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Zardnaar

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A few people seem to be struggling with the economy and a few other things in Stellaris. IN general regardless of the difficulty level you should be able to do alright as long as you have the 2 guaranteed worlds things turned on. Only on the higher difficulty levels with aggressive AI and a crap start should you have any drastic difficulties.

First things first I make the following assumptions about 2.2/Megacorp.

1. Population growth is key. More pops= more resources, more resources= less economic problems.

2. Tech is key, rushing tech is better than focusing on and rushing unity.

3. Early on prioritise basic resources over specialist resources. This is because if you have some economic problems you can sell minerals/food etc. Build to many mineral conversion buildings and you run out of minerals you are gonna struggle to created more basic or advanced buildings and might even struggle producing enough consumer goods. AKA the economic death spiral.

4. Ecumenopilis are very very good even if you create a small one early on (size 10-12). Late game they are key to having a massive fleet (1 million power+). Earlier you get one the better things are (example Fen Habbanis).

The best traits, ethics,civics etc.

For the most part I don't think this matters to much it comes down to personal preference. I think Democracy is weak and I am not a fan of egalitarianism (shared burdens is great however). Mitigating any draw backs is also key such as deviants+ spiritualist or repugnant+ agrarian idyll.There are a few that stand out however.

Traits
Rapid Breeders. Pop growth is key.

Agrarian. Food is valuable, changing your food policies and enabling decisions= faster pop growth.

Natural Engineers. The techs are heavily weighted towards engineering that gets the least amount of buffs to research speed (black holes for physics, gene clinics etc for social).

Intelligent. Research is very important now and you want to get key techs like roots, droids, terraforming, and pop growth boots ASAP.

For civics any of the special requirement ones are great (eg technocracy, exalted priesthood, aristocratic elite, shared burdens). Ones that are better early in the game are great while others are better off as your 3rd civic (eg aristocratic elite, Byzantine Bureaucracy as 3rd pick, technocracy/exalted priesthood 1st pick).

Rushing unity is usually a bad idea (unless you focus on tech as inward perf/exalted priesthood) this is because a lot of the good perks are tech locked behind requirements. You don't want to tank unity either just don't get to carried away on spamming it early. Anything that reduces influence, give more influence or makes edicts last longer are also good. The techs that grant edicts for farm, minerals and energy are very good.

What Ships To Use?
At a most basic level use corvettes early, Cruisers in the mid game and battleships late game. Destroyers are mostly trash and are worth skipping IMHO. At an advanced level you can focus on anything and you can easily conquer the galaxy using cruisers or even in the late game take down AFEs and the crisis using cruisers. But you need very specific builds if unsure about what to do use about 1/3rd kinetics and 2 3rds energy and a 50/50 split between armor and shields. Kinetics tend to be good vs shields and lasers/plasma are good at chewing up the hull. BBs can hit corvettes late game with certain builds or you can add smaller weapons on them to hit them. AI builds are so bad it doesn't matter to much what you use as long as you don't build complete crap. If you know how to design a counter fleet do that but defaulting to a decent vs everything build is not to bad as you might get hit by multiple enemies and your counter ships for A might suck vs B. Don't use missiles generally- there are exceptions but if you don't know them don't use them (this is a simple 101 guide).

So What To Build First?

Generally I build a energy then food district then a unity building then research on my home world. Things like robot factories, gene clinics, clone tanks and the various unity buildings should be built early. The exception being your 1st 3 worlds world 2 should probably have a forge or 2 on it early, world 3 will probably need civilian goods. Anything that generates/reduces consumer goods are good early. Pay attention to policies you use early on but you want to save up 1000 food to enable the pop growth decision your capital. The trade policy that produces consumer goods is also great. Anything that will let you build a gene clinic, unity building and perhaps a research lab without having to build a civilian goods plant early is good. If you are under little pressure shipping off new pops to world 2 and 3 until they hit size 10 is also good. You will delay developing your homeworld but overall will drastically accelerate your empires early growth. I only build forges on my homeworld if I have one of those interesting starts where I have a close by genocidal empire and there will be early war. Not that early on you can't actually build research building on your colonies but you can build forges and civilian fabricators until you upgrade your capital. This is another reason why I put research buildings on my capital. After that I tend to specialise key planets, planets with an even spread of districts or few districts tend to be turned into urban worlds with various good stuff located on them. Good stuff mostly being whatever I need at the time.

Exploration is Key.

How many scout ships is to many? The correct answer is more. A lot of players tend to build 3 or 4, I usually go for more like 8-10. This is the main reason I build an early energy district. Yes I know food can be sold but food is often being spent early on paying for growth boosts on my colonies that are more important IMHO than selling for credits on the galactic market. See previous point about growth is key. In my last 4 MP games I have always gotten my precursor events before the other players (Fen Habbanis X2, Yuht, Cybrex). Fen Habbanis is obviously the best (and broken/OP), Cybrex Prime is the worst one. Yes you read that right if you can afford megastructures you have already won the game for the most part, Cybrex Prime is win more. The Yuht and Irassians are better because their systems usually contain X5 gas, X5 alloys, X10 research of each category and 10-13 energy. Being able to use that gas early on to power research stats in infinitely more powerful than repairing a ringworld in 100 years time. In 4X games expansion is always key and in Stellaris that includes expanding your research. Getting key techs early is always better than later. Exploring rapidly finds you more anomalies, finds choke points, and locates AI empires ASAP.

With scouting I also tend to bypass early anomolies as I am scouting for choke points. Follow on ships can crack them open. I usually try and hire a +33% or +50% anomoly research scientist (or 2 or 3). Think blitzkrieg the more stuff you find ASAP the better. Only crack anomiles early if they are very low level/quick or if they are a precursor one near an AI empires border. Its not about how fast you crack the 1st anomaly but how fast you locate them and then crack IMHO. Bypassing them early also gets you more mileage out of the Reach for the Stars edicts which you want to run once or twice early on.

The 1st Idea
I almost always go for expansion. This is because it has to many good things that help you early. More pops, 10% growth rate, reduced influence cost of star bases, and even the administration efficiency boost matters early. I usually take reach for the stars, colonization fever and a new life.

The 1st perk.

For me its mostly a choice between 2 options. Interstellar Dominion or Executive Vigor. Your early scouting basically tells you which one to pick. If you have lots of room to expand take ID, if you get blocked in take Executive Vigor. Both in effect let you use more influence.

Minerals Are Important.

Well duh but this is also key. If in doubt about what to build more mining districts are always good. This is important if you want to rush an Ecumenopilis as 20k minerals add along with building a lot of city districts. This is why sometimes my 1st Ecumenopolis is often a small one (if I don't find Fen Habbanis). A small Ecumenopolis is worth way more than a large one 50-100 years later. Think how good Fen Habbanis is with 6 districts vs one you built with 10. A small Ecumenopolis tends to feed into a larger one later on anyway as you won't have to refine many allows or civilian goods from minerals (maybe only 1 forge and industrial world needed).

Ascension Perks.
Biological Ascension is by far and away the best perk IMHO. This is because you get cloning tanks and later on you can engineer rapid breeders on there as well. If you're a Xenophile Xeno compatibility is also great (+1 traits, +1 trait points, 20% growth speed, 33% immigration). Compare these growth boosts to a spiritualist psionic empire who may skip robots (to keep factions happy). Put simply you will end up with double or triple the population.

Zards Easy Mode Empires.

These are the ones I think will be good for new players to mess around with. Or if you are struggling with the mechanics. Generally materialists are good at tech, spirtualists are good at unity, and Xenophiles and Xenophobes good at population growth.

Space Mecha Communists.

Ethics
Fanatic Eglartarian
Materialist

Civics
Shared Burden
Mechanist

Rapid Breeder
Natural Engineers
Traditional

Solitary
Deviants

The basic idea here is to go easy on housing needs and cram in as many pops as you can. Solitary mostly doesn't matter and you can bio engineer it away later even if you don't go down bio ascension path. You also get robots right from the get go as it can take several decades to aquire the robot tech. This is very rapid population growth right from the get go.

