but I don't know how to get any resources any other way. You can still play that way. e. The former is obvious as the pops system makes it all but impossible. Overlord has changed a bunch of things when it comes to vassals and such. demotronics • 5 yr. It ends up being. It doesn't stop people from trying to shoe-horn it into Stellaris, but it. . Tall empires. The tall vs wide playstyle has devolved from: tall (low systems low planets) vs wide (many systems many planets) to a new style of tall (low systems many planets/Habs) vs wide as it was before. 3 and my solutions for it. Shipsets were reptilian. You can make the argument that 2. Just don't confuse playing a voidborne in a very small space with playing tall. That is, you stay small for some time so you can: - focus on science. and the edicts and all the other bonuses from low empire size aren't enough as a semi wide empire would be. 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. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. habitats as well as branch offices contribute to empire size. What are some key things to do in Stellaris to build tall effectively? I want to play tall because I have been a wide, rapid expansionist in playstyle in basically every 4x/grand strategy game I've played. Unless a lower setting is fine for the Tall. That destroys federations) remove term limit. 0, is quite annoying due to the new pop cap for large empires. The Hegemon is easily the best Origin in Stellaris, and with good reason. It's not strictly bad, but the research speed is better. Yeah, it would be nice if the game supported playing tall. Playstyles are how a player plans to tackle playing or even winning the game. Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. But in Stellaris it seems rather doubtful if you could play tall instead of wide. 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. 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. . Enslaving conquered populations is tricky and requires a lot of pop shuffling. A tech tree geared to this Play style would be. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. The 0,1 penalty is the +10% penalty per system other than the first one. Ryika Jan 29, 2022 @ 11:08pm. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. To add to this, both implemented systems of empire sprawl, both post and pre 3. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. Driven Assimilators are some of the easiest robot empires to play. So going "tall" is just shooting yourself in the foot. 9 (2. This is really very unplayable for me, i hate playing wide, and playing tall I just. 3 comments. You stick to yourself, and they like it. Actually there IS a perfect answer. Forcing it to inevitably conquer them as time goes on No it doesn't. 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. 1 energy. Report. Created by Robinicus. It is way to easy to spam Burocrats to avoid any penalties from rapid expansion. Wide empires have more pops. 2. 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. Two strategies stand out when we talk about empire size. 3 beta). That fixed a lot of problems. If you aren't trying to min-max, you'll be happy, and if your empire is big enough, it wont matter anyway However you decide to play, have fun!Stellaris Galactic Paragons DLC has given us the Crusader civic and the Under One Rule Origin. WebShaman • 6 yr. 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. 0. 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. 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. Stellaris is a game I fall in and out of love with every few months and one of this games biggest flaws and probably what stops me from playing it regularly is having to micromanage 50+ planets every few minutes to build homes and create jobs. Jul 10, 2023. But the real mechanic at play with Tall vs. I always run into economic defects, Overpopulation and being serounded by larger empire's. Tall vs Wide in Stellaris isn't a dichotomy, but rather a spectrum from one extreme to the other. Thus, this guide is divided into three parts. 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. Assuming your goal is to win, which version of Stellaris was playing "tall" a valid strategy of winning? Because in my experience, (I started around 1. . Stellatis is tough. You can do this by either vassalizing or stacking minus empire size modifiers. all needs a big overhaul. This guide was made for basic Stellaris Version Adams 1. Super OP Tall Build. Though to be honest, it doesn't really change my strategy in Stellaris all that much. It made the rest of the game very easy, getting a quarter population boost and the large Gaia world, as well as a massive territory free for the taking. The bad news is that you start with one, and to. However its not completely ridiculous as a way to differentiate play styles. I'm a poor guy, can't afford the DLC. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. One of the biggest changes is the name change from Empire Sprawl. Go to Stellaris r/Stellaris. . 3 update damages the ability to play wide, going tall is the smarter play. In Stellaris you can't colonize a planet or build a habitat without claiming a system. General. What Stellaris Does Right, for now. Thread starter Vampiresoap; Start date Apr 25, 2017; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. I've always preferred playing tall in 4x games and was wondering if there is any effective strategy for playing tall in this game. This system warps the game and the way we play it in an unhealthy way. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. Is there any viable way to play void devellers besides commerce-tech build P. And Ringworlds would still have that drawback. 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. Go to Stellaris r/Stellaris • by Nimitz-View community ranking In the Top 1% of largest communities on Reddit. 8 tall isn't as viable anymore, can anyone give me a fleshed out strategy/perspective?If you're playing wide that sprawl is very low. This is the God-Emperor Origin in Stellaris. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. Playing tall in Stellaris has always been a mean and not an end. Since you play pretty much the same if you have 50 habitats rather then 50 planets. Currently, playing tall is neither fun nor competitive if you ask me. There's 2 ways to play Stellaris. This dichotomy really isn't applicable to Stellaris. . Could you. 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. This would be opposed to expanding further into space through star bases or. You get more and more ways to focus your power inward. Those people are wrong, as are you. Top 1% Rank by size. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. 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. Cons: Lots of micro, allows for a degree of dabbling in tall play for otherwise wide empires. 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 S Tier only features the best of the best Origin available in Stellaris. 