Stellaris Real-time strategy Strategy video game Gaming. Thinking about playing stellaris is boring, I don't wanna open the game. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. 0. There is no such thing as “playing tall” in Stellaris. In Stellaris tall games are a lot of fun where you limit yourself to around 20 systems and play as a galactic defender and mediator protecting the less advanced empires. Get those techs and traditions which will make your pops more efficient. ago. r/Stellaris. Top 1% Rank by size. Outside of this there is no "Tall" concept in Stellaris as more. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. ;-) Most of the wide drawbacks come in the form of population. 0. To start, I'll explain my usual play-style as a Determined Exterminator; I like playing tall, and investing heavily into Physics, Society, and Engineering sciences. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. The winning strategy was always to expand as widely as possible because doing that. My favorite is fanatic militarist/authoritarian with Stratified Economy but no slavery. 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. Low empire size penalties. 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. If there was a way for even more primatives and most empires playing tall and maybe a few colonies, with most of their fleets coming from federations, then that would be a more true star trek scenario. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. Ryika Jan 29, 2022 @ 11:08pm. In 5 hours I will play Stellaris with my friends. And size of empire directly influences size of your navy. Tall/Wide are CIV terms that the community stole and then tried to apply them to this game and completely screwed everything up. Title says it all. You get more yeild from the planet as far as resources plus more space for research labs. For example, a well-placed machine uprising could kill the galactic emperor and end the imperium, or a rebellion could end up vassalizing its parent state, and forming its own bloc. Edit: I also think that playing pacifists is definitely the go-to way to try playing a tall empire, since you're kinda forced into it, as you can't conquer other empires territory. 3. Compare Stellaris. Playing as an isolationist government with no access to unrestricted war, treaties, or other key social mechanics is a very different way of playing Stellaris, but it can be as fun as it is effective. The "3. That require you to explore and have them in your territory. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. Weekly PSA: Habitat spam is the definition of playing wide. Pacifism also allows the player to pick an exceptionally powerful Civic, Inward Perfection. 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. The extra difficulty in higher difficulties is getting to where you can get to late game. You can mix and match whatever civics, ethics, and traits as you wish but fanatic xenophile will significantly help if you’re going down the trade route, and functional architecture helps void dwellers if you choose to go. HopeFox • 6 yr. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. TLDR, I think tall isnt dead, it is just more gradient. If you don't have to fight anyone for that space, it's free space, take it. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. ago. My goal for an empire is to be a Megacorp with a fallen empire overlord, grow tall as I can, and make as much energy/research as possibleTall play in Stellaris is extremely difficult as it requires careful tuning of many parameters. . Realistically when going tall it means some small set of orbital mines and research stations that weren't your core priority anyways - the core priority ones were covered by your frontier outposts to begin with. "Tall" generally refers to playing with fewer colonies, which is an important distinction. 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. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. Always play on max star count. But to really take advantage of that small empire size, you need to focus on research and unity. For example the governors, and the space station. Sero Mar 25 @ 2:18am. After that take the angler civic, agrarian idyll and when you get the third one take catalytic converter as thats key to the whole build. I've taken the society tech for a 10% naval capacity increase once or twice. "Playing tall" in Stellaris is always purely a roleplaying decision. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. . The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. Megastructures will further boost tall play style. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. Go for Bio-Ascension for cloning vats. It doesn't work in Stellaris (at least in 3. In 3. You get 20% from level 3 holy covenant, 25% from finishing the Harmony tradition tree (required to form holy covenant) and 25% from the civic. It is clear, that Stellaris tries it. Hegemon. Go fanatic xenophile. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. While for the latter, most empires that were widely spread also had ‘tall’. 3 beta). This is because it's more efficient to have one production-boosting building affect 10 buildings than 2. Pros: Very flexible, allows for a degree of dabbling in tall play for otherwise wide empires. . First things first; your ethics should be materialist. Trade with AI using rare resources to get rid of workers. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. How to play tall in stellaris: Switch your game version in the steam launcher to something from 30 years ago before admin cap jobs were added. 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. I don't want to own any vassals. Whether it be just one county or a small duchy, the player uses all of their resources to funnel a small area on the map. 3 comments. Abdulijubjub Field Marshal. Fan demand for equally balanced tall playstyles has hindered game enjoyability. 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. First things first, let's talk definitions - I describe 'going tall' in Stellaris as simply restricting oneself to never having sectors. 2. Get a migration treaty immediately so you can get access to other species. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. This is going to be my updated take on the basic builds. Very high output per system for when your packed in. CelestialSegfault • 10 days ago. I always run into economic defects, Overpopulation and being serounded by larger empire's. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Also if you turn off early game scaling it’s much more difficult. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Megastructures aren't the only way to succeed when playing tall. But you're right. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. Business, Economics, and Finance. 