However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your 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. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. 29 comments Best [deleted] • 1 yr. In 5 hours I will play Stellaris with my friends. Stellaris is a game I fall in and out of love with every few months and one of this games biggest flaws and probably what stops me from playing it regularly is having to micromanage 50+ planets every few minutes to build homes and create jobs. Pick the difficulty level that matches the challenge you want to face. I agree that this change makes habitat feeder worlds less desirable, I just don't think that's a nerf to what I'd consider "playing tall", or. I would say the same happens playing tall. ago. 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. On easy difficulties though, wide is better than tall most of the time. This means any advice for "Tall" play needs to be tailored to the specific kind of run you're playing, which makes it kinda pointless to categorize them together. You can rightfully play this by ONLY claiming systems with huge planets with lots of room for research and skipping over systems with. [deleted] • 3 yr. Mar 4, 2022. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. . The pop growth bonus in particular is also augmented by the bonuses of xenophobe, for a possible 30% base pop growth. Because it is not wide that is better, it is big. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. In Stellaris, it would be really nice if there was a way to convert to tall play after the game starts, because sometimes your start location just doesn't prevent peaceful expansion. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. It can however be pretty challenging on to get right. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. for many many hours straight. 3 is a bad idea. When I look at some people's screenshots here, I see that some have naval caps in the 300's and 400's at the same time as I'm playing (early 24th century). Tall is not efficient, it only gets you what you need and often pertains slaving. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. And my understanding of it (as of everything else) shifts a bit all the time, so. 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. the new plant trait of "budding" is pretty good in this scenario as the total size of planet will increase assembly speed but that does mean you can't build machines. This has fundamentally altered a few things about gameplay, but fear not; Things are arguably better for tall builds in the long run, now that large empires have been nerfed and pop growth is no longer quite so exponential. He plays stellaris and stands above 6’5 Reply Modo44 •. Thread starter Vampiresoap; Start date Apr 25, 2017; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. Admin cap is super important since you're more sensitive to sprawl penalty. Void Dwelling Megacorp is strong but unless you can balance the Influence (Not as bad now but still tight) and alloys early game. Assuming you play 2. If you rely on the bastion for defense for the latter half of the. If you're going to war, every system claimed is most of a corvette in alloys and a few dozen influence, meaning fewer system claims and fewer corvettes to conquer them. I have read a lot that playing wide, after 3. And yes, having only say, 10-15 systems and using habitats and stuff to build them up is playing tall. This ironically makes the Expansion tradition really good for tall builds, since it gives bonuses to both Admin cap and pop growth speed. All in all though I think this build I'm playing is more static than I like. They are more diplomatic than a typical empire, as you'll want at least a couple friends to establish commercial pacts with and build branch offices on their places. The game design of Stellaris will always favor wide over tall. hirtes Mar 29, 2020 @ 6:30am. 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. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. r/Stellaris • How does playing tall work?Stellaris Tall vs Wide is total number of colonies / habitats in general. What actually constitutes tall in this game? In my current game I'm playing fanatic egalitarian materialists who aspire to turn themselves in to a…I used the robotic mammalian portrait (the tall bulky machine with a glass front). Learn to micromanage. Wide empires have more pops. stellaris is a dynamic game, and rebellions and other events always change up the galaxy. It depends on your definition of tall. OP, there currently is no such thing as a tall build for this game. I'm RPing a Determined Exterminator empire that doesn't want to grow…Honestly, walls like this I can live with, it's when the AI is blatantly pulling things out of it's ass it should have no way of obtaining that I start rage-quitting. 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. Early on, the universe is filled. After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. Going into the fir. Evokes a kind of 'hazard warning' feeling. I actually don't particularly dislike this change, but this was how I got. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Playing tall may make that a waste of a perk though. Here's what I personally like to do, and it works for me playing tall. So does pop assembly, which comes from one-per-colony buildings. Especially if you've been away for 1-2 years. More systems=more stuff. Stellaris Tall Build Guide. Both can do it well as planets are not the bottleneck any more for science generation. Ryika Jan 29, 2022 @ 11:08pm. 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. Now it could be said if your wide with a tall build you have succeed so can tank the drop in efficiency. Playing tall is naturally going to be somewhat more difficult in most cases, as you are essentially intentionally cutting your growth short. Stellaris. others will catch up sooner or later. Communal: Since you’re going to be playing tall, stuffing more people in houses is useful. If you get stuck with it, ignore this step. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. Mind you, even when playing tall, I don't build them, I'd rather. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. . So today we're going to take a look at a general overview of how to play a Tall empire. CK2 took around 8 years until the release of ck3. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. The meta has shifted a lot throughout Stellaris’s life cycle and will likely shift a lot more in the future. Traits wise, probably grab the usual Deviant Unruly Intelligent Natural Engineer combination. If you aren't trying to min-max, you'll be happy, and if your empire is big enough, it wont matter anyway However you decide to play, have fun!Stellaris Galactic Paragons DLC has given us the Crusader civic and the Under One Rule Origin. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. (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. Some used up to 14. 273 upvotes · 38 comments. It doesn't mean it must be. He noted one of the paradox devs in the Stellaris Devs clash was playing as a tall pacifist empire. I remember one of my really long games I ended up basically becoming a fallen empire. What does this mod encompass Play Tall trait Limits Core Systems Allowed2. 2. It is my philosophy, and thus the mod's, that a 'Tall' empire is one with. And as a devouring swarm/hivemind, your habitability. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. Stellaris is probably the best paradox game to play tall because stellaris. Go to Stellaris r/Stellaris. This is the God-Emperor Origin in Stellaris. The 3. Play fanatic pacifist,Use megacorp only in early game,After 3rd civic slot,Convert to democracy,Use Functional Architecture,Beacon of Liberty,Meritocracy. 2. With the changes made in 3. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. Empire Sprawl needs a rework. I had 2 victories in approximately 360h of playtime. What's your strategie to play Tall. Stellaris. Grand Admirals cannot stop you. 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. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). We have another 2. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. So today we're going to take a look at a general overview of. I've seen a lot of people point out that playing tall in Stellaris has often basically been synonymous with just playing suboptimally, since for a long time now it's basically just meant not expanding to fill as much space or colonize as many planets as you could fill, and thus collecting less resources, all while confering little to no benefit in. If you stick to 10 systems and spam a bunch of habitats you are playing tall. 8 tall isn't as viable anymore, can anyone give me a fleshed out strategy/perspective?If you're playing wide that sprawl is very low. In summary, make tall viable by requiring wide play to require major investment that requires opportunity cost, while giving the player satisfying tall alternatives (infrastructure/tech investment) that simultaneously provide for a more satisfying strategic layer and decision making experience. It is what gives you access to resources, it is what you use to claim territory. This video is my Guide for: How to Play Tall in Stellaris Console Edition, full of tips and tricks and gameplay to show you How to Build a Tall Empire and Play as One. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Making this a great strategy for beginners to try out. Are you using the -dx11 option and borderless window, because trust me Stellaris is NOT single threaded, there was a dev blog post specifically discussing this in the past. In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. I believe this is OPS's most valuable asset. 3 update damages the ability to play wide, going tall is the smarter play. Stellaris is modelling a whole host of SciFi tropes while also being a 4X game (opposed to the previous two's grand strategy genre). My idea was to play domination and build out solid core worlds and maybe a small sector with very strong defense and then go out and subjugate the other empires. It made the rest of the game very easy, getting a quarter population boost and the large Gaia world, as well as a massive territory free for the taking. . Stellaris was released in 2016, and it's only been six years. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. 0 growth). That's when the mandatory late game genocide comes in handy. But what exac. The first 1000 people who click the link will get 2 free months of Skillshare Premium: Playing Tall has always been one of the more elu. 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. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. Being able to work a wider variety of jobs is far more important than the small bonuses the other types of slavery get. Thread starter Tuna Cat;. One of the biggest changes is the name change from Empire Sprawl. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. . Expansion: After Discovery comes a period of rapid expansion. 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. Paradox, Please Let Us Play Tall. Ryika Jan 29, 2022 @ 11:08pm. If you play tall right, you can get more than 15000 tech per month mid game. Pop growth scales linearly with the number of colonies you own. I was watching quill18's latest series on stellaris. The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. After playing tall it feels really limiting to go back to wide which sucks because I get way more satisfaction from conquering large swathes of space than I do from basically playing as a fallen empire. 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. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. I cant play stellaris this weekend to try and min max this build, so monday I can give you a stronger suggestion. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. Until now, playing “wide” and securing as much territory as possible was considered the only way to stay competitive with rival Empires. 