Stellaris Planet Type Tier List

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  • čas přidán 20. 07. 2024
  • Which planet types are the best in Stellaris? There are so many different celestial bodies we can colonise; from arid, rocky worlds to giant megastructures that float in the sky. Let's break it down into a tier list to rate the best and worst planets we can live on in Stellaris.
    I will be looking at both habitable planets and habitable megastructures in this video!
    Chapters:
    0:00 Intro
    0:45 F tier
    1:58 C tier
    5:26 B tier
    7:20 A tier
    12:05 S tier
    Stellaris Version 3.2
    Stellaris Tier Lists Palylist: • Stellaris Tier Lists
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    If you would like to support this channel please head over to check out my Patreon: / montuplays
    And please comment with any feedback, any ideas or if you disagree!
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Komentáře • 687

  • @grimsprice
    @grimsprice Před 2 lety +1442

    I disagree that motes are the most important rare resource. You only need a few motes to upgrade your few forge worlds. Where as gas, which is needed for each and every upgraded science building is far more “in demand”. A late game empire might be using 20 or so motes total, while using literally hundreds of gas across all their relic / science focus worlds.

    • @kotzpenner
      @kotzpenner Před 2 lety +163

      You could say motes are the most imprtant early game ressource and then it shifts over to gas

    • @Miranda17137
      @Miranda17137 Před 2 lety +11

      Only a few motes? You'll need 15+ to feed a Forge ecumenopolis, and you'll need more than one of those to beat higher rated Crisises.
      On the other hand, you can counterbalance the Gas requirement for Science by instead developing more Habitats.

    • @NewPaulActs17
      @NewPaulActs17 Před 2 lety +140

      seriously, i always have like 20+ motes surplus every month, but it's a total drag with exotic gas and crystals- barely break even or spend ungodly sums of energy to stay positive

    • @duncanharrell5009
      @duncanharrell5009 Před 2 lety +13

      What about rare crystals?

    • @anna-flora999
      @anna-flora999 Před 2 lety +6

      Kinda depends on your fleet design as well, I think

  • @quuaaarrrk8056
    @quuaaarrrk8056 Před 2 lety +846

    I absolutely love Hive Worlds for the lore, the entire world being a part of the collective just seems so cool to me.

    • @aquilazyy1125
      @aquilazyy1125 Před 2 lety +105

      It’s a shame that in Stellaris Hive Minds are assumed to be creepy, dominative, and individual-eliminating. I would really love to play as a Hive Mind like Gaia in the Foundation series, where individuals are not forced, but unanimously realized that it is the best for the future of the universe that they should turn themselves into a Gestalt consciousness. Kinda like the Psionic ascension path but that is set to be more related to religion and spiritualism imo.

    • @quuaaarrrk8056
      @quuaaarrrk8056 Před 2 lety +38

      @@aquilazyy1125 I can see what you mean, but I actually really like the Borg, but psionic approach. However, some friendlier, more diplomatic and good for the galactic community and frankly just better hive mind options would be nice.

    • @UltimateSpinDash
      @UltimateSpinDash Před 2 lety +6

      @@quuaaarrrk8056 I'd like a cyborg-cooperative. Basically the Borg if they were the good guys (and what I think the Mirror Universe Borg should be if we ever get to see them onscreen).
      The Unity Saga (a Star Trek / Star Wars crossover-fic) actually explores something along those lines later on.

    • @thejumper7282
      @thejumper7282 Před 2 lety +12

      @@quuaaarrrk8056 I hate that psionics are religion in stellaris

    • @quuaaarrrk8056
      @quuaaarrrk8056 Před 2 lety +6

      @@thejumper7282 True, that's somewhat of a roleplay limitation (assuming you don't choose to ignore it)

  • @Unknown.NotRegistered
    @Unknown.NotRegistered Před 2 lety +1364

    No, don't warn them to not colonize Holy Worlds.
    Everyone should have the pleasure of experiencing that at least once.

    • @B3RyL
      @B3RyL Před 2 lety +28

      It's funnier that way.
      czcams.com/video/7Q8hAb230OE/video.html

    • @GewalfofWivia
      @GewalfofWivia Před 2 lety +66

      did that on my first time playing lol

    • @MarlKitsune
      @MarlKitsune Před 2 lety +110

      My first game was with 3 other people, I died before i got destroyers because 2 jumps away was a gaia that i colonized causing the holy guardians to destroy my only starbase and i had no idea how to get more then. An Ai took over my one remaing planet 7 min later.

    • @machixius
      @machixius Před 2 lety +31

      I'm feeling funny today, so I'm gonna go crack the world for a little bit of fun.

    • @Spartan086
      @Spartan086 Před 2 lety +10

      with my empire, there was an option to just colonize Holy Worlds but with a temporary modifier which made resource production go down

  • @sylvananas7923
    @sylvananas7923 Před 2 lety +430

    Wet world for 99% of species : meh
    Wet world for aquatic anglers : stonks

  • @B3RyL
    @B3RyL Před 2 lety +501

    Montu: Gaia World - don't colonize it if it's a holy world. You've been warned!
    Zarqlan: Ummm... Actually...

    • @dynia666666
      @dynia666666 Před 2 lety +15

      materialist with milion fleet power, bitch pls :)

    • @KraNisOG
      @KraNisOG Před 2 lety +15

      @@dynia666666 Only? What are you playing on? Ensign difficulty and normal crisis strength? I'm curious what difficulty you normally play on for 1M to be bigger than their fleets.

    • @dynia666666
      @dynia666666 Před 2 lety +3

      im using starnet mod and play on admiral setting 2300 year end game with scaling cause vanilla GA is way too easy even on new patch

    • @52flyingbicycles
      @52flyingbicycles Před 2 lety +12

      @@KraNisOG fallen empire fleets are in the 200-300k range. 1 million fleet power should easily handle a mad spiritualist. Heck I’ve done it with far less, albeit after they burned all their fleets trying to humiliate me

  • @Interitus1
    @Interitus1 Před 2 lety +319

    It makes me sad because aesthetically I like Wet worlds the most out of the base worlds.

    • @shawnlylebond8873
      @shawnlylebond8873 Před 2 lety +64

      Then go with them. This list is only his opinion. He doesn't like them because he doesn't like food production.

