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-Marauder-
Field Marshal
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- May 1, 2016
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- #1
It was already the strongest Origin next to Shattered Ring. With the nerf to Shattered Ring and a buff to Void Dwellers I can't help but see it become the singular "take this Origin to win" choice.
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tremor3258
Second Lieutenant
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- Jun 28, 2017
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- #2
Habitat maintenance got changed a bit in this version so I think it's more void dweller got some stuff to keep them viable.
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Ryika
Field Marshal
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- #3
Stefan Anon has mentioned during his Cold War Streams that habitats are much weaker in 3.0 than they are in the current version, so any buff to void dwellers must be seen in that context.
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Alfray Stryke
Stellaris Game Designer
Paradox Staff
QA
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- Feb 21, 2014
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- #4
Since habitats can't unlock the full 12 building slots compared to planets and the limited carrying capacity means that they'll hit their population capacity sooner than planets of a similar size, they've gotten a bit of a nerf at the same time.
In addition, all the traditions that Void Dwellers no longer gain access to provided benefits to colonising planets so the swaps are to try and encourage Void Dweller players to not bother with colonising planets.
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King Harkinian
Major
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- #5
-Marauder- said:
It was already the strongest Origin next to Shattered Ring. With the nerf to Shattered Ring and a buff to Void Dwellers I can't help but see it become the singular "take this Origin to win" choice.
You probably saw a misleading post on Reddit made by someone who didn't know the full extent of the changes. They weren't really buffed.
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Less2
Field Marshal
- Jan 20, 2016
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- #6
There's already a half dozen "take this origin to win (or at least turn grand admiral difficulty down two notches)" origins.
C0ldSn4p
Corporal
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- #7
Alfray Stryke said:
Since habitats can't unlock the full 12 building slots compared to planets and the limited carrying capacity means that they'll hit their population capacity sooner than planets of a similar size, they've gotten a bit of a nerf at the same time.
In addition, all the traditions that Void Dwellers no longer gain access to provided benefits to colonising planets so the swaps are to try and encourage Void Dweller players to not bother with colonising planets.
Will there be a way to easily abandon conquered planets? I would not want to conquer a dirty mud ball with my void dweller and be stuck with it once I finished expelling/purging the former inhabitants, as 200 influence is an lot.
J
Jaxck
First Lieutenant
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- #8
Less2 said:
There's already a half dozen "take this origin to win (or at least turn grand admiral difficulty down two notches)" origins.
I mean, you can beat Grand Admiral up on 10x Crisis Difficulty with Galactic Doorstep. The vanilla AI is pancake.
Eladrin
Stellaris Game Director
Paradox Staff
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- #9
C0ldSn4p said:
Will there be a way to easily abandon conquered planets? I would not want to conquer a dirty mud ball with my void dweller and be stuck with it once I finished expelling/purging the former inhabitants, as 200 influence is an lot.
Turn off all the jobs and they'll eventually leave.
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C0ldSn4p
Corporal
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- #10
Eladrin said:
Turn off all the jobs and they'll eventually leave.
So automatic resettlement can remove the last pop? If yes that's great news
It is not the most efficient method but good enough for my RP, after all the last warden loses his job when no xeno are left to deport/purge and after a while he will seek employment somewhere else and the planet can go back to its pristine unspoiled state without any sapient committing heresy by setting foot on it
Alfray Stryke
Stellaris Game Designer
Paradox Staff
QA
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- #11
C0ldSn4p said:
So automatic resettlement can remove the last pop? If yes that's great news
It is not the most efficient method but good enough for my RP, after all the last warden loses his job when no xeno are left to deport/purge and after a while he will seek employment somewhere else and the planet can go back to its pristine unspoiled state without any sapient committing heresy by setting foot on it
Yup, autoresettlement can move everyone off world.
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Millbot
Major
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- #12
I haven't fired up the game yet today, but if we can't fully fill out all the building slots on habitats ever. Then has there been any thought into maybe giving the habitat interface a bit of an overhaul to remove displaying building slots you can never fill? Granted this assumes you guys haven't done this already, I don't think I saw the habitat interface up, when I was watching Aspec's coldwar stream, but might have missed it. Just asking because if we have building slots that can never be filled, that's going to trigger what little OCD I have..
Guess also worth asking, does becoming the galactic imperium add more building slots to a habitat that becomes the galactic capital?
lilsaihah
First Lieutenant
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- Jan 27, 2017
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- #13
They really weren't buffed. The building slot changes are a huge penalty to Void Dwellers, especially for their food production.
L
Less2
Field Marshal
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- #14
Not just the building slot change but the growth change. Planets will get large growth bonuses up to 30-50 pops (note: building housing improves your growth rate). Standard habitats start getting growth PENALTIES around 10 pops. By 15 pops you're looking at like -66% base growth rate.
I'd say void dweller is hugely nerfed. By 2250 with 20 habitats I was only 20-30 pops ahead of AIs who had 3-6 planets. You then factor in the overhead costs (lots of ruler pops who really do nothing, less efficiency from building bonuses) and I was probably behind despite investing ~30,000 alloys on growth. A fleet to conquer half the galaxy could be bought for less.
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moglus
Resident Cat-Hoarder
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- #15
On top of all that it seems that "Voidborne" is bugged and doesn't actually give you the +2 building slots it's supposed to so even with the upgraded capital building you only have 4 building slots, rip habitats.
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Less2
Field Marshal
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- #16
lilsaihah said:
They really weren't buffed. The building slot changes are a huge penalty to Void Dwellers, especially for their food production.
Hydroponics bays got a huge buff though, you can feed your pops for a long time without a single farmer. Of course, so can standard empires.
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Arcvalons
Field Marshal
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- Feb 21, 2010
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- #17
Yeah if anything they were nerfed considerably, the limited capacity means that pop growth will never be optimal on habitats.
HFY
Field Marshal
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- May 15, 2016
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- #18
Arcvalons said:
Yeah if anything they were nerfed considerably, the limited capacity means that pop growth will never be optimal on habitats.
Yeah, testing with habitats makes the logistic "curve" look more like a cliff -- you get to 51% full and oops, no more growth for you.
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