But then when I open it I can't close it for hours every time. Hold chokepoints and rush tech, make friends and sign commercial pacts, start a trade league as soon as possible once you have one close ally, spam corporate embassies in your branch offices, and very soon you will be the only. 3 comments. the tech tree ends at some point and the. 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. You can also do this as a machine intelligence but its entirely a different strategy. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. I'm RPing a Determined Exterminator empire that doesn't want to grow…Honestly, walls like this I can live with, it's when the AI is blatantly pulling things out of it's ass it should have no way of obtaining that I start rage-quitting. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. Base habitat, with the size modifier, will have maybe half population growth from size penalties. ”. The upcoming 3. This mechanic of diminishing returns leads to two distinctly different play styles, wide and tall. Meaning it was a lot easier to out-tech wide empires. Each planetary ascension level is a 25% increase base, so with all of those three boosts that becomes a 43. That's enough to fight 25x in 2300. T. A Tall play now isnt about just being small, it is about being efficient. 48. It was never viable, and it's not even possible now with the new empire size changes. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. . Both can do it well as planets are not the bottleneck any more for science generation. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. Alternatively, you can use automation, which is actually pretty easy and works well enough for most people. 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. What actually constitutes tall in this game? In my current game I'm playing fanatic egalitarian materialists who aspire to turn themselves in to a…I used the robotic mammalian portrait (the tall bulky machine with a glass front). . . mining guilds is a lot better as the. As a result, my mineral and energy credit production is a bit stunted until later in the. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. 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. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. Habitats are incredibly bad now. Tall empires. 3. Diogenes_of_Sparta Specialist • 2 yr. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. 10x was very doable. Conquest is better, but vassals are fun for role playing. A few years ago, playing tall was the only way to win, and beginner players were asking what this is and how they go about doing it. This 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). 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. 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. The truth is there is no “tall” build anymore. Wide empires have more pops. Go for Bio-Ascension for cloning vats. 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. General. HappySack Mar 25 @ 3:07am. The rules I'm playing with prevent me from ever having any colonies outside my starting system - this isn't as restrictive as it could be since the disk has 6 size 90 worlds on it. 3 and my solutions for it. 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. My recent game on insane I managed to beat the game (Huge map, 30 empires, 8 advanced and 4 fallen) in 2400 with only 5 planets in 2350. Created by Robinicus. Unless something major crops up, the next Stellaris update is expected to be the 3. 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. Internal struggles. Given that EUIV’s features aren’t currently available in Stellaris, the. I keep seeing stuff around the internet about 2. Hello my most pious followers. 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. We would like to show you a description here but the site won’t allow us. For this approach, you'd want origins that can benefit as early as possible from. The bad news is that you start with one, and to. Top 1% Rank by size. "Tall" in Stellaris isn't doing more with less, it's just having less. 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. Highly stable, unified group thats close proximity keeps together. Tall v wide is a bit of a false construct in stellaris specifically (always has been). 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. "Tall" no longer exists in versions after that change. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. . I actually don't particularly dislike this change, but this was how I got. Fan demand for equally balanced tall playstyles has hindered game enjoyability. 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. One of the biggest changes is the name change from Empire Sprawl. It doesn't work in Stellaris (at least in 3. 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. This is going to be my updated take on the basic builds. Many people seem to have a misconception what "tall" means in Stellaris. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. Welcome to the patricians way to play Stellaris. . The wide playstyle embraces sprawl inefficiency like a friend absorbing everything it can, heedless of the diminishing returns. 16 Badges. And orbital habitats rule. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. In reality it would be just the same wide play, just with fewer systems. Weekly PSA: Habitat spam is the definition of playing wide. . Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. 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. that's the cure. The goal is to get an edge in tech and fill out systems. Too many planets to manage. 2;. Tall vs Wide in Stellaris isn't a dichotomy, but rather a spectrum from one extreme to the other. A 25k bastion requires 0 minerals per month. In previous patches, especially before 3. "Tall" no longer exists in versions after that change. I too like to normally play wide, but I'll switch it up with a tall megacorp. Two strategies stand out when we talk about empire size. While habitats are good, it’s probably better to be funding colony ships. It takes years with a 200+ sized fleet to get literally a handful of pops. 3; 1; 1; Reactions:. -By the proposed time of 2350, you will still be ahead of the AI's. [deleted] • 3 yr. Just, because something is. 1 energy. 0 anglers got stronger. It is inspired by EUIV’s province development feature, which allows countries with a few provinces to be able to match or even be better than countries with more but less lucrative provinces. The game has been around since 2016 and they. 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. The current raiding playstyle (whether from civic or ascension perk) is worthless. In Stellaris, you don't make that choice. I think the whole tall vs wide dichotomy is dumb. And size of empire directly influences size of your navy. I would say it's not even extra steps anymore, since there's no way you'll get enough leaders to effectively sector an integrated vassal. Even so, you still do want to expand towards your target, just for the influence. Typically playing tall only "works" early game and it's only a temporary situation. I've read on here that playing tall in 2. Your empire’s planet is going to explode. 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. 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. 