    • @dynia666666
      @dynia666666 Před 2 lety +57

      i played on continental worlds cause of rp and have 0 problems with it

    • @gibbcharron3469
      @gibbcharron3469 Před 2 lety +39

      Well hey, that's what Aquatics are for!

    • @KraNisOG
      @KraNisOG Před 2 lety +20

      @@dynia666666 Same, I know that the other planets are likely to have higher of X resource, but in my experience, I have better luck getting a planet with loads of minerals on continental worlds than on cold worlds, not to mention how those cold worlds seem to have much lower tiles.

    • @aidan8473
      @aidan8473 Před 2 lety +5

      Aquatics makes them very good.

  • @jle2500
    @jle2500 Před 2 lety +177

    Okay 8 seconds in, Titan AE reference? I love that movie and need to watch it again.
    Edit: when wet worlds were in C tier I called the s tier being the ecu, hive, and machine. Thought Montu would put dry worlds in A though.

  • @maxpont8989
    @maxpont8989 Před 2 lety +278

    Step 1: Find the Omnicodex
    Step 2: Colonise all the tomb worlds around you
    Step 3: ????
    Step 4: Profit from the tomb world habitability on the new pops

    • @blahmaster6k
      @blahmaster6k Před 2 lety +33

      I found two tomb worlds with advanced primitives on them recently, it was amazing to have them super early in the game.

    • @B3RyL
      @B3RyL Před 2 lety +13

      @@blahmaster6k To quote the immortal words of our lord and prophet, Hannibal: "I love it when the plan comes together"

    • @TempestLM
      @TempestLM Před 2 lety +2

      By that point tou can just terraform them

    • @quantjonna293
      @quantjonna293 Před 2 lety

      Rather have the Grunur precursor.

  • @borsk473
    @borsk473 Před 2 lety +420

    A minor correction: normal pops don't just have 0% habitability on machine worlds, they can't inhabit them at all. You can't resettle them onto that world, you can't colonize it with organic pops, and I'm pretty sure they can't auto-resettle into it either

    • @B3RyL
      @B3RyL Před 2 lety +68

      That is correct to some extent. Biological pops with the Cybernetic trait, whose owner is a Driven Assimilator can inhabit machine worlds, so can robot pops under either full rights policy or servitude policy with resettlement rights. In that regard, the Hive worlds are more secure, because literally no other pop except for one with "hive-minded" trait can permanently inhabit hive worlds.
      EDIT: It took me like 5 tries to articulate what I wanted to say.

    • @neolexiousneolexian6079
      @neolexiousneolexian6079 Před 2 lety +2

      Isn't that an effect of

    • @shooey-mcmossy
      @shooey-mcmossy Před 2 lety +9

      **laughs in Driven Assimilator**

    • @Stforv
      @Stforv Před 2 lety +3

      But you can terraform machine worlds into any type of regular planets with just basic terraform tech

  • @ziioncarrick6168
    @ziioncarrick6168 Před 2 lety +54

    "The galaxy is a wide and wonderful place"
    LIKE MY EMPIRE!

    • @B3RyL
      @B3RyL Před 2 lety +5

      The galaxy IS my empire. The rest of the xenos just don't realise it yet...

    • @jakebhenry2228
      @jakebhenry2228 Před 2 lety +1

      Join the Empire, our ships are triangles

    • @dodojesus4529
      @dodojesus4529 Před rokem

      The galaxy isnt my empire, its my slave. Vassalise everyone

  • @Dan-zg1dq
    @Dan-zg1dq Před 2 lety +223

    Despite hive worlds being alive,and the tooltip literally mentioning they attack anything that touches the surface,invading armies have no problem just... Shooting the ground??

    • @Sam-lg3fh
      @Sam-lg3fh Před 2 lety +29

      I remember seeing the description mentioning the world fighting anything non-hive minded. But when it did happen invading armies seemed to suffer no penalty's. It would have been cool if you couldn't invade a hive world, and instead had to blow it up or pacify it to get rid of it.

    • @DrApylon
      @DrApylon Před 2 lety +98

      its a target rich environment

    • @dynia666666
      @dynia666666 Před 2 lety +14

      you have 0 habality on hive worlds if you are not hive empire

    • @B3RyL
      @B3RyL Před 2 lety +55

      They attack on hoverboards. Just roll with it.

    • @comet.x
      @comet.x Před 2 lety +105

      'the entire planet is alive? Good. That means we can't miss'

  • @rattled6732
    @rattled6732 Před 2 lety +60

    Instructions unclear!
    Turned all my worlds into ecumenopolises and now I’m making negative in all recourses

    • @calebfielding6352
      @calebfielding6352 Před 2 lety +9

      download giga structure mod

    • @B3RyL
      @B3RyL Před 2 lety +7

      That's fine. Now just conquer everyone else to make up the difference.

    • @LCInfantry
      @LCInfantry Před 2 lety

      Start your mining habs early

  • @TailAbNormal
    @TailAbNormal Před 2 lety +81

    "If you're going for food you're doing something wacky and crazy!"
    Am I the only one who likes to make specialized agi-worlds? Just having one or two early-game can feed my entire population while the rest of my planets are devoted to energy and mineral production.

    • @gentleshark972
      @gentleshark972 Před 2 lety +19

      I always like taking catalytic processing just because I like the idea of being a humongrous agrarian empire. Then all your planets pfoduce food.

    • @cptcatf1sh
      @cptcatf1sh Před 2 lety +2

      This

    • @JangoBunBun
      @JangoBunBun Před 2 lety +9

      One agri world can feed an empire, allowing you to focus the rest of your planets. It's objectively better to have an agri world

    • @basedimperialism
      @basedimperialism Před 2 lety +3

      @@JangoBunBun What, do you colonize like 3 worlds in your entire playthrough???? No way in Zarqlan's black galaxy are you feeding an ACTUAL empire with ONE agrarian world.

    • @JangoBunBun
      @JangoBunBun Před 2 lety +10

      @@basedimperialism A well setup agri world can feed around 500 pops, which can sustain you well into the mid game. If you gene edit agrarian onto your pops, have a high number of food districts, and use hydroponics/the food booster building you can have a food output of 400-600

  • @peterknutsen3070
    @peterknutsen3070 Před 2 lety +99

    6:50
    Funny. I regard Motes as the least desirable of the 3, with Gases being most desirable. Sure, I need a few Motes, but Crystals and Gases are more important.
    Also, picking a Cold/Frozen home planet type makes a bunch of sense for Lithoids.

