10 Early Game Tips You NEED To Know
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- Опубликовано: 8 фев 2025
- YOU NEED TO KNOW THESE
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Stellaris is a 4X grand strategy video game developed and published by Paradox Interactive. Stellaris' gameplay revolves around space exploration, managing an empire, diplomacy, and space warfare with other space-faring civilizations.
#Stellaris #Ep3o #tutorial
AT 40K SUBS I WILL GET EVERY ACHIEVEMENT IN STELLARIS
good luck, i finished mine yesterday. It very fun *wink*
+1 sub to encourage this exercise in masochism
i tried to get all achievements myself but i kept getting sidetracked so best of luck to you
I won the Galatron, but all I got was this lousy achievement
@@AzIthil Did you mean to say Shhhhteffan? He sure is a good kid. Hope he's off making money and/or tasting some honey.
If you pick Sol as your capital system, then Sirius and Alpha Centauri will always contain your guaranteed habitable planets
They are also very easy to find. Since you can just look for the binary and trinary systems
@@klusell7014 Nearly 1000 hours in and I have no idea what you are talking about please teach me master yoda
@@KA-zv3yt Sirius is a binary system, and Alpha Centauri is a trinary one. Just go to the galaxy map and look for systems like that.
Mars will also be a guaranteed terraforming candidate.
@@ВашеДовериеI need to try that, maybe do a tall run as Earth
Not a start, but a meta gaming fun tactic. I try and produce as much base materials as possible (food and minerals) and once Galatic Market starts, i dump my stockpiles into tbe market, bringing down the prices so much, the AI will buy rather than produce, then stop trading completely, build ships like mad, wait for everyone else to shatter, and start vassal snowball
Xi Jinping says he likes the way you think. 😅
Suggestion: play a post apocalyptic empire with inward perfection and relentless induastrialists, you dont want to talk to anyone. You just wanna make some tomb worlds
Necrons?
The real advice is to set guaranteed habitables to 0, hyperlane density to 0.5, and turn off l-gates, wormholes, gateways, and xeno compatibility so that your potato of a computer can run at more than 1 tick per second in the lategame
ay it's way better than it was a few years ago lmao
Nah I like doing it so that pops and planets are way more valuable as each empire doesn't have 100 colonies
You forgot the most important setting for game performace: Pop Growth Required Scaling, if you set that to a higher value then default you'll get way less pops overall which significantly improves performance.
Or just play a determined exterminator
Or fanatic purifier
Almost all of the end game lag comes from pops and calculating their jobs and output. I personally put guaranteed habitables at 0, hyperlane at 0.5 and the important one- habitable worlds is at 0.25x. This not only reduces endgame lag, but it also makes planets inarguably the most important resource in the game, makes war much more interesting, and a small bonus for me personally is it makes habitats way more viable
0:35 Expansionist stance *only* lowers the Alloy cost of Outposts. The Influence cost is unaffected!
Thank you this is vital info
The expansion tradition tree does reduce influence cost, however, so it might be worth getting, even if the rest of the tree is kinda useless
@@amog8202 that's how I feel. An influence discount especially year one can make a massive difference in territory for the rest of the game
@@amog8202I don't think the Expansionist Tradition is useless.
@@peterknutsen3070 there are better options, is all I'm saying.
With regards to traditions I always go Discovery first because it gives you the cheap edict Map the Stars which increases survey speed but also your anomaly discovery chance. Those anomalies tend to give bonus resources to that system as well as other goodies so you want to have it on early to make the systems near to your capital (that you are going to be surveying first obviously) that much better. Prosperity is definitely also good but it stays good if you take it later while Discovery gets less to if taken later on as you don't get as much use out of Map the Stars.
I just get map the stars first then go prosperity. Works wonders for me
The extra Scientist from Discovery is also super handy at expanding early, and can always retire them to govern research planets later so it's not like the slot is wasted. Also Map the Stars edict plus the survey bonus helps a ton.
That being said, Discovery is definitely a do it first or probably not worth bothering.
Another reason to do Discovery is the 10% research speed finisher bonus (allows other perk picks to aid economy like edict one), and the reduction in Researcher job upkeep. It helps ramp up science points while deploying fewer pops on CG early on.
