In 5 hours I will play Stellaris with my friends. Technology_Training • 3 mo. Early on, the universe is filled. Galactic footprint is a common usage for "wide vs tall" so you're not wrong, but op is correct in terms of game mechanics. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits See moreHow to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it. 5K Online. Noanamus Mar 6, 2017 @ 4:21am. | Paradox Interactive Forums. . 273 upvotes · 38 comments. 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. If you get stuck with it, ignore this step. #1. Flag was a pyramid symbol with yellow and black (split down the middle) yellow as the primary I think. 2 councillor traits out of 3 is good enough for me. Add a Comment. ago. For how to: watch some of montuplays newest guides regarding playing tall. Do it from system view. That require you to explore and have them in your territory. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. Wide shouldn't be better 100% of the time. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. The truth is there is no “tall” build anymore. Highly stable, unified group thats close proximity keeps together. The current raiding playstyle (whether from civic or ascension perk) is worthless. It has factiond designed for playing tall. Related. The problem with that is the ai manages resources terribly so you’ll need to play on a higher difficulty in order to have an even fight. ago. Step 2: pretend that you wanted to be small and ineffective in the first place. Also a way to request/provide economic assistance and ships when you are attacked would be really good. I’m just worried how long it’ll hold an attack back later (I’ve already fought a war to a draw by throwing them back 4. My goal for an empire is to be a Megacorp with a fallen empire overlord, grow tall as I can, and make as much energy/research as possibleTall play in Stellaris is extremely difficult as it requires careful tuning of many parameters. Stellaris Tall vs. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. self. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. For a one-system challenge the best (but not most. That's a 70% increase. Other good tradition trees for Void Dwellers include Domination (more influence and housing), Prosperity (more minerals, more specialist output, another building slot). Tall is not efficient, it only gets you what you need and often pertains slaving. ago. Planets and habitats within the same system counts as one system (but all there pops go towards pops penalty) The 0,01 penalty is the 1% penalty to research for each pop over 10 you have in your kingdom. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. 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. the best ways to play tall are either: a trade empire (megacorp would be the best) because the best planet types (ecumenopolis/ring world) are the best for generating trade and trade does fully cover energy, consumer goods and unity production. Spreading all over the map is playing wide. 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. All the changes did was bring them closer together. Over the course of time, that planet will grow and become very valuable and the energy cost to setup a branch office will pay for itself, many times over. Jun 14, 2021 2. Which requires lots of claimed stars and colonized planets. The whole purpose of playing tall used to be to avoid going over admin cap which kept your research, campaigns, and leaders cheaper. 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. 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. Semi-tall. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. Unlike Civ, we don't really have a hard dichotomy that swings one way or the other. Breeding them takes to long. ISO system juust flexible enough to accommodate both c. Unless a lower setting is fine for the Tall. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. but what tall is or isn't is another debate I suppose and I didn't feel confident in getting any points across without using the terminology. Communal: Since you’re going to be playing tall, stuffing more people in houses is useful. If you play habitats you can get more resources from jobs without actually taking up more space. Created by Robinicus. This guide is incredible. 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. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. Wide empires have more pops. Add a Comment. Any other build will be strictly superior playing wide, and tall is just a. The 3. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. . OPS is an excruciatingly tall play-style, but I do promise you'll pick up interchangeable skills that'll enhance your tall play. This is the truth. 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. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. Empire size has changed a lot over the years in Stellaris. This ironically makes the Expansion tradition really good for tall builds, since it gives bonuses to both Admin cap and pop growth speed. #56. 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'. You can still play that way. Tall is more chill and easier. T. I like my little bubble of about 20-25 systems, depending on what is in them or what they are. Tall vs Wide in Stellaris isn't a dichotomy, but rather a spectrum from one extreme to the other. Honestly you should know better too. 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. Tall is NOT Pops over Systems. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. 8 ‘Gemini’ release during Q2. Having every planet in a system with a habitat or colony. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. Stellaris. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. I've read on here that playing tall in 2. If you don't have to fight anyone for that space, it's free space, take it. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. 3 base systems + 2 from finishing Expansion traditions + 2 from Efficient Bureaucracy civic + 5 from Imperial Prerogative ascension perk (and maybe another 2/4 if you can stomach playing pacifist plus whatever core sector technologies you can research) is more than enough to get you orbital habitats. He is punching well above his weight, and would be a strong player in multiplayer. What does this mod encompass Play Tall trait Limits Core Systems Allowed2. While for the latter, most empires that were widely spread also had ‘tall’. 6. Traits wise, probably grab the usual Deviant Unruly Intelligent Natural Engineer combination. 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. Yes, and this is not Civ 5, this Stellaris. But it’s basicaly giving yourself a handicap for little to no reason. Even “playing tall” can benefit from this pick early since 30 administrative capacity is nothing and the +20 essentially translates into faster research and tradition. 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. Low empire size penalties mean that; your empire will be researching and unlocking traditions faster than your neighbors. All in all though I think this build I'm playing is more static than I like. The bonus of it is you can probably defend your entire space with one fleet. You need to go wide to get more resources and fund a larger army. The bad news is that you start with one, and to. HopeFox • 6 yr. r/Stellaris. Admin cap is super important since you're more sensitive to sprawl penalty. 3. Even so, you still do want to expand towards your target, just for the influence. Two strategies stand out when we talk about empire size. Machine, Hive Mind, Megacorp, Regular - Which are best for Tall play and which for Wide play?. I always run into economic defects, Overpopulation and being serounded by larger empire's. (Not super-tall though, as in one planet, but only 8 planets and. 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. You could do a subterranean origin with lithoid using reanimator civic…. In previous patches, especially before 3. The biggest reason Wide is better than Tall is growth related. ChronicallyDepressed. 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. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. The game itself doesn't lend itself to tall play, as the main way the empire can grow is to have as much minerals as possible. 3 was plenty to tackle every unmodded challenge available. The game directly rewards wide play while offering very little incentive to stay tall. 7. I think it would be cool if there was a terraformable slider. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. Bribe them, then submit to vassalisation. Generally, there are 3 strategies you can mix and match. A Void Dweller run will play completely differently from a Nihilistic Acquisition raider run, which will play completely differently from a one-planet-challenge run. But i definitely struggle when it comes to playing a more aggressive empire like the Commonwealth of Man or the Determined Exterminators. It's that time again, the 4th big overhaul for Stellaris has arrived, which means that all tutorials can be thrown out of the window and it's time to start n. 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. Playing tall was heavily nerfed with changes to habitats. Tall vs Wide. 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. Okokok this is a pretty cool story, but of a long one but still. Tall builds are barely viable with DLCs, without them they're basically impossible. Tall v wide is a bit of a false construct in stellaris specifically (always has been). So really you will want to find some sort of mod that provides benefits to those with few planets. It's not strictly bad, but the research speed is better. General. Going into the fir. ago The_Godfather69 The Definitive Guide For "How To Play Tall" In Stellaris Console Edition Video This video is my Guide for: How to Play Tall in Stellaris Console. 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. I prefer to use my custom made tall chair and pc table to play tall. The angler build is still a solid choice. Despite all the negative feedback from players who got used to 3. Set Galaxy to 4 Spiral Arm. 3. . One of the biggest changes is the name change from Empire Sprawl. 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. 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. ago. Diogenes_of_Sparta Specialist • 2 yr. Just don't confuse playing a voidborne in a very small space with playing tall. 3 update damages the ability to play wide, going tall is the smarter play. True you can make them larger, but then that's 2 ascension perks as opposed to one. Totally viable. "Tall" in Stellaris isn't doing more with less, it's just having less. ago. Throw Energy. 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. 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. The big idea with playing tall will. 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. 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. I played Stellaris for at least 200 hours before I won my first game. I always run into economic defects, Overpopulation and being serounded by larger empire's. "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 tech tree geared to this Play style would be. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. Also, I have never played with catalytic treatment. But in Stellaris it seems rather doubtful if you could play tall instead of wide. 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. 2) Optimize Production Methods edict An edict with a base cost of 300 influence and a base duration of 10 years that increases resources from jobs by 50%. Nerfing wide to be as bad as tall just makes the game un-fun for everyone. . 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). Jump to latest Follow Reply. Then again: No pops, no win in Stellaris. Today I have the first new basic build in a while. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. Stellaris is modelling a whole host of SciFi tropes while also being a 4X game (opposed to the previous two's grand strategy genre). I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. This is really very unplayable for me, i hate playing wide, and playing tall I just. That fixed a lot of problems. In fact it could be easier with more resources. This gets into the debate about what people mean by "tall". 1 energy. Instead it means to have the same amount of planets but concentrated in a smaller patch of space. The softcap, even under the initial 3. The tall vs wide playstyle has devolved from: tall (low systems low planets) vs wide (many systems many planets) to a new style of tall (low systems many planets/Habs) vs wide as it was before. . Megastructures aren't the only way to succeed when playing tall. Related. With that in mind I think it's a step in the right direction for that kind of. Egalitarianism + fanatical spiritualism + corporation for unity. Megacorps are a solid empire-type. This is the truth. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. 3 comments. 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. This can boost its trade value over 80%. While I do know some general aspects of playing tall and I also know that in 2. You can do this by either vassalizing or stacking minus empire size modifiers. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. That depends on what you mean by 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. If you're spamming habitats, you aren't playing tall. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. the main contributor to a viable tall play Megacorp's are Stellaris "tall" playstyle. Its the eternal question that decides how you’re going to play your game of stellaris and what you early strategy is going to be. The best way to play is to have as close to zero empire size whilst having the biggest science income. 2. It depends on your definition of tall. 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. 2; Reactions: Reply. Playing tall is very effective as long as you play smart. He plays stellaris and stands above 6’5 Reply Modo44 •. Alternatively, you can use automation, which is actually pretty easy and works well enough for most people. The ultimate wide starting origin which is void dwellers gets called tall showing how much the community have absolutely no idea what they are talking about. For this approach, you'd want origins that can benefit as early as possible from. It is relatively. Finally, Part 3 contains a mix of tips and tricks for you to use to take your roleplaying to the next level. It doesn't work in Stellaris (at least in 3. I feel that nihilistic aquisition is the KEY to playing tall. Part 2 focuses on creating your civilization both in and out of game. I don't know what version you're playing, but population growth is glacial in 3. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. very strong. So does pop assembly, which comes from one-per-colony buildings. But to really take advantage of that small empire size, you need to focus on research and unity. If you want you can call this "its dead", but as long some people write a guide, there is a way to play tall. Best. This guide was made for basic Stellaris Version Adams 1. ) Playing Tall is a very special type of empire. You stick to yourself, and they like it. Hello my most pious followers. That is, you stay small for some time so you can: - focus on science. You get more yeild from the planet as far as resources plus more space for research labs. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. I think the whole tall vs wide dichotomy is dumb. Make sure to grab voidborn and fill the habitats with energy pops and use the merchant enclaves to grab minerals. (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. 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. Jul 10, 2023. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. . Even though there are many reasons why players might want to play tall, Stellaris indeed lacks functionalities that provide incentives for tall play (unless you count the negative incentive of planet & pop management). ago A common misunderstanding is that playing tall means having a small number of systems. How can I play tall, and how good are my chances of being to defend against a large chunk of the galaxy? I have a 10k star fortress with 12 platforms and my entire fleet parked in the hyper lane entrance to my systems. Playing tall has genuine benefits in terms of potential mid to late game expansion. If you're spamming habitats, you aren't playing tall. And it can help a lot of your species has traits like intelligent or strong to take advantage of the bonuses, every plus 5% can help your empire survive longer. 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. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. You get more and more ways to focus your power inward. So today we're going to take a look at a general overview of how to play a Tall empire. Paradox you're doing it all wrong. "Tall" generally refers to playing with fewer colonies, which is an important distinction. Trying to conquer whole empire's as soon as met them and have a stronger fleet. I actually don't particularly dislike this change, but this was how I got. I'm considering turning down habitable worlds. There is the playing tall strategy. But you're right. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. I think my problem is that i am too eager to expend. 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. Tall vs Wide is now about unity. You could also invest in things like ringworlds for alternative planets. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. It gets in my way of actually being able to play. Every game I'm like "okay in gonna find the nearest choke points and play tall" and never actually do unless I get boxed in. ago. I remember one of my really long games I ended up basically becoming a fallen empire. [deleted] • 5 yr. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Add a Comment More posts you may likeMade it a research world to soak up all the Necrophage pops, and transferred some to buff up other worlds. It was never viable, and it's not even possible now with the new empire size changes. #9. The upcoming 3. But what exac. 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. Evokes a kind of 'hazard warning' feeling. Pre-ftl civilizations could also arise. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. 0 ruleset that was revised in 3. Tall gameplay does not exist in Stellaris. If you play habitats you can get more resources from jobs without actually taking up more space. Often multiple playstyles apply and synergize. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. A Tall play now isnt about just being small, it is about being efficient. Best. There hasn't been since like 1. I cant play stellaris this weekend to try and min max this build, so monday I can give you a stronger suggestion. . I would say going tall is even more viable now. Agreeing with PsySom here. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. The benefits of playing tall are as follows: Smaller empires are easier to manage. 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. My favorite is fanatic militarist/authoritarian with Stratified Economy but no slavery. DIsagree. Also if you turn off early game scaling it’s much more difficult. Tall tends to focus more on vassals and federations, Wide more on integrating directly into your own empire. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. If you play at higher difficulties, then it’s supposed to be hard. 06c (updated 11/14/05). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Paradox, Please Let Us Play Tall. Toggle signature. I recently abandoned a game where I was a spiritualist empire, because I started in a location where I was boxed in by two friendly spiritualist empires. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. The only playstyle I do not enjoy is playing with vassals, because I do not fully understand how to make that work and the little bits I do understand just make it seem rather bland. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. 7. Equilibrius Coastal Raider. First things first; your ethics should be materialist. That doesn't mean a low amount of colonies; in fact, often more. A tall empire gets the resource benefit without the sprawl cost. Ryika Jan 29, 2022 @ 11:08pm. They would be also wrong. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. If there was a way for even more primatives and most empires playing tall and maybe a few colonies, with most of their fleets coming from federations, then that would be a more true star trek scenario. 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. This mod makes all the special systems in stellaris have a 100% chance of spawning. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. 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. All research, economic growth and army production. Lots, and lots of resources. Mar 4, 2022. 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. others will catch up sooner or later. for many many hours straight. Some good tall origins are shattered ringworld and voidborne. In reality it would be just the same wide play, just with fewer systems. Technocracy is amazing for more research gains. You can make the argument that 2. Wide and Tall strategies for Stellaris have changed drastically over the last 3 years. 3 comments. Title says it all. Play Tall Trait for Stellaris. . Thanks. Just, because something is. Being able to work a wider variety of jobs is far more important than the small bonuses the other types of slavery get.