100% habitability is nice for migration treaties with other species that have desirable traits, and increases the chances of refugees in the lategame for more pop growth. It's not strictly bad, but the research speed is better. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. 3 beta). I am enjoying playing "Tall" and focusing on tech, planets etc. . 3. JangoBunBun Blood Court • 1 yr. . I don't want to own any vassals. They would be also wrong. Sometimes I play tall, sometimes wide, occasionally I play as the crisis or as an exterminator. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. 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. Use the outpost cost ethic and build plenty of outposts. It's basically how you use your influence. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Empire size has changed a lot over the years in Stellaris. If you stick to 10 systems and spam a bunch of habitats you are playing tall. Spreading all over the map is playing wide. 9 (2. This is why most people say that wide is better than tall. If you play habitats you can get more resources from jobs without actually taking up more space. Turn a planet into an ecumenopolis and set them to work on whatever you need (alloys, unity, consumer goods) or research ring/relic world. Third is that people will want a Bulwark, but probabably as a 1-planet minor vassal, in order to get significant starbase discounts (20%) that will also apply to planetary rings. The goal is to get an edge in tech and fill out systems. Good tall player should get atleast 15 habitats in 2230,Synthetic Evolution before 2260. R5: I just love having vassals and building a hegemony over conquest. Especially if you've been away for 1-2 years. Darvin3 • 1 yr. 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. Wide and Tall strategies for Stellaris have changed drastically over the last 3 years. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. #12. It is inspired by EUIV’s province development feature, which allows countries with a few provinces to be able to match or even be better than countries with more but less lucrative provinces. Outside of this there is no "Tall" concept in Stellaris as more. Paradox you're doing it all wrong. 1. Tall v wide is a bit of a false construct in stellaris specifically (always has been). Remember, planet growth slows when you are expanding, so a constant early game expansion slows your making use of said things. I keep seeing stuff around the internet about 2. Playing tall means you concentrate on maxxing out a small number of planets and systems, but I just find it inferior to playing wide, winning aside you just miss out on a tonne of content like the architectural digs, leviathan's, etc. 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. If you want to learn in Stellaris How to Play Tall then this Stellaris Playing Tall Guide is right for YOU! I'll be going everything you need to know in Playing Tall in. But in Stellaris it seems rather doubtful if you could play tall instead of wide. Unlike Civ, we don't really have a hard dichotomy that swings one way or the other. I would like to clarify playing tall is not exactly overpowered however everyone has been saying it is weak and you cannot win while playing tall. Part 2 focuses on creating your civilization both in and out of game. A few years ago, playing tall was the only way to win, and beginner players were asking what this is and how they go about doing it. and the edicts and all the other bonuses from low empire size aren't enough as a semi wide empire would be. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. 22 Badges. Related. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. walter. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. Always play on max star count. Sero Mar 25 @ 2:18am. The core mechanics of Stellaris are absolutely compatible with Tall vs Wide, it is just that wide has had repeated postive improvements over the course of the games development, frequently at the expense of tall play. The other main reason is that pure machine empires only rely on energy for unity and research production, which makes playing tall weaker than wide since you won’t have as many planets to turn into pure energy worlds, meaning less specialization meaning less production-per-pop. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. Equilibrius Coastal Raider. What I do at the. Hello my most pious followers. 0 making playing tall a viable strategy. 0, we had several tall builds. are vassals just a prerequisite of playing tall. 2. 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. Hi everyone, I'm challenging myself playing Tall and I'm looking for good tips from more seasoned players. . On the plus side, we get more unity faster without explicitly focusing it. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. . This gets into the debate about what people mean by "tall". ago. Fluffy-Tanuki Agrarian Idyll • 4 mo. imo, ethics, materialist research speed bonus is great, and robots are an extra source of pops, so it is excellent. Stellaris has no such restrictions, in fact it’s the opposite; there are almost no consequences for conquering other empires early, you even have choices depending on your situation, and early conquests allow you to conquer even more mid to late game. In that case, megacorp is always good, and void dweller will help overcome the main downside of tall: not enough planets. ago A common misunderstanding is that playing tall means having a small number of systems. But if you want to play tall how can we make the most out of y. Empire sprawl is still used by the community, and the terms are interchangeable. Having lots of systems is not a wide play-style, having. Playing tall will give you a hefty chunk of feeling like a plotter, a devious schemer who carefully plans his eventual ascension to near godhood. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. One last tip about resettling pops to take ruler jobs: with slaver guilds, you may have to resettle 3 pops total to fill 2 ruler jobs on a newly conquered planet. 