    • @KraNisOG
      @KraNisOG Před 2 lety +12

      Gasses are definitely the most important as they can give you must more science output. I play a spiritualist empire, and rarely ever have issues with keeping my fleet maxed out, and the strongest in MP and AI games, those repeatable techs actually do start to make a difference when you've reached them before everyone else.

    • @luggy9256
      @luggy9256 Před 2 lety +5

      Keep in mind that he means the most important for playing the meta, which is and basically always has been, a tech rush, play the game however you want, learn what works for you and what doesn’t, if you’re always out of one material jn every play through, then plan out a play through on a planet type that provides more of that…

    • @DanielRMueller
      @DanielRMueller Před 2 lety +1

      I think the idea might be this: Foundries grants your metallurgist a direct output bonus, but require motes. Science Complexes and the like just provide more jobs and requires exotic gases. You can science rush just by spamming research labs without ever upgrading them, and only when you run out of space you need to start upgrading - either way you have to wait until your got the pops to fill the jobs. The Foundry will boost your existing pops. That can make it easier to do win wars by spamming ships. (And you can also afford your colony ships to conquer new worlds to put research labs on.)
      In the long run, you'll likely need all of them, and you wantot upgrade those research labs, too, of course.
      In a way, this might be a recent change, because the Overlord update removed the requirements that you first need to upgrade your colony headquarters. Before that, it might have taken longer to be able to build new Research Lab anywhere, and you were limited those on your homeworld and your youngest colonies.

  • @smokinggnu6584
    @smokinggnu6584 Před 2 lety +134

    IMO the wet/Ocean planet needs to go a few tiers higher when you're going the Aquatic trait + Hydrocentric perk route.

    • @archmagemc3561
      @archmagemc3561 Před 2 lety +17

      No point, Aquatic isn't all that good, and hydrocentric is just a bad ascension perk since you can get the same with the one that lets you get gaias. They'd need to double the power of hydrocentric if they don't want it to be a worse world shaper in raw output. But the biggest issue is that you can't use aquatics on artificial worlds. If they changed that, then yeah it'd be pretty nifty.

    • @keith3761
      @keith3761 Před 2 lety +11

      @@archmagemc3561 aquatic hivemind devouring swarm with ocean paradise is a amazing start, and your early/midgame makes you a powerhouse, once you get terraforming early your converting every planet for 25% less energy cost and getting 20% extra job output with hydrocentric and your using 20% less housing. Its stupid good.

    • @luggy9256
      @luggy9256 Před 2 lety +4

      With the right build any of these planets can go higher, this is for a generic civilisation, that’s what makes the game great, RP ability, build diversity and the ability to do literally any build you feel like.

    • @deeznoots6241
      @deeznoots6241 Před 2 lety +10

      @@archmagemc3561 lmao aquatic is actually broken

  • @davidburton9690
    @davidburton9690 Před 2 lety +69

    For the size 14 or below planets, I work towards converting them all to ecumenopoli. I fill them with the housing\clerk districts, and then maybe one of each of the others. This unlocks all building slots, and I usually throw research and strategic resource creation on these to fill them out. This way, I feel like I have enough reasons to settle these small planets and squeeze more use out of them.
    The changes to unity feel like I have more influence to work with, and it becomes trivial to create them when midgame hits.

  • @taylorbufkin1591
    @taylorbufkin1591 Před 2 lety +142

    I’ve got an idea for the next tier list
    Galactic Community Resolution Tier List
    Edit: if that is a little too long you could do the resolution chains instead
    example:industrial commerce or the one that gives worker happiness

    • @B3RyL
      @B3RyL Před 2 lety +7

      We all know that the yellow resolutions = good, red resolutions = very good, blue resolutions = bad, and everything else makes no difference. Though I'd love to see Montu's take on some of the special resolutions, like the GDF, the Imperial Charter or Crisis Declaration. There's a lot to cover, but it should be interesting.

    • @caelestigladii
      @caelestigladii Před rokem

      I hope already saw the video. 😊

  • @happyscrub
    @happyscrub Před 2 lety +14

    😆 I legit laughed at the intro calling the planet "Bob". I usually never laugh at intros

  • @TakfirEnjoyer
    @TakfirEnjoyer Před 2 lety +76

    I have loved your tier list videos. They're clear, to the point, and entertaining. I'd love to see a pop job tier list personally

  • @wrydfell3932
    @wrydfell3932 Před 2 lety +19

    I'd put habitats up in the s tier for one reason. If built over a dark matter, zro, nanite, or living metal deposit, the colony itself prodices that resource, *regardless* of whether you have the tech to harvest that resource

  • @jameshildebrand907
    @jameshildebrand907 Před 2 lety +15

    I find one merit to wet worlds, but specifically because of how I play. I do Void Dwellers origin with Non-adaptive. Habitats do not have colony specialization for food production, so I get a migration treaty and colonize a wet world with a species that has habitability and make that an agricultural world.

  • @RunFromCities
    @RunFromCities Před 2 lety +51

    Ringworlds were supposed to be the great final habitable world that you could make. So sad to see where they went. Regardless of how op they may have been in mp they are basically just not that good in sp anymore because of the nerfs.

    • @duncanharrell5009
      @duncanharrell5009 Před 2 lety +2

      What nerfs?
      (Hopes and prays the nerfs never hit console)

    • @thunderspark1536
      @thunderspark1536 Před 2 lety +5

      True, but you can get the funny research number ;)

    • @sirensoulegaming4158
      @sirensoulegaming4158 Před rokem +3

      @@duncanharrell5009 4 Months late and I never played at the time, but from what I understand was that the requirements to restore the ring world were much lesser before the current iteration. Ringworlds are really good for their research districts, since the research ringworld designation actually increases researcher output, rather than just decreasing upkeep.
      You could create so many research jobs on a ring segment, and since that segment classes as one planet, you get to buff ALL of their research with just 1 research institute building. To get the same effect without a ringworld you would have to build loads of habitats (which get researcher bonuses like ringworlds, but can house far fewer researchers), and incest a research institute on all of them.
      Main issue with Ring Worlds are that their purpose is self defeating - their biggest strength over other world types is to research, to a massive degree. But outside of cybrex precursor, by the time you're able to build or restore a ringworld you're close to done with most of the tech tree anyway, and you also have the build time on top of that. On top of this, pop growth slowdown means they won't grow quickly - so to get the most out of them you have to relocate loads of pops and repurpose your other planets, or go conquering. Planets you conquer though will already have infrastructure built in as well, and then those would need repurposing. It just ends up being more trouble than it is worth, more often than not.
      Only reason to play a shattered ring world start now is for a trade build using Mercantiles traditions to get access to a trade federation and loads of merchants from our trade districts.