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. After spending 82 let’s play episodes on insane difficulty (watch it here: ) testing the viability of a tall. These changes will force players to decide whether to focus on fully developing what little. Tall play has been seriously buffed in this patch. 724Unfortunately there is no current way to play the way you want. Give me the. 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. 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. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. Often multiple playstyles apply and synergize. 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. 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). I have read a lot that playing wide, after 3. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. Wide. 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. 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. It's that time again, the 4th big overhaul for Stellaris has arrived, which means that all tutorials can be thrown out of the window and it's time to start n. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. Enjoy your stratified society. 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. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. 400 stars is a good balance between the extreme crowding of tiny where you are guaranteed 100% constant war, and medium where. You could try to beat the Fallen. I don't know what version you're playing, but population growth is glacial in 3. It's basically how you use your influence. But wide in Stellaris doesnt require any more work to maintain and keep stable, so its hard to ever make Tall the more viable option without changes that just make playing wide miserable. This means any advice for "Tall" play needs to be tailored to the specific kind of run you're playing, which makes it kinda pointless to categorize them together. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. 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. Compare Stellaris. Either that. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. !remindme 1 day. Terraforming to be 100% habitable for your pops. 7. If you get stuck with it, ignore this step. 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. This dichotomy really isn't applicable to Stellaris. 2; 1; Reactions: Reply. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. With voidborne, you can build multiple habitats in a. Victoria 2 was released 12 years ago, and victoria 3 is set to be released this year. walter. 2 councillor traits out of 3 is good enough for me. 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. That efficiency allows your small area to develop fast and do lots with your space, with growth exceeding cap. 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. In Stellaris I can use my influence to grow wider by building starbases or settling colonies. 3 with the elimination of admin cap. 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. Tall builds are barely viable with DLCs, without them they're basically impossible. "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. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. Playing Tall vs Wide. However, I am interested in playing tall, since maybe this is the best strategy for me. Bribe them, then submit to vassalisation. The 0,1 penalty is the +10% penalty per system other than the first one. ago. Pros: Very flexible, allows for a degree of dabbling in tall play for otherwise wide empires. We recommend you to use them whenever you play the game. Pacifism also allows the player to pick an exceptionally powerful Civic, Inward Perfection. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. Sero Mar 25 @ 2:18am. 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 would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. So going "tall" is just shooting yourself in the foot. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. Even a faction with a single city all game. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. #12. So really it's up to you. Megacorp is probably my favorite thing in Stellaris. Cons: Lots of micro, allows for a degree of dabbling in tall play for otherwise wide empires. Tall vs Wide is now about unity. all right. 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. Kind of wish there were multiple assembly slots. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. Stellaris. I felt like I wasn't playing Stellaris, I felt like I was playing high elo StarCraft match. The softcap, even under the initial 3. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. 5. We will be (almost). And my understanding of it (as of everything else) shifts a bit all the time, so. 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. I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. Wide means you have more variety of planets and has its own fun to it. Techno Necro. Report. ago. That require you to explore and have them in your territory. 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. Playing tall was heavily nerfed with changes to habitats. 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. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. Step 2: pretend that you wanted to be small and ineffective in the first place. 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. 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. Depeding on how many other empires there are, and where you are located, this can be a way to stay "tall" and dont have the feeling of that you are "wasting" systems out there. Tall empires. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. With the changes made in 3. Introduction Stellaris - How To Play Tall (2. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. Communal: Since you’re going to be playing tall, stuffing more people in houses is useful. Stellaris was released in 2016, and it's only been six years. In 5 hours I will play Stellaris with my friends. Unless a lower setting is fine for the Tall. It is a very rough start. Mind you, even when playing tall, I don't build them, I'd rather. 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. In the current beta branch, I’m running a megacorp. . e. It also allows you to focus on building up your core planets MUCH more from my experience, since I can just keep to myself while my allies/defence stations act as. Use FPs (Frontier Outposts) to block alien Empire reach to your planet (s) and the spiral arm in question where you spawned. While for the latter, most empires that were widely spread also had ‘tall’. So really you will want to find some sort of mod that provides benefits to those with few planets. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. My favorite is fanatic militarist/authoritarian with Stratified Economy but no slavery. If you play tall right, you can get more than 15000 tech per month mid game. 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. the main contributor to a viable tall play Megacorp's are Stellaris "tall" playstyle. How to Manage Empire Size in Stellaris. Some good tall origins are shattered ringworld and voidborne. Pre-ftl civilizations could also arise. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. Wide involves expanding as much as possible and colonizing as many planets as possible. That is, you stay small for some time so you can: - focus on science. 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. It would mimick a wide. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. 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. HopeFox • 6 yr. TLDR, I think tall isnt dead, it is just more gradient. 