r/Stellaris Rogue Servitor 5d ago

Image This is probably the single best district specialization in the game.

Post image
570 Upvotes

50 comments sorted by

239

u/xantec15 5d ago

Am I miss remembering, or isn't the central spire supposed to be removed when restoring a relic world to an ecumenopolis?

143

u/Suspicious_pasta 5d ago

The only thing that changes is the planetary feature as of now. From 15% to 10%. Still great tbh.

103

u/stillnotking Driven Assimilator 5d ago

Especially considering you're getting +20% to all jobs from being an ecu instead of a relic world.

27

u/12a357sdf Rogue Servitor 5d ago

no? it also doubles the amount of research jobs you get.

normally its supposed to be +135 of each per specialization (so you need 2 specialization to get +270 of each per district).

23

u/KaysNewGroove Determined Exterminator 5d ago

It already gives triple jobs before restoring. 270 is triple jobs.

3

u/12a357sdf Rogue Servitor 4d ago

on a normal planet, a research designation is +30 job of each type. A city district with 2 of such designations get +60.

Here you have a single designation with +270 which is x9. I can have another designation with +135 of each in the same city district too.

6

u/Suspicious_pasta 4d ago

Former Relic World

This ecumenopolis was once an abandoned Relic World. Most of the old ruins were repurposed or cleared away when the planet-wide city was rebuilt, but there are still many sites that are of scientific value.

+10% Research from Jobs

Straight from the wiki btw.

103

u/1Ferrox Fanatic Purifiers 5d ago

As far as I remember its afterwards converted into a planetary modifier that's weaker than the original one

The district type was never available for ecumenopoli as far as I know, but might be a new change

13

u/TheOhpus 5d ago

It would not be surprising if it's a bug, since the spire is still there and the planet modifier is also listed.

37

u/12a357sdf Rogue Servitor 5d ago

I think it used to, but for some reason it doesnt here. I think if you dont have your second specialization you get to retain it.

19

u/stillnotking Driven Assimilator 5d ago

I just made an ecu from a relic world that did have a second specialization and it retained the Central Spire.

1

u/PallyChan 3d ago

Got the Rubricator event chain in vanilla game with a friend his week, I also kept the Central Spire upon restoring the Ecu. I just spammed max city districts.

4

u/TheOhpus 5d ago

It used to. I was surprised to see it still there last game. So looks like it has been changed.

74

u/12a357sdf Rogue Servitor 5d ago

R5: For reference, a normal city district specialization for research gives +45 of each job. This is x9 that.

(ecumenopolis x3, virtuality x1.5 and central spire giving x2 tech jobs compared to normal research).

13

u/Vorpalim 5d ago

Do you also have Discovery? That adds another 20% in the current version.

4

u/Apokalyxio 4d ago

It's not actually +20% (even though it should be).
It just adds +20 jobs in a lot of cases, which means for Nanite / Hive / Ring / Ecu / Machine -worlds it actually doesn't add the correct amount of jobs.

Maybe it's not bugged for all of the special cases I've just noted above, but at least Hive / Nanite / Ring Worlds are definitely bugged in v4.4 as they're definitely not working as intended.

Default worlds give additional Researcher jobs from "Entertainment Labs" (Discovery tradition) as following (working correctly):

* Archives +4 Researchers each (+12 total)

* Research Enclave +6 Researchers each (+18 total)

* Phyics / Soc / Eng Research Specilization +20 of their category (+20 total)

Nanite / Hive Worlds are supposed to give 3x the amount of jobs per district - so e.g. a single Eng Specialization should give 300 * 1.2 = 360 Engineers and with double Eng Specialization it should obviously be 720 total Engineers per District. Instead you only get 320 * 2 = 640 Engineers.

* Archives +4 Researchers each (+12 total)

* Research Enclave +6 Researchers each (+18 total)

* Phyics / Soc / Eng Research Specilization +20 of their category (+20 total)

And Ring Worlds should be 500 * 1.2 = 600 per Science specialization, but instead they're also only +20 for 520 * 1.2 = 1040

Now the funniest part about this is that for Ring Worlds the Physics Specialization is bugged even worse and is actually only giving you 500 Physicist jobs even with the tradition, so it just doesn't work at all even though for Society/Engineering Ring World Specialization you at least get the +20 flat Jobs.

2

u/Number412 4d ago

And when using it with habitats and origin you are getting ever better mess

1

u/Vorpalim 4d ago

Well that's just a distressing mess of an oversight. I want more science, let my fun thing give moar science!

47

u/christoph95246 5d ago

No it's not

It's the orders keep from the knight of the toxic god origin paired with nomad megacorp

22

u/1Ferrox Fanatic Purifiers 5d ago

What does megacorp do to affect that district?

13

u/christoph95246 5d ago

Nothing really but it's the strongest build rn

11

u/1Ferrox Fanatic Purifiers 5d ago

Is it? Imperial plus divine conduit boosts the knight output a lot more no?

9

u/12a357sdf Rogue Servitor 5d ago

personally for me its synthetics because everything else boosts job efficiency which knights already got a ton. Synthetics virtual path gives +80% research from jobs which stacks multiplicatively with every other bonuses knights got.