Technocratic Union

Fanatic Materialist
Militarist (or whatever)

Technocracy
Mining Guilds

Natural Engineers
Intelligent

Deviants

This is the tech rush build although you can take variants of it but you want intelligent+ natural engineers+ fanatic materialists. You can switch out militarist for Xenophile/Xenophobe and mining guilds for mechanist if you want to focus on pop growth. The opportunity cost of not taking mechanist is lower however as you tends to reach robots very fast anyway.

Irenic Dictatorship

Agarian Idyll
Inward Perfection

Xenophobe
Pacifist
Spirtualist

Traditional
Agrarian
Rapid Breeders

Deviants
Repugnant

This is a unity/food rush build with decent population growth as well so you can skip droids (might want to go bio ascension over psionic anyway). A variant switched agarian idyll for exalted priesthood which is the unity spam build. If you go psionic and become a god emperor its the only way left in the game AFAIK to dump inward perfection later in the game. If you want to be a warmonger Going Xenophobe/Spitiualist in whatever combination you prefer + exalted priesthood+cutthroat politics give you very good unity and good influence reduction+ pop growth. Note you can still use druids as a spiritualist empire but later in the game that robot rebellion thing can happen and you get less influence. The choice is yours.

Gaia World Start

Free Haven
Life Seeded

Fanatic Xenophile
Materialist

Rapid Breeders
Agrarian
Nomadic
Deviants
Non Adaptive

This gives you 90% habitability and maximises your chances at immigration and Gaia worlds tend to have rare features you can mine. This is a very powerful build that once you get some migrant treaties (expansion then diplomatic recommended) or rackets you can go forth and settle other worlds. The extra resources off a gaia world and xenophile give you good trade power niche means more consumer goods as well so you are also good at tech rushing. Later on you just dump Free Haven and bio engineer away nomadic. By then your species will likely be an extreme minority anyway being the scientist caste on your home world for the most part.
 
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zukodark

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Personally I prefer syncretic evolution over mechanists. The proles are great at worker production and it allows you to get one production trait for each race (agrarian for proles and intelligent for main race). You can get robots quickly regardless. Best is probably a materialist+xenophobe combo, though xenophile works as well since proles can't be leaders regardless.
 

Kryndude

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So you don't build any additional forges until you get one on your first colony? Interesting, I find it impossible to keep up with my early game alloy needs without building one right away on my capital, if not two. Starbase, science ship, colony ship, construction ship, and 17 corvettes to deter ai from declaring war on you day 1.
 

permeakra

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Rapid Breeders. Pop growth is key.
Rapid breeders is overrated.
It helps, but having something with bonus to production might be a better choice, or at least equal. For Hiveminds with their innate bonuses to growth Rapid Breeders is downright suboptimal.
Why? To put it simply, +10% pop growth is mediocre +0.3 pop/month. It takes 27 years to get an extra pop/planet out of it. However, with +15% in some production you get effectively + ~0.3 pop/filled relevant resource district. Which is quite a bit. Especially if you already have like +75% pop growth to begin with.
Similarly, you DON'T build gene clinics for pop growth. They might be useful for amenities in some cases, but they take like ~100 years to return investment of pops in pop growth.

Also I fail to see any mention of slave market which is an excellent source of pops for normies even if slavery is prohibited and a great dumping place for unneeded extra robots/droids if jobs are exhausted.
Personally I prefer syncretic evolution over mechanists. The proles are great at worker production and it allows you to get one production trait for each race (agrarian for proles and intelligent for main race). You can get robots quickly regardless. Best is probably a materialist+xenophobe combo, though xenophile works as well since proles can't be leaders regardless.
Proles are great, but they use same growth slot as your main species. Robots use different growth slot, so mechanist has effective growth rate x1.5.
I would agree that robots are an early available option without mechanist.
 
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Zardnaar

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So you don't build any additional forges until you get one on your first colony? Interesting, I find it impossible to keep up with my early game alloy needs without building one right away on my capital, if not two. Starbase, science ship, colony ship, construction ship, and 17 corvettes to deter ai from declaring war on you day 1.

I do if they are needed. I find influence to build starbases a bigger choke point. I'll usually have a second colony around 5 years in and I'll transfer new pops from the capital to it once I grow say 6 new pops.
 