The tradition seems to be improved by the anomaly speed bonus and the agenda which is doable early enough to help.
Getting anomalies done early means systems can be more viable, but also I frequently find the Rubricator chain, which justifies a change in strategy particularly if you start void borne and need ground lovers.
I don't particularly value build speed as it just means you can start building later when a new pop is due.
Military ships will only auto-engage enemies if they're in weapons range. Because of this, before I use them to scout I make sure the one default missile weapon is changed to a laser (or other shorter-range weapon). If you have auto-pause on contact enabled, you can often retreat from encounters before any shooting starts. You could remove all weapons too, but recent updates ensure that you won't recover the alloy costs, so I always keep the weapons.
The fact you don't get an alloy refund from removing components is why you should just get rid of the missile instead of replacing it if you're doing this. Only missiles and disruptors are worth using on corvettes and your initial 3 corvettes aren't winning any fight anyways, so wasting alloys to give them a weapon to replace the missiles is a waste.
@@Midnight-wh2bs I use them early game with all lasers for clearing amoebas and drones.
@@matthewedwards6025 I'll do the same but do flak and lasers. Wrecks the AI empires and if they use more missiles than normal, even more so.
❤
I design a custom picket ship "scout" corvette with all shields and no weapon except a single missile defense one, a fleet of one of these will almost always disengage especially if paired with leader traits like Trickster.
Gives those pesky Commander-class imperial heirs something to do for the first few decades.
in early versions you need science ship to explore galaxy, right now you can do that with combat fleet with admiral, so you can explore and survey at the same time
Good video. Easy to follow. Some notes:
1. Reducing the Colonist job role priority can (in some cases) have really adverse effects on the overall stability of the system if someone's not micromanaging well.
2. Some anomaly rewards scale with research / tech value. They can yield better, more productive results in the mid- or late game.
Thanks.
High quality as always, glad to see that you are editing differently, very fresh!
Let me survey in peace 🙁
I didn't think of the exploring versus surveying, but that is a great point. I'll use it to find the choke point in my immediate branch of the galaxy. It can be very powerful. I rush toward choke points anyways.
Its stupud, you lose months of time in game doing this... plus side you see more, downisde your behind everyone elese in expanding boarders, if im north of you and just rushing choke points off the ba ill be 2 systems ahead before you start surverying let alone building 😂
@@cyber1ifeconnor Maybe in the short term but you can catch up quickly if the point is the correct distance. I ignore it if its to far away or if there's to many in my starting cluster and just expand based on different criteria.
Using your military crafts for exploration and your science vessels for surveying in the early game would be more efficient. You have to micro a bit but otherwise you can get the bonus from surveying while exploring.
Hey Ep3o, great video! Could you make that video about tips for planets?
I have an unbelievable amount of hours into this game (console edition), and yet these tips are so helpful and i never even considered, specifically exploring instead of surveying and mass hydroponic bays.
I always focus on choke points first because I like to play more aggressively so I’ll get as large a space as possible and then apply political pressure or use diplomacy to get a smaller empire that I’ve surrounded to integrate as a vassal and then I can just integrate them while letting them give me free stuff and developing their own planets. I also don’t join federations until much later or stay out of them entirely so that I can properly fill out my empire. I’m still learning a lot because I’m new but I’m not new to strategy so once I know the basics this game becomes more about just working towards getting a strong military. The only time I would say improve your mining behind your science ship is if you’re using mods like relics and stuff similar to that so you can repair megastructures and excavate precursor worlds after building a star base and having an extra scientist.
Watch out for building starbases too far away from your capital. It may spawn trade routes which in turn spawn pirate fleets.
I explore with military leaders, too. Once I've maxed out my scientists for surveys, I recruit more admirals and send them all over the universe in single corvettes to contact alien empires and other factions. Not only does that give influence, it allows you to put your diplomats to use in the early game when they still have nothing else to do. And yes, sometimes an admiral gets killed by running into a dimensional horror. Just recruit a new one and continue.
I find that even on survey mode, my science ships give my constructor ship more to do than I have the influence for. Also, researching anomalies can give some nice bonuses.
I ALWAYS rush for choke points and come back for other systems I’ve blocked off later. Early game I look like a spaghetti noodle and my friends hat it lol
Me personally, I use the renaming function of ships for my construction and science ships.
