While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. If you stick to 10 systems and spam a bunch of habitats you are playing tall. stellaris is a dynamic game, and rebellions and other events always change up the galaxy. That’s 350x the population of China with much more area and a much more productive and advanced economy not just capable of building highways and skyscrapers, but advanced megastructures and entire artificial worlds. Discovery is super important when playing tall. Terraforming to be 100% habitable for your pops. That's not the definition of Wide or Tall as per Stellaris, the actual game. Currently in 2. What i would really like, is to play a geographically small empire but with high population planets and systems (i believe it's possible to have pops on a space platform, but i never seen them). And my understanding of it (as of everything else) shifts a bit all the time, so. Subscribe to downloadChoices Matter: Tall vs. Title says it all. Yeah, it would be nice if the game supported playing tall. Though 25x crises was a serious challenge. Building Tall Pacifist Empire. Wide means you have more variety of planets and has its own fun to it. 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. The concept of playing tall is not a fixed one, it kinda depends on how you see it. 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. A scenario or playstyle that couldn't be improved by more expansion is not possible. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. 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. Tall tends to focus more on vassals and federations, Wide more on integrating directly into your own empire. NB: this is system not planet. hirtes Mar 29, 2020 @ 6:30am. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. 2. Tall gameplay does not exist in Stellaris. Trade with AI using rare resources to get rid of workers. Thinking about playing stellaris is boring, I don't wanna open the game. 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. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Traits wise, probably grab the usual Deviant Unruly Intelligent Natural Engineer combination. 0 ruleset that was revised in 3. Trying to conquer whole empire's as soon as met them and have a stronger fleet. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. How to win at Stellaris: Play Wormhole only. Some used one planet. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Hyndis • Additional comment actions. The second approach is a colossus rampage. 6. 3 is a bad idea. . . In 3. Evokes a kind of 'hazard warning' feeling. In stellaris many consider playing tall means few systems. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. That depends on what you mean by playing tall. Low empire size penalties mean that; your empire will be researching and unlocking traditions faster than your neighbors. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. Stellaris has an abstraction for Tall vs Wide in-game: the Empire Size mechanic. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI 1. Step 2: pretend that you wanted to be small and ineffective in the first place. But i definitely struggle when it comes to playing a more aggressive empire like the Commonwealth of Man or the Determined Exterminators. That doesn't mean a low amount of colonies; in fact, often more. 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. T. 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. 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. for many many hours straight. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). On easy difficulties though, wide is better than tall most of the time. Tall isn't viable nothing in the beta makes tall viable. Enemies might scoff at you and only spare you because of your bigger friends. The big idea with playing tall will. The benefits of playing tall are as follows: Smaller empires are easier to manage. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. 3. I was watching quill18's latest series on stellaris. Add a Comment. You can still play that way. Unlike Civ, we don't really have a hard dichotomy that swings one way or the other. With the changes made in 3. 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. r/Stellaris A chip A chipOne of the greatest concepts added to EU4 was the wide vs. 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. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. In reality it would be just the same wide play, just with fewer systems. The goal is to get an edge in tech and fill out systems. For example the governors, and the space station. I would say going tall is even more viable now. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. Also if you turn off early game scaling it’s much more difficult. So today we're going to take a look at a general overview of. Could you. Add a Comment. This is the truth. This may be changing in 3. Forcing it to inevitably conquer them as time goes on No it doesn't. #56. A big part of the goals behind this update is to also make the “tall” playstyle a viable option again. Discussion. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. You get more and more ways to focus your power inward. It would mimick a wide. Super OP Tall Build. 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. This is the truth. For how to: watch some of montuplays newest guides regarding playing tall. 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. Playing tall is a long-term strategy, so players should generally start using it. The best way to play is to have as close to zero empire size whilst having the biggest science income. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. [deleted] • 5 yr. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. We recommend you to use them whenever you play the game. Stellaris. Semi-tall. 5. One of the simplest ways is to either stand on a chair or wear high heels but it's not very comfortable on the long run. -By the proposed time of 2350, you will still be ahead of the AI's. You get more and more ways to focus your power inward. I always run into economic defects, Overpopulation and being serounded by larger empire's. That doesn't mean a low amount of colonies; in fact, often more. growing pops requires going wide and in stellaris pops are everything. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Build Starbase at choke points, not on all outposts. 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. z0rbakpants • 2 yr. Guaranteed Special System Spawn. There are many other strategy games where this is a very applicable concept, as there are penalties and downsides to growing bigger that can make your empire less. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. large number of poorly developed planets. Get a branch office going as early as possible, even if it yeilds +0. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. To be fair, Tall was more of a fun gimmick run than a serious strategy even before this update. . Driven Assimilators are some of the easiest robot empires to play. First things first; your ethics should be materialist. I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. It is great for high difficulties because you don’t have to attack the really powerful empires and can get them to pathetic by mid to late game. 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. The wide playstyle embraces sprawl inefficiency like a friend absorbing everything it can, heedless of the diminishing returns. Use FPs (Frontier Outposts) to block alien Empire reach to your planet (s) and the spiral arm in question where you spawned. You. So does pop assembly, which comes from one-per-colony buildings. 0 anglers got stronger. Report. Right now it is not viable to play a small/tall empire. However its not completely ridiculous as a way to differentiate play styles. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. . Thread starter Tuna Cat;. Wide strategies focus on having lots of cities and territory, often with each city having minimal upgrades. So today we're going to take a look at a general overview of how to play a Tall empire. 3 update damages the ability to play wide, going tall is the smarter play. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. 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. ago. Galactic footprint is a common usage for "wide vs tall" so you're not wrong, but op is correct in terms of game mechanics. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. 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. 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. 5K Online. . Tall vs Wide. Expansion: After Discovery comes a period of rapid expansion. We will be (almost). Warscore, the fleet manager, land warfare, etc. There's also the issue that Stellaris really hasn't had a defined tall playstyle throughout its history. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. After 2. 3. I feel that nihilistic aquisition is the KEY to playing tall. demotronics • 5 yr. 419K subscribers in the Stellaris community. You need to go wide to get more resources and fund a larger army. By Obsidian Shadow. There is the playing tall strategy. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. Ascensions are cool. r/Stellaris. Playing "Tall" in Stellaris: a criminally misunderstood term I love Stellaris and this community! Sometimes I see people in the comments talking about how a player is trying. Intro Stellaris Tall Guide Montu Plays 130K subscribers Subscribe Subscribed 3. But the real mechanic at play with Tall vs. [deleted] • 3 yr. Good tall player should get atleast 15 habitats in 2230,Synthetic Evolution before 2260. There is no such thing as tall in Stellaris. There are others (edict upkeep + tradition cost) but the research penalty seems to be the most meaningful part given how rapidly a high. 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. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. It is perfect for roleplay purposes, and gives great bonuses, including a +10% increase to pop growth, +5% happiness, and +20% unity. Play Tall Trait for Stellaris. All in all though I think this build I'm playing is more static than I like. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. 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. At 200 population (which isn't big enough. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. You can still play that way. S Tier Origins in Stellaris. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. Report. The truth is there is no “tall” build anymore. 2 or 1. The benefits of playing tall are as follows: Smaller empires are easier to manage. 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. 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. I've had several starts go right down the drain immediately because none of my surrounding stars have a single mineral in any of them, while neighboring empires have stars with 6-8+ minerals per. I would say your focus should instead be on securing defensible chokepoints against your neighbors and grabbing any important resources in your vicinity. This is really very unplayable for me, i hate playing wide, and playing tall I just. ago. It's not about having fewer planets, but about having less directly controlled space. Playing as an isolationist government with no access to unrestricted war, treaties, or other key social mechanics is a very different way of playing Stellaris, but it can be as fun as it is effective. very strong. Playing as a corporation is a good way to play tall because 1) the managing is up to the AI so you just upgrade when their population reaches a certain point and 2) it opens you up to the galaxy through business, rather than just through diplomacy. That is, you stay small for some time so you can: - focus on science. Reply. Get a migration treaty immediately so you can get access to other species. 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. However, I am interested in playing tall, since maybe this is the best strategy for me. Instead it means to have the same amount of planets but concentrated in a smaller patch of space. tall mechanism, so you are not forced to conquer new territories to become stronger. large number of poorly developed planets. Victoria 2 was released 12 years ago, and victoria 3 is set to be released this year. 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. 10x was very doable. Very high output per system for when your packed in. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris. Each planetary ascension level is a 25% increase base, so with all of those three boosts that becomes a 43. . Just don't confuse playing a voidborne in a very small space with playing tall. Then tried a mixed economy run aimed at going tall and setting up strong vassals but was stymied when I realized 3 planets in 28 systems was incredibly unlucky and having anamoly researchers was actually. 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 o. (Not super-tall though, as in one planet, but only 8 planets and about 16 systems at present. Give me the. Wide was nerfed, but it's still "better" than Tall. 5K Online. Many people seem to have a misconception what "tall" means in Stellaris. 3. Rather there is a gradient from "more wide" to "more tall" without any hard defining point where you stop being one and become the other. #7. Part 2 focuses on creating your civilization both in and out of game. e. Making this a great strategy for beginners to try out. In the current beta branch, I’m running a megacorp. Related. That require you to explore and have them in your territory. On the plus side, we get more unity faster without explicitly focusing it. Take the ocean paradise origin, for the traits take thrifty, agrarian, repugnant, and nonadaptive. The upcoming 3. Sprawl exists but can be managed at any size. 