there's only one thing I need from Season 10 and that is politics!
There had been good signs up to this point. For one, in 3.11, factions were given the ability to hold multiple ethics at once. This was good news, as the static nature of Stellaris' factions always bothered me- they weren't dynamic or immersive. While the coat of paint changed, they were basically the same for every country with the same ethics and Issues- I longed to see a system where factions had two ethics (or a fanatic ethic) each that could possibly change, and dynamic Issues based on their ethic crossover and your current gamestate.
3.11 also did away with faction leaders, which I would ideally one day like to see return in an internal politics update, but Paragons had already done leaps and bounds improvements on that. The new faction ethics functionally changed little, but they signaled hope for what could be to come.

My dream was to see situations such as this: As a xenophile-militarist country, you may have two separate militarist factions splitting your militarist voting block; you may be forced to choose between promoting a xenophile-egalitarian or xenophile-authoritarian faction; or your xenophile party may even switch to being pacifist, forcing you to pick between promotion or suppression. A faction's demands could even change over time, as their ethics, their leader, the gamestate changes, keeping you on your toes.
Point being, what I longed to see in politics (in this example, internal) was:
Of course, external ideological politics would ideally follow the same outline. Stellaris already is great in that regard- I love, for instance, how you get three trait points that force you to never be one-note- you may be fanatic in one ethic, but you've always got to choose a second minor ethic to balance it out. Two fanatic egalitarian countries may see eye to eye in many ways, but may also have very different opinions on xenophilia/phobia, or materialism V spiritualism.
An ideology system would ideally take this further- allowing you to craft your own sci-fi belief system that takes elements from more than one ethic to create a distinctive identity. So when Willpower was announced, I was ecstatic- finally this dream could, at least in part, be realised.
So when the DLC's features were announced last week, I came away with a bit of the wind out of my sails. To the point, because of Absolute Ethics. As said, the fact Stellaris forces you to have at least two ethics is a complete strength, as it encourages diversity (sorry xenophobes)- an Absolute Ethic, imo, is sanding down the edges of your country to make it utterly one-note.

Now, I'm not against this entirely. To play a silly extremist gimmick country sounds fun. I'd much prefer the ability to unlock another ethic point (like you unlock civic points) later in the game as a feature, but I'm also not against Absolute Ethics ever being implemented. What worried me, rather, was that it signaled an approach to the ethics system the DLC would take that simply appeals to me significantly less: centering ethics as monoliths. I held my breath though, waiting to be proven wrong.
I'm afraid I was right.
There's a lot of hype for today's announcement, but I am afraid I came away disappointed.
Firstly, the Fanatic Factions.
Well, I think they are a neat idea in context- if factions themselves were more dynamic and varied, it'd make sense that some of them would be fanatic. But as it is, it seems they are just taking the already lackluster and boring factions and wiping away the very little remaining sauce they had.
And the worst news- they are essential to forming ideologies!
Ideologies are entirely one-note. They are defined- it appears at least- by a singular ethic, with that ethic supplying a list of tenets. There is, ultimately, very little two Authoritarian Ideologies have to set themselves apart, other than these tenets, which themselves appear to just be a choice of mechanical bonuses. Two Spiritualist Ideologies are functionally significantly less different than one's choice of shroud patron- meaning Shadows of the Shroud is probably the closest we'll ever get to the religion system people have been begging for for years to give spiritualists some sauce!
That's all the system is, really- a new Shroud Aura system, except now there are eight patrons rather than five and you get to customise the bonuses. Woop. From what it appears, your ideology will oppose exactly 1 out of every 8 others, but have no substantial interactions with the others. Rather than adding diversity to Stellaris' politics, it's homogenising it.
Of course, there is an element of 'wait and see' to all this. We've yet to see what future dev diaries have to say. Ultimately, however, the foundations we've seen today suggest their creative direction is simply going off in the complete opposite direction to what I think would be interesting.
That being said, the one way this could be salvageable, by my reckoning, is in the tenets system. If you are able to select tenets based on your country's ethic rather than just from your ideology- and if these tenets change your ideology's relationship with other ideologies (a materialist tenet causing friction in a spiritualist country, for instance), then my interest may be brought back on board. However, from what we saw today, it appears tenets are exclusive to each ideology- I can only hope this is simply just for ease of demonstration in the dev diary, otherwise it will be really, really boring.

Unfortunately, dev diaries today are better, more complete than they used to be- unfortunate as they are usually quite clear on what to expect, being mostly feature-complete and rarely leaving room for surprises. Which is great if they're filled with hype moments- but I'm only left dreading that what we saw today is all we'll get. Gestalts, Diplomacy, and Espionage are all to come, but when it comes to Ideologies, future dev diaries are likely to only flesh out the nitty-gritty.
