Moron Alert: This viewer believes RU-vidrs who accept sponsorships for monetary gains are doing something wrong! He seemingly does not wish for RU-vidrs to actively take measures to ensure a nice and enjoyable life without fear of bills or other costs of living! Thumbs down for sure.
Tall horizontally aka also known as getting my precious infrastructure as fucking far as possible from here. Usually happens in the direction opposite of dangerous neighbour:D
@@TheArklyte ill play tall after my dangerous neighbors are replaced with non dangerous puppet neighbors. Oh hey the puppet from the last war wants to unify with us. Sure lets ALL play tall together.
How people play like that is unfathomable to me. Whenever I try to keep a conquered nation's territory in the midgame I have to spend way too much time pausing the game to micro manage the 10+ planets I just conquered on top of my own ~10 planets (medium galaxy size btw). I find that subjugating nations is much better because you not only don't have to micro manage the stuff but you also still get some resources out of it via taxes. Not to mention that I don't have to worry about my fleet being on the other side of my territory when a hostile fleet is about to jump in to one of my systems.
I found myself playing a hybrid void dweller start. I ended up accepting a ton of refuges due to a devouring swarm at the other end of the galaxy, so i send them to any good planets i want to colonize, while my species proper stays on the habitats, orbiting high above their serv...I mean most welcome citizens down on their luck who volunteered to work on generator/mining/farm worlds. Even better, our empire offers free genetic modifications to those who wish to be more comfortable on their new home.
Yeah I played a voidborn lithoid slaver empire that would just conquer planets then send a few rocky bois down to run the planet. Much quicker turnover on all the rocks, energy and nom noms that way.
Did the same in my last play-through, but I didn't get that many refugees, instead I got my planet dwelling pops through carefully orchestrated migration pacts. I also went for diplomacy as my second tree to get a federation up and running early on, and that also helped mitigate the influence spent on all those migration pacts, which was my primary bottleneck for spamming out habitats up to that point.
@@TheBrokenMeeple Basically they take a very long time to return the investment because they cost resources and pops. Those pops could instead making you more alloys instead. Which can be a much better investment.
I find that the high pop cost prevents them from really being useful until the late game when you might want to get every last point available out of your planets.
@@raymauzeg6323 I feel like you should get more Amenities from the Medical Worker job. If you could fully replace one of your Holo-Theaters with a Gene Clinic, the trade-off would be much more attractive.
@@TheBrokenMeeple They are good, very good even. If you take a base of 3 for pop growth, you need 222,2 years to have 80 pops. With the 25% of the center it is 177.7 years...
I would love one day to build tall, basically being a mostly quiet power in the galaxy keeping to myself, then suddenly, my fleet came out to conquer and/or destroy everything and everyone. The threat that nobody saw coming.
you have the largest voice in the Stellaris community, pls bring attention to "greater than ourselves" edict, it constantly gets bugged, also it shouldn't be locked behind a resolution because it's necessary for late-game, otherwise for wide empires it becomes impossible to micromanage
Aspec includes it in his game tips video on "quality of life". I would concur with need for better colony auto management, using the sector control during a war, left an even bigger mess to sort than my ignoring totally the management side of the game. Why it cannot even avoids masses of unemployed pops is a puzzle, but frankly what I have seen in 2.7 puts me off creating vassals and independent empires out of sectors. Late game becomes micro management hell directly running > ⅓ of the galactic economy.
Yes and the other civic for 2 more envoys is kinda bad too, If you need more envoys you can always build one embassy on a habitat for example. By the time you really need those extra envoys you actualy should have a pretty solid economy and the tech is not high tier.
@@davidchristenes9062 the reason for that one (as far as I can tell) is to make sure you're safe in the early game because you can make tons of allies really early on.
Its still kinda a bad build. Slavers guild along with meritocracy/technocracy gives you much, much more. Along with traits. Add in deviants and natural engineers and get statehood and strike craft tech and you don't have to care too much about neighbours. Place bastions in chokepoints and don't expand past them (as tall) and you're much better off.
