4 needs a caveat. Buildings and districts have an upkeep to them in addition to the jobs' upkeep, so having 60 empty jobs on a planet with 3 pops is a draining waste in the early game when resources matter most. Always make sure there are empty jobs, but don't go overboard.
@@ScorpioneOrzion Nah, you should build like crazy early, just build to switch out of unefficient jobs like clerks and so one. Disable or straightforward erase unnecessary.
@@antonzhdanov9653just disable the inefficient jobs. I usually keep around two open useful jobs in the early game, and 6 in the late game. No need to build like crazy, especially before you get your economy rolling, unless you know you're going to have a long war that will require so much attention you won't have the time to manage your planets
@@antonzhdanov9653 yes, but you should only have one or two spare specialist/desirable job slots unoccupied because otherwise you start paying building upkeep for nothing. I'd also say try to avoid upgrading buildings until you have filled up your planet slots because the upgraded buildings often have strategic resource upkeep costs. The only exception to this would be buildings that boost production e.g. alloy foundries and civilian industries.
5:33 not only does trade go through stargates, but trade collection too. This means, with gateways it is possible to collect the entire galaxies trade value with a single starbase in your home system, so you can without problem build a trade empire without a single trade route
It's also worth noting that trade protection also goes through gateways, and I believe it can even stack protection values if multiple starbases are able to go through the same gateway
@@Cizm-One starbases collect trade value from planets. To convert tradevalue to resources it has to be "send" to the starsystem with the capital planet. To do this you have to select the starbase with the trade value and then rightclick the home starbase. The problem now comes with piracy. The trade routes from starbase to starbase go through systems, and if the trade value is higher than the trade protection from starbases the amount of trade value that arrives at the home starbase is lowered and eventually completely lost. But because the trade value collection goes through gateways, your home system starbase can collect every trade income, so you completely bypass other starbases so you negate any chance for piracy
This is a lot better than the same beginner tips that are recycled around often. It's crazy how much you can learn after thousands of hours of playing. Great video as always strat!
@@Strategiser2what I have a big question for is when you have 5-10+ jobs available is there even a point in building more buildings? As it just adds to the maintenance from what I’ve seen. As I never spam buildings cause the pops just don’t grow fast enough even with traits, clinics, civics and other early game stuff. I play Console so no mods. As you said to just keep building, and even up to late game i often have lots of free spots on various planets cause their not at 75+ pops. Just have to keep a close eye on the job counter lmao.
"Press CTRL + X and then left click another empire to see what they've claimed" OOOHHH MYYYY GOOODDD HOW DID I NOT KNOW THAT AFTER 4000 HOURS IN STELLARIS 💀💀💀💀
Or... you could just click overlay button on the bottom right... Also 4000 isnt long for a game thats as much of a slog as stellaris with niche mechanics actually hidden because haha paradox tutorials.
With human players you can tell if they are planning something if their alloys amount suddenly shrinks. That means they are queuing ships or spamming mega structures.
Never played against humans, but I always attempt to rush every chokepoint I see then backfill later. The AI never does this but I assume human games are an early rush
1:00 I love your videos strat but I do have to say, for new players, if you can't queue up a build order for this many buildings in year 2200.01.01, don't panic, hes probably using a console command. Don't expect to be able to build your first planet building for about half a year since you're putting up mining and research stations in your home system. Just want to clarify in case some newbie is confused.
iirc districts in queue also have a small penalty to growth rate because they reduce free district slots while not yet providing housing. This isn't an issue for small queues like 2ish but can apply for longer ones.
Expansion's early reduction to the influence cost of claiming new systems is essential for grabbing prime real estate with a tight budget. The extra population and population growth help fill out essential jobs at a time when every single damn job matters for establishing a strong position in a galaxy that wants to crush you like a bug. As someone else says in the comments: either go expansion early, or don't bother.
I tried this against the AI in my first game because I had seen a video about it being good. Turns out that ensign difficulty AI has a fetish for corvettes... (Jesus wants you to disruptor spam)
7:10 For tip 24 you can take your admiral and only assign them to a fleet when the fleet is entering combat. Fleets that are currently not fighting anything do not need a precious admiral in a war.
That depend. I don't want to lost my level 9 admirals on the council. So he will only fight battles he could win, ideally again a high numbers of ships so he could level up faster.
Dunno about that. Admirals can have bonuses that benefit fleets out of combat e.g. armour/hull regen and sublight speed. Also they gain experience out of combat, so keeping them in a fleet at all times is generally desirable. It is a good idea to move them to fleets in combat to give you an added edge though, and conversely move them out of fleets if it looks like you have no hope of victory and there's a significant chance they'll die.
Man, a couple of these were super helpful. Been playing since Clarke (1.1 I think), and it's crazy how much I never found out. Granted this is almost a completely different game now, but still.
The Expansion Tree used to be somewhat viable in the past, because it used to buff a large Empire in general by granting perks that reduce the drawbacks of a wide-spread Empire instead of just slightly icreasing the speed you expand, but that was quite some time ago when there only were like 6 trees with 10 perks each.
An additional pop for colonization used to be HUGE with the old tile system. That was 4% of a max size planets pop capacity! Also, not sure if its abusable on pc, but on console pops can auto migrate to decolonize planets if you unemploy the settlers, calamitous birth is still broken💀
One thing I'd add about 23 is the scientist trait that gives you 3x your monthly research on completion of anomalies, if you bank enough of the anomalies you can get several decades worth of research in a year if you play it smart.
That just shows how poorly balanced some of these new perks are. In the real world, even if your scientists suddenly found 20 enormous vaults full of ancient relics, there is is still only so much brain power to adequately dig through this flood of information. There should be a noticeable science boost, but not such an insane amount in so little time.
The wildest one is the one that gives you 9 months of unity per survey (Xeno-cataloguer) you need a xenophobe scientist and pick the explorer veteran class. And that's not per system surveyed, that's per object (planet, asteroid, star etc.) surveyed. One exploit for this is if you get The Contingency as a crisis, you can queue up surveying the machine worlds indefinitely (or until they are destroyed) so you are repeatedly getting 9x your monthly unity production.
@@antred11 I mean look Japan - basically medieval empire, powder and ships come, boom. Surely 20 vaults of relics would be better for reverse engineering stuff than making it from scratch. For example - today high schoolers can learn and kinda understand general relativity. But back in the days it took something 100-200 years from Newton physics to GR. All by one scientist.
Think about it. By expanding you get more juicy planets. You should stop expanding when you either simply don’t need the extra systems or if you’re able to just the claim the shit out of everyone around you.
