The Best Way to Get 𝗡𝗔𝗩𝗔𝗟 𝗖𝗔𝗣𝗔𝗖𝗜𝗧𝗬 in Stellaris

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ASpec

ASpec

Күн бұрын

✅ Download Star Trek Fleet Command on Android using the Amazon Appstore: smart.link/zx2wf2qkybczg Thanks to Scopely and Amazon for sponsoring this Video!
Naval Capacity is one of those topics that can be difficult to crack. How do you get more? What is an efficient way to handle it? Stations? Planets? Something Else? Today we'll find out!
ASpec's videos are based around the popular Grand Strategy Game; Stellaris as well as other fun science fiction properties. Delve into a galaxy that is both dark and full of secrets. This channel has tons of guide, overviews, musing and other content for you to enjoy in the semi-classic game review format. So stick around, grab a drink. Some of this content was heavily inspired by the likes of TheSpiffingBrit, RimmyDownUnder and GrayPlays. Other content is similar to that what you would find on let's play channels like The Yogscast.
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Пікірлер: 221
@A_Spec
@A_Spec Жыл бұрын
✅ Download Star Trek Fleet Command on Android using the Amazon Appstore: smart.link/zx2wf2qkybczg Thanks to Scopely and Amazon for sponsoring this Video! Play the game for a bit, if you like it; keep playing, if not, well, bask in the warm glow of shed building support.
@dieseljester3466
@dieseljester3466 Жыл бұрын
Until Fleet Command fixes the PVP aspect of the game, I'm never playing that game ever again.
@henrywilson2136
@henrywilson2136 Жыл бұрын
I say Warrior Culture, as planets expand, they need amenities. It can scale quickly.
@arkadiuszlucia9568
@arkadiuszlucia9568 Жыл бұрын
And you can go Authoritarian for stratified economy so you use almost none Consumer Goods and go military economy for +25% alloys. For good part of early game just empire capital factories should be enough to feed your consumer goods so new planets can go alloys or basic resources
@adamnevraumont4027
@adamnevraumont4027 Жыл бұрын
WC only is good with new leadership council position.
@iRcoyote1
@iRcoyote1 Жыл бұрын
Agree, even with the alloy cost, for most of the game, I'm building some kind of entertainer building for amenities when I first settle a world.
@lattekahvi1298
@lattekahvi1298 Жыл бұрын
Good thing about warrior culture is that you can have the hedonist civic instead to generate both unity and pops fast and switch to warrior culture when you got enough pops to field massive fleets
@Cloakdasasin0
@Cloakdasasin0 11 ай бұрын
Tried it once, the alloy cost was waaaay too high.
@Pretisy
@Pretisy Жыл бұрын
The Strategic Coordination Center gives +6 starbase capacity, so you can add the amount you get from Anchorages Stations from it too if you want to make it seem better. 36*6 = 216 + 150 = 366 Total Capacity.
@Thenlar
@Thenlar Жыл бұрын
Fortress Habs also require *pops* to work the soldier jobs, so there's an opportunity cost there. Just counting alloys is a *gross* oversimplification of the pros and cons of each option. Naval cap options are not in a vacuum and different situations call for using different ones. Building a starbase on a trade route? In a black hole for dark matter generation? Might as well make it an anchorage, too! Have a key chokepoint that you want to stall enemies forever? Fortress hab gives you a ton of naval cap in addition to a world with thousands of armies and an FTL inhibitor.
@adamnevraumont4027
@adamnevraumont4027 Жыл бұрын
Pops are king. Each pop produces 3 to 16+ resources per month. 6 naval cap from a soldier can be costing you 25+ resources **per year** per naval cap. Even if the jobs are free that isn't worth it usually.
@ruukinen
@ruukinen Жыл бұрын
@@adamnevraumont4027 I mean each pop costs 6ish alloys at base production rates in alloy upkeep from opportunity cost. That pop could be producing alloys instead.
@KraNisOG
@KraNisOG Жыл бұрын
But those pops can provide a MASSIVE unity boost which gives you even more bonuses you can activate, and increase your alloy production even more.
@marknezanuto
@marknezanuto Жыл бұрын
​@@KraNisOGnah solders produce low amount of unity in comparison with other jobs. I only bild solders in late game when you just have full space station limit but need to have much more naval cap.
@Rybakov22
@Rybakov22 Жыл бұрын
Well, anchorage starbases are, in fact, in vacuum.
@marcustulliuscicero5443
@marcustulliuscicero5443 Жыл бұрын
Note that the fortress habitat costs ~10 alloys/month in upkeep from the minerals you have to convert into motes, plus the alloy upkeep from the capital building. It also requires an ascension perk as well as tens of thousands of research points sunk into habitat techs. Not to mention that those fortress habitats will negatively impact your empire size. Anchorages are available from the start of the game, and at least as a non-hivemind empire there isn't really much else worthwhile to put into your starbases. And of course, the true best way to get naval cap wasn't even mentioned. *Satrapies* Not exactly the most reliable way, since it requires the Khan to get out of bed, but good lord does it lead to a naval cap snowball.
