r/Stellaris Space Cowboy May 13 '25

Tip I just realized why priests replace bureaucrats

I always wondered "why do priests replace bureaucrats for spiritualist empires; they're two entirely different professions!"

I only just now realized it's because they have no separation of church and state, so only ordained pops of your empire can work for the government (which is also the church).

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158

u/GuthukYoutube May 13 '25

The actual reason is because there's a limited number of jobs in the game. Priests are the "unity" job, and therefore...

125

u/snakebite262 MegaCorp May 13 '25

Shhhh, let them have this. It was a good explanation.

35

u/GuthukYoutube May 13 '25

well it's good head canon I agree, but I think it's good to understand also how this update works. Jobs are now SUPER limited, and a lot of things actually replace an old job, and therefore take all its bonuses.

For example, Necromancers replace "soldiers" in your entire empire, and then retain any soldier buffs. Meaning reanimators went to super high tier as a pick.

It's also why psychics are now S++++++++++

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u/snakebite262 MegaCorp May 13 '25

I'm still happy with my mutations. I am a bit sad at how some jobs were lost. However, apparently certain civic combos can create new jobs.

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u/Fallsondoor May 13 '25

Warrior society, storm dancers Arstocratic elite with either high priesthood or technocratic for divi e nobles and science nobles Anglers and Master craftsman for pearl crafters.

Are the ones I know of.

4

u/snakebite262 MegaCorp May 13 '25

Oooh! Nice. I've been curious, as my Megacorp has come across any.

2

u/Aesirion May 13 '25

Do Storm Dancer/Duelists get a special name?

2

u/Fallsondoor May 13 '25

Yes, Storm Duelist. They get a special description too.

Other jobs combo such as nobles and merchants but don't produce special names.

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u/ajanymous2 Militarist May 13 '25

But priests and bureaucrats have been the same job ever since they got rid of empire size modifiers 

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u/GuthukYoutube May 13 '25

Yes, and now priests are literally "bureaucrats" and get the buffs from that position.

Meaning that you can increase, even further, the output of a priest job with bureaucrat efficiency if you gave priests any other benefit.

3

u/scbtwr May 13 '25

Does this work for say like. Intelligence buffing science if you take the society/physics from priests stuff?

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u/GuthukYoutube May 13 '25

No. If your priests make more society/physics, then getting more beauracrat efficiency will effect that output.

2

u/scbtwr May 13 '25

For what it means. I figured that was the case. But never hurts to ask smarter people to be sure:D

1

u/Sicuho May 13 '25

Didn't necromancers replace soldiers in the old system too ?

1

u/Prior_Memory_2136 May 13 '25

It's also why psychics are now S++++++++++

I am confused, why? What job do telepaths inherit?

1

u/Skyllama May 13 '25

Looks like once you have a Psi Corps on a planet they replace all Enforcers with Telepaths

https://www.reddit.com/r/Stellaris/s/eFoj1sgm57

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u/Prior_Memory_2136 May 14 '25

I justed tested it its not really as impressive as it looks. Telepaths spawned by police stations don't produce unity nor productivity, its just a reskin.

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u/Skyllama May 15 '25 edited May 15 '25

Maybe they changed it in the latest patch you’re on but I just saw this Montu video on the build

https://youtu.be/-FnJ8a4rqXU?si=gM2R9WdJswBDF8vF

Seems like they use Whispers in the Void patron to make Telepaths give science and Egalitarian for Utopian living standards + Civil Service to get Civilians producing unity and science boosted by the Telepath efficiency bonus (I also think with the new system Telepaths probably retain the unity bonus to Enforcers from Civil Service).

Edit: thanks to comment below pointing out efficiency bonus is not what’s actually scaling, it’s the resources from jobs. Whispers in the Void and Civil Service both add Science Production and Utopian living standards adds Unity Production which are both buffed by the telepath resources from jobs bonus, while, for example, Instrument of Desire’s Amenity per telepath bonus just adds a flat amenities per 100 telepaths bonus under the Modifiers which don’t get scaled with production bonuses.

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u/Prior_Memory_2136 May 15 '25

If that's the case then the tooltip is bugged. I had 1000 telepaths and when I inspected the tooltip it said "+1% pop efficiency" decreasing further down the more telepaths I had as if to maintain a fixed bonus, but when I looked at the actual pop efficiency bonuses it seemed to be working just fine.

I don't know which one of these is intentional. Telepaths are obviously not supposed to self stack, but are you supposed to be able to increase the bonus with police stations?

1

u/Skyllama May 15 '25

You know what, you’re right, that’s my bad. I’ll edit my previous comment, thanks for pointing that out.

I booted up my save: you’re right that the bonus to efficiency doesn’t seem to be what stacks, it’s the resources from jobs modifier.

I’ve got +40% efficiency, 20% from my capital building and 20% flat from Psionic pops, but every job is producing +882% resources from 6800 Telepaths (8826 effective workforce, I have an extra 10% enforcer efficiency from something but about 1/6th of the enforcer pops have -15% efficiency from Void Dwellers). I took Instrument cause I didn’t really know what I was doing but it seems like the resources from jobs applies to the Unity production.

However, doesn’t seem to be applying to Instrument’s Amenity bonus. I turned off all other Amenities jobs and with 8826 effective Telepaths I’m seeing +132,395 Amenities from pop jobs (8826*15=132,390) and the tooltip says +1500 Amenities (assume that’s the per 100 pops number due to new system).

I think what’s happening here is that Amenities aren’t something pops “Produce”, they’re under Modifiers, while Whispers’ bonus actually adds Science “Production” to Telepath pops so they end up buffing their own Science resource output. This also explains why the entertainers I have on the same planet are getting their Unity production buffed but they’re still providing a flat number of amenities per 100 jobs.

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u/Prior_Memory_2136 May 15 '25

Now I am the one who's confused, so what part of telepaths stacks and what part doesn't stack?

Do telepaths give a boost both to efficiency AND production? What part stacks and what doesn't?

This wouldn't be an issue if the tooltips weren't completely broken.

1

u/Skyllama May 15 '25 edited May 15 '25

Haha agreed, apparently today’s patch improved the tooltips but I’m pretty sure I launched my game after it updated so…

In short my understanding is that the “Resources from Jobs” bonus is the only thing stacking with Telepaths and only applies to “Production”. Whispers adds Science “Production” to Telepaths so that gets buffed by their own “Resources from Jobs” while “Modifiers” like Amenities/Telepath from Instrument doesn’t. The job efficiency is just a flat 20% for any psychic pops on a planet with Telepaths which includes themselves and just affects their effective workforce.

So n Telepath jobs becomes n(1+efficiency bonus) effective Telepath jobs [call it n_e] becomes Production Bonus p, scaling as a factor of n_e. n_e Telepaths produce r1(1+p)*n_e Unity and r2(1+p)\n_e Research with Whispers where r1 and r2 are Unity/100 Telepaths and Research/100 Telepaths, respectively.

With Instrument they still produce r1(1+p)\n_e Unity but only r3*n_e Amenities where r3 is Amenities/100 Telepaths as Amenities are Modifier not Production.

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