Reddit stellaris post apocalyptic. So in some cases in my be redundant.
Reddit stellaris post apocalyptic. Luckily all of them but Post-Apocalyptic are pretty good, but I still would be hard pressed not to choose them even if they weren't, I just love the implications of them. Sep 15, 2023 · News About us Careers Join our playtests Media contactSocial Media There are a bunch of underwhelming origins in need of a buff, but none of them have fixes so breathtakingly obvious and easy as Post-Apocalyptic. And you can take the Post-Apocalyptic origin, but that is itself a pretty significant opportunity cost in terms of there just being way better origins, including other origins and strategies that let you avoid or solve the Tomb World issue. Clochasaigh has 2 planets and there is Wenkwort Gaia for 8 habitable planets right out of the gate. 441K subscribers in the Stellaris community. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. Extra bonus if you get the Spiritualist FE as you cannot colonise those worlds anyway and they are guaranteed highest tier. So, I went with Post-Apocalyptic and Barbaric Despoilers. I actually thought I'd be gimping myself, however the combo has a lot going for it There are other ways to deal with Tomb World habitability besides starting with Post-Apocalyptic. The Determined Exterminators already start on a tomb world. Fanatic Xenophobe + Spiritualist Fanatical Purifiers + Post Apocalyptic. The dictator Kesh na-Feljen was apprehended and executed by egalitarian radicals, ushering in a new era for destroyed planet Using armageddon bombardment ofc. But, it could be flavored for the other machines, like Post Apocalyptic Machines (Normal Gestalt) Maybe the world was swept by fire, maybe it was frozen by ice. A place to share content, ask questions and/or talk about the 4X grand strategy… Spiritualist post-apocalyptic empires lose the negative faction modifier for colonizing or terraforming a tomb world. Removing Tomb World habitability made sense back when it was a civic and balance was a concern, but origins don't even try to be balanced and yet Post-Apocalyptic still has the most piddling little bonus available. Normal worlds have +4 planet capacity per unbuilt&unblocked district, whereas for Tomb Worlds the number is +3. The colony ship arrives in orbit but you receive a message stating that the designated colony landing zone is overrun with post-apocalyptic tribes or raiders, and the colonists are requesting military assistance in clearing it. with Overtuned you can have pops with 70% habitability on Stellaris needs Post-Apocalyptic Civilizations Having played Fallout and other games that deal with the aftermath of the apocalypse, I would like to see a chance that nuclear civilizations that destroy themselves basically go back a few steps and become a "Post Apocalyptic" civilization. This made for a okish civic with a lot of flavor. : ( Post-Apocalyptic: Homeworld is a Tomb World Pops have the Survivor trait +10 Years Leader Lifespan +70% Tomb World Habitability Fanatic Xenophobe: -40% Starbase Influence Cost -20% Claim Influence Cost Militarist: -10% War Exhaustion Gain +10% Fire Rate Traits: Repugnant Negative Opinion, free trait points for FP Strong +5% Minerals, +20% Army In several of my recent games I stumbled upon Earth, but this time it seemed that there was still live on the destroyed post-apocalyptic planet. I know the answer to that one, it's too op but then just nerf the habitability to give 80% in Tomb Worlds and 40% everywhere else and maybe slap some other negatives on it. And it's usually a further penalty to early pop growth, since Tomb Worlds have reduced planetary capacity. 0 patch it became even worse because Tomb Worlds are now worse than normal worlds. Subterranean, Subterranean + Noxious, Lithoid main species, designing your Prepatent Species for Tomb World habitability as a Necrophage, going for extensive bonuses to habitability (e. RI is definitely very strong, in the right circumstances, but as for your questions: You’re thinking about it a bit backwards. Extremely Adaptive - 80+% habitability by default on EVERY world. FYI: Post-apocalyptic was reworked and is insanely strong Before 2. Nerf your homeworld into the ground by giving it sparse resources. Post apocalyptic origin is okay but a bit of a waste since the tomb world issue can be pushed off until you have a chance to figure out a workaround (it costs a steady stream of unity though). The OG trait still exists for pre-sapients, like the post-apocalyptic earth, and the Racket Variatus subspecies of the Ketlings, from caravaneers. A build I thought up back when the Plantoids received an update to have unique traits involved putting the Radiotrophic trait together with the Post-Apocalyptic origin. It'll be fun. C'mon, just give us the busted habitability trait. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by… 413K subscribers in the Stellaris community. I started a post apocalyptic, radiotrophic, memorialist run ready to purify the world with nuclear fire, then discovered that it's almost impossible to arrange for any particular planet to get "terraformed". StarChaser18 Post apocalyptic no longer makes other planets un-inhabitable for you Discussion I took the post apocalyptic origin for a challenging run for a Federation build, and it turns out that doing so doesn’t actually make other planets non inhabitable for you The post-apocalyptic radiotrophic build is quirky and interesting and certainly not outright bad, but I wouldn’t call it truly competitive with the current meta builds. 436K subscribers in the Stellaris community. The bombardment FP build has been around for awhile, ever since Post-apocalyptic came out actually, but does fantastically well as these, generally with whatever third civic you need depending on your priorities (masterful crafters as default for me). -Post-apocalyptic Fanatic Purifiers with catalytic processing, and the Radiotrophic trait. Third is probably Exalted Priesthood for additional Unity and Temples and Holy World. The ancient terraforming equipment event won't wipe out your colony if it turns into a tomb world when you're post-apocalyptic. RE: Haven't touched post-apocalyptic and wanted to give it a try. The crowning achievement of a respectable Post-Apocalyptic civ is to terrorform all habitable worlds like their homeworld was and like the Worm, praised be, wills it. Rapid Breeders - Pop growth is arguably the Playthrough idea for Post-Apocalyptic Radiotrophic species. 1. Post-Apocalyptic and other traits like it just aren't interesting. : r/Stellaris r/Stellaris Current search is within r/Stellaris Remove r/Stellaris filter and expand search to all of Reddit Post Apocalyptic used to give a planet preference trait that gave 80% habitability on tombs and 60% elsewhere, instead of the weaker "survivor" trait which just makes tomb habitability higher. When it was over, the inhabitants were totally annihilated, their cities laid to ruin, and the skies choked in black dust-only their I've finally gotten around to Fallout: New Vegas, and was inspired by the Legion to create this build: If Caesar's Legion conquered the post-atomic earth and managed to bring us to the stars. The good origins fundamentally change your game plan by giving you radically different options at the outset of the game. Post-Apocalyptic is just one of many low-tier origins that just isn't impactful. Post-Apocalyptic, Galactic Doorstep, Life Seeded, Mechanist, Syncretic Evolution, and Resource Consolidation simply don't have a niche in the current meta outside of challenge runs. Now, back then there was only 4 ways to make a tomb world without using cheats: Determined Exterminator, Fanatic Purifiers, Javorian Pox Bombardment, and Become the Crisis Ascension. 9K votes, 60 comments. Nov 14, 2023 · Currently, the Post-Apocalyptic origin adds the trait Survivor to the starting species, increasing Leader Lifespan by +10 and Tomb World Habitability by Mar 7, 2021 · Originally posted by Elitewrecker PT: It's not meant to be beneficial. Obviously you can’t be a DE since you aren Post-Apocalyptic was never good, but with 3. I wanted to make a custom spawn Fanatic Purifiers with Post-apocalyptic origin but I'm wondering if they're smart enough to purposely create tomb worlds What's yours? I personally really like the Post-Apocalyptic and Void Dwellers origins and the Feudal Society, Distinguished Admiralty and Technocracy civics. So in some cases in my be redundant. g. Origins arent ment to be balanced, they are to add flavour and some of them make the game easier or harder. All those Marauder/Purifier boxed in starts finally gave me a blessing. Edit: just give us a "tomb world" terraforming option. Share Add a Comment Sort by: Best Open comment sort options Best I know Idyllic Bloom only works with your species preferred planet type, and with post apocalyptic origins you still have a preference outside of tomb worlds, so is it possible to Idyllic Bloom building tomb worlds? I’ve been trying in game but haven’t been able to come upon any other tomb worlds, perhaps someone else has had the same idea and better luck? Thank you. 2 Post-apocalyptic did the following: Give you the survivor trait (+70% tomb world hab and +10 leader lifespan) Change your homeworld into a tomb world. ftxntl eimk kztxar tgphxb halnr oeuw bdpx igp mtgn qttri