I usually use a custom species with slow pop growth, so expansion is the 2nd trait I choose. The faster pop growth and extra pop per colony help with this setup.
Everytime i try to get into Stellaris i get suuper lazy, its the same reason for Eu4: The game is so damm complex that i might as well get a bachelor degree on it lmao. Anyway, great video as always matey, hopefully one day i'll be able to get into this game.
My very first session was 8 hours. After that I logged off thinking to myself "That was nice, but the game is too complex for me, I will probably never play it except for once or twice here and there." That was 5 years and 7k hours ago.
Strong disagreement on the Expansion tradition. Its value is basically impossible to calculate, since in any given game the influence cost reduction could make the difference between snagging a key chokepoint or failing to do so. The number of times I just didn't quite make it in time, by mere days, to locking down and containing a neighbor's expansion, or missed a juicy special system like the Rubricator system because I was just the tiniest bit too slow. In addition, the empire size reduction (-25% from systems, -25% from planets) stacks additively with other reductions, meaning you will get a very large reduction in the late game. For a normal empire, 30 colonies is 300 empire size; you'll probably be racking up that in systems as well. That's ~-150 empire size, which is quite a few percent reduction on tech costs and even more on tradition costs. And it's important to understand that tech cost reductions work multiplicatively with research speed and researcher output, so the higher you get all three, the more they increase the effect of each other. So, yah, Expansion is not a bad tree by any means. For a lot of my builds it's a must-pick.
Agreed, called them shit because the tradition doesn't fit your own playstyle is annoying. Like you play as Fanatic purifier and not having expansion tradition is stupid. With how tech work right now, keeping empire size small is very much required.
call me crazy...but expanding slightly slower in the early game is fine because you can develop your capital faster instead of rushing balls deep into a resource sinkhole that is a colony
@@Strategiser2as luck would have it most people spawn next to an asshole AI who for some ungodly reason use the power of GOD to find you and immediately hyper extend their border to your front door in 50 years, that is why people usually take it I've found, to expand further faster and prevent that
Well to make the most use out of expansion, you have to delay your first couple of starbases (for the influence reduction), colonies (for the extra pop), and hope you don't have too much other empires around (or else you don't have a lot of benefit from both of them) I wouldn't bother with it unless you choose a low number of empires compared to the number of star systems in the galaxy, and maybe also a high number of planets per system. Because if you can't make a lot out of the earlygame benefits of expansion, every other tradition tree with more long term benefits would have been better.
@@alexandererhard2516 "Well to make the most use out of expansion, you have to delay your first couple of starbases (for the influence reduction), colonies (for the extra pop), and hope you don't have too much other empires around (or else you don't have a lot of benefit from both of them)" No. That would be a textbook example of "penny wise, but pound foolish". The point of expansion is to increase the speed of systems/colony/population growth. Gimping your growth to save a few dozen influence points would be defeating the purpose. The best you can do is to make getting the influence discount a priority, and limiting your systems expansion to systems that contain colonizable planets until you get the discount... then you focus on rushing your expansion to choke-points.
Fortress points in my empires are the worst. They have like every planet fortress habituated and a world with a full defensive ring... it's a nightmare
If you want to be even more extra on your defenses, get Gigastructures mod and start spamming Maginot Worlds as well. Now they can't even use Jump Drives to get around those points. And their fleets blow up if they do defeat the guard.
I had one game where the game absolutely refused to give me any weapons to research so I ended up losing a war where my fleets nearly doubled the opposition size.
Also for the middle and late game: planet automation is incredibly useful to manage large empires in two ways: first, it is just very convenient and reliable, second, it allows you to build with energy instead of materials in a ratio of 1 to 1 and I think even the rare resource cost is negated. In the early game its nice too because it only builds when there are no jobs available so you safe on building upkeep
It is all relative I suppose. "Expansion" for a xenophobe can be great. Expand into so many systems before even meeting another empire. You will have all rare strategic resources, lot's of systems generating energy/minerals so you don't have to build districts. The +1 pop per colony seems nice since it is common for people to talk about pops being the best resource. I take expansion almost every game because I haven't learned how to play small. I just can't resist expanding.
I will die on a hill for Expansion xD I don't always pick it, but it can save lives when you have to rush your early game empire, or you have a very adaptable species, the Influence discount for starbases and the +1 pop are lifesavers. Of course, you either pick it really early, or it becomes useless, but I wouldn't say it's always unusable.
i pick it first because that +1 pop for colony and +10% pop growth from day 1 really helps the empire in the long run if you take it right away. it just helps colonies build up quicker to actually be useful rather than drains. great for speedruns or when you are in threat.
I pick it for that influence cost reduction, I had a game where I was stuck in a corner because I couldn't quickly expand. That game was excruciating, to say the least.
Hi, regarding Tip 2 - specialise your planets. Big question - When?? When you start a game and lets say have 3 planets I doubt it can work to specialise them already? Or am I wrong? What do you say, when and how is specialising the planets most effective? Many thanks
Well, you can't specialize your capital at the very start, thats true. But the other ones, why not? I normally do it like this: Capital: Produces basic ressources in early game but I only build research for buildings. The basic ressources are replaced by alloy after I find another planet/option to produce the basics. Second planet: Either industry, trade or minerals, whatever I need more and is fitting better Third planet: Research (or industry if I haven't picked it before)
I usually do it like this Capital is basically in the early game a jack of all trades, until you find a mineral world, then you slowly make the mineral world a mineshaft and the capital your alloy factory. 3rd planet for either energy, research or alloy, then 4th what you didn't get to make at your 3rd planet. And then 5th. My ideal late games would have my capital which is pretty much its own thing. I usually make it either bureaucratic or a research center. At least a mineral world, some good amount of Alloy and Research worlds, and as for energy, I just plop habitats on energy uninhabitable planets. Or if I have an energy world, then hey! That's good business out there. Consumer goods specialization is for when you're so far ahead you can just make nice stuff for your people and not care. Fortress worlds are fine, but when you make a system of Fortress worlds and Fortress habitats, yeah, good luck knocking that rock. As for megastructures....... Research Complex thingy, Matter pulling out of black hole thingy are your nicest friends. Dyson Spheres are a bit weak, which I find very infuriating, since that thing should BY FAR produce more energy than a damn space station above a barren rock that has some energy on it.... (incoming space nerd rant) Like what the actual f*ck Paradox, we're talking about the energy potential of a f*cking sun, how the f*ck is that going to produce *ONLY* 5k energy?! At least give us something like a Dyson Swarm which does not cover the whole surface of the sun, but just enough that it should cost wayyyyyy less (maybe as much as a two or three habitats really) and still give us like 1k energy, and letting us build a lot more of those! (space nerd rant stopped) Yeah.......... Because you can plop energy habbitats and you'll be fine, really. They're a lot more cost effective. Ring Worlds are good-ish.... As long as you start on one. Because it'll take a while to populate that thing. Diplo Centers are pretty cool too.