    • @joshuabanner3675
      @joshuabanner3675 Před rokem +1

      @@sirensoulegaming4158 I find them useful for tall play styles. Especially when being tall inevitably fails and some awakened Xenophobes completely takeover the galaxy with four million fleet power and it takes until 2550 to defeat them. Repeatable are very handy then.

    • @sirensoulegaming4158
      @sirensoulegaming4158 Před rokem +2

      @@joshuabanner3675 repeatable are handy then, and I'm not saying ring worlds are entirely useless. The main issue is that they're "win harder" rather than "make these to win if youre currently not".
      If you're in a position you can make a ring world, either its too late to make a difference, or you're already doing so well the ring world doesnt affect whether or not you win.
      Edit: I'm talking mostly standard gameplay, in galaxies where you have lower tech costs and longer till a crisis they could be worth more.

  • @eax2010EA
    @eax2010EA Před 2 lety +41

    If a fanatic empire bombs an ecumenopolis using armageddon stance, does it turn into a relic?

    • @B3RyL
      @B3RyL Před 2 lety +51

      No, but that would be fantastic from a lore/roleplay perspective. I wouldn't even be mad if it happened to me.

    • @jakebhenry2228
      @jakebhenry2228 Před 2 lety +8

      WHY ISNT THIS A THING

    • @LCInfantry
      @LCInfantry Před 2 lety +2

      What is a relic? Relics are old as fuck. Your little eco planet isn’t old as fuck when it’s destroyed. It shouldn’t be called relic world…. But something else.
      Calling your own eco planet a relic is like thinking your cool when you smoke cigarettes at 18. Just cringe

    • @frumpsterfire
      @frumpsterfire Před 2 lety +18

      @@LCInfantry I dunno, relic worlds are literally just Broken Ecumenopoli so it isn't that crazy to think about

    • @The_Lute777
      @The_Lute777 Před 10 měsíci

      @@frumpsterfirewell relic worlds contain a bunch of archeotech so a new type is better like a shattered ecumonopolis that instead containd a bunch of normal tech

  • @Gilder-von-Schattenkreuz
    @Gilder-von-Schattenkreuz Před 2 lety +7

    Its the Reason why I take the Relic World Start.
    Its so Powerful to get the Forgeworld early and just have this Giant Buffed Specialist World for Research, Alloys and Consumer Goods. ^^

  • @verdtre4573
    @verdtre4573 Před 2 lety +7

    I had no idea there was a difference between the 9 base planet types. I thought it was just flavor.

  • @Zorro9129
    @Zorro9129 Před 11 měsíci +6

    You forgot the worst planet type: broken worlds

  • @Khalodian
    @Khalodian Před 2 lety +6

    I like wet worlds for not only the aesthetics, but them having the most interesting rare events / planetary features, such as Sea of Consciousness.

  • @benjaminknode6268
    @benjaminknode6268 Před 2 lety +14

    Am i crazy for thinking ocean worlds should move up to b tier over the other wet worlds. Having a specific trait that allows for significantly increased habitability on them and decreased housing and increased production makes them way better that the other wet worlds imo.

  • @majora320
    @majora320 Před 2 lety +10

    I like to use at least one tomb world as a penal colony for roleplay purposes. I can't imagine prisoners trying to escape into an irradiated hell scape without getting into all kinds of trouble.
    I also have a preference for wet worlds to start on, sure it's not as good for resources, but I like the idea of living on a green jewel teeming with life.

    • @varemenos
      @varemenos Před rokem +4

      Personally i like to turn tomb worlds into resort planets for the 100% habitability. Nothing more relaxing than taking a long walk through the irradiated ruins of a past civilization.

  • @NoOnesBCE
    @NoOnesBCE Před 2 lety +27

    Voletile motes are amazing.... But you really don't ever need masses of them, so I would rate them the worst, as gasses and crystals you usually need tons of.

    • @raptorofwar4415
      @raptorofwar4415 Před 2 lety +2

      Wait, what do you need loads of crystals for? I need more motes for Eccumenopolis Foundries.

    • @alexandererhard2516
      @alexandererhard2516 Před 2 lety +1

      My experience too, especially since 3.0 hit.
      I've gone from maybe a 3:5:4 ratio in 2.8 to a 4:8:5 ratio of Volatile Motes to Exotic Gases to Rare Crystals.

    • @NoOnesBCE
      @NoOnesBCE Před 2 lety

      @@raptorofwar4415 mostly advanced machine assembly plants

    • @dynia666666
      @dynia666666 Před 2 lety

      you need lot of gases for labs early on

  • @MitchellThornton1
    @MitchellThornton1 Před 2 lety +5

    Great video Montu. Very informative. Time to start turning all my worlds into Hive Worlds

  • @tmytyson
    @tmytyson Před 2 lety +1

    Glad you opened with a cut from Titan AE, a weird sci-fi animated not-quite-kids movie I saw once in 2002 that is seared into my mind.

  • @psycholamborghini4828
    @psycholamborghini4828 Před rokem +1

    I love tomb worlds. They can have lots of mines and all I gotta do is freshen the world up a bit with some terraforming equipment, clean up the old rusted buildings with Mr. Clean, then have Mr. Clean advertisements everywhere on that world

  • @ethanwmonster9075
    @ethanwmonster9075 Před 2 lety +5

    I always go for ecumenopolis in mid-game, even if you're negative on minerals you can sell them on the galactic market for huge amounts of energy. They are the perfect prelude to a first megastructure. Matter decompressor + ecumenopolis = infinite alloys. You can have tech worlds that also have enough housing for alloys.