@BrisingrFan55
@BrisingrFan55 Жыл бұрын
For sure, Fortress Habs are more of a Mid and Late game way to increase naval cap, but in the early game, the best and most efficient way to increase your naval cap is just to research it. +30 Naval Cap in the early game is fantastic, even with the opportunity cost of not researching another tech. Like you said, the early starbases you build will also probably be Anchorages too. So combined, the two of those definitely outweigh Fortress Habs until you get all the aforementioned research, Ascension Perk, etc. But in the late game, where you need to build *massive* fleets, and you have basically repurposed your economy to prepare for the Crisis, then Fortress Habs are definitely the best. There is a very strong cap on the number of Starbases you can have, which requires Mega-Engineering, additional research, way more Alloys, and potentially an Ascension Perk (Master Builders for +Assembly speed and building more than 1 at once, not required, just extremely convenient, same as Voidborne) in order to increase that. Overall, in the course of the game, Fortress Habs will contribute more to your fleet cap. You definitely should not be trying to build them early, basically not at all until you run out of that Society tech that increases your Fleet Cap for you.
@randomintrovertedspider7510
@randomintrovertedspider7510 Жыл бұрын
​@@BrisingrFan55 I personally love Fortress Habs myself, alongside Starbases being designed for defense with them in chokepoint systems (To delay - while your starbase ain't going to win against a concerted fleet effort, the longer you delay an enemy, the better your odds of turning the tides and controlling the flow of the war). Of course, this is because the way I tend to play is by starting wide - grabbing as much area as I can, and settling on lots of planets early game - then turning all but the ones closest to my main worlds into population production centers whose pops will immigrate as fast as possible to my actual worlds with jobs (Mining, industry, etc) because they can't work on their home planets (Also makes these areas pretty easy to sacrifice in war). This of course makes my gameplay cycle tedious early game (And likely dumb as flip in multiplayer - but I don't play multiplayer ever in any game), as I kinda have to keep on eye on my neighbors, but the endgame effect works out quite well. By building up several fortresses in chokepoint systems, the AI really struggles to push into my main centers and I have beaten several games with the endgame crisis just suiciding themselves against my walls, all while I casually break them down piece by piece. Fun way to play if I'm not going Devouring Swarm. *Separately, the Unbidden absolutely change my strategy with this, but it's not much different - I just don't stay on the Cautious defense and push more for aggression.
@unknow11712
@unknow11712 Жыл бұрын
i think its a big jump to considerate the 10alloys/month in upkeep " from minerals you have to convert into motes" . a realy BIG jump. its not even close , not only minerals can be found in space or megastructures , but converting them into alloys cost pops , upkeeps , sprawl and space. but i think habitats are worst way too but because you need pops. that don't grow that easely.
@Routerproblem
@Routerproblem Жыл бұрын
And It costs pops
@Nick-jf7ku
@Nick-jf7ku Жыл бұрын
Empire size is 100% irrelevant ALWAYS
@blitzkrieg8776
@blitzkrieg8776 Жыл бұрын
Honestly, they need to add some more buildings that you get from ascension perks. Galactic Force Projection could have a naval academy tied to it. One per planet but it gives you 10-20 capacity per job with it having upgradable tiers to have more jobs.
@jesselynds5411
@jesselynds5411 7 ай бұрын
ascension perks do sometimes feel like they're missing a little something spicy sometimes.
@jesselynds5411
@jesselynds5411 7 ай бұрын
building your tech early is demanding enough
@codypturner
@codypturner Жыл бұрын
I usually just spend a single building on each of my planets on a fortress, makes sure that all of my colonies has at least some security and scales BIG for wide empires
@r30413
@r30413 Жыл бұрын
Yeah, these fools don't understand our ways. ;D
@GAMEFREAK330
@GAMEFREAK330 Жыл бұрын
Don't forget the cost of food and amenities for a hab and planet. While it may not seem like much, you'd have to account for it as it grows. The anchorages just max out and you just have the energy/mineral upkeep.
@adamnevraumont4027
@adamnevraumont4027 Жыл бұрын
It is easier to just treat pops as producing 4 to 12 net resources per month each. (This accounts for CG consumption, amenities, food etc - net resources). Then a soldier is producing 6 naval cap (more like 4-5 accounting for support) or the alloys etc it could produce. The real trick is that naval cap is traded off with naval support costs. At some point, cap is worth more or less than energy production.
@r30413
@r30413 Жыл бұрын
You don't need amenities... If any1 rebels, they get annihilated by the armies.
@adamnevraumont4027
@adamnevraumont4027 Жыл бұрын
@@r30413 sure, but amenities is like a 10% tax. On the scales we are talking about rounding error
@TheNo15
@TheNo15 Жыл бұрын
Fortress habitats require pops whereas anchorages don’t, and pops can have a pretty high alloy output
@michaelcurtis9998
@michaelcurtis9998 Жыл бұрын
The issue with anchorages is that you have a cap on how many starbases you can have. That means early to mid game, you can get a huge boost to naval capacity from anchorages but then you hit a cap. After this is soldiers that must continue your naval capacity climb. If they are expensive and hard to maintain then build your economy up with them to support it
@StarshadowMelody
@StarshadowMelody Жыл бұрын
Anchorages, however, require limited Starbase space, and I think they're a module, making them exclusive w/ Trade Hubs, Shipyards, and gun batteries. Fortress Habs win.