0, we had several tall builds. Ryika Jan 29, 2022 @ 11:08pm. You'll have to resettle, buy slaves or aquire more pops later to fill this world. How to Manage Empire Size in Stellaris. It does not really do much for Tall vs Wide development patterns. !remindme 1 day. "Tall" no longer exists in versions after that change. The angler build is still a solid choice. 11 votes, 19 comments. Stellaris Real-time strategy Strategy video game Gaming. 3. Its the eternal question that decides how you’re going to play your game of stellaris and what you early strategy is going to be. This video is my Guide for: How to Play Tall in Stellaris Console Edition, full of tips and tricks and gameplay to show you How to Build a Tall Empire and Play as One. Weekly PSA: Habitat spam is the definition of playing wide. Jun 27, 2017;. The other is increased Trade for Xenophile, the Megacorp's Default Capital ruler job Executive and their unity job Manager make trade on the side of their primary output. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. Sprawl exists but can be managed at any size. Essentially, tall and wide shouldn’t be wildly different as far as pop count goes. 0 ruleset that was revised in 3. I've taken the society tech for a 10% naval capacity increase once or twice. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Either that. But you're right. As quill is trying to get 200 years of peace achievement. It would mimick a wide play power curve, but with a tall looking empire. 2. A truly tall empire does not incur the sprawl in the first place. The concept of playing tall is not a fixed one, it kinda depends on how you see it. Wide was nerfed, but it's still "better" than Tall. 0 has a severe unity bug) - when it comes to both unity and research, more planets is always better. There also needs to be a way to join and white peace in-progress wars when you aren't the primary target (say, costing influence). Megastructures aren't the only way to succeed when playing tall. Playing tall and thinking about it cause 1 choke point that's a black hole with 3 planets and and a system that's huge and takes a bit to traverse sounds great to lock my empire behind since I'm playing tall. Fast Breeders - This perk give +25% growth. hirtes Mar 29, 2020 @ 6:30am. large number of poorly developed planets. I actually don't particularly dislike this change, but this was how I got. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. The 0,1 penalty is the +10% penalty per system other than the first one. hirtes Mar 29, 2020 @ 6:30am. 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. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. But to really take advantage of that small empire size, you need to focus on research and unity. 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. If you end up in an empty corner of the galaxy with a lot of space to yourself, playing tall is just a pure handicap. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. The stations, planets and habitats are improvements of that sector. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. Finally, Part 3 contains a mix of tips and tricks for you to use to take your roleplaying to the next level. Sero Mar 25 @ 2:18am. 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. Every time. If you get stuck with it, ignore this step. 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. 7. 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. The truth is there is no “tall” build anymore. First time around it'll remove all selected mining/research stations, second time you press it it'll delete the starbase itself, provided there are none of your colonies in the system. Generally, there are 3 strategies you can mix and match. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. I played Stellaris for at least 200 hours before I won my first game. Building Tall Pacifist Empire. 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. I like my little bubble of about 20-25 systems, depending on what is in them or what they are. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. So, there needs to be a growth penalty for Wide or a bonus for Tall. 10x was very doable. Bribe them, then submit to vassalisation. There is no such thing as “playing tall” in Stellaris. 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. On the plus side, we get more unity faster without explicitly focusing it. 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. Which requires lots of claimed stars and colonized planets. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. Business, Economics, and Finance. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. At 200 population (which isn't big enough. -By the proposed time of 2350, you will still be ahead of the AI's. 3 was plenty to tackle every unmodded challenge available. Related. I felt like I wasn't playing Stellaris, I felt like I was playing high elo StarCraft match. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. 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. There are others (edict upkeep + tradition cost) but the research penalty seems to be the most meaningful part given how rapidly a high. 2. Pick Aptitude as your first tradition to get +1 trait. And it can help a lot of your species has traits like intelligent or strong to take advantage of the bonuses, every plus 5% can help your empire survive longer. 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. Intro Stellaris Tall Guide Montu Plays 130K subscribers Subscribe Subscribed 3. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. That require you to explore and have them in your territory. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. If you play as a non gestalt empire you can invest your influence into arcology projects for city planets. Tall vs Wide. Best. Tall empires. I really love stellaris and want to try something new, but run out of ideas, also Stellaris has great communityTall vs wide use to be about science before 2. Megastructures will further boost tall play style. Spreading all over the map is playing wide. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. . Okokok this is a pretty cool story, but of a long one but still. In 5 hours I will play Stellaris with my friends. In some updates, it was a very effective strategy to get ahead technologically and get early ascensions - it's much less the case now. . After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. This reduces the number of different buildings you expect to build on each planet. Step 1. There needs to be incentives and/or boni for playing tall, like increased tech speed or unity gain. Here's what I personally like to do, and it works for me playing tall. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. r/Stellaris. Here's what I personally like to do, and it works for me playing tall. Get a branch office going as early as possible, even if it yeilds +0. One thing you can watch out for is that each precursor has areas of the map where their events can spawn. After playing tall it feels really limiting to go back to wide which sucks because I get way more satisfaction from conquering large swathes of space than I do from basically playing as a fallen empire. This is the truth. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. Pre-ftl civilizations could also arise. "Tall" in Stellaris isn't doing more with less, it's just having less. Play fanatic pacifist,Use megacorp only in early game,After 3rd civic slot,Convert to democracy,Use Functional Architecture,Beacon of Liberty,Meritocracy. Very high output per system for when your packed in. [deleted] • 5 yr. Tall builds are barely viable with DLCs, without them they're basically impossible. 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. Tall empires are easier to defend from. r/Stellaris. #1. 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. While for the latter, most empires that were widely spread also had ‘tall’. Report. #9. Your ability to make long term decisions is tied to Influence. r/Stellaris. In 5 hours I will play Stellaris with my friends. It's not about having fewer planets, but about having less directly controlled space. Less pops equals less resources. ago. I've had several starts go right down the drain immediately because none of my surrounding stars have a single mineral in any of them, while neighboring empires have stars with 6-8+ minerals per. There hasn't been since like 1. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. 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. I would say going tall is even more viable now. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. Any void dwellers build with militarist. It gets in my way of actually being able to play. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. This is going to be my updated take on the basic builds. There are a lot of very easy to make changes that would make the choices a lot more equal if not perfect. You get more yeild from the planet as far as resources plus more space for research labs. 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. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. 4; 4; 3; Reactions: Reply. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. In just one year, that's 3600 minerals conserved. The game has been around since 2016 and they. If you don't have to fight anyone for that space, it's free space, take it. That's not the definition of Wide or Tall as per Stellaris, the actual game. There is the playing tall strategy. Origin varies but Gaia, voidborn and the ever broken ring world start works well. Jump to latest Follow Reply. It's a playstyle meant for defense and not offense. (So your space is tall; not your planets)The only tall builds that can be considered good right now are Void Dwellers (which is actually wide under your definition since it has lots of colonies) and the Nihilistic Acquisition raider which is a very aggressive build that is constantly a war to steal pops. Open menu Open navigation Go to Reddit Home. Even before 2. the best origins for making the game harder are: Doomsday. Especially if you've been away for 1-2 years. 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. In Stellaris, it would be really nice if there was a way to convert to tall play after the game starts, because sometimes your start location just doesn't prevent peaceful expansion. However since few systems with a lot of planets/habitats pretty much are the same mechanically I do not consider it playong tall. The game itself doesn't lend itself to tall play, as the main way the empire can grow is to have as much minerals as possible. having the biggest, most. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. 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. It is relatively. Since you dont have many planets, you cannot match the natural pop growth of wide empires. 13. You could try to beat the Fallen. 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. Just, because something is. Tall is more chill and easier. Also a way to request/provide economic assistance and ships when you are attacked would be really good. Most people talk about Tall vs Wide like this: Wide involves getting a lot of territory, getting a lot of pops, and dominating the galaxy with overwhelming numbers; contrasted with playing Tall, which is about leaving a small galactic footprint but focusing your economy to keep up. Stellaris has an abstraction for Tall vs Wide in-game: the Empire Size mechanic. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. You misunderstood what "tall" means in Stellaris. Early on, the universe is filled. Techno Necro. 0. Grand Admirals cannot stop you. Related. 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. 29 comments Best [deleted] • 1 yr. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. Subscribe to downloadChoices Matter: Tall vs. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. There's wide and then there's wider. I have read a lot that playing wide, after 3. It was never viable, and it's not even possible now with the new empire size changes. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. Often multiple playstyles apply and synergize. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. 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. Pick the difficulty level that matches the challenge you want to face. Stellaris was released in 2016, and it's only been six years. • 2 yr. There are Stellaris gurus that will tell you that by building up pops in preference to acquiring systems is playing tall. Because it is not wide that is better, it is big. On easy difficulties though, wide is better than tall most of the time. Breeding them takes to long. Are you using the -dx11 option and borderless window, because trust me Stellaris is NOT single threaded, there was a dev blog post specifically discussing this in the past. First things first, let's talk definitions - I describe 'going tall' in Stellaris as simply restricting oneself to never having sectors. 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 spamming habitats, you aren't playing tall. 0 playing "tall" was nebulous at best. This is really very unplayable for me, i hate playing wide, and playing tall I just. 130K views 5 years ago. Kind of wish there were multiple assembly slots. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. The pop growth bonus in particular is also augmented by the bonuses of xenophobe, for a possible 30% base pop growth. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. Absolutely insane for a research capital and tall empire. Report. Going into the fir. I was watching quill18's latest series on stellaris. 416K subscribers in the Stellaris community. Habitats are incredibly bad now. In 3. You need to go wide to get more resources and fund a larger army. Toggle signature “The middle of the road is all of the usable surface.