Also a more specific tip not necessarily for beginners: if a pre ftl species wants your Starbase, give it to them and form a hegemony with them. You will be undisputed president of it and et all the bonuses. But the beet thing is: all subject will join it. This means, you can renegotiate the agreements and set the war policies so that you join every war of them and they never join you. This will give you huge loyalty bonuses that you then can "trade" for resources. The negative effect of these agreements is completely negated for you because they are in your hegemony, so they can only enter a war when you let them and they will still join every war of yours. This way you can basically gain +30% of two resources of every vassal of yours for the cost of a single system/planet
With playing aginst A.I. #2 is a great tip. I have a friend group I play with and on ironmode. So having no generalized planets can fuqq u up if you lose you're main mineral production planet for example.
Why does every Stellaris video seem to be a competition on who can make the shortest video with the most amount of ambiguous advice crammed in. That being ranted, great video
I’ll admit that I don’t quite follow the logic for #2 at 0:26 - at least, not in the early game. Your first colony, depending on how early you colonize it, can easily destabilize your economy if you try to specialize it. I’m guessing you should wait to colonize until you’ve established a larger galactic presence, with plenty of satellites grabbing minerals to facilitate rapid development?
The thing about fleet power is "Overwhelming force costs you nothing as you'd build those ships anyway. But the taste of victory is all the sweeter when you can just delete people you don't like."
Have a shipyard near your front line, have one in the middle, and have one buried in the arse end of no where. The amount of times I've clawed it back from the hidden shipyard is enough that I make it mandatory now.
Me:Man I wonder who would be stupid enough to invest in all the DLC’s Also Me:Oh hell ya they are adding a new DLC I’ll definitely get it once it releases (I’m that friend who has all the DLC’s but in my defense of you play Stellaris without any DLC’s please don’t come near me I fear your kind)
Helpful tips indeed, But do you have a tip for subjecations ? Federations and people that are already overlord are hard to talk into it, so they mostly only agree via war. Speaking of war, if you declare war against someone keep in mind that you are on a constant timer to archive your wargoal. Prepare and act fast to deal the most damage to your opponent , WHICH includes planetary damage.
One thing you can do is let the subject make a secret fealty, this unlocks a causus belly against the overlord where their subject fights on your side, making things a lot easier. If you win, the subject becomes independent
I use armies from the last planets i took over to take planets without bombardment. It saves infrastructure and future armies. Plus, I'm pretty sure it gives unemployed pops something to do. Use the last enemy to fight conquer your current. This is an alien genocide simulator, after all.
As someone with over 7k hours, I recommend new players buy monthly, and expert players who know how to game the market and buy when everyone is selling buy resources en masse.
That's basically why the monthly trade tactic fails when the Galactic Market is established. Mineral price tends to crash, alloys tend to spike. Dark Matter becomes becomes stupid expensive initially, so if you gathered a bit that's an easy 13k-ish credits for 500.
Pretty idiotic on his part ngl Expansion is legit the 1st one you get to give you a slight pop and economic edge, then you go with discovery and then wichever
@@valshinshironeshi1726 not sure. i dont play much of either hive or machines. and yes ecu is the best source for alloys. if you pick big enough planet, you can hit 2k production pretty easy and upkeep of only half production's cost of minerals
@@valshinshironeshi1726 The best result you can get from is by playing Rogue Servitor. Fill Ecu entirely with forge districts and all building slots with organic paradise. Bio pops on RS provides +1% complex drone output each, now imagine 200 of them on a single planet. That way you might expect around 7k alloys/month on a single planet.
There's so much here I do - esp investigating every anomaly that's not ridiculously hard, hire way too many admirals and I've hardly ever touched Fleet Manager.
Expansion is god tier for robots, the machine intelligence alreadybgives you ,+1 starting pops on colonies, meaning you can get 3 pops per planet in the begininng, build a machine assembly and you can start by having all robot assembly jobs used.
@@DJCurry25 40 is just one divided by 0.025. Dividing something by 0.025 is the same as multiplying it by 1/0.025 which is the same as multiplying it by 40.... which is the same as multiplying it by 4 and then adding a zero in the end
Yeah, I’m not gonna lie the one with the leaders. I’ve never had that problem. My problem is I never put in any liters and it’s just like the governors they self elect and scientist and admirals when I need them for stuff to investigate I just slam constant waves of unadmiral fleets them.
One thing that took me wayyyyyyy too long to figure out is that if you don’t want certain planets to populate further, just don’t build on them. It’s so simple but I’m ashamed to admit I only figured this out after so many hours of playing. Make sure you have a place for them to migrate to, like an industrial world to produce more consumer goods and alloys
There were tips in there that i didnt even know of ... i have around 1300 hours into the game. (Meaning, the only game i played more than stellaris is: Minecraft)
Tip #11 can easily be countered by ... well ... just be the one that declares war, is constantly at war and end those wars quickly and with deliberate and preferably complete destruction of those puny opponents! All hail the Rogue AI and Devourer Swarm Players!
Played as frantic purifier, conquered half the galaxy, galactic council declared me as a crisis, fallen empire made only one path to get to my actual empire, neighbor empire began war preparations, pulled 850K power of fleet out of my ass within a few years, they immediately backed off
For 12: I almost never press the "reinforce fleet" button since in my experience the game is horrible at building the new fleets. Normally I have a shipyard world where I have a leader with a building ship discount buff where I want to produce my fleet. I try to build the mega shipyard in that system too. Often the game just queues the ships in another starbase or in my juggernaut. Sometimes it queues all ships in a random starbase, sometimes it queues them perfectly split among all my hangars. I would have to delete all hangars and my juggernaut to force the game to build them where I want it but that leaves me vulnerable since I only have a single shipyard. I'd love solutions to force the game to ignore certain starbases for building ships.
Expansion is good for empire like bio fanatic purifiers. you can only use your own species to work, so an increase to pop growth is always important, no matter how small it is. You also reduce your empire size by system, which you would have a lot as fanatic purifier. But yeah as regular empire, they kinda meh.
Some of this is intresting, but Im kind of done with Stellaris, the never ending series of caps with massive punishing negatives for going over is killing any enjoyment I ever had for the game, go over Admin Cap, punished, go over leadership cap, negatives and none of these can be mediated or scaled as needed anymore (god do I miss beign able to do crazy stuff like increase admin cap via infastructure). It's all herding the player to a very specific preferred play style the devs want and removing player choice, stray from the optimal empire growth and planetary specilization path and its a debuff death spiral.
yeah while i get it makes it more fun by limiting your ability to administer a large empire.(its fun for me as i think its reasonable limitation) they should atleast make an option to remove such negatives in game settings. i circumvent it by creating vassals.
