r/Stellaris A chip A chipOne of the greatest concepts added to EU4 was the wide vs. 7. Go fanatic xenophile. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. Early on, the universe is filled. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. 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. "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. That's enough to fight 25x in 2300. Tall tends to focus more on vassals and federations, Wide more on integrating directly into your own empire. The bonus of it is you can probably defend your entire space with one fleet. 3 comments. I don't know what version you're playing, but population growth is glacial in 3. That’s 350x the population of China with much more area and a much more productive and advanced economy not just capable of building highways and skyscrapers, but advanced megastructures and entire artificial worlds. Advice Wanted. walter. [deleted] • 3 yr. . Stellaris. 273 upvotes · 38 comments. Tall since well, ever, hasn’t been a great option but now more. 0. 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. 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. Playing tall may make that a waste of a perk though. 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. Okay, first things first, if. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. But in Stellaris it seems rather doubtful if you could play tall instead of wide. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. 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. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. OP, there currently is no such thing as a tall build for this game. Play Tall Trait for Stellaris. ago. (Not super-tall though, as in one planet, but only 8 planets and. In stellaris many consider playing tall means few systems. You get more and more ways to focus your power inward. There are a lot of very easy to make changes that would make the choices a lot more equal if not perfect. You need to go wide to get more resources and fund a larger army. . The S Tier only features the best of the best Origin available in Stellaris. 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. 16 Badges. This guide was made for basic Stellaris Version Adams 1. 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. 0 has a severe unity bug) - when it comes to both unity and research, more planets is always better. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. Low empire size penalties. 20 comments. 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. Especially if you've been away for 1-2 years. all right. e. For tall since you aren't conquering pops you MUST grow them. Also if you turn off early game scaling it’s much more difficult. 6. 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 current raiding playstyle (whether from civic or ascension perk) is worthless. 3 was plenty to tackle every unmodded challenge available. Egalitarianism + fanatical spiritualism + corporation for unity. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. ago. Top 1% Rank by size. stellaris is a dynamic game, and rebellions and other events always change up the galaxy. This is because it's more efficient to have one production-boosting building affect 10 buildings than 2. ago. And in a game about choice the choice to play Tall or Wide should actually matter. The game design of Stellaris will always favor wide over tall. He noted one of the paradox devs in the Stellaris Devs clash was playing as a tall pacifist empire. 8 that I finally was able to bring into the current patch with the new planet mechanics. It can however be pretty challenging on to get right. Fan demand for equally balanced tall playstyles has hindered game enjoyability. I've taken the society tech for a 10% naval capacity increase once or twice. Since you play pretty much the same if you have 50 habitats rather then 50 planets. Making this a great strategy for beginners to try out. Here's what I personally like to do, and it works for me playing tall. 8 no DLC. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. But then when I open it I can't close it for hours every time. 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. Beginner's guide to Stellaris. Diplomacy options just feels like a bandaid to try and force a play style that doesn't exist. Weekly PSA: Habitat spam is the definition of playing wide. You. DoeCommaJohn. 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 See moreHow 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. . The stations, planets and habitats are improvements of that sector. The benefits of playing tall are as follows: Smaller empires are easier to manage. When i play these it often ends. 2 I would venture to say the consensus is wide game play is going over the administration cap and tall is staying under it. 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. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. I personally think thats fine, because I think that playing tall SHOULD be a challenge. All research, economic growth and army production. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. There is the playing tall strategy. 3 is a bad idea. Playing tall has genuine benefits in terms of potential mid to late game expansion. 419K subscribers in the Stellaris community. 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. Get a migration treaty immediately so you can get access to other species. 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. 2) Optimize Production Methods edict An edict with a base cost of 300 influence and a base duration of 10 years that increases resources from jobs by 50%. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. Not coincidentally, it’s also the biggest driving incentive toward playing wide. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. 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. The winning strategy was always to expand as widely as possible because doing that. Generally, if you can have a large number of planets, there is little reason not to do so, since they will all develop more or less at the same pace. This mechanic takes your Colonies, Systems, Districts, Pops, and any Branch Offices you have and will give you penalties once you reach a certain point. Technology_Training • 3 mo. By Obsidian Shadow. Stellaris. 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. Two strategies stand out when we talk about empire size. 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. Nerfing wide to be as bad as tall just makes the game un-fun for everyone. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. 2; 1; Reactions: Reply. 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. Stellaris. The system is the backbone of Stellaris. Use the outpost cost ethic and build plenty of outposts. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. As tall you need one. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. The truth is there is no “tall” build anymore. Stellaris players aren't at all happy with the AI habitat spam that plagues their games and have rallied yet again, begging Paradox to address the grand strategy game's long-running issue. The game has been around since 2016 and they. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. You use the early bonuses to advantage early-mid game expansion and transitioning into a wide. The only playstyle I do not enjoy is playing with vassals, because I do not fully understand how to make that work and the little bits I do understand just make it seem rather bland. If you stick to 10 systems and spam a bunch of habitats you are playing tall. ago. You can make the argument that 2. Even a faction with a single city all game. A small mod that actually re-balances the Tall vs. This is going to be my updated take on the basic builds. How to Manage Empire Size in Stellaris. Thread starter Tuna Cat;. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. Semi-tall. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. There are others (edict upkeep + tradition cost) but the research penalty seems to be the most meaningful part given how rapidly a high. growing pops requires going wide and in stellaris pops are everything. 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). Stellatis is tough. Get a branch office going as early as possible, even if it yeilds +0. 0 making playing tall a viable strategy. This would be opposed to expanding further into space through star bases or. . If you rely on the bastion for defense for the latter half of the. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Though to be honest, it doesn't really change my strategy in Stellaris all that much. Here's what I personally like to do, and it works for me playing tall. With voidborne, you can build multiple habitats in a. You could try to beat the Fallen. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. 0 making playing tall a viable strategy. 0 ruleset that was revised in 3. Tall doesn't mean you can't expand. 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). One of the biggest changes is the name change from Empire Sprawl. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Base habitat, with the size modifier, will have maybe half population growth from size penalties. If you're spamming habitats, you aren't playing tall. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Until now, playing “wide” and securing as much territory as possible was considered the only way to stay competitive with rival Empires. Learn to micromanage. If you stick to 10 systems and spam a bunch of habitats you are playing tall. I've always preferred playing tall in 4x games and was wondering if there is any effective strategy for playing tall in this game. There is the playing tall strategy. It is a very rough start. Title says it all. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. Since then I have won a few more times using a Megacorp. 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). A big part of the goals behind this update is to also make the “tall” playstyle a viable option again. While I do know some general aspects of playing tall and I also know that in 2. the best origins for making the game harder are: Doomsday. Could you. Keep rerolling every 5 years, ensure your councillor leaders have starting councillor traits. Each planetary ascension level is a 25% increase base, so with all of those three boosts that becomes a 43. 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. However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your planets. Just, because something is. 1. Best. Do it from system view. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. If you want to play a game where Tall playstyle is possible, play Endless Legend. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. More systems=more stuff. Even if we never get a way to truly play tall, we still need to fix the current pop growth model (dominated by how many worlds contribute their base 3. The bad news is that you start with one, and to. Small. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You will be slightly less ahead, as the AI here is much better at tech, but still a massive lead. 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. The concept of playing tall is not a fixed one, it kinda depends on how you see it. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. 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. 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. 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. CelestialSegfault • 10 days ago. Any void dwellers build with militarist. Wide and Tall isn’t a stellaris definition, it’s used in many strategy games. This is the truth. The main point of this build is to play tall than. This is an inescapable reality that makes Tall a challenge run and not a legitimate strategy in most situations: fewer systems = fewer planets = fewer pops = weaker economy. Bribe them, then submit to vassalisation. Kind of wish there were multiple assembly slots. Pick the difficulty level that matches the challenge you want to face. 4 planets that are high ascension level and low empire sprawl is tall, since in current Stellaris, each planet is basically the equivalent to an entire city in a game like Civilization. #12. I can also use influence to grow taller by activating an edict, making my. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. Hello my most pious followers. With wide you need a ton of governors, and must be replace them constantly. Mar 4, 2022. . 7. I think the whole tall vs wide dichotomy is dumb. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. 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. I would say going tall is even more viable now. Just don't confuse playing a voidborne in a very small space with playing tall. If you want to learn in Stellaris How to Play Tall then this Stellaris Playing Tall Guide is right for YOU! I'll be going everything you need to know in Playing Tall in. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. Keeping a small easily defended area is playing tall. It would mimick a wide. and the edicts and all the other bonuses from low empire size aren't enough as a semi wide empire would be. So a big issue with the proposed addition of sprawl penalties to pops (in addition to systems, planets and districts) is that it is a huge nerf to the tall strategy, which is bad since wide is already the clearly dominant strategy (since the tech/tradition penalty directly benefits "tall" play vs "wide" play, but is widely regarded as being. 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. Go to Stellaris r/Stellaris. This is really very unplayable for me, i hate playing wide, and playing tall I just. To add to this, both implemented systems of empire sprawl, both post and pre 3. The challenge can come in the form of story play elements or taking an origin that is plain bad. Technically voidborn in a very small space is playing wide, in a very small space. Breeding them takes to long. Honestly you should know better too. Currently, playing tall is neither fun nor competitive if you ask me. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. Start playing on easy mode in an empire that you don't like to play, then set up a goal like geting the worm to terraform your planets and then try to play as robotic ascencion, something stupid or boringly difficult. So, there needs to be a growth penalty for Wide or a bonus for Tall. Stellaris Tall Build Guide. 724Unfortunately there is no current way to play the way you want. That depends on what you mean by playing tall. 