Super OP Tall Build. Tall was a Stillbirth in Stellaris. 3. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. Keeping a small easily defended area is playing tall. Business, Economics, and Finance. After 2. That's not the definition of Wide or Tall as per Stellaris, the actual game. Playing tall is more viable now, there will be buildable habitats which are basically small planets and the new unity mechanic will also favour smaller empires. This is because it's more efficient to have one production-boosting building affect 10 buildings than 2. you can gain a significant advantage in tech and traditions by focussing on a small number of large, well developed worlds. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. If you rely on the bastion for defense for the latter half of the. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. Tall empires are easier to defend from. ago. Intro Stellaris Tall Guide Montu Plays 130K subscribers Subscribe Subscribed 3. This includes systems such as the Sanctuary ringworld system, the system with the planet Zanaam and any special systems in the DLC (if you have the appropriate DLC). It doesn't mean it must be. 0 growth). are vassals just a prerequisite of playing tall. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. Stellaris. Tall is not efficient, it only gets you what you need and often pertains slaving. Tall isn't viable nothing in the beta makes tall viable. ;-) Most of the wide drawbacks come in the form of population. This way, I can research powerful weapons and shields for my Corvette and Cruiser swarm. Also, I have never played with catalytic treatment. 0 making playing tall a viable strategy. JangoBunBun Blood Court • 1 yr. 2. Making this a great strategy for beginners to try out. I can't give you much perspective specific to your year as I can't be bothered to micromanage like that. Stellaris was released in 2016, and it's only been six years. Cons: Lots of micro, allows for a degree of dabbling in tall play for otherwise wide empires. Assuming your goal is to win, which version of Stellaris was playing "tall" a valid strategy of winning? Because in my experience, (I started around 1. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. . Here's what I personally like to do, and it works for me playing tall. Playing Tall vs Wide. It can however be pretty challenging on to get right. Habitats are incredibly bad now. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. I'm considering turning down habitable worlds. I cant play stellaris this weekend to try and min max this build, so monday I can give you a stronger suggestion. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. Today I have the first new basic build in a while. This is your Definitive Guide for "How to Play Tall" in Stellaris Console Edition! If you want to learn in Stellaris How to Play Tall then this Stellaris Pla. 6. You'll have to resettle, buy slaves or aquire more pops later to fill this world. . I would say that spiritualist is a weak choice for tall builds; you're already going to be have really cheap edicts and low unity. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. You can do this by either vassalizing or stacking minus empire size modifiers. Generally it's not really practical to play tall without the Void Dwellers origin as you would need insane luck to have a good. Having every planet in a system with a habitat or colony. Jul 10, 2023. Playing tall refers to the strategy of empowering a small realm. . If you happen to trigger a certain precursor, but then the areas where their events can spawn end up occupied by other empires, you can be left with 0/6 hints. Currently, playing tall is neither fun nor competitive if you ask me. There hasn't been since like 1. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. Build a world cracker or pacifier, declare war, and proceed to destroy all their habitable planets to wipe out the other empires and win a conquest victory. Stack research until you burst, playing tall without Megacorp or Inward Perfection is tricky, and the problem is that going wide will almost always work out better for you, even with DLC. Small. In 5 hours I will play Stellaris with my friends. Making this a great strategy for beginners to try out. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. Whether it be just one county or a small duchy, the player uses all of their resources to funnel a small area on the map. ”. Jun 27, 2017;. Flag was a pyramid symbol with yellow and black (split down the middle) yellow as the primary I think. all right. . Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. demotronics • 5 yr. ago. Playing tall means not taking very much territory but maximizing what the systems you do take can do. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. There is a heatmap for that out there on the internet. Since you play pretty much the same if you have 50 habitats rather then 50 planets. I have two flavours playing stellaris, super nice super diplomatic empire or devouring swarm. I think my problem is that i am too eager to expend. I have read a lot that playing wide, after 3. Ryika Jan 29, 2022 @ 11:08pm. They would be also wrong. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. Advice Wanted. It is viable to for example use diplomacy and just build shit loads of habitats to grow populations and form alliances and federations and mostly invade to create new versions of your own empire and include them in your federations. There's also the issue that Stellaris really hasn't had a defined tall playstyle throughout its history. I don't want to own any vassals. A Dyson Sphere is a vital part of a very tall empire, and the Science Nexus can similarly propel you centuries ahead of the pack when playing a very compact empire. growing pops requires going wide and in stellaris pops are everything. 