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Скачать или смотреть 100+ Resources Year 10 With NO WORKERS - Stellaris 4.3 Open Beta Playthrough

  • Aktion
  • 2026-02-10
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100+ Resources Year 10 With NO WORKERS - Stellaris 4.3 Open Beta Playthrough
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Описание к видео 100+ Resources Year 10 With NO WORKERS - Stellaris 4.3 Open Beta Playthrough

Hey Commanders! We're kicking off a brand new playthrough in the 4.3 Open Beta with The Ultracorp - a megacorp build that's absolutely dominating the early game in ways we didn't think were possible.

We managed to hit over 100 of each basic resource by year 10 in this episode. That's 100+ energy, 100+ minerals, and 100+ food. And the craziest part? We're doing this with NO WORKER pops. Zero miners, zero technicians, zero farmers.

Our strategy revolves around a niche megacorp build that nobody else is talking about yet. We're using trade hubs on our starbases to generate over 500 trade value in the early game, which we then convert into our basic resources using the special Worker Cooperative civic. This completely bypasses the need for worker jobs and lets us specialize our pops into specialists from very early on.

We're also playing on a size 30 Gaia world - extremely unique Origin (Life Seeders) - which gives us incredible early game powerspike for our economy setup. Combined with our trade-focused approach, we're generating resources at a rate that feels almost broken in patch 4.3, but we still need to scale this up for beating the crisis later on.

Later in the episode, we face off against a Fanatic Purifier with advanced start. This is normally a death sentence in the early game, especially in 4.3 where everything got nerfed. But with our economy already pumping out massive resources, we managed to build enough fleet power to not just survive, but completely defeat them.

This is episode 1 of our Ultracorp series where we'll be testing just how far we can push this megacorp strategy in the 4.3 Open Beta. The devs have made major changes to economy, mining stations, and trade mechanics, and we're taking full advantage of all of them.

Our build guide is in the description if you Commanders want to try this yourself. We're using specific civics and ethics that enable the no-worker strategy, plus some lesser-known trade mechanics that most don't optimize properly.

We'll be uploading this series regularly as we continue testing the limits of what's possible in 4.3. No other Stellaris YouTuber is making content on the open beta yet, so we're essentially discovering the new meta in real time with you.

If you want to see how broken trade megacorps can be in patch 4.3, or if you just want to watch us dominate the early game with an unconventional strategy, this series is for you. Let us know in the comments what you think of this build and what you want us to test next.

Thanks for watching Commanders, and welcome to The Ultracorp!

Our Build:

Civics:
Worker Cooperative + Trading Posts

The Worker Cop. allows us to have the mutual aid trade policy, which converts our trade into energy, minerals, food and unity, alongside keeping some of the trade for ourselves. This means that with enough trade value, we can completely negate all of our worker population. On top of that, worker cooperative does not allow elite population, so we're literally with only one strata to maximize.

The trading posts is a unique strategy I'm doing using the trade hubs to boost up our trade in the early game. Later on it's definitely going to fall off a little, but for now it serves a good purpose.

Ethics:
Fanatic Xenophile + Egalitarian

Fan. Xenophile grants us more trade value and increases the chance to establish embassies, which we need to form commercial pacts and establish our branch offices. Egalitarian is needed for the Worker Cooperative and also buffs our specialists, the only strata we have basically.

Traits:
Thrifty + Unbreakable Resolve + Rapid Breeders
Non-adaptive + Repugnant

Thrifty for trade, unbreakable resolve for more stability, which in turn increases trade, rapid breeders for more pop, since it's always our bottleneck.

Non-adaptive is a free pick since we have the gaia-world preference, thus we either have 100% habitability or 0% always anyways. Repugnant is a free pick since we don't have any elite population.

Origin:
Life Seeded

Megacorp authority has +50% empire size from colonies, so we want to establish colonies only on good planets. This is by far the best planet to start with in terms of general output, since we have some special planetary features to produce all types of rare resources later on.

Ruler:
Official with Principled trait

Pretty standard, we want more stability to get more trade value and also once the officials reach veteran level, they can acquire a trait to increase trade value empire wide.

My socials, feel free to contact me:
X - https://x.com/the_aktion
Discord - @the_aktion
Invite link -   / discord  
Reddit -   / the_aktion  

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