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. Flag was a pyramid symbol with yellow and black (split down the middle) yellow as the primary I think. Origin varies but Gaia, voidborn and the ever broken ring world start works well. 3. There are Stellaris gurus that will tell you that by building up pops in preference to acquiring systems is playing tall. Tall vs wide isn’t really something that makes sense in context of stellaris or real history. That is, you stay small for some time so you can: - focus on science. While for the latter, most empires that were widely spread also had ‘tall’. With the changes made in 3. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. And size of empire directly influences size of your navy. 29 comments Best [deleted] • 1 yr. However since few systems with a lot of planets/habitats pretty much are the same mechanically I do not consider it playong tall. -By the proposed time of 2350, you will still be ahead of the AI's. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Hey guys, I'm not very good at this game, i played 3 times on ensign now and i have not really become more powerful than other civilizations. #9. The upcoming 3. Another thing is the deep space stuff, and the auto-resettle building. Report. I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. 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. Jun 27, 2017;. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. 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. 3. #56. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). Though I do think it will be similar to other gs games were playing wide is by far the best strategy and building tall is more something to do while waiting for the next war or something. Pros: Very flexible, allows for a degree of dabbling in tall play for otherwise wide empires. I'd like to see Stellaris travel down this route with a focus on corruption and general population unrest the farther out a colony is settled to the point where your fringe worlds need a constantly police or military presence to keep subdued unless you. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. 17th century high fantasy setting and 9th to 12th century sword and sorcery setting that’s not 5e, pathfinder, dungeon world, or AGE, or DCC (i run that a lot and love it but looking for more structured skill system) that has support! 5. 0, we had several tall builds. I’ve mentioned that playing tall empires gets boring late game. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. Ryika Jan 29, 2022 @ 11:08pm. Habitats are incredibly bad now. 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. 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. CK2 took around 8 years until the release of ck3. Stellaris. That's not the definition of Wide or Tall as per Stellaris, the actual game. My 2 cents: tall and wide is a bit nebulous. A tall empire gets the resource benefit without the sprawl cost. Spreading all over the map is playing wide. You get more yeild from the planet as far as resources plus more space for research labs. 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. self. DoeCommaJohn. "Playing tall" in Stellaris is always purely a roleplaying decision. 48. I have read a lot that playing wide, after 3. The faster you can fill up your planets the better, as you're going to be going wide VERY fast and grabbing every planet you can see. With that just build as much farming and later industry and become. A 25k bastion requires 0 minerals per month. Absolutely insane for a research capital and tall empire. 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. Subscribe to downloadChoices Matter: Tall vs. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. In Stellaris you can't colonize a planet or build a habitat without claiming a system. These changes will force players to decide whether to focus on fully developing what little. That destroys federations) remove term limit. In 3. 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. Jun 14, 2021 2. the new plant trait of "budding" is pretty good in this scenario as the total size of planet will increase assembly speed but that does mean you can't build machines. I have been thinking about something like this since playing a tall Void Dwellers game right after a very successful wide Overtuned game, but the work involved in sorting it all out was. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. S Tier Origins in Stellaris. By building robots and getting % pop growth speed modifiers. This along with the +25% growth from devouring swarm AND +15% food bonus means some crazy fast breeding. Ideally you would want to begin a period of rapid expansion towards the end of filling out this tree. 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. The best way to play is to have as close to zero empire size whilst having the biggest science income. 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. This was: The Network. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. Stellaris 2 really needs to have closer to Victoria pops. The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. . 11 votes, 19 comments. This dichotomy really isn't applicable to Stellaris. 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. The guaranteed strategic resources is helpful if you end up not having any in your corner of space (plus it gives higher chances of researching those techs for extraction). 2. Business, Economics, and Finance. It was never viable, and it's not even possible now with the new empire size changes. Then again: No pops, no win in Stellaris. -1. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. Pick Aptitude as your first tradition to get +1 trait. 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. The 3. That also doesn't fix a billion unnecessary pop ups per game, half of the anomalies requiring manual intervention that consisted of "click buttan. . large number of poorly developed planets. I can't give you much perspective specific to your year as I can't be bothered to micromanage like that. TLDR, I think tall isnt dead, it is just more gradient. you can gain a significant advantage in tech and traditions by focussing on a small number of large, well developed worlds. That fixed a lot of problems. This is why most people say that wide is better than tall. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. Playing tall or playing wide, which is better!? Most players start by building and advancing their empires in stellaris with a typical : expand, then build o. I don't want to own any vassals. InflationCold3591. This gets into the debate about what people mean by "tall". r/Stellaris. One of the biggest changes is the name change from Empire Sprawl. With the changes made in 3. • 2 yr. Playing Tall vs Wide. This can boost its trade value over 80%. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Some used one planet. 3 a LOT. Preface Hello all! This build I have made is something I'd been using since 1. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed. HopeFox • 6 yr. If I'm playing tall, I'm aiming to keep my empire size below 100. Trade with AI using rare resources to get rid of workers. Sprawl exists but can be managed at any size. Evokes a kind of 'hazard warning' feeling. 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.