  • @reverendaero
    @reverendaero Před 2 lety +3

    Tomb worlds are great man, all that lovely radiation and no nasty atmosphere to get in between me and the worm's love GRAVITY IS DESIRE

  • @alexandererhard2516
    @alexandererhard2516 Před 2 lety +17

    Montu:
    Volatile Motes are more important than Exotic Gases ot Rare Crystals"
    Me:
    Laughs in around 800 Exotic Gases 500 Rare Crystals and 400 Volatile Motes upkeep in the lategame.

  • @blitzkrieg8776
    @blitzkrieg8776 Před 2 lety +7

    I did not realize they kept/changed back to the 3 world types having different amounts of resources.

    • @LCInfantry
      @LCInfantry Před 2 lety

      I think it’s one for myth busters to crack

  • @fabiusbilerouge
    @fabiusbilerouge Před 2 lety +1

    Love the titan a e segment. For years i thought i was the only one to see it.

  • @0ptera
    @0ptera Před 2 lety +3

    Servitor Ecu is the most insane alloy production world possible.
    A minor draw back for hive, machine and ecus would be the loss of their raw resource nodes, but normal production buildings can replace them easily.

  • @sjet55
    @sjet55 Před 2 lety +3

    Titan AE reference? dude need a RP play as this right here

  • @BlackReshiram
    @BlackReshiram Před 2 lety

    i love listening to montus voice its rly calming somehow skdhfkjdfh
    i also love your content so much montu!! thanks to you im not a noob in stellaris anymore, thanks man!

  • @gallyxinioch2102
    @gallyxinioch2102 Před 2 lety +4

    To be honest, I play Stellaris since the Distant Stars dlc came out and i never knew that the basic three planet types have different chances for different deposits

  • @wally-squid7069
    @wally-squid7069 Před 2 lety +1

    I love my ocean worlds and thanks too the combination of Angler and Catalytic processing I don’t need energy districts as my trade covers that and I don’t need mineral districts as my trade covers that as well with a minor supplement from the angler job. Unity goes through the roof from my trade as well. Practically owned half the galaxy in the first 50 to 100 years, never got that powerful so quickly before. Was fun

  • @ilyazzar
    @ilyazzar Před 2 lety +41

    Hello there Montu!
    I have a question about the habitats. What are the requirements for the "geological servey" desicion? I played as a void dweller a couple of times and in the beginning there is no such desision, but later that decision appears. IDK what are prerequisits to issue such decision.
    does't that desision make habitats even better in the tier list? i mean i get it, 'A' is the highest it can go. there is no way habitats can compete with Ecumonopolises. but still mb place in the 'A' tier would ve been higher.

    • @martind2520
      @martind2520 Před 2 lety

      You have to be void dweller and have to complete a certain tradition tree (can't remember which one off the top of my head). Further the habitat can't already have a deposit.

    • @bloodyvanguard4052
      @bloodyvanguard4052 Před 2 lety +26

      The Orbital Surveying planetary decision is exclusive to the Void Dweller origin and becomes available once you finish the Adaptability tradition tree.

    • @asterisk3281
      @asterisk3281 Před 2 lety +1

      You get it instead of planetary prospecting

  • @pickakespartan
    @pickakespartan Před 2 lety +7

    All hail the promise land "Bob"!

    • @B3RyL
      @B3RyL Před 2 lety

      100 years ago, a satellite detected an object under the sands of the Great Desert. An expedition was sent.
      An ancient starship, buried in the sand.
      Deep inside the ruin was a single stone that would change the course of our history forever. On the stone was etched a galactic map... and a single word more ancient than the clans themselves...
      ...Bob. Our home.

  • @JarNO_WAY
    @JarNO_WAY Před 2 lety +2

    colonizing tomb worlds is fun for roleplay purposes; turning it in a penal colony turns it into the worst possible prison in the galaxy

  • @skeletalobserver406
    @skeletalobserver406 Před 2 lety +1

    Ah, loved the Titan A.E. ref.
    Loved that movie in my childhood, lots of nostalgia

  • @LordFusion5620
    @LordFusion5620 Před 2 lety +2

    And they called me a mad man for turning all of my worlds into ecumenopolis

  • @pietercrause5646
    @pietercrause5646 Před 2 lety +3

    Ocean worlds are pretty good if you choose the Ocean Paradise origin and get the Hydrocentric Acention perk. Terraforming all the worlds you find into ocean worlds is very quick and cheap

  • @VelociraptorsOfSkyrim
    @VelociraptorsOfSkyrim Před 2 lety +1

    Honestly, my empire usually start on Wet Worlds, but I do usually play more for RP than efficiency. So _[shrug]._

  • @connorpfeifer9143
    @connorpfeifer9143 Před 2 lety +4

    I'm very nearly done in my determined exterminator campaign, and my main rival empire converted nearly all of their planets into ecumenopolis. I now am a nation that owns 18 of them, and since the only thing machines can build on them is foundry arcologies my alloy production is absurdly high.

  • @Turnil321
    @Turnil321 Před 2 lety +8

    Small question.
    Is there a difference between planets of the same type? I believe that Alpine have more energy districts than other cold planets.

  • @anderkickers5
    @anderkickers5 Před 2 lety +3

    I would bump up wet worlds. Exotic gases are important enough for tech that they outweigh the drawbacks of being food dominant

  • @kfgization
    @kfgization Před rokem +1

    Awesome into! I loved Titan AE as a child!

  • @Spookspek
    @Spookspek Před 2 lety

    Thank you for referencing Bob, my human hivemind inhabiting a shattered ringworld, Bob's Place, around Bob's Sun.
    As for the shattered ring: get a bunch of scientists (best with anomaly discovery bonus), survey a bunch of systems, build lots of bases. I never lacked minerals, it was always alloys that put a cap on me.

  • @Judgenjurygaming
    @Judgenjurygaming Před 2 lety

    Would love to see you do a video on how to RP as a Borg, or Star Fleet, or the Galactic Republic etc.

  • @sneakycactus8815
    @sneakycactus8815 Před rokem +1

    YES I LOVE THE TITAN AE INTRO! SO UNDENIABLY BASED

  • @DrApylon
    @DrApylon Před 2 lety +3

    Honestly, I think Shattered Rings are F tier, it can only run off trade (minus Ape Lord Landmine builds), its industrial, mineral and Agri districts are just significantly worse from an opportunity cost standpoint. This is combined with only two ways to get one, start with one, or conquer one, starting with one is bad, getting one is only good if you have the mercantile tradition locked in, otherwise it's just, ok, the only exception being machine intelligence Shattered Ring (Energy Districts for Days and you can colonize everything). Ecumenopolis planets I also believe are solidly A tier, I hate saying it because they are my favorite planet type and they are so powerful (easily one of the biggest reasons bio empires and rogue servitors are so strong), but they require considerable support to fully utilize, otherwise you have this big planet with like 20 open districts taking up 40% of you whole empire's resources to maintain, let alone grow. They are very similar to ring worlds in that regard, I love em both, they both can guarantee end game victory if you get them fully set up and running. Relic Worlds, they should be definitively S Tier (the found ones, not the Remnants one), they give +2 Strategic Resource Jobs per resource, massive Researcher Bonuses (to include a free +8), they tend to be large (only the rubricator and remnants ones are smaller than 25), have a large amount of Mining and Generator Jobs (usually 9 districts each), and they give big habitability bonuses (+80% is great) to almost everyone (poor Aquatic pops). As a fourth planet they basically guarantee your early to mid game, even as a Hive Mind, you never say no to one, then if you are bio or rogue servitor, when you have enough resources to support an Ecumenpolis, you get to turn it into one late mid to early late game, WITHOUT an ascension perk. It's the only planet type in the game to let you do something without taking an ascension perk, is achievable relatively early and you don't need to do some weird game manipulation (like having Psychic Cyborg Erudite Aquatic Necrophage Pops). I have never had a game where a Relic World was not a big game changer, but I've had plenty of games where an Ecumenopolis was a dud (not ring worlds because if you manage to make or repair one, you are definitely winning). I just wish there was a bigger distinction between Hive and Machine Worlds (like Machine Worlds give more replicator Jobs and Hive Worlds giving you money defensive armies or something, they are just reskins of each other really)

    • @omnipotiscience7251
      @omnipotiscience7251 Před 2 lety

      The pop requirement for Ecumenopolis are literally overshadowed compared to the benefits. By the time you have an ecumenopolis, you should already have had forge or factory planets so all you really need is to resettle them.

  • @DovaDude
    @DovaDude Před 2 lety +6

    i think a tech category tier list would make for a really good video, as in industry, computing, particles, field manipulation, biology, statecraft etc. it would be based on how useful the combined technologies are to your empire as a whole

    • @B3RyL
      @B3RyL Před 2 lety +2

      I'd like that. There's a lot a caveats though. For materialist empires the Industry path is #1 the most useful, but it's at most B-tier for spiritualists, since they can't make full use of robots and can offset mineral production with an expensive edict early on. Psionics is definitely S-tier for spiritualists, but F-tier for materialists (unless you're into some weird roleplay). Biology is straight up S-tier for hive minds, but totally F-tier for machine empires. And so on, and so on. I'd say, if Montu was to do a video on that (and I actually hope he does) there would be a lot of asterisks involved.

  • @asterisk3281
    @asterisk3281 Před 2 lety

    Hey Montu, Habitats owned by Rogue Servitor have their leisure districts add bio trophy and an artisan, and in the 3.3 beta Ecumenopolis have administrative districts

  • @Horesmi
    @Horesmi Před 2 lety

    An important aspect to consider about trade is that there is direct trade deals besides the galactic market. And there the meta is completely different. For example food is worth a lot, while energy is very, very cheap. You can often get 3:1 energy to food deals, meaning your farmers are incredibly effective. And most empires produce enormous energy surplus.

  • @combatscape2000
    @combatscape2000 Před 2 lety +8

    Is fun how the power of machines/hive worlds is 12 buildings unlock, different from gaia, it show how buildings are important to normal organic empires...

  • @Seemfly
    @Seemfly Před 2 lety +4

    Thumbs up for the Titan AE reference

  • @reallylionbastard
    @reallylionbastard Před 2 lety

    Love the use of titan ae here montu

  • @philippdrescher6012
    @philippdrescher6012 Před 2 lety

    I think you are underestimating the Ringworld or the Scrap Miner Job more specifically.
    Scrap Miners get buffed by Worker Output, Mining Subsidys and an upgraded Mineral Purification Plant and produce 15+ Minerals and 4+ Alloys with no upkeep then wich is pretty strong imo.

  • @pangean2986
    @pangean2986 Před 2 lety +1

    I like colonizing tomb worlds. The special events are fun and some of them, like the particle accelerator, are useful

    • @B3RyL
      @B3RyL Před 2 lety

      Unless it's the solar flare. The number of times I got my planet wiped after JUST colonizing it is not even funny.

  • @CaptainSpycrab
    @CaptainSpycrab Před 2 lety

    On my current game I've conquered about a third of the galaxy and I haven't built a single mining district and maybe one or two energy districts. I'm playing as an aquatic empire with Anglers, Catalytic Processing, and Hydrocentric, so I get consumer goods from agriculture districts, can use food instead of minerals to make alloys, and have uncapped agriculture districts.
    Being the only megacorp in the galaxy helps too, since I can pretty much just spam branch offices.

  • @martymartin5302
    @martymartin5302 Před 10 měsíci

    I’d like to update your description of the ecumenopolis. Almost no gestalt conscious, including machines (barring rogue servitor or a civilization having the agrarian idyll) can’t build one. I found this out the hard way recently. I just completed the rubicator chain event and got a relic world, only to find out my exterminator robot empire couldn’t build an ecumenopolis. Also, the remnants origin gives you a relic world to start the game and gives you five blockers that give a random tech tree item to near completion. You can transform your relic world capital to a ecumenopolis, but I have heard that it is not ideal to do that as the bonus from a remnants relic world are not as good as a naturally spawned galaxy relic world.

  • @ninjanoodle0944
    @ninjanoodle0944 Před 2 lety +1

    Ecumenopolis always reminds me of Coruscant and Ratchet And Clank. Love it wish you could see the surface properly instead of a picture.