@tuomasronnberg5244
@tuomasronnberg5244 Жыл бұрын
But all going over the starbase cap does is to increase the cost of building and maintaining them, which is something any decent size economy can shoulder. I habitually go 100%+ over my starbase cap without any ill effects.
@thechloromancer3310
@thechloromancer3310 8 ай бұрын
Nihilistic Acquisition solves all pop problems... and is fun as hell. Besides which, fortress worlds/habs are necessary for defense. If you don't have to rely on those fortress worlds/habs to survive mid/late-game wars, then you are not playing at a challenging difficulty.
@gallendugall8913
@gallendugall8913 Жыл бұрын
Even the weather wants shed gone.
@iainballas
@iainballas Жыл бұрын
1:20 That shed looks like something you'd rent for 600 a month while going to college in a big city these days.
@A_Spec
@A_Spec Жыл бұрын
Comes with a complementary dose of Black longue and Tetanus.
@ThatOneGuy_James
@ThatOneGuy_James Жыл бұрын
Don't give him ideas...
@melfice999
@melfice999 Жыл бұрын
@@A_Spec what a sale! both for free? or do they cost subscription to get?
@meetjoechill
@meetjoechill Жыл бұрын
1500 take it or leave it!
@iainballas
@iainballas Жыл бұрын
@@meetjoechill I saw it first! Get back!
@Kreiger19
@Kreiger19 Жыл бұрын
I think a great revamp for Galactic Force Projection would be to: a.) Increase the Naval Capacity Bonus b.) Change the Fleet Capacity bonus so that it instead scales the bonus provided by your Admirals (now relevant with Patch 3.8), and c.) Add a bonus to Sublight Speed for ships that are actively reinforcing your fleets. The last one is my favorite idea and I feel adds a lot of flavor to the Perk.
@cyruspowers7355
@cyruspowers7355 Жыл бұрын
Very nice idea. It really should provide 120-150 naval cap. I only really take it for the fleet command limit to have the biggest individual fleets possible.
@VORASTRA
@VORASTRA Жыл бұрын
d.) make it strong by just giving you 100 fleet command limit
@adamnevraumont4027
@adamnevraumont4027 Жыл бұрын
I think it should allow in-place retrofit of ships.
@schwingedeshaehers
@schwingedeshaehers Жыл бұрын
​@@cyruspowers735550 plus 30%?
@troller9838
@troller9838 Жыл бұрын
I always use a mixture of Fortress Worlds and Starbase anchorages. Seems to work pretty well. Galactic Force projection would be a alright perk if it gave a certain amount of naval cap for every starbase and planet you control, that way it would scale properly into the late game. Around 10 per planet and 5 per starbase would be ok, I think. It'd at the very least be a improvement over the fixed 80 it gives now.
@schwingedeshaehers
@schwingedeshaehers Жыл бұрын
Or give like 50, and 30% (that would be 80 if you have 50 from other sources) Iirc supremacy gives 20%
@michaelthayer5351
@michaelthayer5351 Жыл бұрын
My personal favorite way to get naval capacity is to create Thrall Worlds filled with Fortresses that are manned by the enslaved xenos. It's best done on newly conquered worlds as your economy shouldn't be reliant on them or the pops there. The bonus to pop growth also means the soldier jobs are filled fast, though you could also just use resettlement. Since the pops are slaves there's minimal upkeep and it takes only a few years to build out all the fortresses, so there's no alloy upkeep from fortresses, no opportunity cost with your core worlds, and as a bonus you can outsource raw resource production to these worlds.
@ASNS117Zero
@ASNS117Zero Жыл бұрын
There's a mod I play with that changes Galactic Force Projection to give it a flat % increase to naval capacity. Makes it *much* better.
@inFayt_Lies
@inFayt_Lies Жыл бұрын
Name of the mod?
@ASNS117Zero
@ASNS117Zero Жыл бұрын
@@inFayt_Lies Worthy Ascension Perks for 3.8.* Though in the current version, they updated what the perk does to give it an extra step. You have to do an agenda, which gives +10% naval cap and +5% ship build speed. The finish effect is a one time permanent bonus of +15% naval cap and +10 command limit. Wasn't aware of the change until you made me go look for the mod name. Been a couple weeks since I've played with it lol.
@jesseberg3271
@jesseberg3271 Жыл бұрын
I typically build two kinds of civilian stations: shipyards and system hubs. A system hub station has three trade hubs, three anchorages, an offworld trading company, a navel logistics office, a transit hub and a deep space blacksite. It's not min/maxed, but it's easily replicable, and it covers all my bases. I can place a fortress world if I need to, to boost beyond that.
@tri99er_
@tri99er_ Жыл бұрын
I don't think you need that much trade hubs. They're terrible in terms of trade value production, and you dont need that much of them to cover your empire, if you minmax a station. Basically, a trade station with 6 trade hubs and hyperlane registrar is covering 7 systems deep, which can easily be 20 systems. It also helps minimise piracy, if that's a problem, because trade collection from outside, doesn't generate piracy in the system. If you have Mercantile traditions, you'll also get +1 range, but that's a niche tree. Other big benefit to separation is obviously more naval cap from anchorage stations with naval logistics office, since its bonus scales with number of amchorages. I would say, this is the main reason to split those. Also, there's no real benefit to doing mixed things. I would understand, if you could copy and paste designs or autobuild stations somehow, but currently the ease of use is not a factor in deciding the best designs. Also, I written all this simply because you commented it under the video about the best ways to get naval cap, which mixed stations are definitely not.
@smile-tl9in
@smile-tl9in Жыл бұрын
Alloy cost is not the right way to look at it. Fortress habitats cost pops, pops you would probably rather have doing something productive. There is a huge opportunity cost. In that sense anchorage are a lot cheaper. Warrior culture's duellists are very good for this reason, but it's a very specific build compared to habitats and anchorage who are for everyone. Alternatively there is some value to be had in giving every planets it's own fortress to delay invasions.
@melfice999
@melfice999 Жыл бұрын
I never build Strategic coordination center for the ship cap, but rather the sub-light speed LOL.
@tacticalpoet
@tacticalpoet Жыл бұрын
Important! Wood stain with preservative every wood shed item all sides, even the flooring. You'll extend shed life a tonne even if the wood is pressure treated. Do a couple coats and it'll look great too
@smile-tl9in
@smile-tl9in Жыл бұрын
The best source of fleet capacity is federation and custodian/imperial fleets. That's up 500 fleet capacity right here each, especially if you create a bunch of vassals with anchorages as everyone gets 3 regardless of size. On a side note if you want to blow an ascension perk on fleet capacity grasp the void is straight-up better than galactic force projection. It gives you extra starbase capacity and each starbase can be turned into an anchorage that when put together produces more fleet cap than galactic force projection each
@Spinikar
@Spinikar Жыл бұрын
Galactic Force projection need to be a percentage increase. So as your naval cap raises from other sources, it increases it and becomes more powerful
@Gemoron
@Gemoron Жыл бұрын
I think the opportunity costs are also important. A strategic command center could have been a science nexus (though I like the sublight speed as well) A planet could have been an ecumenopolis (that is the ascention perk better used) a habitat station could have been a mining colony (Let's call it Deep Space 9 and position it in a wormhole system) but an anchorage station allows the weapons mounted on the station to be put on a ship and moved around for some extra alloy cost of building the ship. Yet if you need a single hard point of defense, a battlestation can be very effective.
@schwingedeshaehers
@schwingedeshaehers Жыл бұрын
Strategic command center I would disagree, it can be a science nexus, only if you don't have one build yet. If you have built the rest, the opportunity cost is lower (it could be a ring world)
@tri99er_
@tri99er_ Жыл бұрын
You can build one of each megastructure normally, so there's no opportunity cost. Only if you factor in time, which isn't really relevant, as megastructures are late game build-whenever-you-get-them kind of thing. The only exceptions are ring worlds, which are less efficient than any other 1 of a kind megastructures, but share the same limit of building. You should build ring worlds after the unique stuff, probably.
@Sephiroth36977
@Sephiroth36977 Жыл бұрын
A fortress world can still be an ecumenopolis. Those soldiers need to be entertained, give them a leisure district to defend.
@monkeypunch8781
@monkeypunch8781 Жыл бұрын
You should have done it with energy cost instead of alloys. That way, you could also factor in the upkeep per pop and such. But still, an informative video.
@ChaoticNeutralMatt
@ChaoticNeutralMatt Жыл бұрын
Important metric
@acadiano10
@acadiano10 Жыл бұрын
My best on your improving Amenities shed. Keep clearing blockers!
@thegooddoctor2009
@thegooddoctor2009 Жыл бұрын
I say fortress habitats, because they also work as FTL traps.
@coleb2264
@coleb2264 Жыл бұрын
Throw a planetary shield generator on it and straight up nothing is getting past that system
@geofff.3343
@geofff.3343 Жыл бұрын
I think the problem with the Fortress Worlds is you lose out on its use an unbreakable Cadia-like bastion if it's not at some kind of choke node lynchpin, and just making one feels wrong though it 's doable. You better believe if I get a planet at a choke node though it's fortress time.
@Orthanderis
@Orthanderis Жыл бұрын
I used to be team anchorage, then I started doing fortress worlds. Habitats are nice, but they're small. Anchorages are great early game, but once everything's set up I usually transition to habitats/worlds to maximize energy production
@agamemnonofmycenae5258
@agamemnonofmycenae5258 Жыл бұрын
Fortress planets have 3 major hidden costs. 1)opportunity cost:pops(mentioned) small planets inside your empire can easily turn either to unity or science production(building heavy). Both unity and science lead to more Fleet cap while Fortress planets lead to more energy/mote upkeep. They require a strong economy, while not directly beefing up said economy, while also denying other tech/unity benefits 2)Reliability cost: You won't always have small planets in your empire 3)Conflicting Interests: You might be asking a question yourself even if you have the planets, tech and unity production. Do you really want to colonise that size 9 planet for nav cap? Stellaris has empire size that gets higher through 4 main ways. Number of pops, number of districts, number of planets and number of systems. Colonising a planet and growing it affects 3 out of those 4. Besides fortress habitats and planets, no other nav cap boosting method does that, which is why they are considered only very late into the game(unless there are multilayer reasons for them, but then it's not the naval cap you are seeking) Edits: (1) added a missing "planets" word (2) corrected 3 to 4 in Empire size growth ways
@MGShadow1989
@MGShadow1989 Жыл бұрын
I often set up fortress worlds at bottlenecks anyway, the naval cap is just a nice bonus.