*Aspec playing xenophile* Thanos: Imposible Paradox: Imposible Newton: Imposible Stephen Hawking: Imposible Vader: Imposible The Emperor of Mankind: Heresy! Aliens: Imposible God: Imposible The xenos who created the simulated the universe: Imposible Reality itself: Imposible
I usually go tall with my ai hivemind assimilation empire... That is untill I start taking over the neighborhood. Next thing I know... At 67/27 starbase capacity
So far the most powerful way i have found to play is to mass manufacture strategic resources and use the market to sell them for everything else. I start this in the early midgame, ~2260, and by 2300 i usually have all resources maxed out.
simple! Antagonize your neighbors and make them think you're an easy target. Then balkanize them and let the vasalized pieces join your empire at your leisure... wait thats just passive agressively playing wide.... lets call it wide height.
@@A_Spec How to mix traits with the type of government. How important the type of scientist you get for research is. I know you have talked about it in other videos but I just did not give it that much thought. What I like most about the videos is the fact that you get me to think outside my box. Its easy to get into a rut of playing the same thing over and over and you get me to try new things. Stellaris is my go to game. Got it the day it released, was a big sins of a solar empire fan and thought this looks like my type of game. I was in a bad wreck almost ten years ago and became disabled. So when you have the time to put 10 to 16 hours a day into a game sometimes weeks at a time it adds up, keeps my mind occupied. As for the video its lots of little things like building a colony ship early. I like the way you tell why you do things in game and not just do this because, that helps to know in a game like this because what you do early in game can have big impacts late game. You can play this game in a lot of ways but to truly get the most out it you must play long term and you are indispensable in this way, you know how things work I just play the game for fun but as they say the more you know. Thank you for the reply and for making your vids. I know how much work you must put into each one and I appreciate what you do. If you have any more questions feel free to just ask and I will try to be as precise as I can. I thought this needed a little explanation as to hours in game.
"You know what an intelligent species does as well? Well, they LEARN, with Skill Share!!!" Gawd, that shilling cracked me up for 5 minutes straight! Just don't pick up Raid Shadow Legends as a sponsor :D
Thank you for making this video. I just finished a wide-play by rage-quitting out of the game, because it was no longer fun to micromanage 50+ planets, 30+ stations, and mindlessly clicking construction ships around to fill in the outer edges of the galaxy.
THANK YOU! I was never able to successfully play tall. It would always end up wide or disaster. But I followed this video and finally had a successful (and extremly fun) tall playtrough. Now that I know the basics I should be able to experiment with different things in future games.
Hey, I have some interesting request: do a comparison between corvette fleet with three disruptors each and corvette fleet with one null void beam and two plasma cannons. Wanna see how they perform against each other and against other mixed fleets.
Aspec: Talks about habitats and ecumenopolis. Me as ancient caretakers looking at 6 influence per month MAX and not having access to the latter: suuuuuure:(
I play tall with a federation to “defend” me despite me being the most powerful fleet, most advanced science and the 6th largest population in the galaxy (minus the FE/AE).
Good info Aspec. I also enjoyed the lead in for the ad lol. One other thing I would recommend is just restarting until you have a black hole in your local cluster. It’s also worth counting systems to make sure you have space for all the megastructures.
ASpec yeah restarting is my own psycho OCD. I was mostly concerned about system count. My first tall play through ended up boxed in by advanced starts and it kinda stifled me until the mid game. Love your channel man. Probably still be playing on Ensign without you lol.
Sameee. Every time I try going tall I set myself chokepoints I wanna get to and that's it. Then I start seeing all the nice Systems around me and the AI is just soooo slow to take them, so I alway say fuck it and just snack them. AI is only fast when they're getting a system you desperately want.
@@f4llen489 for decades the ai is doing nothing at all but when you want to cut them off from expanding into a sytem you want they send a science and construction fleet your way and take all 10 systems at once.
Building tall now is really mostly "be very careful to stay under the sprawl limit while having as many people researching as possible" now, the "avoid to expand a ton" part is really more about trying to not piss off the neighbor rather than a mechanical tradeoff "well, if you don't consider the AI a mechanic but more an artificial player"
5:13 Aspec: “Because the bureaucracy must grow to meet the ever-needing expansion of the bureaucracy.” ... Wait, I know that line... Civilization 4, Civil Service tech read by the late great Leonard Nimoy, “The bureaucracy is expanding to meet the needs of the expanding bureaucracy." Whether intentional or not, that was a cool moment for me. Keep up the great work!