Construction Ships: I try to get a good amount of construction ships early on (5-6 is typically a good amount), then I rename about half of them to something like "Auto Builder" and leave those ships on auto constantly so that I don't have to worry about manually building stuff. The other half or so I rename to "Starbase Builder" which are purely just meant for building starbases and the occasional thing that requires a construction ship.
Science Ships: I do the same thing and split them into 2 categories. One set will automatically do anomalies and excavation sites while I manually control the ones surveying and exploring. Again, this keeps my attention on more important things. Typically, I don't really worry about the names here, but it might be good to label them since they are not the same as construction ships.
While this does take resources, I see this as a long term kind of strat. The game is unique every time you play, you never know what will happen and in my eyes it is good to prepared when something annoying happens. Take this advice how you want, I just figured I would throw this out there.
thanks for your input this is a good strategy!
I tend to do something similar (although usually a couple fewer ships, at least early on), and I might have to try renaming them, because I've definitely gotten them mixed up sometimes
Discovery first always. I love the survey speed and the 10% research bonus!
first of all, you can usually construct faster than 1 ship can survey. second off if you're ever behind just make another construction ship they have basically no upkeep and don't need a leader. and you will usually get 100 spare alloys fairly quick
So glad they changed colonist to a worker class. Having them as specialists so they couldn't switch to a resource job was so dumb. Very pleasant surprise when I started playing Stellaris again after a few months of binging on Baldur's Gate 3.
Discovery first, prosperity second. Survey speed when surveying matters, early game, before everyone else expands too much, plus 10% research speed is always useful, period. More resources comes RIGHT after, because they're obviously needed, but are useless if you have nothing to expand to because you're surveying so slowly.
I was just watching your last utopia video. Keep up the good work, man!
Trusting Ep3o is a huge mistake
I love how this is the top comment hahaha
Indeed
when I saw this was the top comment, I honestly expected it to be from Montu
Why?
@@BaikenloverrYou should play your own way.
Survey with your science vessels, explore with your first 3 military ships. They're going to be idling and doing jack shit in non-rush builds anyway so might as well put them to use by scattering them and hot-swapping the commander around. Edit: Military vessels can't jump to uncharted star systems without a commander. Doesn't stop them from going right to the explored border and once one of your vessels makes the jump w/ your starting commander, just assigning him to another ship who's 10 days away from their own jump. It's leap frog...IN SPAAAACE! Oh, and don't worry about min-maxing it or forgetting to rotate them. It's micro intensive and it's better(and healthier IMO) to just treat it as a dumpster to put your otherwise unused micro. Edit2: Be careful, you do risk your starting commander. There's always a chance you'll scout a location and there's a full fleet of crystals in your face. Best way to avoid this is to transfer your commander while he's still on the hyperlane.
I also wouldn't queue any kind of move to system commands. The pathing will have them waste a month moving straight to the center of EVERY system you queued up. Just leave them on auto or if your science vessels are being particularly stupid/stubborn, send them where you want them to go, then hold shift and click the auto button. Select your configuration and once they reach where you manually sent them, they'll switch to automatic exploring/surveying/whatever.
I also don't really use monthly market trade in the early-mid game. Unless you're a megacorp or trade heavy w/ mercantile tradition, you're going to get more pound-for-pound by trading with other empires, especially when it comes to excess food and CG. It's never a bad idea to float a thousand or so energy, for a couple reasons: 1). you can turn energy into anything and its the most cost efficient in doing so as you never need to trade energy into something to get something else. 2). Energy is used a LOT in events to get more lucrative rewards. I probably don't need to elaborate on how bad it feels to choose between giving up a nice event reward and trading away some of your precious pre-industrial-boom alloys.
THAT IS GENIUS. THANK YOU SO MUCH
@@Givemepeanutbutter No problem bud. Glad that small essay helped out.
Can you cover Supremacy first with the idea of tributarying your neighbors, over Prosperity? Been my go to strat lately because I got sick of being invaded before I could take off with prosperity or discovery, and the resources from tribute helps to offset the economic losses.
Defo supremacy first if you’re playing super aggressive!
2-3 ships rush to find more alien empires so you know who are your potential neighbors.