@clockwork7daemon
@clockwork7daemon Жыл бұрын
Same. Not to mention the armies help delay bombardment losses of plsnets
@anthonyfrost1123
@anthonyfrost1123 Жыл бұрын
Nothing on the new council mechanic? Some admirals can give massive boosts to naval capacity based on how their new leader traits...
@giroromek8423
@giroromek8423 Жыл бұрын
I got it! G.F.P a must, thanks Aspec .
@nikolaisafronov3452
@nikolaisafronov3452 Жыл бұрын
Quality video man
@andromedach
@andromedach Жыл бұрын
The only time I have fortress worlds/habitats is to road block a route into my empire... they work for a good amount of time
@matheusGMN
@matheusGMN Жыл бұрын
as an economist, your conclusion at the end is pretty much the thing that defines this whole thing, opportunity cost, having pops work as soldiers to generate naval cap is bad because those pops could always be doing something better, in fact, those 44 soldiers could've been 44 metallurgists generating 132 alloys per month. Honestly at the end I think this video would need to be remade in the future also taking in consideration monthly costs, because motes for example can be quite difficult in some playthroughs to get, and having that many buildings that need it means either wasting a lot of resources in trades or having even more pops wasting their time making the motes somewhere else in your empire. Also given that generating influence is a very big deal in this game, I think it's also worth using it as part of your production cost for naval capacity given that it plays such a huge role in the game
@ronabitz5156
@ronabitz5156 Жыл бұрын
What I use for my intial increase in naval cap is to put a strong hold on every planet.
@grandparagnar6709
@grandparagnar6709 Жыл бұрын
"Where are you going to get all those pops from?" Laughs in Raiding bombardment
@melfice999
@melfice999 Жыл бұрын
Also of note, and this is probably important when it comes to Fortress Worlds, and Habitats. is that as of current patch, they're broken, and a moment they are invaded, most if not all the pops may die off completely if the invading army is Xenomorphs or other very high collateral damage causing army. As right now Armies and Riding bombardment are broken. (see also how Sentinel armies can kill around 25~ 30 pop planet when triggered )
@Omnomface
@Omnomface Жыл бұрын
I tend to use anchorages in inhabited systems/black hole systems so i can use them for multipurpose stuff.
@because4337
@because4337 Жыл бұрын
The simplest and lowest effort way is just to plop a stronghold on each planet as it grows, then worry about additional sources when you're running low.
@samuelrushing8767
@samuelrushing8767 Жыл бұрын
This is the way
@Phantom-gc2ns
@Phantom-gc2ns Жыл бұрын
i feel like up front cost of gaining naval cap is arguably negligible. if ur desperate for naval cap to begin with, u should be in the stage of the game where ur economy is good enough to cover such cost and fill that naval cap. The more important thing in gaining naval cap is the upkeep expense of gaining naval cap in the long term. If someone is trying to get naval cap while their economy is crap, their doing it wrong to begin with. whats the point of gaining naval cap if u cant support the fleet that's gonna fill that cap.
@fenril6685
@fenril6685 Жыл бұрын
It's really about the stage of the game and opportunity cost more than just the alloy cost. Anchorages are better for early game because of what you said in the video, how they are faster and easier to get up and running. For late game when you are trying to make your 2000+ naval capacity super fleets you need to have 1 or 2 fortress worlds setup, unless you're a megacorp and then you can just use mostly branch offices lol.
@Obospeedo
@Obospeedo Жыл бұрын
Aspec, thoughts on making as much energy credits as possible to just buy pops for fortress planets?
@2600David
@2600David Жыл бұрын
Aspec is prolly thinking of turning the shed into his new fortress world and maybe a anchorage for his tools :)
@123FireSnake
@123FireSnake Жыл бұрын
Megacorp is the way to go for absurd feelt sizes because they can also pay the upkeep the easiest, the msot extreme i've gotten so far in unmodded is 20k navy at 7k cap with a bunch of upkeep reducing leaders but undocked that was still an upkeep of well over 20k energy credits
@louiswinterhoff334
@louiswinterhoff334 Жыл бұрын
I always dedicate any extra starbase cap towards anchorages. I also try to find planets in strategic systems to turn into fortress worlds. Then I start making fortress habitats. In one of my most recent games I was able to stack up almost 6000 naval cap after everything
@snarzetax
@snarzetax Жыл бұрын
I don't usually use fortress worlds or anchorages, I use an early game tech upgrade(society, ground defense planning), which I notice you didn't mention at all, combined with a single stronghold and military academy on each of my planets to build my naval capacity. Unless I have a small planet count, by the endgame, I usually need to remove some of, or entirely avoid using, the strongholds and academies, as my navcap eventually builds much higher than I can afford to maintain. It has the added benefit of making each of my worlds difficult to invade with ground forces, thereby slowing down any invasions, significantly.
@nahnanananananana2914
@nahnanananananana2914 Жыл бұрын
Anchorages are great and all until you need 1000s of naval cap. They don’t scale well in that regard. Then in wartime as your naval bases are taken you lose cap, and thus upkeep. Had a few wars tank my economy that way. I’ll keep my fortress chokepoints to stall the enemy for my much larger fleets.