17th century high fantasy setting and 9th to 12th century sword and sorcery setting that’s not 5e, pathfinder, dungeon world, or AGE, or DCC (i run that a lot and love it but looking for more structured skill system) that has support! 5. In Stellaris I can use my influence to grow wider by building starbases or settling colonies. If I'm playing tall, I'm aiming to keep my empire size below 100. Galactic footprint is a common usage for "wide vs tall" so you're not wrong, but op is correct in terms of game mechanics. You can do quite well by building a few colonies on nice big planets, and using wars to establish a lot of vassals and tributaries. Empire size has changed a lot over the years in Stellaris. The system is the backbone of Stellaris. Stellaris is modelling a whole host of SciFi tropes while also being a 4X game (opposed to the previous two's grand strategy genre). R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. Stellaris Real-time strategy Strategy video game Gaming. But wide in Stellaris doesnt require any more work to maintain and keep stable, so its hard to ever make Tall the more viable option without changes that just make playing wide miserable. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. It is what gives you access to resources, it is what you use to claim territory. Either that. A big part of the goals behind this update is to also make the “tall” playstyle a viable option again. Some used one planet. This dichotomy really isn't applicable to Stellaris. Playstyles are how a player plans to tackle playing or even winning the game. The truth is there is no “tall” build anymore. 3. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. In the current beta branch, I’m running a megacorp. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. -By the proposed time of 2350, you will still be ahead of the AI's. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. Fluffy-Tanuki Agrarian Idyll • 4 mo. As tall you need one. Wide. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. If you're spamming habitats, you aren't playing tall. You can make the argument that 2. Tall v wide is a bit of a false construct in stellaris specifically (always has been). I prefer to use my custom made tall chair and pc table to play tall. The 0,1 penalty is the +10% penalty per system other than the first one. Wide players would probably be running more like +400% costs and +200% tech/unity costs (I consider myself a traditionally wide player though my recently completed Le Guin game was a bit more. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. Stellaris isn't designed for playing tall really. How to play tall (yes again) Alright so I've been doing a little research and i know there is a bunch of threads about this already but hear me out. I can also use influence to grow taller by activating an edict, making my. So an interesting build: Play tall (ten systems and 2-3 planets). Also, I'm the Custodian. stellaris is a dynamic game, and rebellions and other events always change up the galaxy. If you don't have to fight anyone for that space, it's free space, take it. . To add to this, both implemented systems of empire sprawl, both post and pre 3. Though I do think it will be similar to other gs games were playing wide is by far the best strategy and building tall is more something to do while waiting for the next war or something. Hey guys, I'm not very good at this game, i played 3 times on ensign now and i have not really become more powerful than other civilizations. ago. I would say your focus should instead be on securing defensible chokepoints against your neighbors and grabbing any important resources in your vicinity. Compare Stellaris. Turn a planet into an ecumenopolis and set them to work on whatever you need (alloys, unity, consumer goods) or research ring/relic world. Tall builds could opt for a characteristic that gives them a tech boost but at the cost of maybe doubling the influence needed for outposts. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. ChronicallyDepressed. Open menu Open navigation Go to Reddit Home. It is a very rough start. Two strategies stand out when we talk about empire size. Clone army with the Ascendant path since you get 100 pops with +40% ruler output and +20% specialist output. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. that's the cure. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. But I think there's another, even more key reason why Stellaris should enable tall play, ideally without diminishing other playstyles in the process: Stellaris has a goal to accommodate a variety of story experiences, and to let the player enact a variety of classic sci-fi tropes. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. He is punching well above his weight, and would be a strong player in multiplayer. Especially if you've been away for 1-2 years. R5: I just love having vassals and building a hegemony over conquest. Thus, this guide is divided into three parts. #56. The goal is to get an edge in tech and fill out systems. Terraforming to be 100% habitable for your pops. It also allows you to focus on building up your core planets MUCH more from my experience, since I can just keep to myself while my allies/defence stations act as. For how to: watch some of montuplays newest guides regarding playing tall. I’ve mentioned that playing tall empires gets boring late game. And in a game about choice the choice to play Tall or Wide should actually matter. My goal for an empire is to be a Megacorp with a fallen empire overlord, grow tall as I can, and make as much energy/research as possibleTall play in Stellaris is extremely difficult as it requires careful tuning of many parameters. hirtes Mar 29, 2020 @ 6:30am. Remember, planet growth slows when you are expanding, so a constant early game expansion slows your making use of said things. This would be opposed to expanding further into space through star bases or. Trying to conquer whole empire's as soon as met them and have a stronger fleet. 75% boost to the planetary designation on. For going tall, you really don't need it. That's what 2. • 2 yr. That destroys federations) remove term limit. . . 20 comments. I would say the same happens playing tall. General. Playing tall may make that a waste of a perk though. Step 3. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. So really it's up to you. General. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. All research, economic growth and army production. Corporation (almost mandatory for a tall empire) With aquatic + agrarian + thriffy = maximum performance for food and trade value. 4 planets that are high ascension level and low empire sprawl is tall, since in current Stellaris, each planet is basically the equivalent to an entire city in a game like Civilization. The S Tier only features the best of the best Origin available in Stellaris. Introduction Stellaris - How To Play Tall (2. Okay, first things first, if. In Stellaris people get a legit advice wide's always better and than come with screenshots of 90 planets, 900 pops asking why are they having problems. You can play tall empires by taking tributaries and vassals, its fully possible to only have a few planets while "owning" half the galaxy through your subjects. This is really very unplayable for me, i hate playing wide, and playing tall I just. The winning strategy was always to expand as widely as possible because doing that. If you spreadsheeted the numbers for the old sprawl system, the best empire size for optimal tech output was around 20 planets, which is much larger than most people would consider to be tall, and even then such an empire's tech advantage only started to be. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris. Tall gameplay does not exist in Stellaris. But to really take advantage of that small empire size, you need to focus on research and unity. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. I would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. Empire strategy that minimizes empire size. 10x was very doable. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. Just, because something is. Megastructures aren't the only way to succeed when playing tall. Despite all the negative feedback from players who got used to 3. 2; 1; Reactions: Reply. Having lots of systems is not a wide play-style, having. It can however be pretty challenging on to get right. This is the God-Emperor Origin in Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy…The main problem is that Stellaris is a game of resources and pops are the most precious one, tall empires are awful in those regards and they also run the risk of lagging behind in the tech department which is bad. 1. Best. It's like having a huge empire to defend, but you don't get the huge economy to go with it. This is an inescapable reality that makes Tall a challenge run and not a legitimate strategy in most situations: fewer systems = fewer planets = fewer pops = weaker economy. By mid- and certainly in the late game you should have a resource extraction planets feeding production and research planets. The faster you can fill up your planets the better, as you're going to be going wide VERY fast and grabbing every planet you can see. #7. 16 Badges. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. #1. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. So going "tall" is just shooting yourself in the foot. That efficiency allows your small area to develop fast and do lots with your space, with growth exceeding cap. 22 Badges. Get a branch office going as early as possible, even if it yeilds +0. You could also invest in things like ringworlds for alternative planets. I explored my immediate area, only went after systems that were "behind" chokepoints (from an outside perspective), and tried to get the basic strategic resources (motes. Report. It gets in my way of actually being able to play. I keep seeing stuff around the internet about 2. So today we're going to take a look at a general overview of how to play a Tall empire. ago. Guaranteed Special System Spawn. Step 2: pretend that you wanted to be small and ineffective in the first place. Ideally you would want to begin a period of rapid expansion towards the end of filling out this tree. 0 making playing tall a viable strategy. What's your strategie to play Tall. Semi-tall. The extremes, right and left, are in the gutters. Thread starter Tuna Cat;. We would like to show you a description here but the site won’t allow us. I actually don't particularly dislike this change, but this was how I got. This is your Definitive Guide for "How to Play Tall" in Stellaris Console Edition! If you want to learn in Stellaris How to Play Tall then this Stellaris Pla. Meaning it was a lot easier to out-tech wide empires. 