Stellaris Planetary Management In 2024

preview_player
Показать описание
Stellars Planetary Management can be confusing. In this Stellaris beginner's guide video I will cover Captial management, Early Colony management and Planetary Management for the rest of the game. We should cover all of the bases in this Stellaris guide!

Chapters:
0:00 Lets Manage Your Empire
0:31 Your Capital
9:09 Your Colonies
16:41 Planetary Governors
16:56 Officials
18:52 Scientists
19:50 Commanders - Martial Law
20:49 Midgame Planetary Management
22:30 Lategame Planetary Management

Stellaris Version 3.11

If you enjoyed this video please leave a like & SUBSCRIBE!

And please comment with any feedback, any ideas or if you disagree!
Рекомендации по теме
Комментарии
Автор

Montu: I wouldn't normally recommend trade capitals.

Me: There is no force, not even 25x all crises that can take away my love for the 1000 value trade capital.

trainheartnet
Автор

Ahhh big farm must have run out of funds, he's back to farmers = bad

CriticalHat
Автор

For some reason, that bureaucracy quote from civ 4 is my favorite, nice to hear it here!

valdonchev
Автор

Every time I see a video like this, I end up booting up Stellaris for another run, cuz now I know more.

Damn you Montu!!!

Nrha
Автор

I hate how slow I get when I start conquering planets, I start really really slowing down when I have more than 4-5 planets

Boamere
Автор

Planetary size, features and modifiers are all also important factors to consider. Modifiers such as "Lush" or "Exceptionally Rich Minerals" are obviously the best spots to specialise your basic resource output, and usually provide additional district slots to back that up. Just the other day, during a test game for a new species I was creating, I encountered a modifier that was something like "Volcanic Flows", that spawned 6 Active Volcano tile blockers, but also added a tiny amount of Volatile Motes output to EVERY job on the planet (I think, I might be remembering that wrong)!

When it comes to size, I generally follow these guidelines: 11 or smaller usually becomes a Unity or Research world. 12-17 is good for basic output (depending on the exact resources present of course), then transition them into Refinery planets later when basic resources are more abundant. 18 or more generally ends up as an Industrial planet of some kind, unless it's particularly rich in anything else.

Of course, certain unique worlds can break this pattern - Relic Worlds make natural tech hubs with all the bonuses present, and you'll want to set aside a poorer planet for a Resort World later on if possible. And a planet on a hyperlane choke point is a natural candidate to be a Fortress world; personally I find this designation can be useful for expanding Naval Capacity with all the Soldier jobs you can stack there, or as good places to designate as Penal Worlds too, to help the Crime situation in general. At the end of the day, as long as you play to each planet's individual strengths, you should do just fine!

BaronVonMott
Автор

No matter how many times you tell me farmers are terrible, I refuse to accept that Aquatic Hydrocentric Megacorp with Trawlers and Catalytic (and ideally Baol precursor for that juicy farmer buff building) isn't both a quiet meta and a lovely empire to live in - system after system of ocean worlds where everyone just uses their natural/gene modded aquatic abilities to swim around collecting food and consumer goods at a leisurely pace, while also pulling enough energy credits to support a Federation out of their backsides.
It allows for a very strong tech start, and a very easy shift into catalytic alloys later on.
Then just to really roll in the filth that is that build, you can go organic ascension to make everyone aquatic and immediately build cloning vats without worrying about the food upkeep.

aecides
Автор

For the starting colonies in the early game I tend to use the Rural designation as they rarely have the capability of going full for one resource as they have few slots for any given resource. Later on you can make this happen easier with mastery of nature or machine worlds, but early on I found this to be best.

TheRewasder
Автор

speciallized worlds like Wenkwort or relic worlds are really great to find and develop early. increased researcher output is a hell of a mod to have on a gaia world, that also increases output by 10% of everything.

XiloTheOdd
Автор

I must admit I'm often ignore efficiency for the sake of RP. For example on my spiritualist playthrough all my planets need to have a temple, UNE gets gene clinics and amenities above 0 at all times and so on.

Astuar
Автор

If only planet automation would work. I mean, why not creating a "blueprint" system where you can define how the automation should build each type of designated planet?

riptide
Автор

Thank you for teaching the basics of planetary development. I wish I had something like this available when I started playing 7 months ago.

turroshmak
Автор

Lately I keep thinking that the game might be so much better if they just replace Stellaris Pops/Building system entirely with something similar to what they use in Vic3. I mean moving pop around in the early game is fun and all but it become an absolute nightmare to micromanagement late game. Compare to what you seen when streamer like Generalist Gaming do his economic magic trick, like, too many farmer? build mine and construction site than import agriculture product to bankrupt the local farm, Now the farmer moving in to industrialized production without your need to micromanage anything.

Not to mention it's somewhat more satisfying in term of empire management. Why would the Galactic Emperor drive himself crazy trying to figuring out which plebeian go where? just pump capital into the sector and watch the problem solve itself.

mendora
Автор

Very nice guide. An advanced one with shown examples of various specialization types of world in various stages would be awesome as well.

Example: Show an early, mid game, late game (finished) Tech world, Alloy world, Mote extraction world etc. + add starbase if they have one.

DeaddMax
Автор

Oi, Montu! What about us roleplayers that want to make our pops happy and with stable lives, hmm? Is there going to be a guide for being a benevolent ruler at some point?

And before anyone chews me out for it and says I should be minmaxing, I play a generalist style that caters to doing all I damn well can to make each and every citizen in my empire happy; after all, a happy citizen is an overproductive citizen.

SoraKairiLeonhartfan
Автор

These are super helpful whenever I come back to play some Stellaris after a bit. Thanks for making it! The automation tricks are clutch :)

akinney
Автор

You should really state what things are locked behind DLCs when making videos like this. They're obviously targeted more towards beginners and a lot of beginners with just the base game probably watch and are confused when they don't have stuff like leader specialisations, arcology projects, etc. that you're showing.

CaptainCrackSparrow
Автор

My explanation of planetary management: pure, tedious, pain

Daemonworks
Автор

Every time I watch you play Montu I think, "wow you're citizens must be very unhappy." To think what you're reaction would be to me building agriworlds so I know I have the food to build up my population. Building theatres for their great amenities output so that they can all enjoy a nice day/ night at the movies. Not to mention half the time its easier for me to invest in trade instead of generators because I know I can that while its not the best way to get energy credits I know in some ways it makes it all easier. Please Montu think of you're citizens give each of them a life worth living.

landonknott
Автор

My favorite is finding a big planet with a +x% buff in the resource. I remember getting one planet to produce almost 900 food one time. Got a mining world to like 600 or so since sadly there isn't a mining version of the hydroponics farm (Well, one that you can build more than one of anyway).

DrewPicklesTheDark