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Hey Commanders! We're back with another episode of our Ultracorp playthrough in the Stellaris 4.3 Open Beta, and we're unlocking one of the most powerful economic engines in the game - Arc Furnaces. Check out the playlist for the full Ultracorp series: • 18th Playthrough - The Ultracorp (Megacorp... No other creators are making open beta content yet, so we're figuring out what works through trial and error. Let me know in the comments what strategies you want us to test next! Arc Furnaces are one of those mechanics that players tend to ignore or underestimate, but in 4.3 Beta where mineral production is tight and every resource matters, having a source of free alloys is absolutely game-changing. We can redirect all our minerals toward consumer goods production while our Arc Furnaces handle our military industrial needs. This episode also covers our expansion into branch offices, which are now generating over 500 additional trade value across the galaxy. Every empire we establish commercial pacts with becomes another income stream for our megacorp. We're setting up offices on their most productive worlds and siphoning trade value directly into our economy. We're also completing our cyberization project, converting our entire population into cyborgs for massive productivity bonuses. This synergizes perfectly with our worker cooperative build since we only have specialist pops, and cyborgs get significant bonuses to specialist job output. Our researchers, artisans, and metallurgists are all operating at peak efficiency now. Later in the episode, we finally eliminate our Fanatic Purifier neighbors who've been a thorn in our side since the beginning. With our economy completely solved through trade and Arc Furnaces, building enough fleet power to crush them was trivial. We didn't even need to divert resources from our economic development - we just bought the alloys we needed from the internal market using our excess trade. After conquering their territory, we join a federation for diplomatic security and military support. While our economy is unstoppable, having federation allies provides useful fleet power for dealing with potential threats while we continue scaling toward the late game. The key lesson from this episode is diversification. We're not relying on a single economic strategy - we're combining trade starbases, branch offices, Arc Furnaces, and specialized planets to create multiple redundant income streams. If one source gets disrupted, we have three others backing it up. Our Build: Civics: Worker Cooperative + Trading Posts. The Worker Cooperative allows us to have the mutual aid trade policy, which converts our trade into energy, minerals, food and unity, alongside keeping some of the trade for ourselves. This means that with enough trade value, we can completely negate all of our worker population. On top of that, worker cooperative does not allow elite population, so we're literally with only one strata to maximize. The trading posts is a unique strategy using the trade hubs to boost up our trade in the early game. Later on it's definitely going to fall off a little, but for now it serves a good purpose. Ethics: Fanatic Xenophile + Egalitarian. Fanatic Xenophile grants us more trade value and increases the chance to establish embassies, which we need to form commercial pacts and establish our branch offices. Egalitarian is needed for the Worker Cooperative and also buffs our specialists, the only strata we have basically. Traits: Thrifty + Unbreakable Resolve + Rapid Breeders, Non-adaptive + Repugnant. Thrifty for trade, unbreakable resolve for more stability, which in turn increases trade, rapid breeders for more pop, since it's always our bottleneck. Non-adaptive is a free pick since we have the gaia-world preference, thus we either have 100% habitability or 0% always anyways. Repugnant is a free pick since we don't have any elite population. Origin: Life Seeded. Megacorp authority has +50% empire size from colonies, so we want to establish colonies only on good planets. This is by far the best planet to start with in terms of general output, since we have some special planetary features to produce all types of rare resources later on. Ruler: Official with Principled trait. Pretty standard, we want more stability to get more trade value and also once the officials reach veteran level, they can acquire a trait to increase trade value empire wide. My socials, feel free to contact me: X - https://x.com/the_aktion Discord - @the_aktion Invite link - / discord Reddit - / the_aktion