5K Online. Generally, if you can have a large number of planets, there is little reason not to do so, since they will all develop more or less at the same pace. Empire size has changed a lot over the years in Stellaris. Absolutely insane for a research capital and tall empire. More planets/habitats means more resources means bigger fleets, etc. On top of that bio trophies will count towards your pop cap, so if you don't play super tall your essentially short 100 robo pops compared to another machine empire. Discovery is super important when playing tall. 5. /rantThe second vassal everyone will want is the Scholarium, who provides a significant bonus to research potential and valuable science tribute. Yes, and this is not Civ 5, this Stellaris. I've taken the society tech for a 10% naval capacity increase once or twice. 2. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". Stellaris Tall vs. I felt like I wasn't playing Stellaris, I felt like I was playing high elo StarCraft match. 8 that I finally was able to bring into the current patch with the new planet mechanics. Been playing stellaris for a little bit now let’s say a couple of months and I was wondering if playing tall is worth it I’ve heard mixed opinions on the topic but if it is worth it could you all give me some tips!Well there is a method of playing 'tall'. Alternatively, you can use automation, which is actually pretty easy and works well enough for most people. Which requires lots of claimed stars and colonized planets. Step 2: pretend that you wanted to be small and ineffective in the first place. e. Stellaris How To Start well in Grand Admiral New and Experienced Player Guide / Tutorial: The Starting Routine I use to get a good start in Grand Admiral gam. . but I don't know how to get any resources any other way. 20 comments. !remindme 1 day. How to play tall in stellaris: Switch your game version in the steam launcher to something from 30 years ago before admin cap jobs were added. Technocracy is amazing for more research gains. | Paradox Interactive Forums. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. Think about it like this: A 25k fleet will cost around 15-20k minerals, and a 25k starbase will cost about the same, but a 25k fleet takes roughly 300 minerals per month in upkeep. Method 1: Find a local AI, preferably one that is considerably more powerful, and between you and the baddies. With that just build as much farming and later industry and become. Okokok this is a pretty cool story, but of a long one but still. This reduces the number of different buildings you expect to build on each planet. Paradox you're doing it all wrong. Void Dwelling Megacorp is strong but unless you can balance the Influence (Not as bad now but still tight) and alloys early game. 3 update is attempting to make playing "tall" more of a thing by changing some systems, like empire sprawl, so that a well developed tall empire is closer in power to a wide empire. Conventional wisdom is that playing wide is easier than playing tall, but my experience has been the opposite. You can still be strong with this build if you manage to survive the early game. These changes will force players to decide whether to focus on fully developing what little. Part 2 focuses on creating your civilization both in and out of game. That depends on what you mean by playing tall. This is the truth. Playing tall or playing wide, which is better!? Most players start by building and advancing their empires in stellaris with a typical : expand, then build out planets and other parts. It does require playing the game a lot differently than previously though. Playing tall is very effective as long as you play smart. There also needs to be a way to join and white peace in-progress wars when you aren't the primary target (say, costing influence). You could do a subterranean origin with lithoid using reanimator civic…. Technology_Training • 3 mo. The rules I'm playing with prevent me from ever having any colonies outside my starting system - this isn't as restrictive as it could be since the disk has 6 size 90 worlds on it. If you end up in an empty corner of the galaxy with a lot of space to yourself, playing tall is just a pure handicap. Ecumenopolis helps immensly, as does subjugating half the galaxy for the energy credits. I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. Once you complete your unity traditions hopefully around 2300-2320 (or earlier) ascend your trade world to level 10. We have another 2. So a big issue with the proposed addition of sprawl penalties to pops (in addition to systems, planets and districts) is that it is a huge nerf to the tall strategy, which is bad since wide is already the clearly dominant strategy (since the tech/tradition penalty directly benefits "tall" play vs "wide" play, but is widely regarded as being. OP, there currently is no such thing as a tall build for this game. While habitats are good, it’s probably better to be funding colony ships. 