ASpec, I got a cool new build, the Worker Bois. Look if you go for all the +% pop/job output bonuses, i.e. Void Born, Slaver Guilds, Shadow Council, Meritocracy, make em Intelligent, Industrious, and thrifty, what u get is some of the finest indentured servants in the galaxy. With all those production bonuses stacked, worker bois get double the resources for the same amount of input - so when it comes to refineries... yeah it gets pretty goofy. YOU SHOULD TRY IT.
Me: *builds tall* My neighbor: *much weaker than me and has no alliances with anyone who can challenge me* Me: Don't do it- Me: stop it Me: *It's free real estate* Me: God damn it I've done it again *has half the galaxy and too much to micromanage, again*
I've got a dozen of custom empires, each one has got its own species, its background, its ethics, and its playstyle. For example, I made a spiritualist republic leaning for diplomacy and cooperative growth, with Diplomatic Corps, the Galactic Union origin, xenophile ethic, so, almost everything that could give me more envoys. But even if I can choose this, or my mechanist scientific directorate, or my peaceful elves from Gaia world, it's still very, *very hard* to not choose my militaristic citizen republic Human Federation.
Currently running AI Mind and have about ten planets and half the galaxy- just plopped down stations and plenty of uplink modes and bam, not to mention the stacks of energy districts with maximum upgraded energy grid. Currently have 3 15-30k fleets booping systems. A fun game
note on stations, for tall you can get up to 16-18 stations (I think) as a base end game, with more territory giving you more so make sure you have at least 18 territory so that you can take advantage of getting as much fleet power as possible end game (it takes awhile to get that many because some of it is end game tech)
Sorry if this is a silly question, but... why did you pick Carrier operations as first engineering tech? Does that increase the chance to spawn a Voidcraft scientist?
No the acquired techs doesn't change the leader trait rng. I'm thinking early carrier ops means he may be forward claiming chokepoints and setting up carrier bastions on them. Its like 1.7k station power for a the cost of 400 alloys and a bit of influence. Pretty cheap!
Well, void dwellers + migration pacts solves the food problem really easy. A decent mix of migration pacts let you colonies any type of planet quite early on and from there it's easy: use planets to max out food production and spam habitats as fast as you can.
I started my latest game as a fanatic xenophile materialist democracy meaning to play tall and unite the galaxy under diplomacy. I spawned in between a devouring swarm, a fanatic purifier, and a fanatic xenophobe empire. There were only two empires in the game without any form of xenophobia in their ethics.
My tall playthrough started with the habitats origin. I was immediately locked into about 9 systems by an empire than spawned on top of me. I have 6ish habitats in my original trinary star, everyone is technologically pathetic to me, economically equal and my 6 ships make me equal to most of the galaxy military wise. I research most techs in under 12 months and its not even been 50 years yet. I'm getting repeatables done long before other techs pop up. My empire sprawl is under cap, every system has a star fortress now focused on trade and I federated the empire than spawned on top of me and I pretty much control them.
Commenting before I even watched this video. To point out that I only clicked because: 1. I absolutely adore your tutorials and explanations, they've been very helpful to a newbie such as myself And 2. *to figure out what the duck it means by tall*
Had to come here because i started a new game, got a good share of systems with plenty of planets that need terraforming but iv been blocked in by a fallen empire thats in 1st place for victory, the only way out is through them as there is no gateways or wormholes in my territory. So i need to learn how to build tall. Im pretty secure at the moment from any threats as they will have to go through the fallen empire to get to me 😅 the good thing is they have opened borders to me 😎
i'm affraid that synthetic ascention is the ascention with the most growth, at least practically. you can hav up to 4 pop who produce 2 synth pop building point each so that's 8. With the flesh is weak extra pop assembly bonus and mass produced traits we arrive on a total of 9,6 pop assembly points. Compare to biological ascention, every planet have 3 base growth. To this, you add genome mapping +10%, a new life +10%, cloning + 10%, fertile +30%, clone vats + 30% and if they live on an ecumenopolis or you do thrall world shinenigans +50%. That's 140%. To that you can add the robot they can still build and still add mass-produced to for +10%....At the end it is only 9,4 pop a month. of course you can add gene clinic for a +25% but as you showed in another video those are often not worth it. In general with biological you need to have good random events to get good traits to be superior to what synth get bonus-wise. Uplifted non-sentient with good traits that kind of thing. Of course biological ascension can be reached much sooner than synthetic ascention
Tbh, this is a very specific TYPE of tall playstyle. At base, wide playstyles control LOTS of territory and natural assets without developing much of their empire. Tall playstyles control comparatively smaller amounts of territory and natural assets, but develop their empire a ton. You don’t need habitats to play really tall, though they help. You can colonize planets instead.
if you go fanatic materialist and tech rush i say technocracy is better than byzantine bureaucracy for a tech rush. Also the biggest bonus of prosperous unification is the planetary feature it add on your starting planet. Ringworld start or scion is probably better tough
I came here to check if I could somehow improve my tall game and I am really surprised that I do almost everything the same way. Tech rush, robots, pop growth, building wonders, evolutionary engineering... Although I mostly play with oligarchic and authoritive mix to maximise my influence.
Decided to try this out went with life seeded though and got crazy lucky. Wentwork system two jumps away and got first league then found another relic world alittle later. And empire next to me doesn’t like me and they got the ring world start. So I think that gonna have to be mine eventually
I did my first true tall game. Wenta super well like damn you are powerful. Eventually though I was forced to start expanding outside my borders. I considered just giving the territory to my tributaries but I have spiraled to so much power there is no point. I slaughtered an awakened empire, Contingency and now 2 driven assimilators who rebelled against their overlords. It was honestly almost too easy. Rushed through the research way fast. Way stronger than a wide build in my opinion.
Also you need only one of Xenophile or diplomatic corps. One of either would provide enough envoys early on unless you are playing megacorp. Therefore I strongly advise picking diplomatic corps if you are already Xenophile.
surprised nothing was said of shattered ring. if i ever want to rush tech shattered ring makes it so easy, as all i need to do is build one of each type of distirct, using the generator then i'll essentially has all the workers 4-5 tier one building would give me
Playing tall classically means having few settlements that are focused on. Habitats are a kind of settlement, so a habitat based play style is not really tall, is it?
Personally I don't play tall unless I'm going megacorp or machine empire. Both of them are made for that playstyle in mind. The former has big starter bonuses to administrative capacity and both have massive penalties to going over the limit. Unless I'm playing neither of those, I don't see the point of playing tall unless you're going for a science directorate/technocracy. Rush ecumenopolis, set up branch offices everywhere, research all trade techs and seal off your borders with heavily fortified choke points.
Love me a system with 5-6 habitats but I always have my economy stall halfway through the game because I can't ever produce enough of the strategic resources, alloys, or minerals/energy
I didnt want my mega structures to get hurt so i bult every single one of them around this black hole. I EVEN HAVE ACCESS TO THIS UNEXPLORED THING CALLED THE L-CLUSTER!! Isnt that neat? Wait... where did these hostiles come from?!?!?
I noticed that you built hyper-entertainment forums instead of cyto-revitalization centers to handle your amenities. With the emphasis on pop growth, wouldn't the latter be a better option since it gives pop growth bonus and amenities? Also, wouldn't you want to build your gene clinics as your first building to minimize your colony spin-up time?
holly sh*t, i didn't see the "greater tahn ourselves" edict during my attempt >< 90% of my mid and late play time consisted to resettle my over growing pop ^^' I'll retry with nemesis :)
I recently tried to play tall inward perfection and my start was great, 3 clusters with 10 planets and a destroyed strategic coordination centre on only 1 choke (and on a neutron star!) and 1 wormhole, the other "not a choke" was covered by a spiritualist fallen empire AND I got the Cybrex precursor for a free ring world, how AMAZING is that! I got lucky and got wormhole exploration early, I decided to see who was on the other side, turns out no one. So now the years 2387 I have 89 planets, strategic coordination centre, ring world, matter decompressor (another destroyed mega structure I found) and a science nexus(the only one I built myself), 8 Ecumenopolis with another 8 on the way, 15k science and the fallen empires fleet strengths are pathetic. BRING ON THE END GAME MF! I have another 2 ascension perks and 2 more mega structures to build but I have no idea what to get.
Please explain how does the one manage an overpopulation problem with the voidweller. I tried to play it and one thing was rather problematic for me is the manual management of overpopulation in the habitats when they got filled up with unemployement in mid -late game
Playing tall right now and snow balled completely out of control. My research has built up to be beyond anyone else's, and my economy has turned to a point of being overwhelming compared to my neighbors. It is also multiplayer and I actually am overwhelming besides fleet to most of them. Playing tall is great when you start to roll over since I have archeology project and will be making a forge and mineral worlds to start working on mega structures.