29 comments Best [deleted] • 1 yr. 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). 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. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. The truth is there is no “tall” build anymore. Even a faction with a single city all game. #7. I would say the same happens playing tall. The former is obvious as the pops system makes it all but impossible. While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. Absolutely insane for a research capital and tall empire. The challenge can come in the form of story play elements or taking an origin that is plain bad. You get more and more ways to focus your power inward. -By the proposed time of 2350, you will still be ahead of the AI's. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. It doesn't mean it must be. Any void dwellers build with militarist. 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. Toggle signature “The middle of the road is all of the usable surface. Do it from system view. The first 1000 people who click the link will get 2 free months of Skillshare Premium: Playing Tall has always been one of the more elu. 20 comments. Throw Energy. Unlike Civ, we don't really have a hard dichotomy that swings one way or the other. It is what gives you access to resources, it is what you use to claim territory. In stellaris many consider playing tall means few systems. In Stellaris people get a legit advice wide's always better and than come with screenshots of 90 planets, 900 pops asking why are they having problems. 23. 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. 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. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. 7. Those people are wrong, as are you. With voidborne, you can build multiple habitats in a. . Wide empires have more pops. It is great for high difficulties because you don’t have to attack the really powerful empires and can get them to pathetic by mid to late game. How to win at Stellaris: Play Wormhole only. Discussion. If you stick to 10 systems and spam a bunch of habitats you are playing tall. Essentially, tall and wide shouldn’t be wildly different as far as pop count goes. 8 Archetype Play-stylespared to read, better leave. They now cost twice as much and are roughly half as effective as they used to be. Now it could be said if your wide with a tall build you have succeed so can tank the drop in efficiency. Playing "Tall" in Stellaris: a criminally misunderstood term I love Stellaris and this community! Sometimes I see people in the comments talking about how a player is trying. 3; 1; 1; Reactions:. Thread starter Tuna Cat;. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. Assuming you play 2. but what tall is or isn't is another debate I suppose and I didn't feel confident in getting any points across without using the terminology. 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. Ring world is really really strong for tech rush and tall builds, as well as merchant builds, which is not what DE is meant for. Spreading all over the map is playing wide. . Report. 724Unfortunately there is no current way to play the way you want. Today I have the first new basic build in a while. . self. 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. 0 ruleset that was revised in 3. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. Stellatis is tough. Terraforming to be 100% habitable for your pops. This has fundamentally altered a few things about gameplay, but fear not; Things are arguably better for tall builds in the long run, now that large empires have been nerfed and pop growth is no longer quite so exponential. Fluffy-Tanuki Agrarian Idyll • 4 mo. 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. Tall vs Wide. 2 I would venture to say the consensus is wide game play is going over the administration cap and tall is staying under it. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. I recently abandoned a game where I was a spiritualist empire, because I started in a location where I was boxed in by two friendly spiritualist empires. Because it is not wide that is better, it is big. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. 3 and my solutions for it. The Hegemon is easily the best Origin in Stellaris, and with good reason. 2 updated for 1. Tall is more chill and easier. It ends up being. So, there needs to be a growth penalty for Wide or a bonus for Tall. Bribe them, then submit to vassalisation. With the Hegemon, you will get 2 AI-powered allies who will do whatever you wish early into. How to Manage Empire Size in Stellaris. 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. having the biggest, most. Typically playing tall only "works" early game and it's only a temporary situation. Driven Assimilators are some of the easiest robot empires to play. Wide means you have more variety of planets and has its own fun to it. More planets/habitats means more resources means bigger fleets, etc. Report. The second approach is a colossus rampage. 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. the best origins for making the game harder are: Doomsday. In just one year, that's 3600 minerals conserved. ago. Stellaris Tall Build Guide. Playing tall refers to the strategy of empowering a small realm. Method 1: Find a local AI, preferably one that is considerably more powerful, and between you and the baddies. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. Step 2: pretend that you wanted to be small and ineffective in the first place. . One of the biggest changes is the name change from Empire Sprawl. 3 and my solutions for it. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. Especially if you've been away for 1-2 years. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. Also without guaranteed worlds if your unlucky you're forced to go to war or go tall. are vassals just a prerequisite of playing tall. r/Stellaris A chip A chipOne of the greatest concepts added to EU4 was the wide vs. How to Manage Empire Size in Stellaris. I don't understand how playing tall in this game works. Often multiple playstyles apply and synergize. Tall is NOT Pops over Systems. 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. The game actually requires a heavy amount of micromanagement, sectors or not. Over the course of time, that planet will grow and become very valuable and the energy cost to setup a branch office will pay for itself, many times over. Beginner's guide to Stellaris. Okokok this is a pretty cool story, but of a long one but still. 