Let's Play Stellaris 3.12 - Voidforged Ep1 - Two of My Favorite Things

Описание к видео Let's Play Stellaris 3.12 - Voidforged Ep1 - Two of My Favorite Things

2200-2215

Robots can be void dwellers now! Two great small-footprint empire types that have both gotten wider recently, but maybe can still be small-footprint together.

Playlist link:    • Let's Play Stellaris 3.12 - Voidforged  

00:00 Intro, Machine Age!
00:25 The Plan, machine habitability (I'm not actually 100% sure they can do Life-Seeded, it's got Life in the name, but you get the idea)
00:58 Empire build, new civics (turns out Ascetic is actually also -15% amenities usage... has it always been that?)
02:18 New machine pop traits. Auto-modding traits do seem to work, it's just hard to tell.
03:07 New shipsets
03:29 Galaxy settings. I thought I forgot to switch empire spawn pattern to random instead of clusters but it is actually still set to random!
04:16 Loaded in, taking stock of the situation
04:34 Machine leaders have lifespan now instead of accident-prone immortality
05:03 Settlement pattern plan, discussion of machine habitability floor
05:37 Templating new habitability preferences is only disabled initially for certain origins, actually
07:40 Planetary development indecision
09:50 First guaranteed "habitable" I think
10:58 Initial agendas; sadly no Adaptability terraforming agenda for machines even though we have habitability now ):
11:24 Traditions, machines empire size modifier changes
12:02 Nanite vs Modularity ascension? Looking at the new ascension trees
15:40 Done talking about traditions
16:03 Habitat construction alloy-to-influence income ratio math
18:03 Tomb world cluster!
18:39 I bought Paragons so now I get to pick leader traits when they level
20:58 OK I might be over this whole "picking leader traits on level up" thing
22:41 Construction of first new hab capital begins in 2203
24:55 "Let's see where this goes" Forgets to give "Explore System" order -_-
25:22 Talking about my plan for planets - generator districts
26:43 Pretty much ended up calling which three systems were going to be my chokepoints. Also, first first contact starts.
27:24 Gateway in my expansion zone, score
27:47 Other empire confirmed, starting to look for their capital
28:28 Decision to keep the science ships working on opposite sides of my empire rather than pushing them both towards the other empire I've met, to make sure I get the chokes on my capital cluster. This was the correct decision.
31:07 Capital development indecision
32:23 Mollusc capital located, authoritarian militarists with relic world
33:30 Bad governor trait pick here I think; probably should've gone with build speed and upkeep reduction
34:32 Vultaum!
35:52 Meh society tech choice
37:50 Finished Expansion, took Imperial Prerogative as first ascension perk
39:04 Influence outpost math
40:08 Non-robotics using one of the new robot portraits? Puzzling.
40:32 Second contact
41:03 Physics choice, all good options
41:15 Third contact!
41:33 Engineering choice, Machine Templating will let us get good habitability on some of these planets (but not the tomb worlds)
41:50 Found second contact homeworld, egalitarian materialist bird-men
42:53 Science habitat colonization complete
46:39 Star with a 12 energy deposit? Guess I'm gonna build a Dyson Swarm this game after all
47:01 Tomb world cluster landgrab successfully completed
47:30 Second tradition, Unyielding
48:55 Third contact goes hostile
49:55 Ship designer graphical glitch
53:00 Communications established with authoritarian molluscs
55:55 First planetary colony up
56:43 Communications established with jerk individualist machines
58:50 Communications established with materialist birdmen
59:11 Start building third hab (2214)
1:00:12 Glitch where jobs from Simulation Site took a while to appear?

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