@Jack-he8jv I agree with what your saying but its how it's being done, taking admin as an example, it's not that admin isn't a reasonable limitation, it's how it's implemented, a hard number with no work around beyond like 2 techs, (I think its been a while) or as you say creating vassals, I can build a bureaucracy to rival the Administratum of Holy Terra, entire planets dedicated to bureaucrats and data processing and it has zero impact on that fixed number. For me a better way to handle it would be fluidly, the cap changing as you grow creating a need for more admin structures as you go, but say balanced with each subsquent building on a planet or module on the same station bringing diminishing returns so you can build the bizzantine Nightmare of 40k Terra on a planet 1 but it'll end up about as efficient, or admin needs are determined in each sector individually and so are best met locally, creating incentives to use sectors and local hubs My issue really is every balance tweak that has been done since the current team came in has been punative, its a cap with a debuffing penalty, stray from the path and be punished. There's nothing that rewards the player or provides incentive to experiment playing the game in a different way, there is 1 correct path. Honestly to me it feels like a game dev whose decided there way of playing is correct and everyone must play the game that way, maybe that's an overly harsh view but as you say, why not add caps to the options at start up so everyone can get the expeince they want
I agree. There are too many completely artificial restrictions that exist for no other reason than for "balancing" things that are already balanced through their inherent costs. Paradox keeps "fixing" stuff that wasn't in need of fixing, whilst stubbornly refusing to address actual problems that have existed for ages.
I normally build at least 2-3 star bases per sector i own ALWAYS have 2 shipyard on all of them. Well... i might also build a star base to collect trade
1:56 Unless they have changed it, don't do it. Buying monthly is ideal, but if you want to buy 10k of some resource, pause the game and buy it all at once. This way you'll buy all 10k at normal price, while if you will buy by 100s each time the price will be higher. Also, if you're preparing for war, start building ships, even above you naval cap. But don't finish them completely, make it so that they will need only 1 day to finish. Once the enemy attacks, start actually finishing them, one ship per day per shipyard. I guess it also lets you trap ai empires into attacking you even if you're stronger(almost built enough ships, delete your actual fleet, ai sees juicy rich empire with "pathetic" fleet and attacks you, at which point you start pumping out ships each day)
They fixed that exploit ages ago. The buy price for larger increments takes the changing price into account, unlike before where you could create infinite resources by using large orders.
i am new to the game and as soon as i started the game the tutorial blew my mind away. can someone give me tips how i play right??? i chose the dictatorship humans.
Lmao, I just picked the game up again after half a decade. Last time I played it for any length of time, we still had 3 types of hyperdrive. It's... different now, that's for sure. Really damned complex
4 needs a caveat. Buildings and districts have an upkeep to them in addition to the jobs' upkeep, so having 60 empty jobs on a planet with 3 pops is a draining waste in the early game when resources matter most. Always make sure there are empty jobs, but don't go overboard.
like in the early game don't build as long as you have at least 5 of the jobs you want
Connected to this, the planet automation feature is very useful, because it only builds stuff when jobs are needed and can use energy
@@ScorpioneOrzion Nah, you should build like crazy early, just build to switch out of unefficient jobs like clerks and so one. Disable or straightforward erase unnecessary.
@@antonzhdanov9653just disable the inefficient jobs. I usually keep around two open useful jobs in the early game, and 6 in the late game. No need to build like crazy, especially before you get your economy rolling, unless you know you're going to have a long war that will require so much attention you won't have the time to manage your planets
@@antonzhdanov9653 yes, but you should only have one or two spare specialist/desirable job slots unoccupied because otherwise you start paying building upkeep for nothing.
I'd also say try to avoid upgrading buildings until you have filled up your planet slots because the upgraded buildings often have strategic resource upkeep costs. The only exception to this would be buildings that boost production e.g. alloy foundries and civilian industries.
5:33 not only does trade go through stargates, but trade collection too. This means, with gateways it is possible to collect the entire galaxies trade value with a single starbase in your home system, so you can without problem build a trade empire without a single trade route
this is a genius tip, will probably include this in the next vid
It's also worth noting that trade protection also goes through gateways, and I believe it can even stack protection values if multiple starbases are able to go through the same gateway
@@Cizm-One starbases collect trade value from planets. To convert tradevalue to resources it has to be "send" to the starsystem with the capital planet. To do this you have to select the starbase with the trade value and then rightclick the home starbase. The problem now comes with piracy. The trade routes from starbase to starbase go through systems, and if the trade value is higher than the trade protection from starbases the amount of trade value that arrives at the home starbase is lowered and eventually completely lost. But because the trade value collection goes through gateways, your home system starbase can collect every trade income, so you completely bypass other starbases so you negate any chance for piracy
This is a lot better than the same beginner tips that are recycled around often. It's crazy how much you can learn after thousands of hours of playing. Great video as always strat!
Bro this vid is 1 hour old HOW IS YOUR COMMENT 3 DAYS OLD???
@@LeCommieBoi patreon and channel member allows early access
he is a chad SEAL ENJOYER gamer
you PEASANTS cannot even hold a candle to his power!
@@Strategiser2what I have a big question for is when you have 5-10+ jobs available is there even a point in building more buildings? As it just adds to the maintenance from what I’ve seen. As I never spam buildings cause the pops just don’t grow fast enough even with traits, clinics, civics and other early game stuff. I play Console so no mods.
As you said to just keep building, and even up to late game i often have lots of free spots on various planets cause their not at 75+ pops. Just have to keep a close eye on the job counter lmao.
"Press CTRL + X and then left click another empire to see what they've claimed" OOOHHH MYYYY GOOODDD HOW DID I NOT KNOW THAT AFTER 4000 HOURS IN STELLARIS 💀💀💀💀
Or... you could just click overlay button on the bottom right... Also 4000 isnt long for a game thats as much of a slog as stellaris with niche mechanics actually hidden because haha paradox tutorials.
On console you just have to click on it and it automatically shows the little white outlines around the systems
With human players you can tell if they are planning something if their alloys amount suddenly shrinks. That means they are queuing ships or spamming mega structures.
You can see their resources in the trade menu,
Never played against humans, but I always attempt to rush every chokepoint I see then backfill later. The AI never does this but I assume human games are an early rush
not if you play with me lemao. ima buy that shit the moment its cheap
Just reason number 100 why nemesis is a failed expansion and Intel and espionage is the worst mechanic in the game
1:00
I love your videos strat but I do have to say, for new players, if you can't queue up a build order for this many buildings in year 2200.01.01, don't panic, hes probably using a console command. Don't expect to be able to build your first planet building for about half a year since you're putting up mining and research stations in your home system.
Just want to clarify in case some newbie is confused.
iirc districts in queue also have a small penalty to growth rate because they reduce free district slots while not yet providing housing. This isn't an issue for small queues like 2ish but can apply for longer ones.
@perrytran9504 huh, I'm getting confused
@@macksonjack3241 Im pointing out that strat used a cheat to record footage.
@Blundabus1337 I understand you, I was getting confused on the Perry dude's statement
26 use tiny outliner and extended top bar… seriously, this is gold.
Expansion's early reduction to the influence cost of claiming new systems is essential for grabbing prime real estate with a tight budget. The extra population and population growth help fill out essential jobs at a time when every single damn job matters for establishing a strong position in a galaxy that wants to crush you like a bug.
As someone else says in the comments: either go expansion early, or don't bother.
Satan: My child will use a balanced build in order to defeat his enemies
Jesus: -neutron launcher- torpedo spam
I tried this against the AI in my first game because I had seen a video about it being good. Turns out that ensign difficulty AI has a fetish for corvettes...
(Jesus wants you to disruptor spam)
"Get a better PC" to still enjoy 1 month per minute gameplay speed, but on top rig.
7:10 For tip 24 you can take your admiral and only assign them to a fleet when the fleet is entering combat. Fleets that are currently not fighting anything do not need a precious admiral in a war.
That depend.
I don't want to lost my level 9 admirals on the council. So he will only fight battles he could win, ideally again a high numbers of ships so he could level up faster.
Dunno about that. Admirals can have bonuses that benefit fleets out of combat e.g. armour/hull regen and sublight speed. Also they gain experience out of combat, so keeping them in a fleet at all times is generally desirable.
It is a good idea to move them to fleets in combat to give you an added edge though, and conversely move them out of fleets if it looks like you have no hope of victory and there's a significant chance they'll die.
Man, a couple of these were super helpful. Been playing since Clarke (1.1 I think), and it's crazy how much I never found out. Granted this is almost a completely different game now, but still.
Damn that multiplayer host trick is super useful if you want to get your friends hooked without having to spend 2k to get all dlcs
So i need to buy only vanilla game & join multiplayer server which host have all DLC & I will have all features from DLC included??
yeah @@huliluliukuzelula
The Expansion Tree used to be somewhat viable in the past, because it used to buff a large Empire in general by granting perks that reduce the drawbacks of a wide-spread Empire instead of just slightly icreasing the speed you expand, but that was quite some time ago when there only were like 6 trees with 10 perks each.
An additional pop for colonization used to be HUGE with the old tile system. That was 4% of a max size planets pop capacity!
Also, not sure if its abusable on pc, but on console pops can auto migrate to decolonize planets if you unemploy the settlers, calamitous birth is still broken💀
One thing I'd add about 23 is the scientist trait that gives you 3x your monthly research on completion of anomalies, if you bank enough of the anomalies you can get several decades worth of research in a year if you play it smart.
That just shows how poorly balanced some of these new perks are. In the real world, even if your scientists suddenly found 20 enormous vaults full of ancient relics, there is is still only so much brain power to adequately dig through this flood of information. There should be a noticeable science boost, but not such an insane amount in so little time.
The wildest one is the one that gives you 9 months of unity per survey (Xeno-cataloguer) you need a xenophobe scientist and pick the explorer veteran class. And that's not per system surveyed, that's per object (planet, asteroid, star etc.) surveyed.
One exploit for this is if you get The Contingency as a crisis, you can queue up surveying the machine worlds indefinitely (or until they are destroyed) so you are repeatedly getting 9x your monthly unity production.
@@antred11 I mean look Japan - basically medieval empire, powder and ships come, boom.
Surely 20 vaults of relics would be better for reverse engineering stuff than making it from scratch. For example - today high schoolers can learn and kinda understand general relativity. But back in the days it took something 100-200 years from Newton physics to GR. All by one scientist.
I will still be using and recommending Expansion. Sometimes the game needs to be harder.
NOOOOOOOOOO YOU CAN'T DO THIS
THINK OF THE CHILDREN
@@Strategiser2 You are doing the same thing: by giving people good advices, you are creating harder opponents to face in multi.
I play a lithoid empire once and, because of expansión, i become the most economic beast of the galaxy
Think about it. By expanding you get more juicy planets. You should stop expanding when you either simply don’t need the extra systems or if you’re able to just the claim the shit out of everyone around you.
I usually use a custom species with slow pop growth, so expansion is the 2nd trait I choose. The faster pop growth and extra pop per colony help with this setup.
Everytime i try to get into Stellaris i get suuper lazy, its the same reason for Eu4: The game is so damm complex that i might as well get a bachelor degree on it lmao. Anyway, great video as always matey, hopefully one day i'll be able to get into this game.
My very first session was 8 hours. After that I logged off thinking to myself "That was nice, but the game is too complex for me, I will probably never play it except for once or twice here and there." That was 5 years and 7k hours ago.
Strong disagreement on the Expansion tradition.
Its value is basically impossible to calculate, since in any given game the influence cost reduction could make the difference between snagging a key chokepoint or failing to do so. The number of times I just didn't quite make it in time, by mere days, to locking down and containing a neighbor's expansion, or missed a juicy special system like the Rubricator system because I was just the tiniest bit too slow.
In addition, the empire size reduction (-25% from systems, -25% from planets) stacks additively with other reductions, meaning you will get a very large reduction in the late game. For a normal empire, 30 colonies is 300 empire size; you'll probably be racking up that in systems as well. That's ~-150 empire size, which is quite a few percent reduction on tech costs and even more on tradition costs. And it's important to understand that tech cost reductions work multiplicatively with research speed and researcher output, so the higher you get all three, the more they increase the effect of each other.
So, yah, Expansion is not a bad tree by any means. For a lot of my builds it's a must-pick.
Yea agree. If you are building a very wide/expansive empire that influence cost reduction is massive.
thats even besides the pop growth and +1 pop for colonies, which are two big ones when # of pops is the biggest thing of importance.
Agreed, called them shit because the tradition doesn't fit your own playstyle is annoying. Like you play as Fanatic purifier and not having expansion tradition is stupid. With how tech work right now, keeping empire size small is very much required.