20 comments. I think my problem is that i am too eager to expend. If you want you can call this "its dead", but as long some people write a guide, there is a way to play tall. The meta has shifted a lot throughout Stellaris’s life cycle and will likely shift a lot more in the future. The bonus of it is you can probably defend your entire space with one fleet. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. Very high output per system for when your packed in. TLDR, I think tall isnt dead, it is just more gradient. ago The_Godfather69 The Definitive Guide For "How To Play Tall" In Stellaris Console Edition Video This video is my Guide for: How to Play Tall in Stellaris Console. Subscribe to downloadChoices Matter: Tall vs. Pick the difficulty level that matches the challenge you want to face. "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. (Not super-tall though, as in one planet, but only 8 planets and. InflationCold3591. If you stick to 10 systems and spam a bunch of habitats you are playing tall. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. This is really very unplayable for me, i hate playing wide, and playing tall I just. 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). Empire sprawl is still used by the community, and the terms are interchangeable. 5K Online. Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. Spreading all over the map is playing wide. Stellaris. #7. 1" patch out on the 14th shouldn't really change habitat. Semi-tall. 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. /rantThe second vassal everyone will want is the Scholarium, who provides a significant bonus to research potential and valuable science tribute. 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. The former is obvious as the pops system makes it all but impossible. One of the biggest changes is the name change from Empire Sprawl. This mod creates a new trait that will allows both Human and AI to play “play tall”. You got two species that started (a robot and cyborgs), and you needed land on the hostile worlds (aka primitives or enemy empires worlds) with ground armies, Assimilate the pops then you basically have a new world under your name. Technocracy is amazing for more research gains. 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. You can still be strong with this build if you manage to survive the early game. ago. ago. 2. Playstyles are how a player plans to tackle playing or even winning the game. You can make the argument that 2. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. I've taken the society tech for a 10% naval capacity increase once or twice. 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. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. You can rightfully play this by ONLY claiming systems with huge planets with lots of room for research and skipping over systems with. building tall is more of an opening strategy, not a long term playstyle. How to Manage Empire Size in Stellaris. We will use these. Business, Economics, and Finance. 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. Stellaris. There are others (edict upkeep + tradition cost) but the research penalty seems to be the most meaningful part given how rapidly a high. 0 making playing tall a viable strategy. A big part of the goals behind this update is to also make the “tall” playstyle a viable option again. • 2 yr. You'll have to resettle, buy slaves or aquire more pops later to fill this world. DIsagree. 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. This is going to be my updated take on the basic builds. Building Tall Pacifist Empire. Your ability to make long term decisions is tied to Influence. 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. 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. And yes, having only say, 10-15 systems and using habitats and stuff to build them up is playing tall. Empire sprawl is still used by the community, and the terms are interchangeable. 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. Play fanatic pacifist,Use megacorp only in early game,After 3rd civic slot,Convert to democracy,Use Functional Architecture,Beacon of Liberty,Meritocracy. In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. ChronicallyDepressed. 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. That depends on what you mean by playing tall. To add to this, both implemented systems of empire sprawl, both post and pre 3. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. 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. Yup. Totally viable. 0, is quite annoying due to the new pop cap for large empires. ;-) Most of the wide drawbacks come in the form of population. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. If you don't have to fight anyone for that space, it's free space, take it. . However its not completely ridiculous as a way to differentiate play styles. Despite all the negative feedback from players who got used to 3. S Tier Origins in Stellaris. 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. Outside of this there is no "Tall" concept in Stellaris as more. 0 ruleset that was revised in 3. 2; Reactions: Reply. 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. Any other build will be strictly superior playing wide, and tall is just a. There hasn't been since like 1. 273 upvotes · 38 comments. Then tried a mixed economy run aimed at going tall and setting up strong vassals but was stymied when I realized 3 planets in 28 systems was incredibly unlucky and having anamoly researchers was actually. 50 habitats is still less real estate than 50 planets though. If I'm playing tall, I'm aiming to keep my empire size below 100. You can play a faction which only ever has 1 city, but everything is concentrated in this one city. So, there needs to be a growth penalty for Wide or a bonus for Tall. This along with the +25% growth from devouring swarm AND +15% food bonus means some crazy fast breeding. With the Hegemon, you will get 2 AI-powered allies who will do whatever you wish early into. . Empire size has changed a lot over the years in Stellaris. 7. If you play as a non gestalt empire you can invest your influence into arcology projects for city planets. Learn to micromanage. Generally, there are 3 strategies you can mix and match. Playing tall is very effective as long as you play smart. Since your research requirements go up per each planet you colonize I find for me personally that it is better to only colonize larger worlds (15 tiles or more minimum). You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. • 2 yr. It does require playing the game a lot differently than previously though. Fluffy-Tanuki Agrarian Idyll • 4 mo. Stellaris Tall vs. Best. 48. So you can play builds that are better at tall but your going to lose out late game. Take the ocean paradise origin, for the traits take thrifty, agrarian, repugnant, and nonadaptive. The stations, planets and habitats are improvements of that sector. habitats as well as branch offices contribute to empire size. This would be opposed to expanding further into space through star bases or. r/Stellaris. In Stellaris, you don't make that choice. Tall is more chill and easier. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. CelestialSegfault • 10 days ago. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. 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. You stick to yourself, and they like it.