stellaris playing tall. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. stellaris playing tall

 
4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasonsstellaris playing tall 3

Playing tall has genuine benefits in terms of potential mid to late game expansion. [deleted] • 3 yr. 3 never actualy encouraged tall play in the slightest, the ability to create administrative capacity only encouraged a wide playstyle and the inneffective linear maluses of the current static "empire size" modifier is laughable. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. !remindme 1 day. It ends up being. Stack research until you burst, playing tall without Megacorp or Inward Perfection is tricky, and the problem is that going wide will almost always work out better for you, even with DLC. The biggest reason Wide is better than Tall is growth related. Playstyles are how a player plans to tackle playing or even winning the game. How can I play tall, and how good are my chances of being to defend against a large chunk of the galaxy? I have a 10k star fortress with 12 platforms and my entire fleet parked in the hyper lane entrance to my systems. Playstyles are how a player plans to tackle playing or even winning the game. I've always preferred playing tall in 4x games and was wondering if there is any effective strategy for playing tall in this game. That also doesn't fix a billion unnecessary pop ups per game, half of the anomalies requiring manual intervention that consisted of "click buttan. You can make the argument that 2. 0 growth). Stellaris. #12. #1. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. Mar 4, 2022. One last tip about resettling pops to take ruler jobs: with slaver guilds, you may have to resettle 3 pops total to fill 2 ruler jobs on a newly conquered planet. ) Playing Tall is a very special type of empire. Equilibrius Coastal Raider. What i would really like, is to play a geographically small empire but with high population planets and systems (i believe it's possible to have pops on a space platform, but i never seen them). Traits wise, probably grab the usual Deviant Unruly Intelligent Natural Engineer combination. NB: this is system not planet. If you spreadsheeted the numbers for the old sprawl system, the best empire size for optimal tech output was around 20 planets, which is much larger than most people would consider to be tall, and even then such an empire's tech advantage only started to be. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. Keeping a small easily defended area is playing tall. Play Tall Trait for Stellaris. But it’s basicaly giving yourself a handicap for little to no reason. I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. It's like having a huge empire to defend, but you don't get the huge economy to go with it. I agree that this change makes habitat feeder worlds less desirable, I just don't think that's a nerf to what I'd consider "playing tall", or. 1. Origin varies but Gaia, voidborn and the ever broken ring world start works well. As tall you need one. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. This guide is incredible. What I do at the. This is going to be my updated take on the basic builds. Building slots don’t expand from population anymore and city districts do not expand them; so, every habitat will be a few slots big until end game. You can still play that way. Playing tall is more viable now, there will be buildable habitats which are basically small planets and the new unity mechanic will also favour smaller empires. Relic world start is pretty good if you can get a few planets to fuel. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. 0. Give me the most broken empire you have. I could just settle and terraform more planets to make more stations, but that is a long term and expensive process. Part 2 focuses on creating your civilization both in and out of game. So really you will want to find some sort of mod that provides benefits to those with few planets. Stellaris Real-time strategy Strategy video game Gaming. "Tall" generally refers to playing with fewer colonies, which is an important distinction. 8 that I finally was able to bring into the current patch with the new planet mechanics. Bribe them, then submit to vassalisation. I won by playing a Megacorp. After 2. Stellaris Real-time strategy Strategy video game Gaming. Conventional wisdom is that playing wide is easier than playing tall, but my experience has been the opposite. 22 Badges. There's 2 ways to play Stellaris. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. There is no such thing as tall in Stellaris. 2 and before) because a wide and a "tall" empires will grow at the same rate, to about the same cap, with only some minor buffs for "tall" like mastery of nature that don't even come into play until later. Usually, when I'm playing tall I only have 6-8 worlds and go maybe 25%-50% over my admin cap, but 90 total is only enough admin cap to have maybe 4 worlds and some systems without significantly going over. I'd argue no, due to the nature of population growth and the general lack of bonuses for small empires. I would say your focus should instead be on securing defensible chokepoints against your neighbors and grabbing any important resources in your vicinity. Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. 3 with the elimination of admin cap. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. Pre-ftl civilizations could also arise. In Stellaris, you don't make that choice. Some used one planet. A few years ago, playing tall was the only way to win, and beginner players were asking what this is and how they go about doing it. This is why most people say that wide is better than tall. He is punching well above his weight, and would be a strong player in multiplayer. Another thing is the deep space stuff, and the auto-resettle building. That is, you stay small for some time so you can: - focus on science. Low empire size penalties. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. r/Stellaris. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. With voidborne, you can build multiple habitats in a. Sero Mar 25 @ 2:18am. As I understand, the point is to focus on research and traditions and less so on economy, but I'm trying a tall run now and it feels like everything's sorta slow since my research speed is at 10, 7. Empire Size currently provides a rubber band on big empires being better than small empires. Before 2. At this building, I'm pretty certain declaring Imperium would be a net loss. The "3. More planets/habitats means more resources means bigger fleets, etc. Top 1% Rank by size. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Semi-tall. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. 1" patch out on the 14th shouldn't really change habitat. It's not about having few planets - in fact you should still get as many ( properly developed!! Stellaris Real-time strategy Strategy video game Gaming. There's wide and then there's wider. The ultimate wide starting origin which is void dwellers gets called tall showing how much the community have absolutely no idea what they are talking about. ;-) Most of the wide drawbacks come in the form of population. Tall empires are easier to defend from. When I look at some people's screenshots here, I see that some have naval caps in the 300's and 400's at the same time as I'm playing (early 24th century). There are several reasons for this but the primary factors are how pops are obtained, how resources are produced, and the way new things are created. If you stick to 10 systems and spam a bunch of habitats you are playing tall. Make sure you are the only megacorp (by force if necessary) and make a trade federation or hegemony (depends on what you want to accomplish) become custodian (not emperor. I don't know what version you're playing, but population growth is glacial in 3. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. Warscore, the fleet manager, land warfare, etc. 29 comments Best [deleted] • 1 yr. mining guilds is a lot better as the. #9. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. It doesn't stop people from trying to shoe-horn it into Stellaris, but it. In just one year, that's 3600 minerals conserved. One of the simplest ways is to either stand on a chair or wear high heels but it's not very comfortable on the long run. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. You get more and more ways to focus your power inward. 13. Playing Tall is a very special type of empire. It would mimick a wide. A Void Dweller run will play completely differently from a Nihilistic Acquisition raider run, which will play completely differently from a one-planet-challenge run. Rather there is a gradient from "more wide" to "more tall" without any hard defining point where you stop being one and become the other. The benefits of playing tall are as follows: Smaller empires are easier to manage. I really hope this video helps out everyone and thank you for watching! Nice to see some general coverage on the Tall Playstyle which arent specific Builds. tall mechanism, so you are not forced to conquer new territories to become stronger. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. 7. ago. But the tall/wide distinction isn’t all that meaningful in Stellaris — you’re still managing more worlds and taking up more empire size, just in a smaller geographical space. Now that every system increases tech costs by a flat rate playing tall is merely minmaxxing system ownership. You'll have to resettle, buy slaves or aquire more pops later to fill this world. Then tried a mixed economy run aimed at going tall and setting up strong vassals but was stymied when I realized 3 planets in 28 systems was incredibly unlucky and having anamoly researchers was actually. ago. Take the ocean paradise origin, for the traits take thrifty, agrarian, repugnant, and nonadaptive. By Obsidian Shadow. Since colony ships wasn't researched at the start, I. I've seen a lot of people point out that playing tall in Stellaris has often basically been synonymous with just playing suboptimally, since for a long time now it's basically just meant not expanding to fill as much space or colonize as many planets as you could fill, and thus collecting less resources, all while confering little to no benefit in. Those people are wrong, as are you. like clone army origin - can make some viable tall builds, but ultimately playing tall is intentionally handicapping yourself at this point (including in the 3. Thus, this guide is divided into three parts. The problem with that is the ai manages resources terribly so you’ll need to play on a higher difficulty in order to have an even fight. We will use these. This dichotomy really isn't applicable to Stellaris. But I think there's another, even more key reason why Stellaris should enable tall play, ideally without diminishing other playstyles in the process: Stellaris has a goal to accommodate a variety of story experiences, and to let the player enact a variety of classic sci-fi tropes. Best. Ecumenopolis helps immensly, as does subjugating half the galaxy for the energy credits. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. Lots, and lots of resources. 7. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. DIsagree. If you're going to war, every system claimed is most of a corvette in alloys and a few dozen influence, meaning fewer system claims and fewer corvettes to conquer them. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. I remember one of my really long games I ended up basically becoming a fallen empire. General. If you play tall right, you can get more than 15000 tech per month mid game. Tall means you really stack all you have onto a few systems. And as a devouring swarm/hivemind, your habitability. I've read on here that playing tall in 2. Unyielding lets you support more Starbases, which means more room for Hydroponics buildings, which means more food without needing to devote pops to producing it. I played Stellaris for at least 200 hours before I won my first game. Planets and habitats within the same system counts as one system (but all there pops go towards pops penalty) The 0,01 penalty is the 1% penalty to research for each pop over 10 you have in your kingdom. "Tall" no longer exists in versions after that change. hirtes Mar 29, 2020 @ 6:30am. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. In Stellaris, you don't make that choice. Playing tall is very effective as long as you play smart. "Playing tall" in Stellaris is always purely a roleplaying decision. He noted one of the paradox devs in the Stellaris Devs clash was playing as a tall pacifist empire. . The rules I'm playing with prevent me from ever having any colonies outside my starting system - this isn't as restrictive as it could be since the disk has 6 size 90 worlds on it. . 3 beta). Generally it's not really practical to play tall without the Void Dwellers origin as you would need insane luck to have a good. The problems with Stellaris, tall empires, 3. The game directly rewards wide play while offering very little incentive to stay tall. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. others will catch up sooner or later. If you make playing wide miserable thats bad too, because for many painting the map is. 10x was very doable. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. Abdulijubjub Field Marshal. You can play a faction which only ever has 1 city, but everything is concentrated in this one city. 3 is a bad idea. "Tall" as compared to "wide" is generally presumed to be going really high development on a low number of cities/planets (depending on your game), rather than low development of a high number of cities. Third is that people will want a Bulwark, but probabably as a 1-planet minor vassal, in order to get significant starbase discounts (20%) that will also apply to planetary rings. Playing tall means you concentrate on maxxing out a small number of planets and systems, but I just find it inferior to playing wide, winning aside you just miss out on a tonne of content like the architectural digs, leviathan's, etc. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. With wide you need a ton of governors, and must be replace them constantly. ago. The benefit from playing Tall should be that you make amends, and strong alliances with nearby neighbors, you're not a threat, and they like that. It's basically how you use your influence. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. Stellaris. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. You could do a subterranean origin with lithoid using reanimator civic…. r/Stellaris. In 5 hours I will play Stellaris with my friends. WebShaman • 6 yr. Hi, I always play tall, up to 5 colonies, but right now I see it as dumb thing to do due to how easy it is to increase your empire sprawl limit with bureaucrats. Tall builds could opt for a characteristic that gives them a tech boost but at the cost of maybe doubling the influence needed for outposts. 1" patch out on the 14th shouldn't really change habitat. ) Tip. self. • 2 yr. Shipsets were reptilian. If you don't have to fight anyone for that space, it's free space, take it. I can't give you much perspective specific to your year as I can't be bothered to micromanage like that. I'm considering turning down habitable worlds. These changes will force players to decide whether to focus on fully developing what little. Hegemon. In summary, make tall viable by requiring wide play to require major investment that requires opportunity cost, while giving the player satisfying tall alternatives (infrastructure/tech investment) that simultaneously provide for a more satisfying strategic layer and decision making experience. You can do quite well by building a few colonies on nice big planets, and using wars to establish a lot of vassals and tributaries. Thinking about playing stellaris is boring, I don't wanna open the game. That's a 70% increase. You get more yeild from the planet as far as resources plus more space for research labs. Think about it like this: A 25k fleet will cost around 15-20k minerals, and a 25k starbase will cost about the same, but a 25k fleet takes roughly 300 minerals per month in upkeep. Its more a general approach to stay small and go for quality or quantity. RodHull (Banned) Apr 22, 2021 @ 2. 16 Badges. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. Open menu Open navigation Go to Reddit Home. Is there any viable way to play void devellers besides commerce-tech build P. That fixed a lot of problems. The bad thing is all/most your vassals will hate you because you are so small and they might try to fight to get free, even if you have a far superior fleet. Empire size has changed a lot over the years in Stellaris. You stick to yourself, and they like it. 3 comments. A truly tall empire does not incur the sprawl in the first place. . You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. That require you to explore and have them in your territory. It depends on your definition of tall. habitats as well as branch offices contribute to empire size. With shattered ring, you get 3 big ring sections in your starting system, great for tall play. Base habitat, with the size modifier, will have maybe half population growth from size penalties. . Imo the best definition of play wide is a lot of systems. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. ago. I have been getting back into this game for the past few weeks and i am still unsure how some things work. The winning strategy was always to expand as widely as possible because doing that. This along with the +25% growth from devouring swarm AND +15% food bonus means some crazy fast breeding. My 2 cents: tall and wide is a bit nebulous. Pop growth scales linearly with the number of colonies you own. I’m just worried how long it’ll hold an attack back later (I’ve already fought a war to a draw by throwing them back 4. One thing you can watch out for is that each precursor has areas of the map where their events can spawn. Use the outpost cost ethic and build plenty of outposts. Wide strategies focus on having lots of cities and territory, often with each city having minimal upgrades. That typically translates to two or three sectors, max. The concept of playing tall is not a fixed one, it kinda depends on how you see it. Playing tall was heavily nerfed with changes to habitats. I believe this is OPS's most valuable asset. Stellaris How To Start well in Grand Admiral New and Experienced Player Guide / Tutorial: The Starting Routine I use to get a good start in Grand Admiral gam. There is the playing tall strategy. . That doesn't mean a low amount of colonies; in fact, often more. Branch offices provide you a large income supplement, particularly credits, allowing you to focus your own economy. Stellaris. But wide in Stellaris doesnt require any more work to maintain and keep stable, so its hard to ever make Tall the more viable option without changes that just make playing wide miserable. Right now it is not viable to play a small/tall empire. Stellaris. Trade with AI using rare resources to get rid of workers. So today we're going to take a look at a general overview of. Basically a tall playstyle is ignoring 4x and GSG conventions. A place to share content, ask questions and/or talk about the 4X grand strategy…The main problem is that Stellaris is a game of resources and pops are the most precious one, tall empires are awful in those regards and they also run the risk of lagging behind in the tech department which is bad. Report. having the biggest, most. Tall vs Wide is now about unity. Let's get the disclaimer out of the way first: traditional tall tech-focused builds just aren't very strong in the current version of Stellaris, and get easily out-teched by wide builds. Which requires lots of claimed stars and colonized planets. But it’s basicaly giving yourself a handicap for little to no reason. Stellatis is tough. Weekly PSA's PSA- the definition of playing wide is disputed, and many people use systems as opposed to planets as the model in Stellaris. 75% boost to the planetary designation on. Playing tall will give you a hefty chunk of feeling like a plotter, a devious schemer who carefully plans his eventual ascension to near godhood. Meaning it was a lot easier to out-tech wide empires. In some updates, it was a very effective strategy to get ahead technologically and get early ascensions - it's much less the case now. Beginner's guide to Stellaris. 7. The meta has shifted a lot throughout Stellaris’s life cycle and will likely shift a lot more in the future. You need about 100 complex drones on a single planet (IE ring worlds or Ecumenopoli) for each bio trophy to be equal to a single robot and that is the RS's biggest issue. . A scenario or playstyle that couldn't be improved by more expansion is not possible. So you can play builds that are better at tall but your going to lose out late game. Here's what I personally like to do, and it works for me playing tall. In 3. Paradox, Please Let Us Play Tall. So really it's up to you. walter. Not coincidentally, it’s also the biggest driving incentive toward playing wide. . It takes years with a 200+ sized fleet to get literally a handful of pops. 2; Reactions: Reply. After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. I keep seeing stuff around the internet about 2. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. It is viable to for example use diplomacy and just build shit loads of habitats to grow populations and form alliances and federations and mostly invade to create new versions of your own empire and include them in your federations. Empire sprawl is still used by the community, and the terms are interchangeable. Every game I'm like "okay in gonna find the nearest choke points and play tall" and never actually do unless I get boxed in. Discovery is super important when playing tall. Jun 27, 2017;. This is going to be my updated take on the basic builds. Fast Breeders - This perk give +25% growth. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. Base habitat, with the size modifier, will have maybe half population growth from size penalties. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. I think my problem is that i am too eager to expend. 1. I played Stellaris after the release, but that is long time ago and since EU4 became "RTS grand strategy with historical flavour, too streamlined mission trees for some countries and way too RNG-dependent in some cases", I would like to give Stellaris a shot. Despite all the negative feedback from players who got used to 3. For a one-system challenge the best (but not most. 6 did: it removed the single functionality that provided a mechanical incentive. There are a lot of very easy to make changes that would make the choices a lot more equal if not perfect. I think the whole tall vs wide dichotomy is dumb. This mod makes all the special systems in stellaris have a 100% chance of spawning. It depends on your definition of tall. It's not about having few planets - in fact you should still get as many ( properly developed!!Stellaris Real-time strategy Strategy video game Gaming. Tall is not efficient, it only gets you what you need and often pertains slaving. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed. Building slots don’t expand from population anymore and city districts do not expand them; so, every habitat will be a few slots big until end game. Any other build will be strictly superior playing wide, and tall is just a. Expand at all costs! Wide in general, less-wide if you intend to do an early war of conquest. In a sense, they behave like planets you can construct yourself,. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits How to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it a shot. Jul 10, 2011 578 250. Playing Tall vs Wide. Currently, pretty much the whole galaxy is my vassals and also members of my hegemony, except for one who has been my ally since the very beginning. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. How to play tall (yes again) Alright so I've been doing a little research and i know there is a bunch of threads about this already but hear me out. 5. Stellaris has no such restrictions, in fact it’s the opposite; there are almost no consequences for conquering other empires early, you even have choices depending on your situation, and early conquests allow you to conquer even more mid to late game. 1. the best ways to play tall are either: a trade empire (megacorp would be the best) because the best planet types (ecumenopolis/ring world) are the best for generating trade and trade does fully cover energy, consumer goods and unity production. So going "tall" is just shooting yourself in the foot. I have read a lot that playing wide, after 3. Stellaris. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. This includes systems such as the Sanctuary ringworld system, the system with the planet Zanaam and any special systems in the DLC (if you have the appropriate DLC). Which in itself may or may not be desired. But if you want to play tall how can we make the most out of y. Throw Energy. Terraforming to be 100% habitable for your pops. The tall playstyle dines like a gourmet only picking the very best and shunning the crud. Go to Stellaris r/Stellaris. I'm a poor guy, can't afford the DLC. It is inspired by EUIV’s province development feature, which allows countries with a few provinces to be able to match or even be better than countries with more but less lucrative provinces. Expansion: After Discovery comes a period of rapid expansion. I don't understand how playing tall in this game works. 419K subscribers in the Stellaris community. One of the biggest changes is the name change from Empire Sprawl. For this approach, you'd want origins that can benefit as early as possible from. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. If you get stuck with it, ignore this step. Currently bigger empires (ie conquest) is just stronger due to the fact that you can just increase your empire sprawl endlessly (ie no science loss from bigger empires) and the ai has weird ship designs and uses buildings suboptimally. The Hegemon is easily the best Origin in Stellaris, and with good reason. Paradox you're doing it all wrong. That's not surprising, since the whole goal of the game is to expand as much and as quickly as possible, but it also means you're basically free to do whatever you want!. The angler build is still a solid choice. Report. Tall vs wide isn’t really something that makes sense in context of stellaris or real history. Building Tall Pacifist Empire. But what exac. I like tall play style but it currently requires more resource density and pop efficiency to work. In reality it would be just the same wide play, just with fewer systems. Playing tall is a strategy among others, it's not really a playstyle as it can be in some other games (well, mostly Civ5 in fact, and it's really just another word for turtling). Nerfing wide to be as bad as tall just makes the game un-fun for everyone. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. Assuming you play 2. Also, I'm the Custodian. They have a 100 pop max capacity and 35% bonus on specialist/ruler output.