2. Learn to micromanage. Very high output per system for when your packed in. You can play a faction which only ever has 1 city, but everything is concentrated in this one city. Since colony ships wasn't researched at the start, I. All in all though I think this build I'm playing is more static than I like. Keeping a small easily defended area is playing tall. The other is increased Trade for Xenophile, the Megacorp's Default Capital ruler job Executive and their unity job Manager make trade on the side of their primary output. Darvin3 • 1 yr. Stellaris Tall vs Wide, which is better? Wide, the answer is wide. I have been getting back into this game for the past few weeks and i am still unsure how some things work. In a perfect run you would just grow large nough to start the vassalisation chain and then even shrink yourself a bit if over 100. Enemies might scoff at you and only spare you because of your bigger friends. Stellaris. If you play habitats you can get more resources from jobs without actually taking up more space. Part 1 is intended for beginners and explains the basics of roleplaying as well as how to integrate it into your games. If you want to play a game where Tall playstyle is possible, play Endless Legend. In Civ 5, taking tradition and limiting yourself to 4 cities for most of the game typically means your cities will grow much faster than if you play wide. With that in mind I think it's a step in the right direction for that kind of. 7. The angler build is still a solid choice. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". Unyielding lets you support more Starbases, which means more room for Hydroponics buildings, which means more food without needing to devote pops to producing it. Report. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. If you're spamming habitats, you aren't playing tall. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. My recent game on insane I managed to beat the game (Huge map, 30 empires, 8 advanced and 4 fallen) in 2400 with only 5 planets in 2350. habitats as well as branch offices contribute to empire size. Empire Sprawl needs a rework. NB: this is system not planet. Bribe them, then submit to vassalisation. So today we're going to take a look at a general overview of. The second approach is a colossus rampage. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. 0. Totally viable. There is the playing tall strategy. Wide was nerfed, but it's still "better" than Tall. Usually, when I'm playing tall I only have 6-8 worlds and go maybe 25%-50% over my admin cap, but 90 total is only enough admin cap to have maybe 4 worlds and some systems without significantly going over. Tall builds are barely viable with DLCs, without them they're basically impossible. I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. Realistically when going tall it means some small set of orbital mines and research stations that weren't your core priority anyways - the core priority ones were covered by your frontier outposts to begin with. ISO system juust flexible enough to accommodate both c. First things first; your ethics should be materialist. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. 3 beta). That require you to explore and have them in your territory. When people say they're playing tall in Stellaris, they generally mean one of two things: Either they're just playing a small nation, or they're playing a "compact" nation, with large numbers of habitats/ringworlds in a small number of systems. But in Stellaris it seems rather doubtful if you could play tall instead of wide. Make sure you are the only megacorp (by force if necessary) and make a trade federation or hegemony (depends on what you want to accomplish) become custodian (not emperor. Forcing it to inevitably conquer them as time goes on No it doesn't. Agreeing with PsySom here. (So your space is tall; not your planets)The only tall builds that can be considered good right now are Void Dwellers (which is actually wide under your definition since it has lots of colonies) and the Nihilistic Acquisition raider which is a very aggressive build that is constantly a war to steal pops. Tall vs Wide in Stellaris isn't a dichotomy, but rather a spectrum from one extreme to the other. ) Playing Tall is a very special type of empire. Enjoy your stratified society. You can also do this as a machine intelligence but its entirely a different strategy. The best way to play is to have as close to zero empire size whilst having the biggest science income. And size of empire directly influences size of your navy. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. Fan demand for equally balanced tall playstyles has hindered game enjoyability. I had 2 victories in approximately 360h of playtime. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. Hold chokepoints and rush tech, make friends and sign commercial pacts, start a trade league as soon as possible once you have one close ally, spam corporate embassies in your branch offices, and very soon you will be the only. There's 2 ways to play Stellaris. It doesn't matter how enlightened your culture or how advanced your technology is because imperium's bloated army can burry yoy under sheer size of it's manpower and resources with guns outdated by ten thousand years. Less pops equals less resources. Just don't confuse playing a voidborne in a very small space with playing tall. This mod creates a new trait that will allows both Human and AI to play “play tall”. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. Evokes a kind of 'hazard warning' feeling. Going into the fir. It would mimick a wide play power curve, but with a tall looking empire. Subscribe to downloadChoices Matter: Tall vs. Today I have the first new basic build in a while. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. "Tall" as compared to "wide" is generally presumed to be going really high development on a low number of cities/planets (depending on your game), rather than low development of a high number of cities. ago. ) Tip. So really you will want to find some sort of mod that provides benefits to those with few planets. Tall doesn't mean you can't expand. If you play at higher difficulties, then it’s supposed to be hard. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey.