I... I don't like the fact that I'm already 100% aware of every single tip in this video while looking for stellaris tips.. This just means that I just truly suck at the game xD
Being aware of your failings is the first step to mastery. Knowing what you have to do is the second. But actually applying what you know to the game efficiently, even putting your own spin on it? That is the longest, hardest, and most rewarding third step. You'll get there.
Yes, I hear you: ditto. Oh by the way, not sure why some extent Stellaris commentators hate food: friendly empires will often give very advantageous trades for energy, c.g. & minerals....
I remember my first game I spawned on the complete opposite side of the galaxy from every other civilization and the first empire I ever came across was a Fallen one. Not knowing any of the mechanics yet I didn't have any army and so wasn't planning on attacking them anyways, but as I watched them chase an amoeba out of their system I got a good look at their strength and when comparing it to mine I panicked and made every effort to building a navy for protection. I never got close to matching their strength, but by the time I finally met other civs, their armies were "pathetic" by comparison and I didn't have to worry one bit about any of them.
Don't overbuild: Buildings and districts cost you monthly upkeep (usually energy) and are a drain on your economy if you have way more than you need. Also filling up district slots will reduce pop growth. You can invade planets (and can be invaded) and will need to do so to capture enemy systems. (There's really no mention of this in the tutorial or anything and it took me 2/3rds of the way through my first playthrough to find out) When expanding focus on chokepoints and worry about building starbases in systems that are inaccessible to other empires later on (be wary of wormholes though). This means both for construction and exploration. Concentrate your science ships on exploration, leave anomalies, and move forwards. Don't overcommit, as soon as you find another Empire expand torwards them so that you can claim as much of the systems between you and them, when it comes to prioritising go for systems with megastructures, habitable planets, archeology sites, big resource deposits, strategic resources etc. When you are constructing starbases you can build far ahead of your Empire, however in terms of influence cost if you own starbase A which is next to B, which is next to C etc. it costs the same to build a starbase on D as it does to build on on B, then C, then D, you are postponing paying the 100 (-modifier cost) alloys for starbases on B and C, so it's saving alloys temporarily and is quicker, however once you build starbases on B and C that means that you are paying 3x the influence for a starbase on D (or n times the cost for a starbase that is n steps away from your closest starbase) that you would have otherwise, so it can be worth doing but it's best to go for adjacent construction. Building too many ships can tank your economy (you can check how much you're spending by hovering over the energy in the top of the screen). However having a big fleet also now increases your influence (which is vital for expansion) and going over the fleet cap isn't necessarily that bad, just make sure you can afford it. Also you can use your military fleets for exploration provided they have an admiral, just be careful not to stray too far, and if your Empire gets big make sure that you have multiple fleets to defend your various frontiers because it really sucks getting invaded when your only fleet is years away from the enemy. Also worth upgrading starbases for defenses on your borders with other Empires and having another starbase nearby with shipyards so that you can upgrade/build fleets near the front line in the case of a war. You generally don't need to worry about war or competition for territory against fallen Empires because unless you annoy them they are not going to do anything. Also don't fight marauders in the early game. They usually have loads of ~20k fleets which will paste anything you have. They can be useful as buffers against other Empires so you don't need to worry about competing for territory with them because they are static. You can get rid of them later at your own leisure. In terms of combat, where you position your fleets and when they arrive can be really crucial. If your enemy is attacking a system and you have loads of close range ships (e.g. corvettes, frigates) and they have long range ships (cruisers, battleships) then positioning your ships next to the hyperlane exit/entrance means that they lose all the advantage of their range and your ships can immediately engage without getting destroyed by large and X slot weaponry on the way. Conversely if you have battleships and your enemy is moving towards your system park them at most halfway between the centre of the system and the hyperlane so that you get the advantage of your range. Also try and make sure that all your fleets are engaging at the same time. If you have a small fleet e.g. of corvettes which are much faster, moving in and engaging ahead of your big battleships then you are losing out because the enemy has a chance to destroy your corvettes then fight your battleships instead of having to fight both, so to concentrate your forces effectively you need to pay attention to how long it will take for them to engage the enemy. Also general Sun Tzu/Clausewitz etc. stuff applies, so avoid fights you can't win, take fights you can win and destroy enemy fleets when they are weak/diffuse so that they can't coalesce into a big fleet that could defeat you, also concentrate on taking out logistics/economy to reduce their ability to maintain/increase their forces. Also take advantage of the claims system to grab systems you want and remember that you can add claims during the war (although it costs more) so you can grab a bunch of systems by making claims just before they surrender/agree to a status quo peace or before you're forced to accept a status quo peace through exhaustion. And remember if you occupy all your enemies planets/habitats etc. and have claimed them then their Empire disappears completely. You should generally specialise planets for efficient production. Planetary specification gives you a bonus to specific jobs/buildings/districts. Check out the jobs tab to work out economic balancing in planets. There's a lot of useful info and it will give you an idea of how jobs will effect your economy (what they produce, what they use etc.) Some of these are maybe not beginner tips but worth being aware of.
Honestly I've been playing since before districts and I did not know max districts lowers pop growth, is it like a scaling modifier based on free land or something?
@@Jiub_SN if you go into the planet view, at the top (above devastation) there's planetary capacity which is basically how much room there is for pops and this effects pop growth (you will see it in the pop growth section of the jobs tab, it will say "growth increased due to high planetary capacity" or "growth decrease... (etc.)" it's based on a mixture of various things (including planet type, e.g. Gaia worlds will have higher capacity and tomb worlds lower) but one of those things is undeveloped districts. Basically if you want to max out pop growth remove blockers and only build districts when you need to (although having overcrowding straight up stops pop growth so better to err on the side of development when it comes to housing). I'm not sure exactly how much this effects pop growth but as the growth is exponential even small increases will have a significant effect over long periods of time.
Well... Yeah... I think I followed all of these except for districts in my first game... But, what could I have done if when Great Khan arrived, and I became a satrapy, I got -90 for my energy? (I had only around 50-60k energy at that moment)
@@mafuyuhoshimiya8219 yea, that’s the thing about Stellaris, sometimes the RNG will cripple you and you either have to just try and fight through it (and face a possibly highly restricted late game) or start a new game with a better spawn.
3.5: Not every weapon is equal. The auto-build feature for ships is not very good. Plenty of guides on what works best, but the over-simplified guideline (for version 3.8) is: Explosive best, then strike craft, energy, and finally kinetic. (There are exceptions to this) If you're not sure, pick the one that's upgradable over the one that's unupgradable you'll find early on.
Tbh I have been running mixed fleets of carriers, brawlers, artillery and rockets with weapon layouts and defenses that can deal with energy and physical ever since I started playing years ago and they do fairly well I only overly specialize with the crisis or when I run a stealthed fleet of bombers and other silly shenanigans
One more thing to note in keeping your fleet in tip top shape even if you’re not going to war is that you gain influence in proportion to your empire size by maintaining your fleet power via the “power projection” mechanic.
Few tips from long time player 1. Expansion tradition isn’t that great for a tradition. 2. Easy way for fast technology is to only research stuff you can’t get from other empires. Then fight a neighbor and get fast research for stuff like weapons ships etc. Another option if your by a maurader fleet build up a fleet capable of beating the weakest of their 3 systems. They won’t attack with the others and you’ll get access to good research. 3. Sell rare resources to AI friendlies. You don’t need mass stockpiles of them and the AI will happily give you lots of stuff for them such as alloys or energy. 4. Weapons on starbases are pretty pointless. Better to build ship yards or anchorage.
More Stellaris! I just got the game on the Steam Summer Sale and am loving it! There are not enough RUclipsrs and not enough content out there for this game IMO. At least given how often the game seems to reinvent itself with each major patch, a lot of older guides aren’t very applicable anymore making it that much harder to learn. This was great, thank you!
I agree. I recently acquired this game, and I'm hooked. It's been a while since I've played an RTS that's excellent value for money. I have just come across this channel, and I'm afraid it looks like I'm here for the long run... Sorry.
Dabbling in tradition trees is bad as each tree opened increases the cost of ALL traditions by a huge amount. It's almost always correct to finish a tradition. Also Prosperity is the best tree and usually taken first or second.
**sets to automate** **comes back 1 year later** "Ahh, m'emperor. You will be pleased to know that I have built 2 farms, 1 energy district, 1 research lab and a civilian fabricator on our new forge world"
I am very happy to say that after 5 games, I figured all of this out on my own. I think that is what actually sold me on the game, being able to mess around and find out. Now I just need a few more DLC's...
a good tip, managing specialist pops to balance resource output. I didn't even realize that was a thing in the beginning and couldn't figure out why my planets weren't making enough resources. then i saw i could dramatically increase production of energy and minerals and the like just by switching around some specialist pops here and there. wish someone had showed me that earlier.
My strategy is making as many science ships as possible and then releasing them into the galaxy to explore and once when I unlock cloaking I'll put them on cloak
I like to research some of the quicker anomalies as the science ships go. This can help them get a faster level. That could give you a useful leader trait. I leave the harder and thus longer anomalies for later though.
and if you know what different anomolies are, they can be incredibly helpful in the early game. Ice Lit, for example, is a level 3 anomaly that gives you blue lasers for free. but if you wait to research it later, and you already have blue lasers, you only get 100 research from it.
I disagree with when to research anomalies. Sometimes you want to know whether an anomaly means that a potential world will have certain negatives which would be revealed by the anomaly or whether it has a bunch of buffs revealed by the anomaly before you want to decide whether to include it in your empire's borders at all.
about number 5...if youre playing a non-hivemind, your starting planet designation is New Colony or wahtever which provides bonus stability. You only get this designation when you have less than 3 pops. Its generally better to keep the bonus stab until you hit that 3rd pop and then set the designation
3. i cant really agree with this since, if you have a bunch of ships will just eat you energy which could be used for buying minerals and upgrading your planets. So basicly having max fleet can deny you the ability to scale fast. Also overall, Always upgrading ships will consume more alloys than just simply building them once.
About the "building fleets" An important note is, when you don't build up your ships, AI-Empires are more likely to attack you, wither for conquest, prestige or vassalization. Military power differences matters. You can use, you should use, your fleet as deterrent, even if you are not playing a military Empire at all. You either need a fleet yourself, or a defensive pact with someone who has the fleet power.
I never have the spare alloys to build up my fleet early. Fortunately, I have never boarded someone who I need to fear early. Hope I can keep it that way.
1-Yeah, I'd say not understanding your empire. I'm not saying you have to watch a tutorial for everyone or anything, but if might help if you understand their strength and why others like or hate them. Especially if you're trying something like hive. 2-not understanding or using claims. It's 10 times worse not checking it. You don't want to go through half a game, and then war comes out of nowhere, and now half your systems are gone. This gets especially bad because an empire can use it to literally cut you in half. 3-F is for friends, no, it's not here anyway. This shouldn't be a bad one, but it is. I've seen new players get wrecked with this concept. You are in diplomacy with other empires they are not your friends. They are competing even if you aren't being military aggressive. They are still in competition. Ultimately, you want supreme rule in whatever you're doing. And if you can't expand, then you will shrivel up and die. The same will happen to them, so what do you think will happen the second you two realize you're in eachothers way? If there are near you, your spies and your defenses as well as fleets need to be ready because it will eventually turn to conflict. Trust me, you don't want to be so friendly that you're "gridlocking" yourself, all while being taken advantage of by other empires. Since this is the last one I'll give a last warning for it. "Nice absorbing" it's a name I coined for something that certain empires have a nack for attempting. Basically let me give you a example "hey in our friendliness, we want to house some of your people. Go ahead, let them come on over so we can all play, buddy, buddy. " Another being "hey you know we would love to send our people over just so we can "communicate" better." Then lastly, you have the final "being blunt" method where they just straight say "hey why don't we just assimilate some of you if not all of you? That way we can be friends forever". These questions is why I have zero trust in this game. I've had planets taken over without a shot fired because of a question along those lines. So read what there actually wanting and don't just go oh it looks friendly so sure whatever no need to read this. Crinimal's will also try sneaky means to get to you, including acting friendly, while increasing your own crime rate yeah on one playthrough I was in martial law before I realized that it was actually the syndicate next to me doing it. The empire that was acting all sweat and innocent was literally causing riots in my streets. So trust me, on this one, in this diplomacy, it does not make friends it simply makes sneaky enemies. I liked and prefer the empires who have a relationship in the red with me, at least there being honest about wanting to off me.
4:45 what ships are these? i looked through the DLCs and couldn't figure out what DLC has these ships. i own most the DLC already but never seen these neat ships before.
I did not know about planet automation or self-designation until recently. I don’t recommend it in the early game if you don’t have the resources, but it is an insane game changer.
I never trust automation when it comes to planets unless I am playing hyper-expansionist and have 100+ planets (at which point it becomes too time-consuming to manage).
10: Use your edicts - your edicts fund will take care for the smaller edicts (can be expanded via tech) 9: Picking right traditions (Expansion and Discovery usually best at beginning, later personal preference) 8: Leave Anomalies for later and explore/survey instead 7: Expand civilian Fleet (around 3 science ships and at least 2 construction ships) 6: you can automate planets and civilian ships but dont overdo it, could potentially fuck you up very hard - doing everything manual makes you learn faster and better + minmaxes 5: you can specialize your planets and make them focus on one task (for example energy or mineral production, useful when in need for one particular resource 4: manage your resources, being red for a time is ok but dont stay there for too long - keep an eye on your resources - when colonizing a new planet try focusing on your lowest resource - use the galactic market for trades - sell goods you have too much of eg the exceed your storage - buy goods you dont have - try to avoid using the market and focus on self-sufficiency 3: use your spare alloys for your fleet and try to build it as early as possible (use it for science and construction ships first) 2: Build Starbases - build them on chokepoints for defense - spread your shipyards across your empire for easy reinforcement - give a lot of utility for example lower ship upkeep or increased trade value (and many more) 1: dont fight fallen empires, youre gonna get fucked
Researching anomalies often gets you research projects that result in a significant science or resource reward. You will want to research these anomalies and projects BEFORE another empire expands into the system and denies you the ability to do so. For this reason, I often go a bit over the leader cap to get more science ships up and exploring early game. That said, anomalies close to my core that take 250 days or longer to research get shelved for later. Further away from the core, I'll research 250-day anomalies, but save the 450-day (or longer ones for later). Of course, If I run into xenos near even 1800-day anomalies, I'll research them so that I don't lose the opportunity. Those longer anomalies usually come with greater rewards.
Man, I've had this game since 2019, I've never really played it, I play other space strategy games like Endless space 1 and 2, Masters of Orion, even other Paradox games, but the complexity of Stellaris always scared me, I tried to learn how to play a few times and I always gave up, but now it's for real, and your channel helped me a lot.
No.9: Expansion is also a noob trap tbh. It's a tree that makes sense only if a) It's the first tree b) you rush to complete it. Only some bonuses are useful beyond early game (pop growth especially stands out, but taking the whole tree for it is a waste). There are only two resources that are infinitely useful in the game: research and fleet power. Anything else you do is a way of obtaining more of these. Discovery+Supremacy is almost a no-brainer outside of roleplay and some fringe scenarios (megacorps might need to pick mercantilism early, e.g.)
@@robertblume2951I find Unyielding to be a great pick if you're going for a defensive playstyle. The extra capability for bastions can allow you to break enemy fleets on your chokepoint stations, rather than having to match them fleet for fleet.
I use expansion for the lower influence cost on claiming systems, the free pop on colonies, and the +10% population growth. The rest of the tree can be claimed later. The discount on the influence cost of claiming new systems is especially vital if you are planning on expanding to distant choke-points to secure a large territory for you to back-fill later.
@@robertblume2951 I've found it to be the difference between chokepoints holding off enemy fleets indefinitely and the enemy just rolling over the bastions like a speedbump.
Terraforming is another great tip to share, by the midgame you’ve enough habitability bonuses to make your default planet type about 100%, so terraforming another world to your preference can be a boon to productivity.
In a similar vein investing research into Gene Modding is so helpful. The Racket just hand themselves to you but are absolutely worthless as a default. I removed their worst traits, and replaced it with something useful and they’re more productive than my own race. The perfect worker. Smart, strong, and suited to a habitat that my race isn’t so they can make use of that really good planet I couldn’t touch otherwise.
I keep getting screwed on civilian level difficulty. It pisses me off, because I really don't what I'm doing wrong. I keep thinking I'm expanding too much and too fast, but when I don't I can't build a strong enough fleet
You do not need to expand that fast, in fact you should build a large enough military force first (around 3-4k fleet power and 1k army power) as fast as possible while your science ships explore (not survey) the galaxy for neighboring empires. After you found some empires and successfully established contact, you immediately position your fleet in front of their empire and declare war to vassalize them as tributaries and with your 3-4k fleet power you will completely obliterate them. After that you search for the next empire to vassalize. Here, your fleet power should be at least 5k or more, depending on how fast you were able to rush the first empire. And only then you may refocus on expanding your own empire. But not too much. Let your vassals collect the resources for you, while you keep focusing on having the greatest military force in the galaxy. Just be aware that you should not demand too many resources from them and keep them happy to have loyal vassals that eagerly collect resources for you.
@@ioeuropaganymedkallisto7204 Cool strategy but doesnt sound beginner friendly, which this man seems to be. Overall best to learn game using xenophile traders, most empires love you from the start
This game its always either my empire crumbles in economy problems. Or i stay weak and suddenly become op and the game gets boring especially since the largest map makes every month in game take half a minute
If your production is steady and you are close to maxing out your capacity, setup monthly trades to cancel out your production for guaranteed income. Alternatively, just sell a couple 1000 at a time to free up storage space when you get full. Honestly if you're not hurting for credits then it doesn't really matter how much you sell or when as long as your overall economy is doing ok
@@ColonelDamneders I also have another question if that is okay: I just started playing (United Nations on Earth) and I’ve started to make robots that will work in factory/industrial jobs etc. They don’t have full citizenship. There are only 2 robots so far and I haven’t resettled them yet. (I have colonised 2 other planets so far.) Should I limit the robot and the human population in order to avoid crime and overcrowded planets? I don’t know how too many robots will affect my planets. Is it better to go for Cybernetics?
Bro your videos hit the exact points i want to hear about, to have the most fun in games. Whatever your doing, your doing it right👍 Keep it up and being yourself
Oh… I thought the edict fund was just a limit if total expenditures , and if you went over you got increasing inefficiency. I didn’t realize that it straight up paid the cost
I'm still new and on my third playthrough, but I can tell you that the fallen empire advice is peak. On my second playthrough I got involved in a war with a fallen empire by settling along it's border. I immediately loaded and older save when I saw a fleet with 400k power rock up into my system.
Please sir, it would be appreciated if you induced maximum cognitive dissonance, due to mismatch of video and audio, by including video from a different game entirely, played backwards and upside down. Thank you, sir.
Subscribed as the only logical choice. No using Edict part: also not changing Policies as the situation changes. I haven't understood why my neighbors began to hate me, till I set Expansive to Cooperative. Do you have stolen information on the Evolved mod? That is the one overall, vanillalike global balance expansion mod I could find - and it is benefical for machine empires
@@ColonelDamneders yes I've watched your QOL modlist video (I hope it was yours) Tiny Outliner, UI overhaul, Tech Tiers Revealed are priceless, and has a lot of compatibility mods. LSDR rant on: I'm not a new one to modding the game, not writing them, but put together into packs in a balance I find interesting. The first ones were Quake Future vs Fantasy, and Starcraft 1. Now I am searching communication to compare notes on this topic, while collecting more data about vanilla and mods. I even made my current attempt with this Evolved ALPHA public in english, not on my native tongue: mordorian. I hope mentioning this isn't rude - at least I am not a rival with my small channel with just a few english videos. If I am, please punish me. :) Usually I go for an overall overhaul - because it is surely in balance with itself - putting in QOL mods and ones which won't conflict with the big one (Evolved in this case). In Stellaris these are story mods, because the tale the game tells is the main point for me. I'm dependent on sci-fi literature. :) Have a good night. :)
Ik technically you should model your own ships, but I’ve never done it, and if your playing single player at the normal strength settings you should be fine to auto your ships. Now, if you play multiplayer or want to increase the AI strength. Than you ought to look to improve those ships to the max.
Would you please do a civics tier list? While certainly fun, I am unsure how good things like dystopian Society or Letters of Marque. It also seems that once terrible civics like philosopher king are better now
To add to the Fallen Empire Wars, It is quite possible to defeat them sooner, but you have to go about it a certain way. Don't know the exact number off the top of my head, but if you can beat their stations and you goad them into a war with the "Punishment" War Goal, you can fly your fleets around them as they come into your systems, they will ignore you attacking their stations and planets, and conquer them while they are "Punishing" you because their fleets aren't there to protect them.
Actually, going to war early against fallen empire might be e a boon. If you mange to destroy some of their ships, you can reverse engineer their tech and become a powerhouse militarily
I agree with all of these except the not fighting fallen empires bit, they are strong. Fighting them to get their tech then having a status quo is very good mid game.
you know what, imma reinstall Stellaris. its been a LONG time since I last played, the week they added toxoids was the last time I booted it up. And just for the memes and RP I played an orc race that used massed kinetic weapons, full on DAKKA AND EAVY ARM'R fleets. I cant for the life of me remember why I stopped playing. Stellaris is just so good. Oh, and this is just me but as for number 3 on this list, maxing out at least one fleets worth of ships is the first goal I work towards cause I am a warmonger in Stellaris. Typically I keep making ships until everyone bordering me has pathetic fleet power in comparison.
Is there a technical error? For me, the audio is completely unrelated to the video. The person bottom left is not speaking what I hear. The game footage does not relate to what is being told. This is confusing.
in re #3 The game's AI literally compares your fleet vs their fleet to decide whether to go to war/ act beligerantly. It's one of the top factors along with science advancement. So it's not really a choice between needing and not having vs having, but not needing. DO IT or you will regret it. The AI is watching.
I remember when Stellaris first came out and fallen empires were strong but not super strong. Think max fleet strength of like 80-100k a fleet. Me and my brother would play together and try to attrit them into submission by looking at the fleet strength of whatever they have and just send more than that.
One more tip: If for some reason you specialized your planets and they are still underperforming, try prioritizing the jobs they specialize in. Suddenly your income will skyrocket.
I was lucky when opening mine, The Grey Tempast fleets just skipped over my Empire and went straight for the neighboring Empires, I prayed every moment that they got anywhere close to my borders before finally being able to lead a crusade into the L-Cluster
Started stellaris on release. Played for about a year, stopped, returned 3 years later to find an unrecognizable game. Came back again 3 years later..an even more unrecognizable game
1 is so relatable my friend was over and i was playing for one of my first times we decided to fight the fallen empire near us thinking they are fallen so they are weak we were so wrong
I've had this game for years on Xbox, and have yet to actually reach the crisis stage 😂 I am absolute trash so now I play as the Crisis and as an ascended empire and watch the galaxy populate 😂
I... I don't like the fact that I'm already 100% aware of every single tip in this video while looking for stellaris tips.. This just means that I just truly suck at the game xD
Being aware of your failings is the first step to mastery. Knowing what you have to do is the second. But actually applying what you know to the game efficiently, even putting your own spin on it? That is the longest, hardest, and most rewarding third step.
You'll get there.
Yes, I hear you: ditto.
Oh by the way, not sure why some extent Stellaris commentators hate food: friendly empires will often give very advantageous trades for energy, c.g. & minerals....
I feel your pain. That's right where I'm at currently.
@@ZhipFragsame XD
Same 🤣
I remember my first game I spawned on the complete opposite side of the galaxy from every other civilization and the first empire I ever came across was a Fallen one. Not knowing any of the mechanics yet I didn't have any army and so wasn't planning on attacking them anyways, but as I watched them chase an amoeba out of their system I got a good look at their strength and when comparing it to mine I panicked and made every effort to building a navy for protection. I never got close to matching their strength, but by the time I finally met other civs, their armies were "pathetic" by comparison and I didn't have to worry one bit about any of them.
Don't overbuild: Buildings and districts cost you monthly upkeep (usually energy) and are a drain on your economy if you have way more than you need. Also filling up district slots will reduce pop growth.
You can invade planets (and can be invaded) and will need to do so to capture enemy systems. (There's really no mention of this in the tutorial or anything and it took me 2/3rds of the way through my first playthrough to find out)
When expanding focus on chokepoints and worry about building starbases in systems that are inaccessible to other empires later on (be wary of wormholes though). This means both for construction and exploration. Concentrate your science ships on exploration, leave anomalies, and move forwards. Don't overcommit, as soon as you find another Empire expand torwards them so that you can claim as much of the systems between you and them, when it comes to prioritising go for systems with megastructures, habitable planets, archeology sites, big resource deposits, strategic resources etc.
When you are constructing starbases you can build far ahead of your Empire, however in terms of influence cost if you own starbase A which is next to B, which is next to C etc. it costs the same to build a starbase on D as it does to build on on B, then C, then D, you are postponing paying the 100 (-modifier cost) alloys for starbases on B and C, so it's saving alloys temporarily and is quicker, however once you build starbases on B and C that means that you are paying 3x the influence for a starbase on D (or n times the cost for a starbase that is n steps away from your closest starbase) that you would have otherwise, so it can be worth doing but it's best to go for adjacent construction.
Building too many ships can tank your economy (you can check how much you're spending by hovering over the energy in the top of the screen). However having a big fleet also now increases your influence (which is vital for expansion) and going over the fleet cap isn't necessarily that bad, just make sure you can afford it. Also you can use your military fleets for exploration provided they have an admiral, just be careful not to stray too far, and if your Empire gets big make sure that you have multiple fleets to defend your various frontiers because it really sucks getting invaded when your only fleet is years away from the enemy. Also worth upgrading starbases for defenses on your borders with other Empires and having another starbase nearby with shipyards so that you can upgrade/build fleets near the front line in the case of a war.
You generally don't need to worry about war or competition for territory against fallen Empires because unless you annoy them they are not going to do anything.
Also don't fight marauders in the early game. They usually have loads of ~20k fleets which will paste anything you have. They can be useful as buffers against other Empires so you don't need to worry about competing for territory with them because they are static. You can get rid of them later at your own leisure.
In terms of combat, where you position your fleets and when they arrive can be really crucial. If your enemy is attacking a system and you have loads of close range ships (e.g. corvettes, frigates) and they have long range ships (cruisers, battleships) then positioning your ships next to the hyperlane exit/entrance means that they lose all the advantage of their range and your ships can immediately engage without getting destroyed by large and X slot weaponry on the way. Conversely if you have battleships and your enemy is moving towards your system park them at most halfway between the centre of the system and the hyperlane so that you get the advantage of your range. Also try and make sure that all your fleets are engaging at the same time. If you have a small fleet e.g. of corvettes which are much faster, moving in and engaging ahead of your big battleships then you are losing out because the enemy has a chance to destroy your corvettes then fight your battleships instead of having to fight both, so to concentrate your forces effectively you need to pay attention to how long it will take for them to engage the enemy. Also general Sun Tzu/Clausewitz etc. stuff applies, so avoid fights you can't win, take fights you can win and destroy enemy fleets when they are weak/diffuse so that they can't coalesce into a big fleet that could defeat you, also concentrate on taking out logistics/economy to reduce their ability to maintain/increase their forces. Also take advantage of the claims system to grab systems you want and remember that you can add claims during the war (although it costs more) so you can grab a bunch of systems by making claims just before they surrender/agree to a status quo peace or before you're forced to accept a status quo peace through exhaustion. And remember if you occupy all your enemies planets/habitats etc. and have claimed them then their Empire disappears completely.
You should generally specialise planets for efficient production. Planetary specification gives you a bonus to specific jobs/buildings/districts.
Check out the jobs tab to work out economic balancing in planets. There's a lot of useful info and it will give you an idea of how jobs will effect your economy (what they produce, what they use etc.)
Some of these are maybe not beginner tips but worth being aware of.
Honestly I've been playing since before districts and I did not know max districts lowers pop growth, is it like a scaling modifier based on free land or something?
@@Jiub_SN if you go into the planet view, at the top (above devastation) there's planetary capacity which is basically how much room there is for pops and this effects pop growth (you will see it in the pop growth section of the jobs tab, it will say "growth increased due to high planetary capacity" or "growth decrease... (etc.)" it's based on a mixture of various things (including planet type, e.g. Gaia worlds will have higher capacity and tomb worlds lower) but one of those things is undeveloped districts.
Basically if you want to max out pop growth remove blockers and only build districts when you need to (although having overcrowding straight up stops pop growth so better to err on the side of development when it comes to housing).
I'm not sure exactly how much this effects pop growth but as the growth is exponential even small increases will have a significant effect over long periods of time.
Well... Yeah... I think I followed all of these except for districts in my first game... But, what could I have done if when Great Khan arrived, and I became a satrapy, I got -90 for my energy? (I had only around 50-60k energy at that moment)
@@mafuyuhoshimiya8219 yea, that’s the thing about Stellaris, sometimes the RNG will cripple you and you either have to just try and fight through it (and face a possibly highly restricted late game) or start a new game with a better spawn.
@@felixprime8291 definitely, but, with help of console commands, I survived
Auto designed military ships sounds incredibly painful in the late game
it's painfull almost all the time the more automation the worse
It will automate based on an algorithm on the opponents that in the end it will not matter much until against "bosses"
@@robertagren9360 bosses?
Once I became the president of my federation I had to clear out 50 blueprints using outdated weapons and armor….
@@cringelord7776end game crises, fallen empires etc. Basically any enemy that is alot more powerful than your baseline ai empire
3.5: Not every weapon is equal. The auto-build feature for ships is not very good. Plenty of guides on what works best, but the over-simplified guideline (for version 3.8) is: Explosive best, then strike craft, energy, and finally kinetic. (There are exceptions to this) If you're not sure, pick the one that's upgradable over the one that's unupgradable you'll find early on.
3.6: if unsure do not mix weapons, especially important to not mix bypass and not-bypass weapons
Eh. Even now I still avoid lasers like the plague
Tbh I have been running mixed fleets of carriers, brawlers, artillery and rockets with weapon layouts and defenses that can deal with energy and physical ever since I started playing years ago
and they do fairly well
I only overly specialize with the crisis or when I run a stealthed fleet of bombers and other silly shenanigans
My fav fleet is a bunch of torpedo frigates with kinetic artillery battleships
Kinetics because using energy beams and lasers are for sissies, real men throw rocks really hard at each other, the bigger the rock the better.
One more thing to note in keeping your fleet in tip top shape even if you’re not going to war is that you gain influence in proportion to your empire size by maintaining your fleet power via the “power projection” mechanic.
Few tips from long time player
1. Expansion tradition isn’t that great for a tradition.
2. Easy way for fast technology is to only research stuff you can’t get from other empires. Then fight a neighbor and get fast research for stuff like weapons ships etc. Another option if your by a maurader fleet build up a fleet capable of beating the weakest of their 3 systems. They won’t attack with the others and you’ll get access to good research.
3. Sell rare resources to AI friendlies. You don’t need mass stockpiles of them and the AI will happily give you lots of stuff for them such as alloys or energy.
4. Weapons on starbases are pretty pointless. Better to build ship yards or anchorage.
More Stellaris! I just got the game on the Steam Summer Sale and am loving it! There are not enough RUclipsrs and not enough content out there for this game IMO. At least given how often the game seems to reinvent itself with each major patch, a lot of older guides aren’t very applicable anymore making it that much harder to learn. This was great, thank you!
I have got an updated beginners guide on my todo list!
I agree.
I recently acquired this game, and I'm hooked.
It's been a while since I've played an RTS that's excellent value for money.
I have just come across this channel, and I'm afraid it looks like I'm here for the long run... Sorry.
If you haven’t found them already, I’d like to recommend Montu and Aspec. Very good Stellaris focused RUclipsrs.
Please don’t pick the expansion tradition, it’s F tier
Dabbling in tradition trees is bad as each tree opened increases the cost of ALL traditions by a huge amount. It's almost always correct to finish a tradition. Also Prosperity is the best tree and usually taken first or second.
I never automate planets, can't trust the ai to not fuck it up
you can choose what they're allowed to build, if you didn't already know that.
They build great when you select their designations. I always use it when mid game.
**sets to automate**
**comes back 1 year later**
"Ahh, m'emperor. You will be pleased to know that I have built 2 farms, 1 energy district, 1 research lab and a civilian fabricator on our new forge world"
@@JasonSpielberg 😂
I am very happy to say that after 5 games, I figured all of this out on my own. I think that is what actually sold me on the game, being able to mess around and find out.
Now I just need a few more DLC's...
now time to start learning again because half of what he said is just plain dumb
@@papajavaleri Curious. Everything he said sounded pretty reasonable to me. Might not be perfect advice, but it gets the job done.
@@Deriduswell most other turorials say to not build fleet at the start, or even disband them for more production in the early.
a good tip, managing specialist pops to balance resource output. I didn't even realize that was a thing in the beginning and couldn't figure out why my planets weren't making enough resources. then i saw i could dramatically increase production of energy and minerals and the like just by switching around some specialist pops here and there. wish someone had showed me that earlier.
My strategy is making as many science ships as possible and then releasing them into the galaxy to explore and once when I unlock cloaking I'll put them on cloak
I like to research some of the quicker anomalies as the science ships go. This can help them get a faster level. That could give you a useful leader trait. I leave the harder and thus longer anomalies for later though.
and if you know what different anomolies are, they can be incredibly helpful in the early game. Ice Lit, for example, is a level 3 anomaly that gives you blue lasers for free. but if you wait to research it later, and you already have blue lasers, you only get 100 research from it.
I disagree with when to research anomalies. Sometimes you want to know whether an anomaly means that a potential world will have certain negatives which would be revealed by the anomaly or whether it has a bunch of buffs revealed by the anomaly before you want to decide whether to include it in your empire's borders at all.
about number 5...if youre playing a non-hivemind, your starting planet designation is New Colony or wahtever which provides bonus stability. You only get this designation when you have less than 3 pops. Its generally better to keep the bonus stab until you hit that 3rd pop and then set the designation
Your videos are always so well-done. You're doing great work!
3. i cant really agree with this since, if you have a bunch of ships will just eat you energy which could be used for buying minerals and upgrading your planets. So basicly having max fleet can deny you the ability to scale fast.
Also overall, Always upgrading ships will consume more alloys than just simply building them once.
About the "building fleets"
An important note is, when you don't build up your ships, AI-Empires are more likely to attack you, wither for conquest, prestige or vassalization. Military power differences matters. You can use, you should use, your fleet as deterrent, even if you are not playing a military Empire at all. You either need a fleet yourself, or a defensive pact with someone who has the fleet power.
For that reason, you should also always get the Supremacy tradition, contrary to 9. saying it's optional
To expand on 3., having up to half your empire size in naval size increases monthly influence, which is very important in early game for expansion
I never have the spare alloys to build up my fleet early. Fortunately, I have never boarded someone who I need to fear early. Hope I can keep it that way.
Person1: hey i just cracked a holy world
Every other player in the lobby:YOU WHAT?!
Game:[incoming transmision]
this is so true lol 😂
if you already have a plane5t cracker and not a fleet that can beat the dudes easily, you are doing something wrong
1-Yeah, I'd say not understanding your empire. I'm not saying you have to watch a tutorial for everyone or anything, but if might help if you understand their strength and why others like or hate them. Especially if you're trying something like hive. 2-not understanding or using claims. It's 10 times worse not checking it. You don't want to go through half a game, and then war comes out of nowhere, and now half your systems are gone. This gets especially bad because an empire can use it to literally cut you in half. 3-F is for friends, no, it's not here anyway. This shouldn't be a bad one, but it is. I've seen new players get wrecked with this concept. You are in diplomacy with other empires they are not your friends. They are competing even if you aren't being military aggressive. They are still in competition. Ultimately, you want supreme rule in whatever you're doing. And if you can't expand, then you will shrivel up and die. The same will happen to them, so what do you think will happen the second you two realize you're in eachothers way? If there are near you, your spies and your defenses as well as fleets need to be ready because it will eventually turn to conflict. Trust me, you don't want to be so friendly that you're "gridlocking" yourself, all while being taken advantage of by other empires. Since this is the last one I'll give a last warning for it. "Nice absorbing" it's a name I coined for something that certain empires have a nack for attempting. Basically let me give you a example "hey in our friendliness, we want to house some of your people. Go ahead, let them come on over so we can all play, buddy, buddy. " Another being "hey you know we would love to send our people over just so we can "communicate" better." Then lastly, you have the final "being blunt" method where they just straight say "hey why don't we just assimilate some of you if not all of you? That way we can be friends forever". These questions is why I have zero trust in this game. I've had planets taken over without a shot fired because of a question along those lines. So read what there actually wanting and don't just go oh it looks friendly so sure whatever no need to read this. Crinimal's will also try sneaky means to get to you, including acting friendly, while increasing your own crime rate yeah on one playthrough I was in martial law before I realized that it was actually the syndicate next to me doing it. The empire that was acting all sweat and innocent was literally causing riots in my streets. So trust me, on this one, in this diplomacy, it does not make friends it simply makes sneaky enemies. I liked and prefer the empires who have a relationship in the red with me, at least there being honest about wanting to off me.
4:45 what ships are these? i looked through the DLCs and couldn't figure out what DLC has these ships. i own most the DLC already but never seen these neat ships before.
Necroids species pack if it’s not to late for an answer
I did not know about planet automation or self-designation until recently. I don’t recommend it in the early game if you don’t have the resources, but it is an insane game changer.
I never trust automation when it comes to planets unless I am playing hyper-expansionist and have 100+ planets (at which point it becomes too time-consuming to manage).
Montu Plays' Stellaris Creator Ranking vid introduced me to your channel. Good video. Look forward to watching more of your work, Col!
10: Use your edicts
- your edicts fund will take care for the smaller edicts (can be expanded via tech)
9: Picking right traditions (Expansion and Discovery usually best at beginning, later personal preference)
8: Leave Anomalies for later and explore/survey instead
7: Expand civilian Fleet (around 3 science ships and at least 2 construction ships)
6: you can automate planets and civilian ships but dont overdo it, could potentially fuck you up very hard
- doing everything manual makes you learn faster and better + minmaxes
5: you can specialize your planets and make them focus on one task (for example energy or mineral production, useful when in need for one particular resource
4: manage your resources, being red for a time is ok but dont stay there for too long
- keep an eye on your resources
- when colonizing a new planet try focusing on your lowest resource
- use the galactic market for trades
- sell goods you have too much of eg the exceed your storage
- buy goods you dont have
- try to avoid using the market and focus on self-sufficiency
3: use your spare alloys for your fleet and try to build it as early as possible (use it for science and construction ships first)
2: Build Starbases
- build them on chokepoints for defense
- spread your shipyards across your empire for easy reinforcement
- give a lot of utility for example lower ship upkeep or increased trade value (and many more)
1: dont fight fallen empires, youre gonna get fucked
It would be super helpful if you were actually doing what you're talking about in the background....
Researching anomalies often gets you research projects that result in a significant science or resource reward. You will want to research these anomalies and projects BEFORE another empire expands into the system and denies you the ability to do so. For this reason, I often go a bit over the leader cap to get more science ships up and exploring early game.
That said, anomalies close to my core that take 250 days or longer to research get shelved for later. Further away from the core, I'll research 250-day anomalies, but save the 450-day (or longer ones for later). Of course, If I run into xenos near even 1800-day anomalies, I'll research them so that I don't lose the opportunity. Those longer anomalies usually come with greater rewards.
Man, I've had this game since 2019, I've never really played it, I play other space strategy games like Endless space 1 and 2, Masters of Orion, even other Paradox games, but the complexity of Stellaris always scared me, I tried to learn how to play a few times and I always gave up, but now it's for real, and your channel helped me a lot.
4:46 what mod you're using to make your ship UI like that it look really cool
No.9: Expansion is also a noob trap tbh. It's a tree that makes sense only if a) It's the first tree b) you rush to complete it. Only some bonuses are useful beyond early game (pop growth especially stands out, but taking the whole tree for it is a waste).
There are only two resources that are infinitely useful in the game: research and fleet power. Anything else you do is a way of obtaining more of these.
Discovery+Supremacy is almost a no-brainer outside of roleplay and some fringe scenarios (megacorps might need to pick mercantilism early, e.g.)
I can never actually afford a decent fleet until mid game so no supremacy is not a second pick
@@robertblume2951I find Unyielding to be a great pick if you're going for a defensive playstyle. The extra capability for bastions can allow you to break enemy fleets on your chokepoint stations, rather than having to match them fleet for fleet.
I use expansion for the lower influence cost on claiming systems, the free pop on colonies, and the +10% population growth. The rest of the tree can be claimed later. The discount on the influence cost of claiming new systems is especially vital if you are planning on expanding to distant choke-points to secure a large territory for you to back-fill later.
@@ReddwarfIV yes this has won me quite a few early wars. its just getting it and the choke points setup in time that is the key.
@@robertblume2951 I've found it to be the difference between chokepoints holding off enemy fleets indefinitely and the enemy just rolling over the bastions like a speedbump.
Terraforming is another great tip to share, by the midgame you’ve enough habitability bonuses to make your default planet type about 100%, so terraforming another world to your preference can be a boon to productivity.
In a similar vein investing research into Gene Modding is so helpful. The Racket just hand themselves to you but are absolutely worthless as a default. I removed their worst traits, and replaced it with something useful and they’re more productive than my own race. The perfect worker. Smart, strong, and suited to a habitat that my race isn’t so they can make use of that really good planet I couldn’t touch otherwise.
You’ve come so far 😂 I love that you’re making content about stellaris now
I’ve been managing all my planets manually and it gets tiring. Is it fine to manually manage my home sector but automate colonies in others?
I keep getting screwed on civilian level difficulty. It pisses me off, because I really don't what I'm doing wrong.
I keep thinking I'm expanding too much and too fast, but when I don't I can't build a strong enough fleet
You do not need to expand that fast, in fact you should build a large enough military force first (around 3-4k fleet power and 1k army power) as fast as possible while your science ships explore (not survey) the galaxy for neighboring empires. After you found some empires and successfully established contact, you immediately position your fleet in front of their empire and declare war to vassalize them as tributaries and with your 3-4k fleet power you will completely obliterate them. After that you search for the next empire to vassalize. Here, your fleet power should be at least 5k or more, depending on how fast you were able to rush the first empire. And only then you may refocus on expanding your own empire. But not too much. Let your vassals collect the resources for you, while you keep focusing on having the greatest military force in the galaxy. Just be aware that you should not demand too many resources from them and keep them happy to have loyal vassals that eagerly collect resources for you.
@@ioeuropaganymedkallisto7204 Cool strategy but doesnt sound beginner friendly, which this man seems to be. Overall best to learn game using xenophile traders, most empires love you from the start
What are those ships models at 4.50? They look great and I don't have them.
Those look like the shipset included in Necroids.
This game its always either my empire crumbles in economy problems. Or i stay weak and suddenly become op and the game gets boring especially since the largest map makes every month in game take half a minute
0:44 seconds in the video and I found out that edict fund covers the cost
Starbases are life man… unyielding is one of my favorite early game traditions after discovery/expansion haha.
I need some advice when it comes to trading/selling resources, please.
How much should I sell each time?
If your production is steady and you are close to maxing out your capacity, setup monthly trades to cancel out your production for guaranteed income. Alternatively, just sell a couple 1000 at a time to free up storage space when you get full. Honestly if you're not hurting for credits then it doesn't really matter how much you sell or when as long as your overall economy is doing ok
@@ColonelDamneders
I also have another question if that is okay:
I just started playing (United Nations on Earth) and I’ve started to make robots that will work in factory/industrial jobs etc.
They don’t have full citizenship.
There are only 2 robots so far and I haven’t resettled them yet. (I have colonised 2 other planets so far.)
Should I limit the robot and the human population in order to avoid crime and overcrowded planets?
I don’t know how too many robots will affect my planets.
Is it better to go for Cybernetics?
What do i do if the fallen empire keep forcing me into war even when im sucking up to them?
In one of my older games I have in the year 2500 or something me and my ally were still only just evenly matched with a fallen empire
When you're first getting started it can be painful to do anything befaude of the information and choice overload.
Whats the mod for the UI its so much more organised
Bro your videos hit the exact points i want to hear about, to have the most fun in games. Whatever your doing, your doing it right👍 Keep it up and being yourself
Oh… I thought the edict fund was just a limit if total expenditures , and if you went over you got increasing inefficiency. I didn’t realize that it straight up paid the cost
I'm still new and on my third playthrough, but I can tell you that the fallen empire advice is peak. On my second playthrough I got involved in a war with a fallen empire by settling along it's border. I immediately loaded and older save when I saw a fleet with 400k power rock up into my system.
Please sir, it would be appreciated if you induced maximum cognitive dissonance, due to mismatch of video and audio, by including video from a different game entirely, played backwards and upside down. Thank you, sir.
Subscribed as the only logical choice.
No using Edict part: also not changing Policies as the situation changes.
I haven't understood why my neighbors began to hate me, till I set Expansive to Cooperative.
Do you have stolen information on the Evolved mod?
That is the one overall, vanillalike global balance expansion mod I could find - and it is benefical for machine empires
Changing policies is a great shout! I have not really dabbled in too many mods. Mainly QOL and the Gigastructures
@@ColonelDamneders yes I've watched your QOL modlist video (I hope it was yours) Tiny Outliner, UI overhaul, Tech Tiers Revealed are priceless, and has a lot of compatibility mods.
LSDR rant on:
I'm not a new one to modding the game, not writing them, but put together into packs in a balance I find interesting.
The first ones were Quake Future vs Fantasy, and Starcraft 1.
