Stellaris - Necrophage Origin Mechanics
Video Statistics and Information
Channel: ASpec
Views: 161,040
Rating: undefined out of 5
Keywords: Stellaris, Origin, Necrophage, Necroids, ASpec, A_Spec, Parasite, Undead, Halloween, DLC, Expansion, Species Pack
Id: hhPfunGedo0
Channel Id: undefined
Length: 13min 5sec (785 seconds)
Published: Tue Oct 27 2020
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Thing that caught me completly off-guard is the fact you can combine necrophages and fanatical purifiers to have pseudo-assimilators.
Idle thoughts about how I see these guys working out:
The pop micro doesn't look to be too bad. You need enough necrophage pops on each planet to work the ruler jobs, and you want enough pops of other species to have them take all of the worker jobs; your room to maneuver consists of the specialist jobs.
Someone in the Youtube comments mentioned that the Chamber of Elevation has an upgrade, I believe on a midgame tech, so you probably don't need to worry about not having enough pops of the necrophage species, or about lacking amenities on mid-sized planets. Whether the upgraded building adds more Stability, I don't know.
Making the necrophage species a Lithoid seems like a pretty obvious choice, given that you mostly want to ascend them, not grow them naturally; in fact, non-purifier builds probably specifically don't want their necrophages to ever reproduce naturally. And at the same time, you do want a few of them on every planet, so Lithoid habitability is great for them.
There's not that many traits that you really really want on the necrophage species other than that. You don't need Charismatic, you don't need growth, you don't need any worker-stratum traits. If you go Lithoid, you can't even spend points on habitability. Intelligent and a science specialty trait are always good though, of course. I think this might be the first time I end up playing with traits like Quick Learners or Traditional.
(And on the topic of necrophage traits, based on the dev diary, the prebuilt species is going to have Very Strong... yeah, Paradox deliberately makes prebuilt species with poor synergy, but wow, it's just rude to waste trait points like that)
All in all: Seems nice, not bustedly powerful, fine design overall. Well, I say it's not bustedly powerful, but you can perfectly well just add Necrophage on top of the slaver technocracy build, or maybe swap in Xenophobe instead of Authoritarian. You'll lose 15% of your slaves' output, but you can enslave entire species instead of only 40% of them.
So, we will see whether pop growth mechanics were slightly changed but as of now I would strongly disagree with Extremely Adaptive or Lithoids.
If a species has below 60% habitability the game does reduce its "growth weight", meaning will grow it less often. You don't want a species with -75% growth to ever grow naturally but only with their special mechanics. For this reason you want to keep Necrophage's habitability low. Since you're going to only have ruler pops be Necrophage the higher consumption of food, CG, lower production etc. doesn't change much anyway since most of what ruler pops do is "produce" Amenities. But Amenities is technically not production but a modifier to which production bonuses/maluses don't apply. So having 0% habitability on Necrophages mostly means paying double the upkeep for like 2-4 pops per planet. Which is like irrelevant.
You could of course select other species to force-grow them but that comes with -20% pop growth. You could enact population controls for your Necrophages but that means -10% happiness for your ruler pops.
But again, we will see whether mechanics/numbers were changed.
I take it that (Extremely) Adaptive or Lithoids would make more sense for the Fanatic Purifier variant as you won't have xeno slaves for everything.
it seems a shame to me that all necros have bonus leader and specialist output with reduced worker output, I guess if I wanna play as a horde of zombies I gotta be a hivemind devouring swarm :/
So how are we feeling about Leader Cap on these guys? I guess not great because people don't particularly love Leader Cap on Gestalts with their functionally immortal leaders, but I am eyeballing Philosopher-King a bit anyway.
Canβf wait for it to be thursday already!!!! I want to play as a hive mind and assimilate them into my collective. We Will Endure.
I just started a Necrophage game and my strong docile "Subservient" pops start with the specialist jobs and all of my immortal wise weak necrophage pops are stuck as workers. This is not what I expected and seems like it shouldn't happen.
I have some mods but none that do anything with jobs or pops.
Anyone else have this issue?