Expansion is bad? But the starbase influence cost decrease :*^(
call me crazy...but expanding slightly slower in the early game is fine because you can develop your capital faster instead of rushing balls deep into a resource sinkhole that is a colony
@@Strategiser2as luck would have it most people spawn next to an asshole AI who for some ungodly reason use the power of GOD to find you and immediately hyper extend their border to your front door in 50 years, that is why people usually take it I've found, to expand further faster and prevent that
@@Strategiser2 Especially if you have paragons, prosperity agenda and imperial authority for that 30% resources from jobs on the capital is so good.
Well to make the most use out of expansion, you have to delay your first couple of starbases (for the influence reduction), colonies (for the extra pop), and hope you don't have too much other empires around (or else you don't have a lot of benefit from both of them)
I wouldn't bother with it unless you choose a low number of empires compared to the number of star systems in the galaxy, and maybe also a high number of planets per system.
Because if you can't make a lot out of the earlygame benefits of expansion, every other tradition tree with more long term benefits would have been better.
@@alexandererhard2516 "Well to make the most use out of expansion, you have to delay your first couple of starbases (for the influence reduction), colonies (for the extra pop), and hope you don't have too much other empires around (or else you don't have a lot of benefit from both of them)"
No. That would be a textbook example of "penny wise, but pound foolish". The point of expansion is to increase the speed of systems/colony/population growth. Gimping your growth to save a few dozen influence points would be defeating the purpose.
The best you can do is to make getting the influence discount a priority, and limiting your systems expansion to systems that contain colonizable planets until you get the discount... then you focus on rushing your expansion to choke-points.
Fortress points in my empires are the worst. They have like every planet fortress habituated and a world with a full defensive ring... it's a nightmare
If you want to be even more extra on your defenses, get Gigastructures mod and start spamming Maginot Worlds as well. Now they can't even use Jump Drives to get around those points. And their fleets blow up if they do defeat the guard.
I get the feeling that this man used to make minecraft build battle videos
I had one game where the game absolutely refused to give me any weapons to research so I ended up losing a war where my fleets nearly doubled the opposition size.
Enter into more early wars, then. That way you don't have a major tech disadvantage and can scan destroyed ships for research options.
i do wish it had a system where certain technologies would be guaranteed to show up after a certain designated amount of time
Also for the middle and late game: planet automation is incredibly useful to manage large empires in two ways: first, it is just very convenient and reliable, second, it allows you to build with energy instead of materials in a ratio of 1 to 1 and I think even the rare resource cost is negated. In the early game its nice too because it only builds when there are no jobs available so you safe on building upkeep
I am that friend who made the terrible financial decisions on this game lmao
So, any chance you want to host a game?
It is all relative I suppose. "Expansion" for a xenophobe can be great. Expand into so many systems before even meeting another empire. You will have all rare strategic resources, lot's of systems generating energy/minerals so you don't have to build districts. The +1 pop per colony seems nice since it is common for people to talk about pops being the best resource. I take expansion almost every game because I haven't learned how to play small. I just can't resist expanding.
I will die on a hill for Expansion xD I don't always pick it, but it can save lives when you have to rush your early game empire, or you have a very adaptable species, the Influence discount for starbases and the +1 pop are lifesavers. Of course, you either pick it really early, or it becomes useless, but I wouldn't say it's always unusable.
i pick it first because that +1 pop for colony and +10% pop growth from day 1 really helps the empire in the long run if you take it right away. it just helps colonies build up quicker to actually be useful rather than drains. great for speedruns or when you are in threat.
I pick it for that influence cost reduction, I had a game where I was stuck in a corner because I couldn't quickly expand.
That game was excruciating, to say the least.
Amazing! A great refresher for me after I've been away from the game for some time. Also, that bit about Expansion, thanks
Hi, regarding Tip 2 - specialise your planets. Big question - When?? When you start a game and lets say have 3 planets I doubt it can work to specialise them already? Or am I wrong? What do you say, when and how is specialising the planets most effective? Many thanks
Well, you can't specialize your capital at the very start, thats true. But the other ones, why not? I normally do it like this:
Capital: Produces basic ressources in early game but I only build research for buildings. The basic ressources are replaced by alloy after I find another planet/option to produce the basics.
Second planet: Either industry, trade or minerals, whatever I need more and is fitting better
Third planet: Research (or industry if I haven't picked it before)
@@mikak.3018Hi, I build Administration Office and Holo Theater quite early on espec Holo Theater to prevent unhappy civilians. How do you do that?
I usually do it like this
Capital is basically in the early game a jack of all trades, until you find a mineral world, then you slowly make the mineral world a mineshaft and the capital your alloy factory.
3rd planet for either energy, research or alloy, then 4th what you didn't get to make at your 3rd planet. And then 5th.
My ideal late games would have my capital which is pretty much its own thing. I usually make it either bureaucratic or a research center. At least a mineral world, some good amount of Alloy and Research worlds, and as for energy, I just plop habitats on energy uninhabitable planets. Or if I have an energy world, then hey! That's good business out there.
Consumer goods specialization is for when you're so far ahead you can just make nice stuff for your people and not care.
Fortress worlds are fine, but when you make a system of Fortress worlds and Fortress habitats, yeah, good luck knocking that rock.
As for megastructures.......
Research Complex thingy, Matter pulling out of black hole thingy are your nicest friends. Dyson Spheres are a bit weak, which I find very infuriating, since that thing should BY FAR produce more energy than a damn space station above a barren rock that has some energy on it....
(incoming space nerd rant)
Like what the actual f*ck Paradox, we're talking about the energy potential of a f*cking sun, how the f*ck is that going to produce *ONLY* 5k energy?! At least give us something like a Dyson Swarm which does not cover the whole surface of the sun, but just enough that it should cost wayyyyyy less (maybe as much as a two or three habitats really) and still give us like 1k energy, and letting us build a lot more of those!
(space nerd rant stopped)
Yeah.......... Because you can plop energy habbitats and you'll be fine, really. They're a lot more cost effective.
Ring Worlds are good-ish.... As long as you start on one. Because it'll take a while to populate that thing.
Diplo Centers are pretty cool too.
Also a more specific tip not necessarily for beginners: if a pre ftl species wants your Starbase, give it to them and form a hegemony with them. You will be undisputed president of it and et all the bonuses. But the beet thing is: all subject will join it. This means, you can renegotiate the agreements and set the war policies so that you join every war of them and they never join you. This will give you huge loyalty bonuses that you then can "trade" for resources. The negative effect of these agreements is completely negated for you because they are in your hegemony, so they can only enter a war when you let them and they will still join every war of yours. This way you can basically gain +30% of two resources of every vassal of yours for the cost of a single system/planet
that comes with a critical detriment, giving a filthy xeno a place to live.
@@Jack-he8jv but it's basically just outsourced slavery
Slavery with more steps ..
With playing aginst A.I. #2 is a great tip.
I have a friend group I play with and on ironmode. So having no generalized planets can fuqq u up if you lose you're main mineral production planet for example.
Why does every Stellaris video seem to be a competition on who can make the shortest video with the most amount of ambiguous advice crammed in. That being ranted, great video
This is awesome. Liked and commented to push this channel to the YT-alg.
i recommend everyone seeing this to follow this person's lead because it's a great idea and you should do it
Very good video for new and veteran players
I’ll admit that I don’t quite follow the logic for #2 at 0:26 - at least, not in the early game. Your first colony, depending on how early you colonize it, can easily destabilize your economy if you try to specialize it. I’m guessing you should wait to colonize until you’ve established a larger galactic presence, with plenty of satellites grabbing minerals to facilitate rapid development?
Thanks for the tipes, because i didn't know about some weapons being over counted with fleet power or the anomaly/research thing
The thing about fleet power is "Overwhelming force costs you nothing as you'd build those ships anyway. But the taste of victory is all the sweeter when you can just delete people you don't like."
Man that diplo weight from fleets trick is so good
Have a shipyard near your front line, have one in the middle, and have one buried in the arse end of no where. The amount of times I've clawed it back from the hidden shipyard is enough that I make it mandatory now.
Me:Man I wonder who would be stupid enough to invest in all the DLC’s
Also Me:Oh hell ya they are adding a new DLC I’ll definitely get it once it releases
(I’m that friend who has all the DLC’s but in my defense of you play Stellaris without any DLC’s please don’t come near me I fear your kind)
Played stellaris for years without any dlcs till i bought 4 last night. Lets see if I have a new game to play now
I think every competitive Stellaris player would disagree on your expansion take.
Helpful tips indeed, But do you have a tip for subjecations ?
Federations and people that are already overlord are hard to talk into it, so they mostly only agree via war.
Speaking of war, if you declare war against someone keep in mind that you are on a constant timer to archive your wargoal. Prepare and act fast to deal the most damage to your opponent , WHICH includes planetary damage.
One thing you can do is let the subject make a secret fealty, this unlocks a causus belly against the overlord where their subject fights on your side, making things a lot easier. If you win, the subject becomes independent
I use armies from the last planets i took over to take planets without bombardment. It saves infrastructure and future armies. Plus, I'm pretty sure it gives unemployed pops something to do. Use the last enemy to fight conquer your current. This is an alien genocide simulator, after all.
As someone with over 7k hours, I recommend new players buy monthly, and expert players who know how to game the market and buy when everyone is selling buy resources en masse.
That's basically why the monthly trade tactic fails when the Galactic Market is established. Mineral price tends to crash, alloys tend to spike. Dark Matter becomes becomes stupid expensive initially, so if you gathered a bit that's an easy 13k-ish credits for 500.
@@pieterfaes6263 ^^ This guy knows
it is best not to rely on the market at all, and to just produce everything you need by yourself
Strat droppin a new video for my birthday? Damn thx man
I think he's trying to say something about minerals.
Anyone know the song that starts at 3:04 ?
2:27 the entire point of expansion is to give you a boost in the early game. I thought everyone was on the same page here but I guess not
Pretty idiotic on his part ngl
Expansion is legit the 1st one you get to give you a slight pop and economic edge, then you go with discovery and then wichever
I've always wondered how people get really stupid high numbers for alloys. At best with one planet I'm making 400-500 alloys a tick.
ecumenopolis with planetary ring upgrade, maxed out governor for alloys.
@@xangry2834 Thank you qwq
Does it have to be a ecumenopolis? Can I get similar results with hive/machine?
@@valshinshironeshi1726 not sure. i dont play much of either hive or machines.
and yes ecu is the best source for alloys. if you pick big enough planet, you can hit 2k production pretty easy and upkeep of only half production's cost of minerals
@@valshinshironeshi1726 The best result you can get from is by playing Rogue Servitor. Fill Ecu entirely with forge districts and all building slots with organic paradise. Bio pops on RS provides +1% complex drone output each, now imagine 200 of them on a single planet. That way you might expect around 7k alloys/month on a single planet.
Really helpful vid. Thanks!
There's so much here I do - esp investigating every anomaly that's not ridiculously hard, hire way too many admirals and I've hardly ever touched Fleet Manager.
Expansion is god tier for robots, the machine intelligence alreadybgives you ,+1 starting pops on colonies, meaning you can get 3 pops per planet in the begininng, build a machine assembly and you can start by having all robot assembly jobs used.
Why divide by 0.025 when you can multiply by 40? i.e multiply by 4 and add a 0?
that...that is probably a more intuitive solution yes
why do you multiply by 40? is that just the standard number? or does x change throughout a game?
@@DJCurry25 40 is just one divided by 0.025. Dividing something by 0.025 is the same as multiplying it by 1/0.025 which is the same as multiplying it by 40.... which is the same as multiplying it by 4 and then adding a zero in the end
i get that, im asking where the 40 or 0.025 comes from. or if we can always divide/multiply the base fleet power by that number@@mortache
@@mortache Does it mean i can multiply anything by 0.025? or is it different? i got confused by "find basic diplomatic weight and divide by X"
What gives unity and society from metallurgists on 3:35?
Galvanizer destiny trait for governors
What performance mod is good?
Fun fact. Basically every Paradox game has a feature where the other users use the hosts DLCs and sometimes mods.
Yeah, I’m not gonna lie the one with the leaders. I’ve never had that problem. My problem is I never put in any liters and it’s just like the governors they self elect and scientist and admirals when I need them for stuff to investigate I just slam constant waves of unadmiral fleets them.
I really enjoy your videos. They are creative and funny and useful. Thank you.
No 19. So I can buy vanilla game & join multiplayer galaxy which host have all DLC's & I will have all features enabled in game?
Hehehehe, I will never stop using Expansion if it goes with my culture/roleplay >:3
Listening to this stellaris info, with genshin music in the background, is a blessing
Strat bro can you PLEASE do a Video about Designs for every Ship Type and how to counter them? :)
One thing that took me wayyyyyyy too long to figure out is that if you don’t want certain planets to populate further, just don’t build on them. It’s so simple but I’m ashamed to admit I only figured this out after so many hours of playing. Make sure you have a place for them to migrate to, like an industrial world to produce more consumer goods and alloys
No I think my shield world capital strategy is fine, thank you very much
Rewind! It’s complicated. So true. Good tips.