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. InflationCold3591. In 5 hours I will play Stellaris with my friends. With the Hegemon, you will get 2 AI-powered allies who will do whatever you wish early into. Your ability to make long term decisions is tied to Influence. This is the truth. #1. There needs to be incentives and/or boni for playing tall, like increased tech speed or unity gain. Right now it is not viable to play a small/tall empire. The truth is there is no “tall” build anymore. Since you dont have many planets, you cannot match the natural pop growth of wide empires. It depends on your definition of tall. Internal struggles. 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). If you play at higher difficulties, then it’s supposed to be hard. #7. 2. The benefit from playing Tall should be that you make amends, and strong alliances with nearby neighbors, you're not a threat, and they like that. "Tall" no longer exists in versions after that change. Base habitat, with the size modifier, will have maybe half population growth from size penalties. Your empire’s planet is going to explode. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. Either that. Currently in 2. By mid- and certainly in the late game you should have a resource extraction planets feeding production and research planets. 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. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. 0 ruleset that was revised in 3. OPS is an excruciatingly tall play-style, but I do promise you'll pick up interchangeable skills that'll enhance your tall play. For how to: watch some of montuplays newest guides regarding playing tall. Having every planet in a system with a habitat or colony. Agreeing with PsySom here. At this building, I'm pretty certain declaring Imperium would be a net loss. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. What Stellaris Does Right, for now. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. very strong. 0 playing "tall" was nebulous at best. I always run into economic defects, Overpopulation and being serounded by larger empire's. The game actually requires a heavy amount of micromanagement, sectors or not. That's enough to fight 25x in 2300. Empire strategy that minimizes empire size. TLDR, I think tall isnt dead, it is just more gradient. For how to: watch some of montuplays newest guides regarding playing tall. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. 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. In stellaris many consider playing tall means few systems. Ecumenopolis helps immensly, as does subjugating half the galaxy for the energy credits. 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. The Hegemon is easily the best Origin in Stellaris, and with good reason. Stellaris Real-time strategy Strategy video game Gaming. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. Hi, I always play tall, up to 5 colonies, but right now I see it as dumb thing to do due to how easy it is to increase your empire sprawl limit with bureaucrats. 2; 1; Reactions: Reply. This mechanic takes your Colonies, Systems, Districts, Pops, and any Branch Offices you have and will give you penalties once you reach a certain point. Stellaris. In 3. Galactic footprint is a common usage for "wide vs tall" so you're not wrong, but op is correct in terms of game mechanics. 3; 1; 1; Reactions:. 4; 4; 3; Reactions: Reply. it's important to understant that this advantage is a temporary thing. The biggest reason Wide is better than Tall is growth related. Go for Bio-Ascension for cloning vats. ago. Step 2: pretend that you wanted to be small and ineffective in the first place. Honestly you should know better too. Stellaris. A tech tree geared to this Play style would be. 7. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. 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. To add to this, both implemented systems of empire sprawl, both post and pre 3. I really love stellaris and want to try something new, but run out of ideas, also Stellaris has great communityTall vs wide use to be about science before 2. having the biggest, most. 8 ‘Gemini’ release during Q2. At 200 population (which isn't big enough. The challenge can come in the form of story play elements or taking an origin that is plain bad. 3 comments. Trade with AI using rare resources to get rid of workers. I always run into economic defects, Overpopulation and being serounded by larger empire's. Here’s some early game development pointers: The most important resources in the game are Influence, Minerals, Unity, in that order. 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. I think my problem is that i am too eager to expend. If you're going for clone ascendant, you really don't want to be slavers on top of that, otherwise you're just locking yourself to 5 planets until you research synthetics. HappySack Mar 25 @ 3:07am. Often multiple playstyles apply and synergize. It's not about having fewer planets, but about having less directly controlled space. You'll have tall/wide elements in all empires depending on how you play, whether you're role-playing or not, whether you're playing single or multi and also your ethos and civics. Flag was a pyramid symbol with yellow and black (split down the middle) yellow as the primary I think. . Take the ocean paradise origin, for the traits take thrifty, agrarian, repugnant, and nonadaptive. While I do know some general aspects of playing tall and I also know that in 2. large empire size) at present. Things have changed now, and playing tall is far from the powerhouse strategy it once was. Tall builds are barely viable with DLCs, without them they're basically impossible. Playing Tall vs Wide. With wide you need a ton of governors, and must be replace them constantly. Playing tall refers to the strategy of empowering a small realm. Weekly PSA's PSA- the definition of playing wide is disputed, and many people use systems as opposed to planets as the model in Stellaris. Since then I have won a few more times using a Megacorp. 20 comments. Even a faction with a single city all game. All research, economic growth and army production.