Also if you have sleeping empire and super aggressive strong alien empire near then you can build 1-3 outposts and "gift" all 3 to a fallen empire blocking yourself from super strong enemy which won't bother you till mid game (possibly).
Also each new alien empire which estableshed connections with you gives 20-40 influence which can be spent on capturing far distant "tasty" systems (5-15 energy or relic world and so on)
Also ynyelding signifacntly helps to strengthen choke points with agressive neighbors.. 10-15k starbase helps to prevent unwanted wars with strong agressive neighbours. Just started a game yestreday. Had 2 strong agressive neighbors near my empire, well. It worked. They didn't declare war on me, but I spent almost all alloys to fortify starbases near such enemies and prevented myself being "sandwiched" from 2 sides.
I use surveying over exploring because knowing that a planet is X systems away doesn't do me any good if I need to catch up with my construction ship anyways.
For me the speed of the construction ships matters more because I often find myself lagging behind with them anyways.
The point of exploring first is to tell you which way you should be sending your surveyors and then construction ships. So you know that your choke points are that-a-way so you can survey the route directly to there as well as where any potentially habitable planets are so you can grab them before anyone else, where danger is so you can avoid/deal with it before you run a science ship into it face first and have it get lost in emergency FTL for months and also crucially where your neighbours are so you can prepare a welcome for them.
You should use one or more short-range weapons only (e.g. lasers) corvette with a leader to explore while you're surveying with your science ships. Go slow and turn auto pause on engagement so you can macro out of dangerous systems before your corvettes leeroy jenkins in.
Practical and effective suggestions. I've long made the (false) assumption that all buildings & games mechanisms are relevant, not so.
So, my big question for anyone who drones through these comments. How do you end up with like, 50k fleets at 20 years and 3k tech at 50 years? It does not compute with my brain
I'd love more informational videos like this, early game is where I struggle the hardest
I felt like the tips were very beginner level, e3po, us pros want an advanced tips video!
Ok, I'm taking exception with this much, at least.
When you are gaining ground and claiming space via outposts, you absolutely can setup mining stations for basically no effort or cost. Just make a construction ship and set it to automated. I'm not sure why you'd want to not setup your mining stations if you're trying to amass resources.
If you are surveying systems that will likely not become yours you have to prioritize it. But always wait on challenging anomalies located in your space
HI EP! Loving the content :)
Great video! I had never looked at the monthly trades in the market or the economy type. Regarding the cult ships, it was unclear what your point was? Don't engage them? Or don't survey the debris after you destroy them?
Great video! 5000 hours and I still picked up things.
I guess I'm the weirdo and always set Guaranteed Habitable to 0, since anything else just feels...weirdly unrealistic to me.
Other things I tend to do...
Turn off xeno-compatibility just to save my sanity.
Drop hyperlane density to floor so the map is more interesting than a grid. Often do the spiral galaxy for same reason.
Turn down Gateways so there's actually a reason to do the Gateway origin.
All Crises all the time!
Multiple Marauders so you're never quite sure where the Khan will pop up...
Thought my headphones were broken at how regularly he broke up audibly 🤣
5:00 Idk what was going on but I set it up just like you said and the resources are just jacked up. Very confusing.
New player here, had this cult thing today, was not so bad at all.
I saw those monthly trade values on the wiki but all the guides say differnet values. Why do experienced players say 52 minerals is the max not 42 as the wiki does?
I like to start with expansion for pop growth but I also play with 1.5 habitat worlds so I be getting 10 plus planets early game. So that extra pop growth adds up. Prosperity good if you new to the good and have trouble with resource management
I have been using the recommended values for monthly trades but the price still goes up the only time I can get it to not go up is if I trade for much smaller quantities on a monthly basis any idea what's going on ?
Have you bought a flat amount? If you go even 1 resource above (monthly or bulk buying) the price will always continue to go up, you’d have to wait till it goes back to default to then buy more
It also only works on internal market
@@Ep3o Thank you for your response! First, this is only on internal market (I know that galactic market prices are SUPPOSED to change often.)
Second, I don't know what you mean by "flat amount." Please explain.