Zardnaar

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Rapid breeders is overrated.
It helps, but having something with bonus to production might be a better choice, or at least equal. For Hiveminds with their innate bonuses to growth Rapid Breeders is downright suboptimal.
Why? To put it simply, +10% pop growth is mediocre +0.3 pop/month. It takes 27 years to get an extra pop/planet out of it. However, with +15% in some production you get effectively + ~0.3 pop/filled relevant resource district. Which is quite a bit. Especially if you already have like +75% pop growth to begin with.
Similarly, you DON'T build gene clinics for pop growth. They might be useful for amenities in some cases, but they take like ~100 years to return investment of pops in pop growth.

Also I fail to see any mention of slave market which is an excellent source of pops for normies even if slavery is prohibited and a great dumping place for unneeded extra robots/droids if jobs are exhausted.

Proles are great, but they use same growth slot as your main species. Robots use different growth slot, so mechanist has effective growth rate x1.5.
I would agree that robots are an early available option without mechanist.

As I said I'll stack everything. 10% isn't much but even as a hive its 25% here, 10% there, 10% off gene clinic, 10% off tech etc. Hives also don't get the decisions to accelerate pop growth via paying food so functionally non hives grow just as fast early on (as long as you can produce food), Throw in Droids and non hives grow faster.

Robots are available early without mechanist but I have been screwed before with RNG and not had them show up for a bit. Mechanist guarantees you get it and lets you start building them from day one (you will grow quicker than a hive if you take it). I don't generally take it 1st pick now as I know how to rush robots and droids but for a newer player I think its great and still decent overall. Getting those 1st 3 colonies up and running ASAP is kinda important. 4X games are basically about getting that snowball rolling ASAP. I'm in 2 MP games the most aggressive/powerful player has 400 pops and a massive fleet, Ima just minding my own business with 700 pops. He has level 4 lasers, I've unlocked tachyon lance (grabbed 4 or 5 black holes). Its around 2330 and I have 300 odd FL and can build BBs with tachyon lances.

The current patch lets you really abuse tech such as hitting repeatables in just over 100 years, or unlocking your 3rd civic early on. You an always build more alloys later, get that tech snowball rolling ASAP though and well yeah.
 
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AlanC9

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Similarly, you DON'T build gene clinics for pop growth. They might be useful for amenities in some cases, but they take like ~100 years to return investment of pops in pop growth..

Although you might as well get the gene clinic when you do need the amenities. It's better than running clerks.
 

Zardnaar

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Although you might as well get the gene clinic when you do need the amenities. It's better than running clerks.

And they do ociety research as well and the +10% growth off that + society research+ amenities adds up. I hear getting terrforming early is good it basically doubles the number pf planets you can settle, assuming you can afford the 2-5k energy(another reason I focus basic materials). More worlds+ more pops ASAP is good apparently.
 

permeakra

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Hives also don't get the decisions to accelerate pop growth via paying food
They don't, but their version of nutritional plenitude is significantly stronger.
Hives also don't get the decisions to accelerate pop growth via paying food so functionally non hives grow just as fast early on (as long as you can produce food)
Pop growth for hive early on is +83: +25 for being a hivemind, +25 for a spawning drone job, +33 for nutritional plentitude
The best organic I can come with before traits is +20 (Fan. Xenophobe) + 10 (nutr. plent.) +10 (enc. plan. growth) = +40. With robots you can indeed outcompete, as it is about 6.2 vs 5.9; but at the cost of civic or early directed research and being an asshole.

Although you might as well get the gene clinic when you do need the amenities. It's better than running clerks.
Em, wut? Clerks wut?
For amenitites you might run temples, bureaucratic complex (civic specific) or holotheaters (which might not give pop growth, but give a lot more amenities. Also, unity). Wut clerks?
 

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Proles are great, but they use same growth slot as your main species. Robots use different growth slot, so mechanist has effective growth rate x1.5.
Yeah but with syncretic evolution and materialist you will very quickly get three species: Two quick breeding races each specialized for either research or worker jobs, in addition to the droid supplement. I feel in the mid-to-long-run it is a better investment.
 

Zardnaar

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It's a basic guide. Easy mode take mechanist basically. Advance mode you can work around it of course.
 

AlanC9

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For amenitites you might run temples, bureaucratic complex (civic specific) or holotheaters (which might not give pop growth, but give a lot more amenities. Also, unity). Wut clerks?

Well, b.c. and temples are OK if your society can run them, sure. I dunno about holotheaters - unity's good, but unlocking a building slot faster is better.
 

trojan1234

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It's a basic guide. Easy mode take mechanist basically. Advance mode you can work around it of course.

I think it is easier to completely forget robot if one still having economic problem. Robot producing is really resource heavy.
 

Zardnaar

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I think it is easier to completely forget robot if one still having economic problem. Robot producing is really resource heavy.

They tend to pay for themselves though. Spiritualist empires no robots going psionic you really notice the difference with say Xenophile bio ascension with robots.
 

trojan1234

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They tend to pay for themselves though. Spiritualist empires no robots going psionic you really notice the difference with say Xenophile bio ascension with robots.

You said this is for people struggling economy problem. I'd not recommend robot at all for those, particularly early game robot.

Early game, resource % efficiency is too low so robot assembly itself cost 1 pop working on the building plus at least 2 pop only to fuel robot assembly (4 energy for building plus 6 minerals for job upkeep). This means economy should run purely -3 pop in the first assembly, -2 pop in the second because one robot pop starts working, etc. In terms of pop times (like manpower year), robot starts making even after 7 cycle or 350 months at most. Sure, this can be shorter and shorter by robot modding and resource efficiency unlocked. But still needs at least 2 pop (1 in building plus one working for upkeep) even in late game, and robot assembly time is 44months. which means it needs 220 months to make even in terms of pop times.

I didn't include low upkeep of robot pop but you can see the numbers I've used above is very optimistic in early game (10 ec + minerals usually needs more than 2 pops, didn't count opportunity cost of robot building -500 mineral cost plus building slot)
 

Zardnaar

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You said this is for people struggling economy problem. I'd not recommend robot at all for those, particularly early game robot.

Early game, resource % efficiency is too low so robot assembly itself cost 1 pop working on the building plus at least 2 pop only to fuel robot assembly (4 energy for building plus 6 minerals for job upkeep). This means economy should run purely -3 pop in the first assembly, -2 pop in the second because one robot pop starts working, etc. In terms of pop times (like manpower year), robot starts making even after 7 cycle or 350 months at most. Sure, this can be shorter and shorter by robot modding and resource efficiency unlocked. But still needs at least 2 pop (1 in building plus one working for upkeep) even in late game, and robot assembly time is 44months. which means it needs 220 months to make even in terms of pop times.

I didn't include low upkeep of robot pop but you can see the numbers I've used above is very optimistic in early game (10 ec + minerals usually needs more than 2 pops, didn't count opportunity cost of robot building -500 mineral cost plus building slot)

Point. I focus minerals alot so it works for me. YMMV.
 

trojan1234

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Point. I focus minerals alot so it works for me. YMMV.

It doesn't matter it works for you experienced player. You said this is a guide and it may screw economy particularly for those having economy problem in 2.2.
 

Nussor

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Wow, so much stuff. My take on the new economy is that nothing but alloys and science actually matters (from a competitive viewpoint). So let's see.

1. Population growth is key. More pops= more resources, more resources= less economic problems.
That depends on what you use your pops for. Slaves are useless after the initial boost, xeno slaves even moreso. Generally, you want the most possible amount of productive pops working on the least possible amount of planet. Generally, I think people overvalue pops and tend to neglect their upkeep and opportunity costs associated with popgrowth buildings / actions. Orbital stations are much more important and easily acquired than more pops.

2. Tech is key, rushing tech is better than focusing on and rushing unity.
I partly disagree. Tech is key, but so is unity. Rushing your early traditions will help you facilitate your early game strategy as most traditions (espacially completed tress) are more impactful than most techs. The thing with unity is that the cost scales dramatically, so you want to rush your first three traditions and then stop investing until your economy has grown to a size where you can easily squeeze in the odd unity building.

3. Early on prioritise basic resources over specialist resources. This is because if you have some economic problems you can sell minerals/food etc. Build to many mineral conversion buildings and you run out of minerals you are gonna struggle to created more basic or advanced buildings and might even struggle producing enough consumer goods. AKA the economic death spiral.
I disagree almost completely. The opportunity cost of producing basic resources is enormous in the early game. They are also not very efficient and you can get a huge part of your minerals and energy from orbital stations. Food is a better pick, though, and you can sell surplus on the market.

