Stellaris: Federations – Machine Guide (How to Survive)

This survival guide for the machine will show you some tips for Stellaris: Federations (Origin).

Machine Guide

Quick Tip

First of all, a quick tip about the housing district names:

  • Nexus districts are for planets.
  • Habitation districts are for habitats.
  • Nexus segments are for ringworlds.


Alright, let’s get into the tips!

1) Nexus districts have in fact been buffed, they give more maintenance jobs now. I assume the same has happened to habitats and ringworlds.

2) Ringworlds are bread and butter for machines now. One nexus segment gives an absolute crapton of amenities. Then you can fill it with buildings to your heart’s content. After these tips, I’ll post some screenshots of builds for planets, habs and ringworlds.

Also, ringworlds are easy to hit 80 pops on, which is really important now. See tip 3!

3) What I initially thought was a nerf, they removed some replicator jobs from the main building. From tier 1-4 it went like this: 2 > 3 > 4 > 4. But now, it goes: 2 > 2 > 2 > 4.

This initially seemed like a nerf, but they have in fact given us an UPGRADED ROBOT ASSEMBLER! Once you have the 40 pop building, you can upgrade, taking it from one to THREE replicators!

So, with the robot assembler factored in, old replicators were like this: 3 > 4 > 5 > 5
But now it’s like this: 3 > 3 > 4 > 7

So it’s less of a nerf and more of a rebalancing. A bit slower at first, but once you get to 80 pops it’s faster. And don’t forget about habitats! Even with an assembler, habitat pop growth was pretty bad. But now, it’s great! The habitat building itself hasn’t changed, but their pop growth has DOUBLED by the end, from 2 to 4. And you only need TEN pops to upgrade the habitat building- and then the assembler!

4) The +20% Amenities trait is S tier now. It’s absolutely required. It makes maintenance drones give 5 instead of 4 amenities. Trust me, this is a huge effect on the balance of pops-to-amenities ratio.

5) The prosperity tradition tree! DON’T OVERLOOK THIS! It has a new finisher effect that gives 1 maintenance drone per 20 pops, so with the trait that’s 5 amenities per 20 pops. Each pop uses 1 amenity. THIS IS HUGE! This is what lets you fill out your planets. Plus, the other bonuses from this tree are pretty good. Take this one pretty early, 2nd or 3rd tradition.

6) Resource silos! They give 1 maintenance drone. They did this before, but I never used silos, did you? Why would you when we had maintenance depots? But now you don’t. This is your new maintenance building. It’s the ONLY building that gives any maintenance.

What is this good for? Mineral/energy planets/habitats! Fill up all those building slots with these things! It’s thematically appropriate anyway.

7) Research consumes energy instead of minerals now. This is EXCELLENT! Because energy is the spammable resource, via ringworlds, minerals are more limited. Basically the late-game goal is to alternate energy and research ringworld segments. All your planets and habitats should be focused on minerals.

8) This isn’t specific to this patch, but I’m going to leave this here anyway. Use the manufacturing economy policy! It’s the best, no questions asked. If you really want to read through the math and testing I did on this previously, feel free to have a look through this thread. But you should just take my word for it. You should switch to manufacturing just as soon as your economy can handle it, within the first 10 years, and never change it back.

Build Screenshots

Now for some build screenshots.

1) I experimented with trying to have a ringworld with no nexus segment.

With: see image

Without: see image

One build uses 60 fewer people, and produces 1k more research! While at first glance it appears to have some problems, actually… it’s totally fine. Slight overcrowding, slight amenities shortage, slightly low stability… it’s all fine. It all equates to a -3% resources buff. When you’re saving 60 pops on the build, I think it’s definitely the better way to go.

Sure it doesn’t account for its own rare resources as well as the other build, but that’s what mineral worlds/habitats are for.

2) Now for habitats. Here’s a screenshot of my maxed out mineral habitat:

see image

Those two tiers 4 buildings are (first of all not actually tier 4, that’s a mod being outdated) the new unity building. You can swap these out for the admin building instead as desired, they both use crystals. Or you could remove all the extra housing and those buildings if you want a less energy heavy build.

Here’s a build that just focuses on the minerals:

see image

You’ll notice it actually makes a few more minerals, because the amenities are higher, and it’s not making crystals.

These are just rough guidelines to give you something to start with! Tweak them as you see fit! Maybe swap out a resource silo for a crystal refinery or something:

see image

3) Finally, planets. I’ve got a couple of screenshots.

The first one, I just barely managed to get it to 80 pops to upgrade the main building. The second one, not quite. No big deal, but I went ahead and took screenshots of both examples. What’s exciting is that you can in fact go without any city districts! You just really need to spam those resource silos.

by Varlun

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