Now I am searching communication to compare notes on this topic, while collecting more data about vanilla and mods.
I even made my current attempt with this Evolved ALPHA public in english, not on my native tongue: mordorian.
I hope mentioning this isn't rude - at least I am not a rival with my small channel with just a few english videos.
If I am, please punish me. :)
Usually I go for an overall overhaul - because it is surely in balance with itself - putting in QOL mods and ones which won't conflict with the big one (Evolved in this case).
In Stellaris these are story mods, because the tale the game tells is the main point for me. I'm dependent on sci-fi literature. :)
Have a good night. :)
So anyone tried to enslave a Fallen Empires. I know its end game stuff but I can image pulling it off would feel awesome.
I had an auto designate build 6 temples and thats all it did. You gotta be careful with that button
Ik technically you should model your own ships, but I’ve never done it, and if your playing single player at the normal strength settings you should be fine to auto your ships. Now, if you play multiplayer or want to increase the AI strength. Than you ought to look to improve those ships to the max.
I always forget about edicts because of where they're located
Why does your UI look like this lmao, do you have a mod?
Yeah them fallen empires are no joke. The angry mushroom people stole my galaxy and vaporized my Governor before pissing off.
I just started playing and I started over like 5 times already bc I keep learning the right ways to do things
I love it when I hear early on pick a fight with a fallen empire
Would you please do a civics tier list? While certainly fun, I am unsure how good things like dystopian Society or Letters of Marque. It also seems that once terrible civics like philosopher king are better now
You could easily rename this video as "every single mistake I keep making in every single stellaris game, either by stupidity or pride".
To add to the Fallen Empire Wars,
It is quite possible to defeat them sooner, but you have to go about it a certain way. Don't know the exact number off the top of my head, but if you can beat their stations and you goad them into a war with the "Punishment" War Goal, you can fly your fleets around them as they come into your systems, they will ignore you attacking their stations and planets, and conquer them while they are "Punishing" you because their fleets aren't there to protect them.
Actually, going to war early against fallen empire might be e a boon. If you mange to destroy some of their ships, you can reverse engineer their tech and become a powerhouse militarily
Leave the L gates alone until your running several 100K+ fleets
Expansion is currently a quite bad tree, but it used to be almost essential to pick early on!
Could u do a review of engineers of life mod for Stellaris
9:15 it’s like as if you were a beetle and tried to fight an injured lion. Sure, the lion isn’t as strong as before, but it will still overpower you.
Nah, I'd win. Progenitor hive ho buuurrrr at year 2400 or so once.
@@srdbadchad1926 I’m talking about early game
Number 1. Don't fight fallen empires... Especially if you play gigastructures and give fallen empires 20 planetary craft ^^;
I agree with all of these except the not fighting fallen empires bit, they are strong. Fighting them to get their tech then having a status quo is very good mid game.
you know what, imma reinstall Stellaris. its been a LONG time since I last played, the week they added toxoids was the last time I booted it up. And just for the memes and RP I played an orc race that used massed kinetic weapons, full on DAKKA AND EAVY ARM'R fleets. I cant for the life of me remember why I stopped playing. Stellaris is just so good. Oh, and this is just me but as for number 3 on this list, maxing out at least one fleets worth of ships is the first goal I work towards cause I am a warmonger in Stellaris. Typically I keep making ships until everyone bordering me has pathetic fleet power in comparison.
Good on you! I think you'll find the new free Leader expansion refreshing.
I am not able to follow this. Is this the correct video for the narrative?
Nope
Is there a technical error? For me, the audio is completely unrelated to the video. The person bottom left is not speaking what I hear. The game footage does not relate to what is being told. This is confusing.
in re #3
The game's AI literally compares your fleet vs their fleet to decide whether to go to war/ act beligerantly. It's one of the top factors along with science advancement.
So it's not really a choice between needing and not having vs having, but not needing. DO IT or you will regret it. The AI is watching.
Didn't see how switch on edicts. I'm playing ps4
I remember when Stellaris first came out and fallen empires were strong but not super strong. Think max fleet strength of like 80-100k a fleet. Me and my brother would play together and try to attrit them into submission by looking at the fleet strength of whatever they have and just send more than that.
An index for your video would be most welcome.
as a somewhat skilled Stellaris player i agree with this advice.
I screwed up an enter in a war (wihtout knowing) with the entire galatic federation.
One more tip: If for some reason you specialized your planets and they are still underperforming, try prioritizing the jobs they specialize in. Suddenly your income will skyrocket.
0. Open L-Cluster too early
been there... dumbass me was like mmmm new lands, what could *possibly* go wrong? (gets overrun by grey tempest fleets)
I think my last 5 games, I had an L-gate spawn within 4 systems of my capital, and then another 2 within 8 systems away 😭
I was lucky when opening mine, The Grey Tempast fleets just skipped over my Empire and went straight for the neighboring Empires, I prayed every moment that they got anywhere close to my borders before finally being able to lead a crusade into the L-Cluster
Started stellaris on release. Played for about a year, stopped, returned 3 years later to find an unrecognizable game.
Came back again 3 years later..an even more unrecognizable game
Here's the only tip you'll ever need.. tech rush then start blasting xenos because that's what it's all about
unyielding i pick everytime beacuse im passive and i need to focus on research and later snowroll all empires with my big long ding dong fleet
Declare war on a fallen empire as soon as spotting them
1 is so relatable my friend was over and i was playing for one of my first times we decided to fight the fallen empire near us thinking they are fallen so they are weak we were so wrong
Why does it feel like this is a college essay
#11: not using Tiny outliner v2 and top bar extended.
Tip: don't engage in war with fallen empires.
Gigastructural engineering: Are you sure about that?
"Don't fight ancients until super-lategame" w.. what?
I have 600 hours on the game and didnt know edicts where something i had to turn on lmao
Not surrendering to the Great Kahn.
automation is definetly not your friend as it will build stuff you dont need or want step six is to be ignored unless you are lazy or inexpericened
playd somting like 800hours and just wanted to see if you had some good tips:)
I choose to let the luck decide about the priki ti ki.. Guess what Problem i now have to face only a few years in my latest game.... 😅
Hmm ye but Automation don't work for me though,so I just manually manage them and I'm slowly going insane aaaaaaaaa
"Mad and balding"
He Talks! He Talks!!...... the..... the..... Language of the GODS!!
I've had this game for years on Xbox, and have yet to actually reach the crisis stage 😂
I am absolute trash so now I play as the Crisis and as an ascended empire and watch the galaxy populate 😂
talking about top 10 begginer mistakes while having autoships is so comical lmao
At 85 hours in, #1 has ended my game basically every run. I fall for it every time. Sigh.