4. Ecumenopilis are very very good even if you create a small one early on (size 10-12). Late game they are key to having a massive fleet (1 million power+). Earlier you get one the better things are (example Fen Habbanis).
I don't have the DLC, but I always hear how great those things are. Not really a basic thing, though.



Traits
I actually wouldn't bother too much with optimizing these for beginners, but your suggestions seem solid.

Ships
I agree. Missiles would be a nice sidegrade option to surprise undefended human players (the ai usually spams point defense), if refitting your ships wouldn't take ages. Also, Hit and Run is the best engagement policy by far and in all situations.

So What To Build First?
I think the best "basic" advice is to not be wasteful. Things like Holotheatres or Social Welfare don't really benefit your economy in the beginning and eat up too many consumer goods. Its more feasible once your overall efficiency has improved through tech.

Exploration is Key.
True, although I think the small payoffs are much more important than completing the precursor event chain.

All your other suggestions aren't really useful as a basic guide and I think players can take lots of liberties here.
 
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Kryndude

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I don't have the DLC, but I always hear how great those things are. Not really a basic thing, though.

I can tell you it's broken. Almost to the point I feel like I'm cheating if I use Ecumenopolis. A single district that gives 10 alloy jobs with no building slots or rare resources required is just not right.
 

ChiefBigFeather

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You said this is for people struggling economy problem. I'd not recommend robot at all for those, particularly early game robot.

Early game, resource % efficiency is too low so robot assembly itself cost 1 pop working on the building plus at least 2 pop only to fuel robot assembly (4 energy for building plus 6 minerals for job upkeep). This means economy should run purely -3 pop in the first assembly, -2 pop in the second because one robot pop starts working, etc. In terms of pop times (like manpower year), robot starts making even after 7 cycle or 350 months at most. Sure, this can be shorter and shorter by robot modding and resource efficiency unlocked. But still needs at least 2 pop (1 in building plus one working for upkeep) even in late game, and robot assembly time is 44months. which means it needs 220 months to make even in terms of pop times.
This doesn't change the fact robots are a very good investment. Especially if you are a Fanatic Materialist empire, which is probably the strongest ethic in the first place (because tech snowballs so hard). The initial cost is steep, as you pointed out. But it is very efficient compared to other methods. It also affords your primary species traits like weak.

I can tell you it's broken. Almost to the point I feel like I'm cheating if I use Ecumenopolis. A single district that gives 10 alloy jobs with no building slots or rare resources required is just not right.
I haven't bothered to really math this out, because at this stage the game is mostly role playing. It doesn't seem that much more efficient then Alloy Mega Foundries though.

2. Tech is key, rushing tech is better than focusing on and rushing unity.
I partly disagree. Tech is key, but so is unity. Rushing your early traditions will help you facilitate your early game strategy as most traditions (espacially completed tress) are more impactful than most techs. The thing with unity is that the cost scales dramatically, so you want to rush your first three traditions and then stop investing until your economy has grown to a size where you can easily squeeze in the odd unity building.
Getting some Unity early on is quite important to get the extra pop growth. It also enables some things into midgame. But tech ultimately trumps it big time. Earlier access to upgraded buildings essentially removes the building slot shortage. Terraforming greatly helps expansion and productivity. Most of the stuff you need to keep investing into your growth curve is locked behind a tech. Unity has no real +% resource output options which make your pops super productive. It is also very easy to stack tech boosts.
1. Population growth is key. More pops= more resources, more resources= less economic problems.
That depends on what you use your pops for. Slaves are useless after the initial boost, xeno slaves even moreso. Generally, you want the most possible amount of productive pops working on the least possible amount of planet. Generally, I think people overvalue pops and tend to neglect their upkeep and opportunity costs associated with popgrowth buildings / actions. Orbital stations are much more important and easily acquired than more pops.
Orbital stations help a lot to invest early in the game, when there is not much else to do with your resources. But they ultimately require way too much administration capacity. Most systems are not worth their admin cost by midgame.
 
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