@iku7630
@iku7630 Жыл бұрын
I tend to use them to collect trade and such. Especially with voidborne start. Build a starbase over them with the module that gives stability, food and fleet capacity plus then anchorage. Which is a pretty cheap way to collect the trade ans boost the production of say 5 habitats below them. Furthermore, they also protect trade coming in from places that are farther away without needing to build trade protection modules.
@PerfectAlibi1
@PerfectAlibi1 Жыл бұрын
Fanatic militarist + culture workers = your unity production has extra naval capacity. Sure only 12 per maxed upgraded monument but as you get more worlds that adds up! ^^
@de3invoker965
@de3invoker965 Жыл бұрын
you can use fortress habitat, build all trade district and put it on trade station cause martial law doesnt effect trade value and you have 100% stability
@Meridian_Prime
@Meridian_Prime Жыл бұрын
Maybe you can make a honorable mention of Merc enclave's logistic contract. I know it's a percentage but I find it extremely important mid to late game
@lakdav
@lakdav Жыл бұрын
Another fun hidden cost in fortress habitats is if you are not making clones, you are probably building robots to reliably fill up the jobs at a steady rate, since habitats have really bad planet capacity that affects natural pop growth on them. So robots (or cyborgs) it is, which is another constant alloy drain that is going to get worse per pop the further in the game you are.
@conflictzone1
@conflictzone1 10 ай бұрын
Mercenary liaison + naval contractors + Logistical solutions = super high naval cap while ignoring soldier jobs
@bruceelder208
@bruceelder208 Жыл бұрын
The opportunity cost of the soldier job really throws this metric off. Those soldiers are workers that could be producing more alloys on planets. I feel like Anchorage are just free real estate that dont cost a huge amount of alloys, and dont really take away from any other resource, other than star base cap.
@RoboMuskVsLizardZuckerberg
@RoboMuskVsLizardZuckerberg Жыл бұрын
I usually use small planet as miniopolis.
@123FireSnake
@123FireSnake Жыл бұрын
The coordination center is a weird one because the additional starbases are anchorages :D
@j.vinton4039
@j.vinton4039 Жыл бұрын
Fortress worlds at choke points. Military star bases with anchorages and logistics offices. I still take force projection, but it’s in need of a serious nerf. A strategic coordination center has become a must build for me lately.
@Miranda17137
@Miranda17137 Жыл бұрын
Criminal Syndicate. Vassals. Branch offices. In that order. Those pirates are mint
@KvaGram
@KvaGram Жыл бұрын
first? Yay. Refreshed and confirmed. Now to actually watch the video :)
@tri99er_
@tri99er_ Жыл бұрын
I would basically only build fortress worlds/habitats for defense and never for naval cap exclusively (like spamming them everywhere).
@saunta100
@saunta100 5 күн бұрын
Well warrior culture along with Leisure districts in Ecumenopolis with strongholds and boom you are done for, huge amount of Naval caps, and unity, can use that unity for all other edict buffs including fleet capacity buffs. Have reached multiple times to max naval capacity of 9999 that way, only thing what matches it is Machine empire with Machine worlds strong holds.
@jackson230
@jackson230 Жыл бұрын
So it seems like, in summary, fortress habs are the best when it comes to cost for most empires, but you need to staff them with pops, and it won't produce too much. Anchorages are more expensive, but are able to be just plopped down and be done with. Fort. Planets are the best overall when it comes to efficiency.
@janmantsch6675
@janmantsch6675 11 ай бұрын
Galactic fore projection should scale like idk +2 naval cap every year and maybe +2 fleet comand limit every 5 years after grabing the perk. Then ist great if you need more ships early on and is still somewhat usefull later on.
@Archgeek0
@Archgeek0 Жыл бұрын
Hm, so early game: the first couple of naval cap techs. Mid game: anchorage stations. Late game: Cadia *stands* .
@IbocC64
@IbocC64 Жыл бұрын
Lol, if you put all our tool and lawn care device storage sheds together they would make up more space than our house, and the whole porch and basement are also full of tools and other stuff my father used once or twice and forgot he had it. Most of it was used when he got it. We don't spend a lot on tools, but we have a lot.
@brettstech
@brettstech 11 ай бұрын
galatic force project isnt good because of fleet capacity is good because fleet command limit is a hard 250 max and the only way to get there is that perk. if you want that quick lead on fleet str. 2 extra battle ships in your fleet does the trick
@AmericanCaesarian
@AmericanCaesarian Жыл бұрын
Short answer: Dyson spheres
@eas2252
@eas2252 Жыл бұрын
I use fortress habitats on choke point systems into my territory primarily for the subspace snares they provide. One more defensive stumbling block if I am overwhelmed. Sure, you might take the starbase, but you can't leave the system. Good luck taking 8 habitats with 4k troops on each one, and the naval capacity is a bonus. Ps- I prefer to use my stations to spam defensive platforms and shipyards over anchorage. When I'm pumping out ships at 100 at a time during a costly war of attrition, it's worth not having anchorage stations. Pps- gestalt consciousness I legit have a difficult time producing enough jobs for pops.