  • @KraNisOG
    @KraNisOG Před 2 lety +6

    Do wet worlds have a higher chance of spawning with 20+ tiles?
    I rarely ever see dry, or cold worlds with 20+ tiles, even when I'm playing games for those planet types, and despite having over 1k hours in Stellaris, I think I've found more 20+ Tile Gaia worlds than I have dry worlds, hell, haven't even conquered one 20+ either.
    I've come to update this comment. I've finally found a few 20 tile desert worlds. Just needed to move the habitable worlds slider up to find them.
    No luck for cold worlds yet, then again I have been playing with Planetary Diversity as of late, dunno if that changes much or not.

  • @Casavo
    @Casavo Před 2 lety +2

    Call me crazy but I always go hard on wet worlds as agri production is so easy to convert into anything else you need when maxed out to insane levels.

  • @tome1145
    @tome1145 Před rokem +1

    Dry worlds come with the benefit of being the default for the Zroni Precursor Chain. No that picking it will give you that precursor, but the Archaeology Sites are on Dessert worlds (or os I've found in the past), and as inhabiting said worlds gives you the Zro deposit income, the spice becomes a highly lucrative business...

  • @andrespereyraosores4829

    Awesome video! You should try to make one about planet diversity mod tier list. Would help a lot!

  • @catfisha1257
    @catfisha1257 Před 2 lety +3

    Was not ready for that killer into haha

  • @litchgath
    @litchgath Před 2 lety

    Thanks Montu!

  • @slimjim5097
    @slimjim5097 Před 2 lety

    I love Tomb Worlds with post-apo start. There is also an evnt which will spawn cca 6 tomb words in a cluster.

  • @KG-1
    @KG-1 Před 2 lety

    How cute a 16+ min vid on Planets. Is Montu up for the Pepsi challenge of doing Planetary Diversity in all it's glory😁?

  • @JohndrewtheSylveonking

    Welcome to Planet Bob! One of our most luxurious Gaia Resort worlds!
    Anywho! In my opinion, I think the only way Wet Worlds could be useful is if you are daring enough to pick Angler Civic for the extra food, trade value, consumer goods, and the infinite farm districts on ocean worlds. Or if you have ocean paradise which gives you a better version of the ocean world at start.
    Mean while, I’ll just stay up here in space with my habitats where it’s nice and cozy.

  • @emjay9688
    @emjay9688 Před 2 lety

    Mineral shortages on shattered ring world can be fairly easily offset by extra mining districts, mining stations and technologies, and if possible you'll want to be running mining subsidies to boost both minerals AND alloys from scrap miners. The fact you're getting extra alloys from scrap miner jobs more than offsets the fact you have less fewer minerals to start with.

  • @ndl8722
    @ndl8722 Před 2 lety +6

    More! We demand more!

  • @n7xe_
    @n7xe_ Před 2 lety

    I'm more astonished someone actually has seen Titan AE. One of my favorite sci fi movies as a kid :D

  • @UnexpectedInquisition

    Habitat are amazing honestly. Logistically, allows you to super-develop a small handful of systems (probably ones with inhabitable planets already and lots of research and mineral planets and moons). Means one starbase or fleet can defend many planets, provide modules for secret police and for easier miragtion, etc. One gateway can allow access. Etc. My latest playthrough, I ended up going heavy on habitats out of neccessity due to the small number of habitable planets in my empire. I have three systems crammed full of habitats, and a couple habitat outside those "hub" systems where resources were too good to pass up.

    • @abepressman2181
      @abepressman2181 Před rokem

      Habitats are absolutely the best choice if you want to strangle your empire to death with high empire size and low resource output

  • @kdude1575
    @kdude1575 Před rokem +2

    I personally think wet worlds should go up one tier because of the absolutely busted aquatic trait but I see why they’d be c tier without it.

  • @philippey4918
    @philippey4918 Před 2 lety

    Habitats also allow to build buildings that extract one of the 3 rare recources (1building by one unit of recources)

  • @RoboMuskVsLizardZuckerberg

    I only use tomb world for research planet because of events. It take a while to make it efficient because of either turn it to Ecu or sinth research.
    If found bunker event. And have pop outcome GOLD

  • @Mephil
    @Mephil Před 2 lety +3

    Oh, so exploding the planet into a tomb world with orbital bombardment has consequences...

    • @B3RyL
      @B3RyL Před 2 lety +1

      Who woulda thunk it?

    • @Mephil
      @Mephil Před 2 lety

      @@B3RyL *Surprised pikachu face*

  • @rasmuswhittembury6350
    @rasmuswhittembury6350 Před 2 lety +4

    Isnt the trait radiotrophic combined with tombworlds rather spicy?

    • @B3RyL
      @B3RyL Před 2 lety +1

      It is a rather spicy strat. Not meta-breaking or anything, but still very enjoyable if you know what you're doing. The downside is that there aren't many tombworlds to go around, but if you pick the "Become The Crisis" perk or get the Javorian Pox relic and are not afraid to spend your time bombarding every planet, you can churn them out like a fax machine.

    • @rasmuswhittembury6350
      @rasmuswhittembury6350 Před 2 lety

      @@B3RyL Yeah. Radiotrophic purifiers are pretty nice too, I call mine the Flora Strike Back.

    • @davidk1308
      @davidk1308 Před 2 lety

      @@rasmuswhittembury6350 That's a fantastic name

  • @taylorbufkin1591
    @taylorbufkin1591 Před 2 lety +11

    Montu you forgot that Mechanical/Machine Intelligence pops get 100% habitability on Tombs Worlds and the -10% housing usage for Machine Worlds
    Other than that I think Wet Worlds should be in the B tier for their exotic gasses and the food is useful in the early game.
    (This is a console question but what do you mean by alloy foundry I thought you could build several)

    • @siramielthefirst7536
      @siramielthefirst7536 Před 2 lety +3

      In a recent PC patch, Paradox limited Alloy Foundries and Civilian Factories to 1 per planet

    • @taylorbufkin1591
      @taylorbufkin1591 Před 2 lety

      @@siramielthefirst7536 okay thank you

    • @B3RyL
      @B3RyL Před 2 lety +2

      Mechanical/Machine Intelligence pops get +200% habitability so they can colonize literally any type of world and get a 100% habitability modifier, unless it's a Hive World. This is more to do with the species, rather than the planet type.

    • @taylorbufkin1591
      @taylorbufkin1591 Před 2 lety

      @@B3RyL I know but Montu never mentioned it

    • @B3RyL
      @B3RyL Před 2 lety +2

      @@taylorbufkin1591 He probably didn't mention it since this video covers world types, and not species, but I see your point. Although, not in the way you think. In a sense, when it comes to world habitability the Hive worlds are probably the best, since only hive minds can inhabit them, making them unlikely targets for conquering for any non-hive-minded species. With machine worlds you can get away with being a cybernetic driven assimilator or having robots with full synthetic rights at least, but with Hive minds the habitability is either 100% as a hive mind, or 0% as anyone else. If you spawn as the only hive mind in the galaxy, you can see how this gives you an unfair advantage.
      Though I agree with the Wet worlds being in the B tier, as gas is the resource that powers advanced science buildings. The more "free" gas you have, the more science you can do, so it definitely deserves a higher spot than on Montu's list.

  • @NineWorldsFromDrew
    @NineWorldsFromDrew Před 2 lety

    I was playing a Tree of Life Hive Mind build in an older version of the game last year, and building Hive Worlds across my empire eventually - since I discovered the Gold Disc early in my campaign, I decided as a novelty that I’d even turn nuked Earth into a Hive World as well! But a planet which I conquered in a neighbouring system DID eventually rebel somehow, and joined a rival empire, whilst in the middle of me terraforming it into a Hive World. The terraforming still completed, and…. nothing changed. I had expected all the pops on the planet would die, or something similarly hilarious. But nothing!
    Has this been patched, in later versions?

  • @DeimosLnk
    @DeimosLnk Před 2 lety

    Montu, thanks for the video. Why not to include barren / molten etc worlds and gas giants? And speculate about possible habitat types?

  • @eric3d2b
    @eric3d2b Před 2 lety

    Fun tidbit about machine worlds. If you terraform them with one organic non-cyborg pop, the organic pop dies, and you get a food feature that gives you +15 food a month.

  • @mariaveenema4337
    @mariaveenema4337 Před rokem

    xD I always pick wet planets, because Ocean and Jungle make the background look awesome :3

  • @brylythhighlights4335
    @brylythhighlights4335 Před 2 lety +1

    Tropical worlds are slightly better than other 'regular' wet worlds because they can't get the bleak modifier.
    Notwithstanding anyone else's guaranteed habitable worlds, this makes Tropical better than your other options for a starting planet!

  • @Restilia_ch
    @Restilia_ch Před 2 lety

    Titan A.E., nice clip source, amazing movie.

  • @sorg3ns
    @sorg3ns Před 2 lety

    Another thing worth mentioning is that ECUs take 10 years to complete too and that the unity districts will be even more important considering marketplace of ideas getting halved

  • @Nighthunter760
    @Nighthunter760 Před 2 lety +3

    Wet worlds are S tier becasue they're nice to look at

    • @B3RyL
      @B3RyL Před 2 lety +1

      Some people want to watch the worlds burn, others just like to look at the pretty colors. The galaxy is a diverse place.

  • @TheKarjee
    @TheKarjee Před 2 lety

    So many good things happen around tomb worlds, event wise. I hope they rework them with more buffs to pops that endure them. e.g. Radioactive Man.

  • @Xcallion
    @Xcallion Před 2 lety

    What was that animated film at the start where they were discussing naming a planet Bob?

  • @zestypigeon2729
    @zestypigeon2729 Před 2 lety +1

    Void Dwellers have many hidden benefits. The biggest one is that you can build starbases all in a line and build habitats around them and because all the starbases are in a line your whole trade network is 100% protected from piracy meaning its super easy to run a trade build and you can do consumer benefits for consumer goods so you can make all your habitats into alloy foundries (and with no consumer jobs you can go militarized economy and buff your alloy production with no negative) and with catalytic processing and a 1 bonus job on hydroponics (which food also has a higher base production per pop than minerals) you can print unlimited alloys and be incredibly efficient with your pops. But even if you don't want a trade/ catalytic processing build finishing and finishing the adaptability tradition tree unlocks the ability for your habitats with no resource to roll a new random one so you can get all the generator and mining districts you need very easily.

    • @B3RyL
      @B3RyL Před 2 lety

      Very good advice. When running a Void Dweller build you should generally think of your systems as huge planets divided into specialized "super-districts". And because you can build them almost anywhere, it's natural to keep them close together to maximize security and trade output. This naturally lends itself to having a very tight core sector where your pops reside, and as a result lends itself to a trade-heavy, dense empire build. Anything you can do to maximize your trade output will have enormous benefits when running Void Dwellers, simply due to the nature of this origin. But still, I agree you don't HAVE to run a trade build as a Void Dweller. The sheer fact your habitats are so close together has enormous security benefits (fortress habitats), and their flexibility is what gives you pretty much unlimited possibilities when it comes to running your economy.

    • @zestypigeon2729
      @zestypigeon2729 Před 2 lety +1

      @@B3RyL I recently tried a non trade non catalytic processing void dweller build where i had each habitat self sustainable. like 60% of my habitats were mining, 40% generator, and 20% industrial and research. Because I didn't have to spam hydroponics for catalytic processing it freed up building space and each habitat i did 1 administrator, a civi and alloy building, 1 hydroponics, 1 holothearter. Each hab basically broke even on civi production so I still would need to build factory habs to pay for the research ones, but each hab paied for its own alloy upkeep and had a surplus that went to building more habs,. I was really behind on research since I was building so many admin buildings but i was playing a casual game so If ur doing a more serious run then u can easily spam out research on each hab instead of a few specialized for research and when you roll a research hab u can just make them industrial and focus more on alloys.
      Honestly I think the more efficient build is trade without catalytic processing so you'll have a free civic for merchant guild and you can build more commecial districts without hydropnics taking up all that space, do consumer benefits so you get ur amenaties, ur energy, and ur consumer goods balanced and you can do orbital surveys on each hab just to roll mining districts, and all the other ones u can do trade and specialize into industry/research.
      I guess you could also do lithoid so you wont have to build any hydroponics but your growth would be super low and ud have to build more housing districts to compensate.
      Void Dwellers is always so interesting to play lol.

  • @Nirob615
    @Nirob615 Před rokem

    Titan AE was such a hidden gem of a movie. Whenever I bring it up no one has ever heard of the movie.