There were tips in there that i didnt even know of ... i have around 1300 hours into the game. (Meaning, the only game i played more than stellaris is: Minecraft)
glad i could help!
I've been playing for over a 1000 hours and had no idea about the claim hotkey
Tip #11 can easily be countered by ... well ... just be the one that declares war, is constantly at war and end those wars quickly and with deliberate and preferably complete destruction of those puny opponents! All hail the Rogue AI and Devourer Swarm Players!
Played as frantic purifier, conquered half the galaxy, galactic council declared me as a crisis, fallen empire made only one path to get to my actual empire, neighbor empire began war preparations, pulled 850K power of fleet out of my ass within a few years, they immediately backed off
For 12: I almost never press the "reinforce fleet" button since in my experience the game is horrible at building the new fleets. Normally I have a shipyard world where I have a leader with a building ship discount buff where I want to produce my fleet. I try to build the mega shipyard in that system too. Often the game just queues the ships in another starbase or in my juggernaut. Sometimes it queues all ships in a random starbase, sometimes it queues them perfectly split among all my hangars. I would have to delete all hangars and my juggernaut to force the game to build them where I want it but that leaves me vulnerable since I only have a single shipyard. I'd love solutions to force the game to ignore certain starbases for building ships.
It's sad (soo saaaad) that such a great content creator can't do more videos. [Schwarzneger in "Red heat"]: Kapitalizm.
What is X in tip 20?
Expansion is good for empire like bio fanatic purifiers. you can only use your own species to work, so an increase to pop growth is always important, no matter how small it is. You also reduce your empire size by system, which you would have a lot as fanatic purifier.
But yeah as regular empire, they kinda meh.
no, i will pick expansion and i will fill the galaxy with my habitats! (until they change how habitats work in the next patch or whatever)
Já tem alguma versão atualizada??
pretty much a required video for any standard stellaris interest.
Some of this is intresting, but Im kind of done with Stellaris, the never ending series of caps with massive punishing negatives for going over is killing any enjoyment I ever had for the game, go over Admin Cap, punished, go over leadership cap, negatives and none of these can be mediated or scaled as needed anymore (god do I miss beign able to do crazy stuff like increase admin cap via infastructure). It's all herding the player to a very specific preferred play style the devs want and removing player choice, stray from the optimal empire growth and planetary specilization path and its a debuff death spiral.
yeah while i get it makes it more fun by limiting your ability to administer a large empire.(its fun for me as i think its reasonable limitation)
they should atleast make an option to remove such negatives in game settings.
i circumvent it by creating vassals.
@Jack-he8jv I agree with what your saying but its how it's being done, taking admin as an example, it's not that admin isn't a reasonable limitation, it's how it's implemented, a hard number with no work around beyond like 2 techs, (I think its been a while) or as you say creating vassals, I can build a bureaucracy to rival the Administratum of Holy Terra, entire planets dedicated to bureaucrats and data processing and it has zero impact on that fixed number.
For me a better way to handle it would be fluidly, the cap changing as you grow creating a need for more admin structures as you go, but say balanced with each subsquent building on a planet or module on the same station bringing diminishing returns so you can build the bizzantine Nightmare of 40k Terra on a planet 1 but it'll end up about as efficient, or admin needs are determined in each sector individually and so are best met locally, creating incentives to use sectors and local hubs
My issue really is every balance tweak that has been done since the current team came in has been punative, its a cap with a debuffing penalty, stray from the path and be punished. There's nothing that rewards the player or provides incentive to experiment playing the game in a different way, there is 1 correct path. Honestly to me it feels like a game dev whose decided there way of playing is correct and everyone must play the game that way, maybe that's an overly harsh view but as you say, why not add caps to the options at start up so everyone can get the expeince they want
I agree. There are too many completely artificial restrictions that exist for no other reason than for "balancing" things that are already balanced through their inherent costs. Paradox keeps "fixing" stuff that wasn't in need of fixing, whilst stubbornly refusing to address actual problems that have existed for ages.
Mod the problems away if it hinders your style too much.
I actually did pick up that the expansion tradition was not that great after I played the game a few times
Well early game it's better to buy monthly but once galactic market is up, it's better to buy in bulk when price is low
I normally build at least 2-3 star bases per sector i own ALWAYS have 2 shipyard on all of them. Well... i might also build a star base to collect trade
Just discovered this game. Looks sooooo cool
Thank you!
1:56 Unless they have changed it, don't do it. Buying monthly is ideal, but if you want to buy 10k of some resource, pause the game and buy it all at once. This way you'll buy all 10k at normal price, while if you will buy by 100s each time the price will be higher.
Also, if you're preparing for war, start building ships, even above you naval cap. But don't finish them completely, make it so that they will need only 1 day to finish. Once the enemy attacks, start actually finishing them, one ship per day per shipyard. I guess it also lets you trap ai empires into attacking you even if you're stronger(almost built enough ships, delete your actual fleet, ai sees juicy rich empire with "pathetic" fleet and attacks you, at which point you start pumping out ships each day)
They fixed that exploit ages ago. The buy price for larger increments takes the changing price into account, unlike before where you could create infinite resources by using large orders.
2:43 остров сокровищ?
Expansion is BIS. ( I play inward perfectionist lithoids)
Domination is just as juiced. ( I have remnants)
3:28 never saw smth like this.
500 hours on stellaris console edition with every dlc available I can confidently say I wish I had a pc
Expansion is good now, amazing on void dwellers... empire size reductions, and cheaper habitats are great! The rest kinda just sucks
Wait disabling the tutorial in game gives you free minerals.... dammit Ive always disabled that thing.
6:55 yeah, it's so easy to buy a new PC, it only costs a couple of cents ........
Then sell some alloys
Your speech cadence is weird AF.
Other than that, great video, highly appreciated!
yeah, it's just my accent, i can't do much about it
and also thank you!
@@Strategiser2 Accent? Oh shit. Sorry.
Your voice is a cheese grater to my ears
BUT hyper specializing planets holds the potential to criple your empire even more if the war does not run in your favor.
Number 15 burger king foot lettuce
anyone try stellaris late game with ryzen 7800x3d? want some review bro
I never destroy the tutorial ai.
He's my little buddy.
i am new to the game and as soon as i started the game the tutorial blew my mind away. can someone give me tips how i play right??? i chose the dictatorship humans.
Lmao, I just picked the game up again after half a decade. Last time I played it for any length of time, we still had 3 types of hyperdrive. It's... different now, that's for sure. Really damned complex
So basically have alloys or you will die
tip 20 seems nice:) when i got the number:)
Heimerdinger teaching me about stellaris is hella based
I'm that friend 😅bought them all love stellaris to much but damn these tips are spot on.