The base thought of this build comes from this math that a bio pop can have 100% habitability on a machine world and the brokenness of resource consolidation.
The Main Idea
Now, at the start, it might sound crazy. But I assure you that’s not the whole build. The reason why lithoid is important is habitability. Let’s walk through it. First Biological pops (unless they have the cybernetic trait) have a fixed 0% habitability on machine worlds.
The lithoid trait gives +50% habitability. The cybernetic trait gives 20%, along with the hidden bonus of +30% habitability on your homeworld. Meaning that with all these bonuses, you get 100% even without a preference modifier.
So back to the build, resource consolidation. One of the many quirks of this origin is that if you’re driven by assimilators, you get the organic slurry planet modifier. along with the super broken consolidated resources planet modifier. I’m rambling too much. Let’s get to the build.
This is the build before starting a new save.
- Civics: Driven assimilator maintenance protocols (this gives you plenty of unity for this build without having to use the following. 400 minerals in the early game, 2 pops that can be working other jobs (I say this because you will always need mat drones), and 360 building days, and a building slot).
- Traits: Toasters: Superconductive (since the bios will work science logic engines or efficient processors won’t help as much) Emotion emulators, Mass Produced, High bandwidth (or the other +2 trait point I forgot what it’s called) and 1 more +1 trait point Trait doesn’t matter to the build.
- Traits: bios Lithoid Cybernetic Intelligent scilanting skin natural engineers unruly and whatever +1 trait point.
- Origin Resource consolidation.
The Starting Economy Tricks
At the start, we want to strip out ships bare and make a science vessel. then we disable our uplink node on our capital. buy 100 minerals and start a generator district. change our policy focus to manufacturing focus. Then we send our starting science vessel to assist research on our capital. Now we start the real process. I’m going to break this into 3 sections Tech, Build order, and misc.
Build Order I ofc said start with a generator district this is the list of the order:
- Generator district
- Industrial district
- Malfunctioning replicator bay
- and 4x research labs, yes, four.
Two of the many shortcomings of rush builds are Tech and economy switch. Buying alloys instead of making a lot of them ensures an easy eco switch. This also gives us plenty of tech in around year 6.
You really only need 2 techs to follow this build, That is Blue lasers and Improved Corvette Hulls. at the start look at your starting tech choices. for Physics the priority is these techs in order from highest priority (top) to lowest (bottom).
- Blue lasers
- Global energy management
- Quantum theory
- Improved corvette hulls
- Standardized corvette patterns
For society, it’s really anything that goes but the best get is hydroponics farming. other than that it’s your choice.
This a section for small portions of the guide that aren’t big enough for a whole section.
The organic slurry gives you +15 food which you want to set up and monthly auto sells to get rid of this gives you + 10.5 energy credits p/m for free, that’s like a whole technician.
Once the generator district is done you will need to buy minerals for the next district. After that set a monthly auto-buy of 12 alloys 6 EC per
In the year 2205, you want to go to your home station and select the solar network module and replace it with a shipyard.
6 months later when this is done, go to the fleet manager and make a fleet of 33 corvettes. along with the fleet of corvettes make 6 hunter-killer armies on your capital. Once the ships are complete turn all of your shipyards into anchorages
once this process of militarizing is done. around year 8, go to your closest bio empire and set your ships on their border (in the system move the fleet right next to the hyper lane) then once they’ve arrived. declare war and go to the home system, take it over then either use your fleet to capture all the other systems they have or invade their capital and assimilate your first empire.
Once we’ve taken their capital we want to immediately destroy all agriculture districts and make a machine assembly plant. The goal of food is to live off of hydroponics farms and organic slurry. on your capital enable that uplink node.
Once we’ve won the war, we want to modify all of their stations. 2 solar panel networks, and 1 hydroponics farm. This will be a huge boon to your economy. Now their capital system’s station will be modified differently. as it will always have 1 shipyard, in order to maximize effectiveness. Build a second shipyard on their home system’s station. After this is done make more corvettes until you have 33, likewise make armies until you have 6.
Unity and Traditions
The unity part is pretty simple since unity income will be consistent. Start with supremacy in this order:
- Supremacy start
- Ship upkeep and naval capacity
- Ship build cost and Ship build speed
- Fleet command limit and admiral level cap
- Ship fire rate and orbital bombardment damage
- Starbase damage starbase upgrade cost and defense platform build cost
After this, it’s just expansion into prosperity (from here just choose one of your own volition).
And that concludes this Stellaris guide. Do you have any suggestions to improve this guide? Please let us know by leaving a comment below. For any other concerns, please reach us using the contact details found on the contact page.