Maybe the following information will clarify my situation. Here is what I have noticed when using monthly trades (I never use bulk purchases):
40 minerals/month and price goes up monthly (bad, 2 under your maximum)
42 food/month price remains stable (good, at your maximum)
9 alloys/month and price goes up monthly (bad, 1 under your maximum)
19 consumer goods/month and price goes up monthly (bad, 2 under your maximum)
3 crystal/gas/motes/month and price goes up monthly (bad, 1 under your maximum)
2 zro/dark matter/living metal/month and price goes up monthly (bad, at your maximum)
Could this be some sort of glitch I am experiencing? I know that the youtuber Stefan Anon once said that there was a glitch where sometimes the price of alloys would go up even though you were buying at the maximum (at the time it was 13, the max has changed in more recent updates.)
Any Ideas what is going on?
Also, does anyone know what happened to Stefan Anon? He hasn't posted videos in about 2 years, and I am sad because he was the youtuber who really got me into Stellaris.
Thank you for your efforts Ep3o, I love your content!
Thank you so much for your response and happy days!
What buildings would you recommend building at your home planet at the start of the game? Or even at the 2 planets you colonize at the start? 🌹🌹🌹🌹
The optimal build order changes depending on your species/civics
The explore tip was 🤯
If you start on a ring world, the default will be your species preference
Cant use your military ship to explore on console. At least i cant.. i tried assigning a leader and still nothing. Seems like console has a lot less things you can do. Leaders get random upgrades, and seems like on pc you can pick them. But im new to this game. Few weeks now and i cant get enough 😅 4:15
I think you can pick leader traits in a particular DLC which comes out next month. PC players have had it for nearly 2 years. I could be wrong, I’m also new.
I wish we could put military ships in scout/avoid mode
But you can't build mining or research stations on systems you've not surveyed so for the whole time you're not surveying you're not getting any mineral or science income from systems?
I dont understand the market bit, you buy less and sell more, so are you not losing the product? whats the benefit?
no not the same time lol
it's the number of units before inflation kicks in. If you buy 42, price will stay the same while. If it's 43, then price will start to grow.
Can someone explain why is he setting up to buy 42 and sell 64 in the same time? (minerals and food for example) doesnt that just mean you are losing 22 minerals/food per month? Or is he just adding them bulk so we see the numbers, while actually expressing the fact that you should buy more than 42 or sell more than 64?
no not the same time lol
it's the number of units before inflation kicks in. If you buy 42, price will stay the same while. If it's 43, then price will start to grow.
some tips from this vid could be great youtube shorts tbh
what is the difference between a star port and base
4:36 - where?
I always do pretty well until the federation and or galactic community pops up and i suddenyl find myself way behind in fleet power or alloy porduction. So frustrating
is isolationist good for hive minds?
I don't understand why you are buying and selling resources on the market at the same time? Arnt you paying the high price to buy and getting the low price to sell? I feel like you are just wasting energy in the market.
Obviously, you only choose to either buy or sell. Not both. He only showed the maximum numbers you can buy or sell so that the price change does not exceed the monthly price rebound to the mean.
Is it just me or is your mic kinda borked? Your words are cutting in and out all throughout.
For the bloody algorithm
What's funny anytime I watch these tutorials these guys are talking 100 mph
Planet Tips Please sir
He says all races but most of my robotic races don't get benefits from hydroponics and things he keeps suggesting. Unless I am doing something wrong
Robots are quite a bit different. But with hydro bays you can just sell the excess food, which means more energy, which means more of whatever you want
Does this still apply in 2025?
Game Name
I just don't know how anyone can trust you after what you did to bubbles
sick
This is for what, solo human play?
None of this works for multi player synths for example.
Moar tips !
Hydroponic? Not hydroPHONIC? When did that heppen?
Nooo, now pvp will be harder
third
Hydrobays are useless. Just make a food world and be the breadbasket for your friends
but entire world for food mean one less world for shiny alloy
@@EntropicMalevolenceAlloys are useless. Dominate your enemies through Compassion, love,hope and Friendship!!
@@EntropicMalevolence you can combine it with administration building or science for some efficiency
They're insanely efficient sources of food. Why would you waste a whole world and precious pops to generate food when you can just slap a starbase down literally anywhere and get food from it instead?
@@syrusalder7795 i play rp lower difficulty