Jun 27, 2017;. Technocracy is amazing for more research gains. 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. Generally it's not really practical to play tall without the Void Dwellers origin as you would need insane luck to have a good. It doesn't matter how enlightened your culture or how advanced your technology is because imperium's bloated army can burry yoy under sheer size of it's manpower and resources with guns outdated by ten thousand years. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. Welcome to the patricians way to play Stellaris. That's not the definition of Wide or Tall as per Stellaris, the actual game. Tall builds are barely viable with DLCs, without them they're basically impossible. Unless something major crops up, the next Stellaris update is expected to be the 3. Learn to micromanage. The problem is that it wasn't obvious because of. Going into the fir. Low empire size penalties. I would say the same happens playing tall. I could just settle and terraform more planets to make more stations, but that is a long term and expensive process. Victoria 2 was released 12 years ago, and victoria 3 is set to be released this year. Compare Stellaris. Playing as a corporation is a good way to play tall because 1) the managing is up to the AI so you just upgrade when their population reaches a certain point and 2) it opens you up to the galaxy through business, rather than just through diplomacy. Wide empires have more pops. 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. Now it could be said if your wide with a tall build you have succeed so can tank the drop in efficiency. 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. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. The bad news is that you start with one, and to. Best. That's a 70% increase. 29 comments Best [deleted] • 1 yr. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. 3 is a bad idea. 3; 1; 1; Reactions:. I've taken the society tech for a 10% naval capacity increase once or twice. By building robots and getting % pop growth speed modifiers. 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. #9. 2 councillor traits out of 3 is good enough for me. Guaranteed Special System Spawn. large number of poorly developed planets. The stations, planets and habitats are improvements of that sector. the best origins for making the game harder are: Doomsday. The game design of Stellaris will always favor wide over 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. You will be slightly less ahead, as the AI here is much better at tech, but still a massive lead. 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. For a one-system challenge the best (but not most. 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%. hirtes Mar 29, 2020 @ 6:30am. It doesn't stop people from trying to shoe-horn it into Stellaris, but it. 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. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. Generally, there are 3 strategies you can mix and match. 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. There is no such thing as tall in Stellaris. Equilibrius Coastal Raider. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. To be fair, Tall was more of a fun gimmick run than a serious strategy even before this update. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. Report. Tall isn't viable nothing in the beta makes tall viable. What does this mod encompass Play Tall trait Limits Core Systems Allowed2. These changes will force players to decide whether to focus on fully developing what little. The extra difficulty in higher difficulties is getting to where you can get to late game. In 3. Ideally you would want to begin a period of rapid expansion towards the end of filling out this tree. 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. Wide. [deleted] • 5 yr. So really you will want to find some sort of mod that provides benefits to those with few planets. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. 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. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Jul 10, 2023. CK2 took around 8 years until the release of ck3. Mind you, even when playing tall, I don't build them, I'd rather. r/Stellaris. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. You. 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. 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. Basically a tall playstyle is ignoring 4x and GSG conventions. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Beginner's guide to Stellaris. I would say going tall is even more viable now. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. Yes, and this is not Civ 5, this Stellaris. 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. 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. For how to: watch some of montuplays newest guides regarding playing tall. Since you play pretty much the same if you have 50 habitats rather. #7. The problems with Stellaris, tall empires, 3. 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. When i play these it often ends. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. After 2. ago. Stellaris Real-time strategy Strategy video game Gaming. The bonus of it is you can probably defend your entire space with one fleet. Introduced with the title's Utopia expansion, habitats act as a tool that enables playing tall. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. 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). But what exac. General. 1" patch out on the 14th shouldn't really change habitat. ago. 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. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. If you make playing wide miserable thats bad too, because for many painting the map is. We will be (almost). The 0,1 penalty is the +10% penalty per system other than the first one. Those people are wrong, as are you. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. | Paradox Interactive Forums. And my understanding of it (as of everything else) shifts a bit all the time, so. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. One thing you can watch out for is that each precursor has areas of the map where their events can spawn. Today I have the first new basic build in a while. Here's what I personally like to do, and it works for me playing tall. 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. Imo the best definition of play wide is a lot of systems. Cap one or 2 worlds at a time, set food limit to 5k and munch your way to the diabetis throne. 48. Open menu Open navigation Go to Reddit Home. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. Making this a great strategy for beginners to try out. This is the God-Emperor Origin in Stellaris. The faster you can do it, the less likely other corps can get them from you. All research, economic growth and army production. The upcoming 3. Pre-ftl civilizations could also arise. I would say your focus should instead be on securing defensible chokepoints against your neighbors and grabbing any important resources in your vicinity. 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. Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. I've always preferred playing tall in 4x games and was wondering if there is any effective strategy for playing tall in this game. 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). The winning strategy was always to expand as widely as possible because doing that. Those would be some of the most basic types of non-linear mechanic which could make Tall play start to exist. . Friendly-General-723 Collective Consciousness 8 mo. In that case, megacorp is always good, and void dweller will help overcome the main downside of tall: not enough planets. large empire size) at present. Many people seem to have a misconception what "tall" means in Stellaris. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. Well it depends. ago. Ascensions are cool. Very high output per system for when your packed in. 2 I would venture to say the consensus is wide game play is going over the administration cap and tall is staying under it. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. Once you complete your unity traditions hopefully around 2300-2320 (or earlier) ascend your trade world to level 10. There is the playing tall strategy. Small. 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. Remember, planet growth slows when you are expanding, so a constant early game expansion slows your making use of said things. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Lots, and lots of resources. 273 upvotes · 38 comments. Stellaris. Stellaris Real-time strategy Strategy video game Gaming. If you want you can call this "its dead", but as long some people write a guide, there is a way to play tall. I don't understand how playing tall in this game works. 20 comments. 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. 3 and my solutions for it. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. 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. TLDR, I think tall isnt dead, it is just more gradient. 8 that I finally was able to bring into the current patch with the new planet mechanics. Unlike Civ, we don't really have a hard dichotomy that swings one way or the other. OP, there currently is no such thing as a tall build for this game. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. Yeah, I actually agree I don't think Stellaris really has 'tall' playstyles because of the way pops and economics work, I don't think you so much as play tall, but as varying levels of efficient. • 2 yr. Bribe them, then submit to vassalisation. Hello my most pious followers. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. With the changes made in 3. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. This is in part due to victory conditions which allow a "tall" strategy to work throughout the game, but also because you can leverage your "tall" advantages into a temporary tech advantage at the right times to break out as a large conqueror -- you don't need to. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. Currently in 2. Empire strategy that minimizes empire size. More planets/habitats means more resources means bigger fleets, etc. Habitats are incredibly bad now. General. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. 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. Reply. That typically translates to two or three sectors, max. . 87 Badges. Playing tall may make that a waste of a perk though. It gets in my way of actually being able to play. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". Spreading all over the map is playing wide. Get those techs and traditions which will make your pops more efficient. 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. I can also use influence to grow taller by activating an edict, making my. You stick to yourself, and they like it. Megastructures will further boost tall play style. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI 1. There is no such thing as “playing tall” in Stellaris. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. 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. ChronicallyDepressed. This is your Definitive Guide for "How to Play Tall" in Stellaris Console Edition! If you want to learn in Stellaris How to Play Tall then this Stellaris Pla. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. As a long time Crusader Kings 2. This mod creates a new trait that will allows both Human and AI to play “play tall”. Everyone is entitled to their own opinion, but people who play tall are "wrong". Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. You can play a faction which only ever has 1 city, but everything is concentrated in this one city. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". It was never viable, and it's not even possible now with the new empire size changes. It is relatively. Each planetary ascension level is a 25% increase base, so with all of those three boosts that becomes a 43. Sorry mate but it kinda sounds more like you are just being a sore loser here. 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. HappySack Mar 25 @ 3:07am. 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. Use FPs (Frontier Outposts) to block alien Empire reach to your planet (s) and the spiral arm in question where you spawned. At 200 population (which isn't big enough. Communal: Since you’re going to be playing tall, stuffing more people in houses is useful. You get more and more ways to focus your power inward. 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 in Stellaris has always been a mean and not an end. Also without guaranteed worlds if your unlucky you're forced to go to war or go tall. In Stellaris the game naturally flows for you to be playing Wide and the only way to play tall is by stacking habitats and/or ringworlds in your territory to make up for the lack of actual habitable planets you may find yourself with. As quill is trying to get 200 years of peace achievement. 