But I will wait and see. I don't want to wish this to be the first DLC to outright disappoint me, but today's dev diary only dampened by momentum for it- to use its own terminology! I hope it can be salvaged. I'll wait and see.
A.I. Disclaimer: I am broadly an A.I. skeptic, and appreciate transparency when it is used to any degree. For full transparency, the complete first draft of this post was entirely human-written, but I then had Claude go over it to check spelling, grammar, suggest formatting, and offering suggestions- ironing out kinks. No text was directly generated by the LLM, but it was involved in the writing process to review- though the real reviewer is you, the human reader, whose opinion is the only one that ultimately matters.
r/Stellaris • u/Lithorex • 2h ago
A researcher unit at base turns 1.5 consumer goods into 3 research, for a conversion rate of 2 research to 1 consumer good. Thus an artisan unit, which produces 6 consumer goods, can support the job upkeep of 4 researcher pop units. One of the specialized labs at tier 2 improves the output to 3.5 research at the same consumer goods upkeep, for a conversion rate of 2.33 research per consumer good.
The Research Institute adds another 0.5 to these jobs, but adds 1 extra consumer good in upkeep.
This means that without a laboratory, the conversion rate becomes 3.5 research for 2.5 consumer goods, at a rate of 1.4 research per consumer good. That's a 30% efficiency decrease. And now a pop unit of Artisans can't even keep 3 researcher pop units supplied.
With a laboratory, the conversion rate is 4 research for 2.5 consumer goods, for a rate of 1.6 research per consumer goods. That's a 32% decrease in scientist efficiency.
In fact, even if the Research Institute would get giga-buffed and now give the 0.5/0.5/05 buff to every researcher type individually, 4.5 research for 2.5 consumer goods is still a 10% decrease in researcher efficiency. Labbed, it's a 12.6% decrease in efficiency.
And before anyone asks, since these affect the base input/output, the efficiency ratio is not affected by the Research Supply Depot or Data-Driven Theorem Facility. With those you'll get more for less, but the rate between institute and no institute stays the same
So. Why. Does. This. Building. Exist?
Why. Is. It. A. Tech?!
Does nobody working on Stellaris have a calculator? Now it's not even the biggest sack of shit among high-end buildings (looking at you, Auto-Curating Vault), but why can't it not be more like the Ministry of Production?
r/Stellaris • u/CowClassic • 11h ago
Hey folks! Enjoying my new 4.5 save, looking for your thoughts on wide vs tall and what's too wide? I see Empire size has been reworked a LOT and planets/colonies count for 20 size increase each...I generally like to play wide early then go tall, wondering if that is even feasible anymore (even with perks like Imperial Prerogative that reduce Empire size from planets by -25%). Question therefore - in 4.5, how wide is too wide? Anybody running a 10-15 planet empire and how are you doing it?
r/Stellaris • u/ElementoDeus • 16h ago
Hithara and Hythara both my guaranteed habitable, both with one letter difference between them.
r/Stellaris • u/TheComunistGoat • 11h ago
i learned that i should colonize every planet for maximum pop growth but is it worth to even colonize red planets because these seem to have very low habitability.
r/Stellaris • u/Ophidyan • 46m ago
First of all, thank you for the work done and inspiration by BloodStainedCrow. From the beginning of my Stellaris playthroughs up until this day you are a pulsar in our tech tree nebulae.
I had my own local fork of it for a long time, but now since this age of AI and me being a software engineer, I wanted to have my own go at this. So I crafted and built something that I as a devote Stellaris player (call it Maniacal) player always wanted.

This is a personal project of my own, which I just want to share with you. As said I'm a (professional) software egineer this is just a hobby project. But any feedback is welcome. But first and foremost I hope this helps you with any of your playthrough, be it for min-maxing to beelining to techs, to just having better overview of your empire. I built this to how I use it, and would want to use it.
I hope you enjoy it.
https://ythibos.github.io/Stellaris-Tech-Tree/
If the docs or more importanly the tool itself are not clear on how to use it, then the docs and/or tool are wrong.
https://github.com/YThibos/Stellaris-Tech-Tree
Read it, use it, let me know about the look and feel. o7
r/Stellaris • u/blackkittyfreak • 3h ago
I have a long mod loadout from the previous version. When the last update dropped, I set the game to use the rollback version, and I used Irony Mod Manager to merge the mods so none of them would update. I even opened the save and played on it for several hours yesterday. And today, it's broken.
I am so f**king sick of this game repeatedly ruining my hours of creative work no matter how hard I try to preserve it.
r/Stellaris • u/AdhesivenessOwn9868 • 9m ago
Playing Payback Origin, with the Minamar Specialized Industries (to the tune of Doofenshmirtz Evil Incorporated, let's be honest) added the civic Permanent Employment, which means pops are still employed well after they are dead.
r/Stellaris • u/Jewbacca1991 • 4h ago
So i tested behemoth fury's elder voidspawn, and here are the results.
Can it go through FTL inhibitor? No. It will get stuck at the inhibitor, if you are behind it, and there is no other route. Keep in mind that it destroy space stations, but colony inhibitor can totally block it.
Can it go through locked wormhole? No. Same as FTL inhibitor. It just get stuck.
Can you lure to Cetana? Sort of. Cetana's aura may, or may not destroy it when it enters. But if not destroyed, then unlike normal fleets the elder does not go missing in action. With a bit of savescumming you can make it reach Cetana. Their battle is infinite. On 1x crisis strength at least it can beat Cetana's shield, and armor, but her hull regeneration is just too large to be defeated. The elder also can't be beaten, because of the damage reduction until quest is done.
If the Elder gets destroyed what happens with the event? Further testing is currently on the way. But it does not end, or get interrupted right away. I'm currently waiting for the situation to finish.
EDIT: situation finished. If Cetana's aura kills the elder, then shortly after the situation is done the game registers it, and the endgame event is triggered. It's basically easy win.
r/Stellaris • u/Dyuujen • 1d ago
Decided to play as cetana to see move ship out of storm and…Huuuh?
r/Stellaris • u/Important_Speaker_60 • 1h ago
As a virtual empire, the best number of planets to have is 8. So far I'm planning on having a ring world (segments for consumer goods, alloys, research, and trade), my capital (for the rare resource deposits you get when ascending), and one normal planet for each strategic resource (gas, crystals, and motes). Is there a more efficient method that I'm missing for getting those strategic resources?
r/Stellaris • u/newusernameq • 11h ago
This is kinda funny lol, this fanatic purifier became my vassal after I Armageddon bombed like 6 of his colonies into tomb worlds. Kinda weak tbh bro... Why can't fanatic purifiers vassalize others but can become vassals themselves? What's the logic here? We would like to cleanse you all, but we're urm,.. currently suffering a minor setback?
r/Stellaris • u/hamitmervan • 2h ago
I fed my behemoth an enemy planet (I don't know its pop count since it was out of my border) and a fleet of 59 juvenile harbingers. It only gained ~30 growth. It is taking too long for me and at this point i am getting bored. On a 10 month old thread I saw someone suggest feeding 38x Juvenile harbingers for 2nd upgrade. My behemoth is class 2 and got a fraction of the growth i expected.
Am i doing something wrong?
r/Stellaris • u/Aggressive_South_991 • 49m ago
To me, its overwhelmingly the early game. maybe a tad into the midgame.
starting to set up the empire, understand its origin, how its traits, civic, etc all work with each other, a bit or rp in choosing the most fitting ascension. climbing your way to the top of the galactic community, etc etc.
all brilliant, love it.
then you start to become a true powerhouse, (in my way of playing i dont focus much on military early on) and can take out the guardians, the mauraders, and any other empire is more a nuisance than anything but...
things start to get repetitive, any empire except FE are nothing, most of your eco is working fine, at most you have to add a few districts when the pops grow.
you can start to add gateways and megastructures and even colonize more planets but its truly just a "win more" at this point. same with making even more fleet.
sure, you can have a real goal of beating the FE and crises but, its so snowbally that you either did everything right 100 years ago and you will get there, is just a matter of time, or you were stomped in one way or another and will lose.
not to mention how the game starts to lag in the later stages so its both more boring (less things to do) and takes longer to "tick".
so i usually never even make it to the crises... i did a couple times to get the lore and stuff but... usually i just get bored of that empire and start wanting to start a new one until i just abandon the save.
what are your thoughts on this?
r/Stellaris • u/MacIntoic • 7h ago
It seems interesting but it has a lot of negative reviews.
It's mostly about bugs, are they still here? Are there other problems?
r/Stellaris • u/TheWhiteGuardian • 21h ago
They trashed the embassy and started claiming every system including my capital. I guess relations were never the same since that time they got styled on at the Champions Forge Live tournament.
r/Stellaris • u/Nearby_Struggle_0 • 6h ago
- Can I build a "Gaia Seeder" on a Gaia world?
- Does a Gaia Seeder count as "terraforming," and can it therefore trigger related events? (I’m assuming not.)
- Can the "Gaia Preference" trait replace the version of "Gaia Preference" obtained through event "unexpected mutations" ?
To clarify: as I recall, there’s a specific event ("Unexpected Mutation") that grants "Gaia Preference," but the trait itself includes an additional bonus (the buff is baked directly into the trait).
So, if a pop with that specific trait undergoes "blooming," does it get replaced by the standard "Gaia Preference" (losing the buff)?
My goal is to convert all my worlds into Gaia worlds and have all my pops possess both the Gaia buff and the Seeder buff, i’m just not sure if that’s technically possible.
Perhaps one of you has already tried this combination?