@rodpolintan6533
@rodpolintan6533 Жыл бұрын
Going from space to your shed is inense lol
@aptsag3390
@aptsag3390 Жыл бұрын
well with habitats and worlds you can use them to stop they enemy to advance deeper in your systems without the need to use the naval capacity....i like it is so diverge and there are so many options. However since ships are so damn expensive to maintain i would rarelly need more than 300 naval capacity in a game before the crisis comes.
@Zefn4r
@Zefn4r Жыл бұрын
Her Majesty, The Empress, Praise be unto Her and the Golden Throne, said "vassals".
@carlosdgutierrez6570
@carlosdgutierrez6570 Жыл бұрын
So, let me get is rigth, early game anchorages in star fortress are the best and mid-end game fortress planets and habitas would be the best once you have enough pops and even some unemployed ones?
@VORASTRA
@VORASTRA Жыл бұрын
I use EVERY way. I use habitats, planets, anchorages, branch offices if i'm megacorp, galactic resolutions, etc.
@seekingredemption5922
@seekingredemption5922 Жыл бұрын
i start off using anchorages then when i start taking over enemy planets i turn them into fortress worlds and use the new slave pops as soldiers
@jemal999
@jemal999 Жыл бұрын
Galactic force projection should be a PERCENTAGE boost to naval capacity (As well as the Fleet command limit). Seriously though, if you're willing to spend an ascension perk on naval capacity, just take Grasp the void.. 5 extra starbases translates into 180 Naval Capacity. (Is 100 naval cap worth 20 fleet command limit? hmm..)
@tomduke1297
@tomduke1297 Жыл бұрын
in all my hundreds of hours of stellaris, i have never had enough spare pops to build a single fortress building for naval cap. anytime i built one of these, it was to defend a chokepoint i was unlikely to hold in space.
@DrakonSanguis
@DrakonSanguis Жыл бұрын
I Alway go for Fortress Worlds, there is always a Useless size 10 or less Planet around \o/
@alpha4517
@alpha4517 Жыл бұрын
Galactic force projection should be swapped: 20% naval cap and 80 fleet command limit but this could be overpowered (the command limit bit) maybe you will be allowed to pick it if you unlocked the citadel first or something? I love 1 stacks of fleets, but the use of a few little once overlapping each other is also strong for oneshoting stuff
@alpha4517
@alpha4517 Жыл бұрын
A 20 battleships fleet command increase is a solid pick for ascension perk A.k.a. A Real Force Projection!
@tri99er_
@tri99er_ Жыл бұрын
The best source is big economy, so you can easily tank double naval cap.
@tri99er_
@tri99er_ Жыл бұрын
Also, Satrapy is great.
@tri99er_
@tri99er_ Жыл бұрын
Pops spent on naval cap can instead be spent on energy and alloys, effectively inceeasing your actual hard cap.
@DestructivelyPhased
@DestructivelyPhased Жыл бұрын
I’ll just state that the strategic coordination center is far better than it sounds. Sure 45000 alloys for 150 sounds bad, but it’s actually 45000 + the cost of 6 anchorage starbases for 366 naval capacity, which is a lot more palatable. And who remembers when galactic force projection was actually +200 capacity, making it highly viable for rush empires?
@matthewmcneany
@matthewmcneany Жыл бұрын
I'm not saying galactic force projection is good by any means but it is potentially situationally useful in giving you a timing window vs one other empire. Every other source requires that you spend alloys to get that fleet cap. In Particular if you compare GFP to grasp the void (the direct 1-1 comparison of two perks), whilst in the long run GtV is 180 naval cap (i.e. 125% more naval cap than GFP), you don't get it until you've spent both the alloys and time to get there. This analysis on the whole falls into this problem that future alloys and current alloys are valued equivalently and that's just not the case, one unit of 2220 alloys is significantly more value than one unit of 2250 alloys. An interesting exercise to run the maths though. If you wanted to get the biggest fleet in the shortest time you're probably opening something like prosperity, unyielding, supremacy off three planets. Picking up both grasp the void and GFP. Long term you lose out but there's a window when the freeness of GFP can be leveraged significantly against these other methods.
@Arkssa
@Arkssa Жыл бұрын
I can pop branch offices at a whim, but I can't summon and terraform tiny planets in a similar way.
@Arkssa
@Arkssa Жыл бұрын
Also they cost no pops and a whopping 2 empire size. Whereas a planet costs a lot more.
@dabluflcn
@dabluflcn Жыл бұрын
I think ascension perks in general need a total re-work. I want to see ascension perks merged and just tossed out, reducing the number of useless ones. Gating structures and ships behind ascension perks is dumb. Ascension perks that give a flat bonus one time need to be re-worked to give some kind of scaling bonus. To me ascension perks exist to change how you play, but gating things you will definitely want every single playthrough behind them is just a tax on getting to those things. Ascension perks should either fill a gap in your build or allow you to double down on and specialize hard into your build, not gating off things that could be events and techs or just techs.
@realaccount3887
@realaccount3887 Жыл бұрын
in my games, i am always super pop-starved, despite being a machine empire, with 40+ planets, machine assembly complexes on each and every one(yes the upgraded ones) i have barely even filled 5 planets! so anchorages it is
@klankungen7794
@klankungen7794 Жыл бұрын
I always get fortres planets late game because of the reason this video states. The pops are probably my most important resource. They can make anything and they can make everything rather efficiently. Early game, the most important thing for my planets is not to make naval cap, it's to make energy, minerals, alloys, science. Late game though, one small planet extra for making 5% extra alloys while you have nowhere to spend those alloys because you're at naval cap? I usualy look for small worlds and when I can afford I colonice them, make them create pops for my other planets (maximize pop growth) and then when naval cap becomes a problem they stop exporting pops and start making naval cap instead.
@ScottishDavePala
@ScottishDavePala Жыл бұрын
how do you deal with the performance drops when you get to late game/large fleets? I'm new to the game but i've got a fairly modern computer but as it gets into the late game and I build the larger fleets, the performance just drops.
@13g0man
@13g0man Жыл бұрын
The best place to get more pops is the neighbors, they tend to have plenty of pops who want to become unpaid interns for you.
@billyyank1163
@billyyank1163 Жыл бұрын
Seriously, what else are you going to build on your citadels? A trading hub or two if you need them, maybe some defense oriented modules on border bases, but what else needs a module slot on a base within your empire?
@KraNisOG
@KraNisOG Жыл бұрын
I thoght Fortress Worlds would have been a no brainer because 90% of games you're going to have at least 1 fortress world because of the massive strategic, and tactical boons it gives your empire. Besides, star bases can have better uses than anchorages. Stealing pops from other empires to make your planets EVEN better is.... well as we've seen can be quite broken.
@sampfrost
@sampfrost Жыл бұрын
what about satrapy subject types? if i remember right don’t they give you naval cap ?
@Nick-jf7ku
@Nick-jf7ku Жыл бұрын
Should have waited my bad
@TheMasterOfCornedy
@TheMasterOfCornedy Жыл бұрын
since nihilistic aquisition is busted now pops arent really an issue anymore I found
@zacharybecker8228
@zacharybecker8228 Жыл бұрын
warrior culture paired with citizen service
@hakobian2162
@hakobian2162 Жыл бұрын
Anchorage's are more like the default way of expanding. Fortress Worlds are the way forward for me. Terraformed a size six planet. Fortress world.
@halkyuusen8626
@halkyuusen8626 Жыл бұрын
Wish we could get all the ship types right from the start instead of just corvettes and frigates.
@DraconiusDragora
@DraconiusDragora Жыл бұрын
Only reason I get Galactic Force Projection, is for the Fleet Command Limit. The total max of fleet command limit, is 260. Quick Rundown on what is needed for it all. From *Research*: +40 from Destroyer, Cruiser, Battleship and Titan Research. +100 from the 5 Doctrine Fleet command limit research. +50 from the Repeatable 5 times of Admiralty Support Staff. From *Civic, Tradition, Ascension*: +10 from Distinguished Admirals Civic. +20 from Supremacy War Games Tradition perk. +20 from Galactic Force Projection Ascension. From *Base*: 20. Total from Research is 190, Total from Civic, Tradition and Ascension is 50, and the base number is 20. 190 + 50 + 20 = 260. And for those who wants some Ship Numbers with it. This is equal to: 260 Corvettes/Frigates 130 Destroyers 65 Cruisers 32 Battleships + 1 Cruiser 16 Titans + 1 Cruiser. Though I doubt anyone will have 16 Titans in one fleet XD And since we do need to have a mixed fleet, we have a larger pool to work with, which in turn means more fleet power, which means easier to win. Sadly Machine Empires, Hive Minds, and Megacorps will not be able to get the Distinguished Admirals Civic, so they only get 250 as max.
@r30413
@r30413 Жыл бұрын
I build strongholds on every planet, they shall not pass... So yeah, habitats are the best.
@benitoguajardo6168
@benitoguajardo6168 Жыл бұрын
Galactic Force Projection should be one of the perks that increase leader capacity, otherwise its literally useless.
@Lethoras
@Lethoras Жыл бұрын
Fortress planets are fine... But the opportunity cost of having pops work soldier jobs rather than metallurgist or researcher jobs is high.
@newtubevector
@newtubevector Жыл бұрын
You don't have to expand the habitats... it doesn't give you any slots and you can upgrade the capital building after 10 pops regardless. And you can get 7 slots easily with just lvl2 capital and 2 building techs. All in all the actual cost per naval cap is like 25 alloys. The scaling is infinite as the only really limiting part are the pops. On the flip side anchorages scale kinda poorly. You will be VERY hard-pressed to get more than 20ish slots. And you kind of want them for other things too, like shipyards and defense. But even if you use all 20 slots (which is still a lot in general) you only get 720 in total... and that's it. But it isn't that much, in the grand scale of things, especially if you are doing some 25x crisis run or sweating in multiplayer. Overall it comes down to the situation: not many pops but leftover alloys => anchorages you do have some leftover pops => habitats Ultimately if you wanna min-max you should probably just do Both.
@sacriiwar1026
@sacriiwar1026 Жыл бұрын
Well the cheapest a best source of naval cap is..... khan Thrones... Satrapy cost nothing exept influence and give a lot of naval cap ;) But i agree with you i like to play tall and fortress world and habit are busted... You can fill them easy with slave buyed on the market or with raiding bombardment stance or even with resetling pop away from conquered world.... ;)
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