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'. S. That require you to explore and have them in your territory. 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. There's wide and then there's wider. 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. "Tall" no longer exists in versions after that change. Wide was nerfed, but it's still "better" than Tall. HopeFox • 6 yr. 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. If you don't have to fight anyone for that space, it's free space, take it. As tall you need one. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed. Early on, the universe is filled. So really it's up to you. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. 2; 1; Reactions: Reply. It depends on your definition of tall. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. 3 comments. 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. Tall v wide is a bit of a false construct in stellaris specifically (always has been). 0 ruleset that was revised in 3. Megacorps are a solid empire-type. I'm a poor guy, can't afford the DLC. Stellaris. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. 23. Report. First things first; your ethics should be materialist. Technology_Training • 3 mo. 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). We have another 2. The tall playstyle dines like a gourmet only picking the very best and shunning the crud. True you can make them larger, but then that's 2 ascension perks as opposed to one. You can still be strong with this build if you manage to survive the early game. 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. However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your planets. Unless a lower setting is fine for the Tall. 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. 3 beta). 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. That's what 2. The current raiding playstyle (whether from civic or ascension perk) is worthless. 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. 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. "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. Two strategies stand out when we talk about empire size. Preface Hello all! This build I have made is something I'd been using since 1. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. It ends up being. In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. A tall empire gets the resource benefit without the sprawl cost. The S Tier only features the best of the best Origin available in Stellaris. You can also do this as a machine intelligence but its entirely a different strategy. 13. One of the biggest changes is the name change from Empire Sprawl. 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. all right. Essentially, tall and wide shouldn’t be wildly different as far as pop count goes. That fixed a lot of problems. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. Playing tall is a long-term strategy, so players should generally start using it. That being said, if your definition of tall is "just 10 or 20 systems", you could go for a ringworld rush and just fill those 20 systems with them. A small mod that actually re-balances the Tall vs. I've read on here that playing tall in 2. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. 2 or 1. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. It's not about having fewer planets, but about having less directly controlled space. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Add a Comment More posts you may likeMade it a research world to soak up all the Necrophage pops, and transferred some to buff up other worlds. Weekly PSA: Habitat spam is the definition of playing wide. That efficiency allows your small area to develop fast and do lots with your space, with growth exceeding cap. I keep seeing stuff around the internet about 2. 3 update is attempting to make playing "tall" more of a thing by changing some systems, like empire sprawl, so that a well developed tall empire is closer in power to a wide empire. 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. Flashbacks to Vic 2 sphere system. Set Galaxy to 4 Spiral Arm. ago. It’s the ignorant contrarians claiming that only playing tall should be a valid play style who are being told to screw off. And Ringworlds would still have that drawback. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. Absolutely insane for a research capital and tall empire. 8 Archetype Play-stylespared to read, better leave. I remember one of my really long games I ended up basically becoming a fallen empire. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. Tall empires. What Stellaris Does Right, for now. "Tall" generally refers to playing with fewer colonies, which is an important distinction. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. Bureaucrats killed tall. r/Stellaris • How does playing tall work?Stellaris Tall vs Wide is total number of colonies / habitats in general. It is my philosophy, and thus the mod's, that a 'Tall' empire is one with. 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. 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. There's 2 ways to play Stellaris. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. Some used one planet. The angler build is still a solid choice. Terraforming to be 100% habitable for your pops. If you rely on the bastion for defense for the latter half of the. For this approach, you'd want origins that can benefit as early as possible from. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. The Hegemon is easily the best Origin in Stellaris, and with good reason. 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. The benefits of playing tall are as follows: Smaller empires are easier to manage. Either that. Worth noting that the "drag" on research from empire size is pretty much the most negatively impactful (mechanically-speaking) aspect of a galaxy-spanning empire (i. My idea was to play domination and build out solid core worlds and maybe a small sector with very strong defense and then go out and subjugate the other empires. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. Pick Aptitude as your first tradition to get +1 trait. But if you want to play tall how can we make the most out of y. Forcing it to inevitably conquer them as time goes on No it doesn't. Since colony ships wasn't researched at the start, I. . . Go away from modifying Empire Size to balance them. ago. 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. 5K Online. Get a migration treaty immediately so you can get access to other species.