Everything You Need To Know About The Clone Origin

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in this video i'll be telling you everything you need to know about the new clone origin it's incredibly fun to play warning spoilers to the clone adventuring will be discussed here clone origin is unique origin added to the lem update this origin is an early game powerhouse due to the unique mechanics of the clone bats but they can only sustain 20 pops per vat and your empire can only have 5 empire wide the origin also gives your leaders bonuses such as 25 bonus to ship fire rate and minus 20 ship upkeep and further unique buffs depending on how you go down the event chain clones have a minus 40 year lifespan but gain 50 army damage however it is easy to get overwhelmed by unemployed pops if unprepared and can be difficult to transition into mid to late game once you've reached the maximum pops of 100 depending on your event chain with this origin there are two main event paths that you can take each of which moves the leader lifespan of nif one is to embrace the clone origin this will give you huge buffs to your clones but limit your clone population to 100 for the rest of the game these buffs include habitability resources from specialists and rulers to your armies and buff your ship fire rate to 35 and reduce the upkeep by 35 percent the second path is to abandon your clone waves and embrace reproduction oh you're like moving your clones by reducing army damage to 20 and your ship fire rate to 15 and upkeep to 10 the latter is definitely the safer option but in the right hands the former can be extremely strong as this game has lots of options i've listed out some recommendations for choices in two ways things that are a must and others that you can choose i'll be assuming you want to go down the chad choice of no reproduction as these bonuses are glorious ethics the starting place of all empires a must is some form of militarist the origin is aggressive and why wouldn't you want to stack fire rights now in my opinion you have two main choices spiritualist or materialist spiritualist is great for the unity boost and has a great ascension path which the clones can take full use of the second choice is materialist this is great for tech crushing and can supplement your lonely 100 clones with some robot friends when your planets fill up the only downside to this is the ascension but you can only take the first one as becoming a robot removes the clone bonus completely now on to civics functional architecture two building slots reduce building and district cost what else do you want for a fast growing empire this is a must others can be anything from distinguished admiralty which stacks even more fiery ugandan mechanists technocracy my personal favorite because i'm a dirty dirty tech rusher i love me some tradition trees and even though it's been left you can still make it work a new civic masterful crafters which gives a nice blend of research and building slots all deaf cult because you want to be different and it's a very funny meme make clone sacrifice clone get chad bonus do we take prisoners i don't next up your authority i recommend imperial or oligarchy apparel is great for that sweet extra edict slot you can get those capacity subsidies and research subsidies without the sprawl costs or oligarchy the faction influence gain is very nice for your conquering spree or if you're a death cult you're gonna need a bunch of influence for the insane buffs now onto your species traits as this is an early game empire tech crashing is important so for that reason you should get intelligent and traditional others can depend on how you play natural engineer can boost your military attack rush even further charismatic can nullify the annoying early game amenity debuffs or ingenius is great if you want to abuse energy grid plus capacity subsidies but note this will drop off later game because you want all your clones working specialist jobs instead of worker jobs leave that to your slay i i mean robots for negative traits take your pick from deviant because who really knows how governing ethics attractions really work solitary the housing is literally never an issue and really if you don't care about sprawl and sedentary because you're evil and no one will want to move to your world and you barely have to resettle lastly you need to select ocean world because that's where clones are made and you get an insane bonus of zero percent extra production to close so i will tell the truth i'm joking assuming two guaranteed habitable worlds we will be making our capital into a research haven with two total vats our biggest guaranteed world into an industrial powerhouse with two vats and a smaller into our raw resources now you know the plan how do we get there we're going to run through the section quickly as i have two videos talking about early game mechanics watch after this video if you're confused first fresh your planet down with your science and construction ship check which one's bigger and go for that one empty your ships for free allies oh look at those alloys tell your allies and spare food and buy consumer goods well done two months in you're building your first corny ship disable your admin office it's useless right now we're below our cap and they're costing you sweet consumer goods switch to isolationists so your unity gain is stonks panic balance your economy by buying at the maximum 52 minerals 26 consumed goods and 13 alloys monthly don't inflate the market sell any spare super goods and food and allies if you really have to if you're difficult you can activate bonuses when you're ready to oh look at those bonuses build only research labs sell your minor artifacts if you find your precursor look at the money try and change your governor into a science lab or district land science also check your science in case you have someone who's better at excavation who is really smart if you get hydro bay bam them out any resource you can get without using someone to work do it sell all bonus food do it do it do it do it do it hi groupies have spare jobs d prioritize the useless guys like clerks and enforcers but make sure your stability is above 50 now the general early game buildup is out of the way let's talk about clone specifics are you settling a new planet don't let it die you'll never be able to re-inhabit this planet don't ask how i know this tradition trees your discovery theories for a filthy tech rush all prosperity can allow you to build more if you are technocracy i highly recommend going discovery the upkeep reduction extradition supremacy you will murder everyone the next tradition trees i leave to you choose what you need in your situation i believe in you you can do it prosperity if you haven't gone down is good and so is merchandise make sure you have a scientist ready to do your excavation as soon as possible and even try and get the traits that are better for it if you don't get a scientist with an excavation tree switch to your highest level scientist to do it even quicker this influence is great if you're playing difficult as you can keep spamming bounty which gives you more raw resources eighteen percent next tip never lie when you get the choice to lie choose not to the buffs look good they all come crumbling down good things happen to good people with this freed up scientists you can now assist research now on to the choice to become clone or to breed if you choose you want to breed wait until you've got 100 clones there's no point getting rid of those juicy buffs that you already have so you should utilize them while you can i do recommend the chad option though of embracing the clone potential this gives insane buffs and your planets are fully built to utilize them get around your pop cap use robots or slaves to work all worker jobs on your planets so your chat clones can give insane output on specialists and ruler jobs we have ascended to the fullest of potential attack will rock it up along with everything else good one scientist produces 24 tech oh yeah now from here you can expand if you're playing on multiplayer with a 30-year timer you can keep getting tech either destroy a spam or you can even get cruisers produce lots of alloys using your insane clone pop growth speed which we can't even keep up with at the minute some random tips from a save i was playing before remember to get rare resources like exalted gases moats so that you can use your edict buffs like shield boost fuel etc this is sometimes totally told by players if you don't get the lucky spawn you don't build them i've totally not done this before once you have an income of one a rare resource is now available to buy so you don't need to buy loads of them you also have access to clone armies which are stronger and cheaper than normal armies that means screening for your fleets is even cheaper don't know what i'm talking about then watch this video where i explain this exact concept
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Channel: Ep3o
Views: 33,336
Rating: undefined out of 5
Keywords: Ep3o, Ep3o stellaris, stellaris, Stellaris tips, stellaris tips and tricks, stellaris tips and tricks 2021, stellaris tips 2021, stellaris gameplay, stellaris guide 2021, stellaris guide 3.0, stellaris starting guide, stellaris tutorial, stellaris tutorial for beginners, stellaris tutorial 2021, ep3o stellaris, paradox interactive stellaris, stellaris clone army, stellaris clone origin, stellaris clone tips, stellaris clone tutorial, how to play clone origin, stellaris clone
Id: QRHjJ2IF45g
Channel Id: undefined
Length: 8min 6sec (486 seconds)
Published: Sat Sep 25 2021
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