Void Dweller Megacorp: Get 6 researchers FAST without crippling your economy

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aroddo

needs more ponies
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Jan 3, 2013
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Your main habitat comes with a Hyroponics Farm and an Administrative Office you don't need, since the MegaCorp government type already gives you a +20 admin capacity, pushing your admin cap to 72.

So, what you want to do is save up 500 minerals and build a research district as soon as possible.
Just make absolutely sure that before your district finishes, you unemploy your enforcer and your 2 bureaucrats, because otherwise your farmers will get promoted to specialists to fill the researcher jobs.

The result is you having 6 instead of 3 researchers and nearly NO NEGATIVE IMPACT on your economy!
Well, 'nearly', because the researchers require a consumer good upkeep higher than what the bureaucrats need.

But if you can get the equivalent of 3 research labs for the added upkeep of 4 consumer goods, then it's worth it.

Of course, temporarily disabling the Admin Office this works with any other origin as well - you only need the megacorp for that.
But it seems most effective with Void Dwellers.


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The ring world requires a bit more to get a resarch district to open. and a steady supply of exotic gas. it takes a while to get going and even longer to being able to afford the gas upkeep.
and unless you are a lithoid witht the farting trait, you can't even set up a monthly gas trade without researching the tech first.

so no, not comparable. i'm sure there are some other neat trickst for the ringworld, though.
 
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The ring world requires a bit more to get a resarch district to open. and a steady supply of exotic gas. it takes a while to get going and even longer to being able to afford the gas upkeep.
and unless you are a lithoid witht the farting trait, you can't even set up a monthly gas trade without researching the tech first.

so no, not comparable. i'm sure there are some other neat trickst for the ringworld, though.

Oh you sweet summer child ... The Ringworld origin comes with a special planetary feature for your intact home segment, the Arcane Generator, which fully provides the (base)(*) district upkeep for one of each type of district. And 3 blockers, one for each rare resource, just enough rare resource, in fact, to build said district. So all you need are the minerals and the energy to clear those blockers and build those districts.

Edit1:
(*) It does this by gaining +2 rare resource production and +10 energy production every time you build the first district of one type. +2 gasses for research, +2 crystals for commerce/trade, +2 motes for agriculture (which I believe you start out with). And +10 energy for each one, including the housing one. If you have anything that reduces the upkeep cost, well, then you're just printing the rare resource! :D (In small quantities, I'll admit)

Edit2:
Granted, it is far more powerful to build the commercial/trade district first, because getting 5 merchants that early into the game is absolutely nuts, and it doesn't really kill your farming just yet. So the way I've come to do it is, beeline merchant district first, swap trading policy to generate unity, then once you're a bit more comfortable with your food stockpile, build the research one and speed on ahead, courtesy of 20 researchers where others would have maybe 4 or 8 by that time, at most. At this point you switch trade to generate consumer goods to feed those researchers.
 
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Oh you sweet summer child ... The Ringworld origin comes with a special planetary feature for your intact home segment, the Arcane Generator, which fully provides the (base)(*) district upkeep for one of each type of district. And 3 blockers, one for each rare resource, just enough rare resource, in fact, to build said district. So all you need are the minerals and the energy to clear those blockers and build those districts.

Edit1:
(*) It does this by gaining +2 rare resource production and +10 energy production every time you build the first district of one type. +2 gasses for research, +2 crystals for commerce/trade, +2 motes for agriculture (which I believe you start out with). And +10 energy for each one, including the housing one. If you have anything that reduces the upkeep cost, well, then you're just printing the rare resource! :D (In small quantities, I'll admit)

Edit2:
Granted, it is far more powerful to build the commercial/trade district first, because getting 5 merchants that early into the game is absolutely nuts, and it doesn't really kill your farming just yet. So the way I've come to do it is, beeline merchant district first, swap trading policy to generate unity, then once you're a bit more comfortable with your food stockpile, build the research one and speed on ahead, courtesy of 20 researchers where others would have maybe 4 or 8 by that time, at most. At this point you switch trade to generate consumer goods to feed those researchers.

Oooh, nice!
Last time I played Ringworld I added a second farming district and immediately ran out of motes.
Don't ask, it totally made sense. :)
 
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honestly what were the devs thinking when they added shattered ring, there's a difference between" origins are not meant to be perfectly balanced" and this insanity
 
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honestly what were the devs thinking when they added shattered ring, there's a difference between" origins are not meant to be perfectly balanced" and this insanity
I'm really trying to make a joke about the company's "thought process" that won't get me in trouble with the mods.

It's not working. Because the joke could be interpreted as actual toxicity, rather than blatant exaggeration, given the current state of the game.

*Sigh* The internet needs a dedicated sarcasm button.
 
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I'm really trying to make a joke about the company's "thought process" that won't get me in trouble with the mods.

It's not working. Because the joke could be interpreted as actual toxicity, rather than blatant exaggeration, given the current state of the game.

*Sigh* The internet needs a dedicated sarcasm button.
copy paste this at the end of every sentence that is sarcasm: (SARCASM)

that usually get's the message across
 
You don't need to save up minerals. Sell your initial Consumer Goods, food and maybe downgrade your ships to get the extra alloys (you might wanna build a science ship from the first 100 instead of selling them). That should give you enough to buy some minerals to get the 500 you need.

Also being over admin cap is not nearly as punishing as you seem to think. There are some YT videos / post out where people ran some numbers about how much over cap is OK for some extra scientists.
 
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You don't need to save up minerals. Sell your initial Consumer Goods, food and maybe downgrade your ships to get the extra alloys (you might wanna build a science ship from the first 100 instead of selling them). That should give you enough to buy some minerals to get the 500 you need.

Also being over admin cap is not nearly as punishing as you seem to think. There are some YT videos / post out where people ran some numbers about how much over cap is OK for some extra scientists.
Yup, you can do that.
Especially since you won't be colonizing anything for quite some time, you can easily afford to sell food & CG.

But I usually spend the initial minerals to exploit the home system.
And the consumer good I like to spend on distributing luxuries on both of the smaller habitats, since they will have a problem with a deficit on amenities.
And like you said: science ship has priority, so there go the initial alloys and energy.

Still, you'll get the 500 back fast enough, so I think getting the basics done first is more beneficial than super-rushing the research district.
 
Oooh, nice!
Last time I played Ringworld I added a second farming district and immediately ran out of motes.
Don't ask, it totally made sense. :)
Why would you need a second farming district? 20 job is already a lot, I usually start automatically selling food for energy.
 
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Why would you need a second farming district? 20 job is already a lot, I usually start automatically selling food for energy.
You can make trade agreements with Xenos. Early on, they trade alloys for food at a 1:4 or even 1:3 ratio.
I wanted to maximize that and tried with a ringworld.
See more here: Early game boost with monthly trades

600 research per motnh in 2210 is easy with a ringworld.
Have to try that eventually. That sounds so unbalanced, there must be some drawbacks.
 
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Both Scattered Ring and Voiddwellers are so extremely OP they are not fun to play.... unless you love having unfair advantages on the AI. They are also disallowed in most multiplayer games with good reasons.
 
i dunno. Hegemon is probably even more overpowered. at least the way I play it. :p
one ringworld segment is worth 3 homeworlds.
 
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Have to try that eventually. That sounds so unbalanced, there must be some drawbacks.
You free up a building slot because you don't need the research lab and the district has zero upkeep.

Oh wait those are more benefits lol.
 
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Have to try that eventually. That sounds so unbalanced, there must be some drawbacks.
The drawbacks are easily managed. It's a very strong start.

IMHO it's fine in single-player but yeah, I would ban the heck out of it in multi-player.

copy paste this at the end of every sentence that is sarcasm: (SARCASM)
Not sure if sarcasm. ;)

You free up a building slot because you don't need the research lab and the district has zero upkeep.
One box into the Prosperity tradition, and your first Ringworld districts will have NEGATIVE upkeep.

The income is tiny but you can have access to all 3 mainline strategic resources.