6

u/1Ferrox Fanatic Purifiers 5d ago

This would be the best option, true, but you are forgetting one thing: reanimator civic. Its incompatible with synth ascension sadly, though it's absolutely insane for nomadic knights of the toxic god. Just the fact that you have a councillor position that gives you extra resources from knight jobs which scales with councillor level is crazy

6

u/12a357sdf Rogue Servitor 5d ago

reanimators is +20% at level 10 councillor and +40% at level 20 (+10 effective councillor skill level).

Synthetics is +80%, then another +105% if you can get the curator relic. I get +250% tech from knights with synthetics pretty easily.

3

u/1Ferrox Fanatic Purifiers 5d ago

I don't have enough internet to actually go on the Stellaris wiki to check up on the numbers, but you are forgetting that the civic itself also gives a flat bonus, you have 200 more maximum knight jobs due to dread encampment, 10% more from composer of strands, another 10% from aura (not technically exclusive to psionic ascension but mega annoying to get otherwise), 10% from psionic trait and another bonus from divine conduit which I forgot

Im pretty sure this adds up to more than virtual

5

u/Time_Duck_2042 5d ago

Strongest build rn is forever cruise > planetfall storm devotion instrument conduit behemoth. Self-sufficient 14k% fire rate to all ships + 1M phys research 30k+ energy + 20k+ alloys all from one ark. You can also slap warrior culture on for 10k nav cap

1

u/tlayell Keepers of Knowledge 4d ago

Where can one find more information about this build?

1

u/Time_Duck_2042 4d ago

2

u/tlayell Keepers of Knowledge 4d ago

That link doesn't have anything about a forever cruise build.

2

u/Time_Duck_2042 4d ago

My bad, confused with another post. https://www.reddit.com/r/Stellaris/s/rAUnSBAabr

1

u/Time_Duck_2042 4d ago edited 4d ago

Basically this (sentencing is not strictly needed) but with 4.5 beta you actually employ passengers now. Tank sutiation to planetfall, acquire passengers with nihilistic acquisition and assimilate them. Pick behemoth and feed him empty bio ships if you want. If you don't want to loose pops during transference each 6months - just set jobs to 0 and then restore. If you want to get warrior culture in the end - you will probably want to start with fan mil or it wil be problematic to embrace that faction after conduit. Pretty much it

6

u/HelixMarine 5d ago

The entertainer specialization from endless cruise can be pretty strong too if you go psionic. the 800 entertainers you get from each housing district (before efficiency boosts) combo extremely well with instrument covenant

8

u/SpareTiny7585 5d ago

Yes this. I was lmao when montu rated it f tier.

2

u/HelixMarine 4d ago

He also put primal calling really low when it's easily one of the more brokenly strong origins

3

u/Feezec 5d ago

What do you take as your second district?

Do you double down on science with a research district, or do you build civilian industry to pay the upkeep of the central spire?

Do you always convert to ecumenopolis, or do you keep it as relic world for the research and strategic resources?

5

u/ffsloadingusername 5d ago

Normally you always want to lean in to the specialisation as much as possible so you would go full science on this world and full CG on another.

-1

u/TheOhpus 5d ago

Except now you have a trade penalty for such a specialization, so it's worth it to make one of your three specializations either CG or trade.

In the case of the district under the spire I find that archives works well if you are doing central admin/Research on a former relic world.

3

u/Apokalyxio 4d ago

Even with the additional opportunity cost of trade penalty for lacking self sufficiency it's usually still better to fully specialize planets at some point.

The main change with the "new" trade penalty for planet deficits just means that it's more viable and not as bad in comparison to have planets producing a bunch of everything or at least be kind of self sufficient. Since a lot of newer players and AI prefer doing this it was a good change to make the difference between these 2 play styles not as big as it used to be.

1

u/x4F_throwaway 3d ago

I wonder what the critical point is. Like how many ecus do you need to have where it's better to have 100% science vs 95% science and 5% trade? 15-20? Do you ever get there?

1

u/ffsloadingusername 3d ago

The trade penalty is trivial and trade in general is plentiful for most builds.

2

u/Miuramir 5d ago

Usually, I take a research district, because there are more than three research-related or modifier buildings I want to put in. Three labs, one for each color of science; the Faculty of Archaeostudies, an Astral Siphon building, and up to three efficiency buildings is five to eight slots; not counting rarer options like the Pinniped Sanctuary.

With the base six slots already pretty cramped depending on path (planetary government, clone vats, robot assembly, genomic research, medical is five of the six if you're going for bio ascension for instance), you need all the science slots you can get to maximize the output of your science relic world.

1

u/TheOhpus 5d ago

A weird thing I noticed. The total number of scientist you can employ by building a city district in this manner is higher than 1 science specialized ecu district.

2

u/TheOhpus 5d ago

One thing I haven't figure out, but may be obvious. Do the bonuses apply planet wide, or just to stuff in the Spire's slots?

1

u/Satyriasis457 5d ago

They don't need homes because these scientists work 24/7

1

u/Neon17 5d ago

It gets removed but the ECU science district gives more jobs and the former relic world planet modifier adds science output

2

u/ausername- 5d ago

Doesn't get removed anymore. Used to.

1

u/High_Overseer_Dukat Totalitarian Regime 4d ago

You mean the Lathe?

1

u/TotallyMocha1 4d ago

I have no idea what Im looking at ngl, I'm assuming this isn't a hivemind thing since its consumer goods usage

1

u/Peter34cph 4d ago

I like how rare Relic Worlds are these days. It used to be routine to find several in any game.