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. Most people talk about Tall vs Wide like this: Wide involves getting a lot of territory, getting a lot of pops, and dominating the galaxy with overwhelming numbers; contrasted with playing Tall, which is about leaving a small galactic footprint but focusing your economy to keep up. So really it's up to you. S. True you can make them larger, but then that's 2 ascension perks as opposed to one. Ryika Jan 29, 2022 @ 11:08pm. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. The former is obvious as the pops system makes it all but impossible. Once you complete your unity traditions hopefully around 2300-2320 (or earlier) ascend your trade world to level 10. This gets into the debate about what people mean by "tall". Since you play pretty much the same if you have 50 habitats rather. . 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. . I don't understand how playing tall in this game works. Flashbacks to Vic 2 sphere system. Some used up to 14. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. The problem is that it wasn't obvious because of. Breeding them takes to long. Habitats are incredibly bad now. Weekly PSA: Habitat spam is the definition of playing wide. others will catch up sooner or later. Hello my most pious followers. So, there needs to be a growth penalty for Wide or a bonus for Tall. Empire size has changed a lot over the years in Stellaris. I won by playing a Megacorp. So an interesting build: Play tall (ten systems and 2-3 planets). And as a devouring swarm/hivemind, your habitability. 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. Tall Machine Empire, what to spend influence on? Thread starter roboemperor; Start date May 17, 2018; Jump to latest Follow Reply Menu We have. For example, a well-placed machine uprising could kill the galactic emperor and end the imperium, or a rebellion could end up vassalizing its parent state, and forming its own bloc. Also without guaranteed worlds if your unlucky you're forced to go to war or go tall. 6 did: it removed the single functionality that provided a mechanical incentive. There are a couple of problems with playing tall. Having every planet in a system with a habitat or colony. Mar 4, 2022. 2; Reactions: Reply. If you want you can call this "its dead", but as long some people write a guide, there is a way to play tall. Top 1% Rank by size. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. Jump to latest Follow Reply. Wide dichotomy (or at least attempts to). Business, Economics, and Finance. If you play tall right, you can get more than 15000 tech per month mid game. Even a faction with a single city all game. This along with the +25% growth from devouring swarm AND +15% food bonus means some crazy fast breeding. HopeFox • 6 yr. Often multiple playstyles apply and synergize. 416K subscribers in the Stellaris community. Stellaris 2 really needs to have closer to Victoria pops. 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 pop growth bonus in particular is also augmented by the bonuses of xenophobe, for a possible 30% base pop growth. 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. 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. 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. 1. Weekly PSA: Habitat spam is the definition of playing wide. 273 upvotes · 38 comments. It is what gives you access to resources, it is what you use to claim territory. You get more yeild from the planet as far as resources plus more space for research labs. The game directly rewards wide play while offering very little incentive to stay tall. At the very beginning of the game you can get some pretty good growth by putting your homeworld into capacity bonus territory, but as your empire-wide population grows the pop growth penalty just gets bigger and bigger. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. The challenge can come in the form of story play elements or taking an origin that is plain bad. #9. In Stellaris you can't colonize a planet or build a habitat without claiming a system. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. Start playing on easy mode in an empire that you don't like to play, then set up a goal like geting the worm to terraform your planets and then try to play as robotic ascencion, something stupid or boringly difficult. Ring world is really really strong for tech rush and tall builds, as well as merchant builds, which is not what DE is meant for. Toggle signature. But the tall/wide distinction isn’t all that meaningful in Stellaris — you’re still managing more worlds and taking up more empire size, just in a smaller geographical space. Introduced with the title's Utopia expansion, habitats act as a tool that enables playing tall. 8 ‘Gemini’ release during Q2. A small mod that actually re-balances the Tall vs. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. All the changes did was bring them closer together. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. Jul 10, 2011 578 250. 0, we had several tall builds. But it’s basicaly giving yourself a handicap for little to no reason. The game has been around since 2016 and they. Stellaris. Compare Stellaris. 0 there is no difference between science going tall or wide. Stellaris Tall Build Guide. 20 comments. It's not about having few planets - in fact you should still get as many ( properly developed!! Stellaris Real-time strategy Strategy video game Gaming. Stellaris was released in 2016, and it's only been six years. Playing tall is a strategy among others, it's not really a playstyle as it can be in some other games (well, mostly Civ5 in fact, and it's really just another word for turtling). . In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. This is going to be my updated take on the basic builds. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. But you're right. Mind you, even when playing tall, I don't build them, I'd rather. You use the early bonuses to advantage early-mid game expansion and transitioning into a wide. 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. The S Tier only features the best of the best Origin available in Stellaris. Make sure to grab voidborn and fill the habitats with energy pops and use the merchant enclaves to grab minerals. The bad news is that you start with one, and to. Finally, Part 3 contains a mix of tips and tricks for you to use to take your roleplaying to the next level. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. 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. Stellaris players aren't at all happy with the AI habitat spam that plagues their games and have rallied yet again, begging Paradox to address the grand strategy game's long-running issue. 3 never actualy encouraged tall play in the slightest, the ability to create administrative capacity only encouraged a wide playstyle and the inneffective linear maluses of the current static "empire size" modifier is laughable. Considering the asking price I suggest of buying this DLC only if you are interested in playing as a Megacorp or if you already have a good selection of DLCs. ago. But it’s basicaly giving yourself a handicap for little to no reason. To add to this, both implemented systems of empire sprawl, both post and pre 3.