0 which made it very important as, while minerals are king, science is queen. I feel that nihilistic aquisition is the KEY to playing tall. 0 growth). Before 2. With that just build as much farming and later industry and become. [deleted] • 3 yr. There is a heatmap for that out there on the internet. Report. The goal is to get an edge in tech and fill out systems. You use the early bonuses to advantage early-mid game expansion and transitioning into a wide. that's the cure. #7. This guide is incredible. 0 making playing tall a viable strategy. I don't understand how playing tall in this game works. r/Stellaris. ago. ago. It does make sense in stellaris to play as a "Tall" empire. 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. Jul 10, 2023. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. 100% habitability is nice for migration treaties with other species that have desirable traits, and increases the chances of refugees in the lategame for more pop growth. It would mimick a wide play power curve, but with a tall looking empire. Tall was a Stillbirth in Stellaris. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). I play tall and use tributaries. I personally think thats fine, because I think that playing tall SHOULD be a challenge. 3 with the elimination of admin cap. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. Thread starter Vampiresoap; Start date Apr 25, 2017; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. There are a couple of problems with playing tall. Also, I'm the Custodian. The main point of this build is to play tall than. All strategies assume you are trying to get maximum pops & maximum jobs on every planet. You can no longer colonize large swaths of space with a vassal swarm either. As a result, my mineral and energy credit production is a bit stunted until later in the. For this approach, you'd want origins that can benefit as early as possible from. 7. Nerfing wide to be as bad as tall just makes the game un-fun for everyone. It's a playstyle meant for defense and not offense. What's your strategie to play Tall. 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. Playing tall is not only possible, it's insanely powerful and (on Insane), I am always the most powerful empire in the galaxy by 2400. Unless something major crops up, the next Stellaris update is expected to be the 3. . In previous patches, especially before 3. I've done a lot of spreadsheeting and playtesting on tech-focus builds, and I'm of the opinion that your ideal mid-game size is 20-30 planets, which no one. Some good tall origins are shattered ringworld and voidborne. Wide players would probably be running more like +400% costs and +200% tech/unity costs (I consider myself a traditionally wide player though my recently completed Le Guin game was a bit more. 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. Sorry mate but it kinda sounds more like you are just being a sore loser here. Early on, the universe is filled. Megastructures aren't the only way to succeed when playing tall. 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. You misunderstood what "tall" means in Stellaris. I would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. Stellaris. Then again: No pops, no win in Stellaris. OPS is an excruciatingly tall play-style, but I do promise you'll pick up interchangeable skills that'll enhance your tall play. Darvin3 • 2 yr. 8 that I finally was able to bring into the current patch with the new planet mechanics. Empire Sprawl needs a rework. 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. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. There are Stellaris gurus that will tell you that by building up pops in preference to acquiring systems is playing tall. !remindme 1 day. 9 (2. Playstyles are how a player plans to tackle playing or even winning the game. Use FPs (Frontier Outposts) to block alien Empire reach to your planet (s) and the spiral arm in question where you spawned. 419K subscribers in the Stellaris community. ChronicallyDepressed. . e. To add to this, both implemented systems of empire sprawl, both post and pre 3. 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. There is still no better or more successful way to play the game than tech rush, expand like a virus and maxing out your fleet. Darvin3 • 1 yr. When i play these it often ends. With the changes made in 3. Empire size has changed a lot over the years in Stellaris. 0 has a severe unity bug) - when it comes to both unity and research, more planets is always better. You could try to beat the Fallen. Pick the difficulty level that matches the challenge you want to face. Friendly-General-723 Collective Consciousness 8 mo. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. 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. It is relatively. But then when I open it I can't close it for hours every time. With shattered ring, you get 3 big ring sections in your starting system, great for tall play. You could also invest in things like ringworlds for alternative planets. These changes will force players to decide whether to focus on fully developing what little. Been playing stellaris for a little bit now let’s say a couple of months and I was wondering if playing tall is worth it I’ve heard mixed opinions on the topic but if it is worth it could you all give me some tips!Well there is a method of playing 'tall'. Two strategies stand out when we talk about empire size. The problems with Stellaris, tall empires, 3. Fast Breeders - This perk give +25% growth. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. When people say they're playing tall in Stellaris, they generally mean one of two things: Either they're just playing a small nation, or they're playing a "compact" nation, with large numbers of habitats/ringworlds in a small number of systems. Admin cap is super important since you're more sensitive to sprawl penalty. 6 did: it removed the single functionality that provided a mechanical incentive. Empire Size currently provides a rubber band on big empires being better than small empires. At the very beginning of the game you can get some pretty good growth by putting your homeworld into capacity bonus territory, but as your empire-wide population grows the pop growth penalty just gets bigger and bigger. That doesn't mean a low amount of colonies; in fact, often more. Even so, you still do want to expand towards your target, just for the influence. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. I have two flavours playing stellaris, super nice super diplomatic empire or devouring swarm. Get heroic past (+1 trait) and meritocracy (+1 trait pick) Step 2. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. Wide was nerfed, but it's still "better" than Tall. There is the playing tall strategy. It’s the ignorant contrarians claiming that only playing tall should be a valid play style who are being told to screw off. Best. Go to Stellaris r/Stellaris. hirtes Mar 29, 2020 @ 6:30am. ago. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources.