stellaris playing tall. Hello my most pious followers. stellaris playing tall

 
 Hello my most pious followersstellaris playing tall 0 there is no difference between science going tall or wide

I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. 400 stars is a good balance between the extreme crowding of tiny where you are guaranteed 100% constant war, and medium where. I was watching quill18's latest series on stellaris. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. Megacorp is probably my favorite thing in Stellaris. When i play these it often ends. Jump to latest Follow Reply. 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. That typically translates to two or three sectors, max. You got two species that started (a robot and cyborgs), and you needed land on the hostile worlds (aka primitives or enemy empires worlds) with ground armies, Assimilate the pops then you basically have a new world under your name. 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. The angler build is still a solid choice. 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. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. habitats as well as branch offices contribute to empire size. So really you will want to find some sort of mod that provides benefits to those with few planets. The "3. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. The problems with Stellaris, tall empires, 3. Your empire’s planet is going to explode. There's 2 ways to play Stellaris. . Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. The meta has shifted a lot throughout Stellaris’s life cycle and will likely shift a lot more in the future. Tall v wide is a bit of a false construct in stellaris specifically (always has been). Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. Been playing stellaris for a little bit now let’s say a couple of months and I was wondering if playing tall is worth it I’ve heard mixed opinions on the topic but if it is worth it could you all give me some tips!Well there is a method of playing 'tall'. Every time. It gets in my way of actually being able to play. Playing tall and thinking about it cause 1 choke point that's a black hole with 3 planets and and a system that's huge and takes a bit to traverse sounds great to lock my empire behind since I'm playing tall. Nerfing wide to be as bad as tall just makes the game un-fun for everyone. 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. Mind you, even when playing tall, I don't build them, I'd rather. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Two strategies stand out when we talk about empire size. By building robots and getting % pop growth speed modifiers. But it’s basicaly giving yourself a handicap for little to no reason. It will be interesting to see just how far apart Tall and Wide empires get in Stellaris though. Playing tall in Stellaris has always been a mean and not an end. But i definitely struggle when it comes to playing a more aggressive empire like the Commonwealth of Man or the Determined Exterminators. There's also the issue that Stellaris really hasn't had a defined tall playstyle throughout its history. 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 would say going tall is even more viable now. Introduction Stellaris - How To Play Tall (2. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. It's that time again, the 4th big overhaul for Stellaris has arrived, which means that all tutorials can be thrown out of the window and it's time to start n. Report. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Give me the most broken empire you have. 1 energy. 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. This is going to be my updated take on the basic builds. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. There hasn't been since like 1. Having every planet in a system with a habitat or colony. You. Get those techs and traditions which will make your pops more efficient. The ultimate wide starting origin which is void dwellers gets called tall showing how much the community have absolutely no idea what they are talking about. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. The game actually requires a heavy amount of micromanagement, sectors or not. In Stellaris tall games are a lot of fun where you limit yourself to around 20 systems and play as a galactic defender and mediator protecting the less advanced empires. R5: I just love having vassals and building a hegemony over conquest. . . 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. 0, is quite annoying due to the new pop cap for large empires. Always play on max star count. 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. On easy difficulties though, wide is better than tall most of the time. Everyone is entitled to their own opinion, but people who play tall are "wrong". If you can't open branch offices for various reasons probably nearby AI hives, megacorps, xenophobes etc use early game economy bro expand or whatever and reform into a normal empire soon ditching the megacorp part of the build. Victoria 2 was released 12 years ago, and victoria 3 is set to be released this year. That's not the definition of Wide or Tall as per Stellaris, the actual game. You need about 100 complex drones on a single planet (IE ring worlds or Ecumenopoli) for each bio trophy to be equal to a single robot and that is the RS's biggest issue. 8. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. 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. Ascensions are cool. But the real mechanic at play with Tall vs. With that in mind I think it's a step in the right direction for that kind of. More systems=more stuff. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. self. 2 updated for 1. Either that. . 3 is a bad idea. Playing tall is naturally going to be somewhat more difficult in most cases, as you are essentially intentionally cutting your growth short. While I do know some general aspects of playing tall and I also know that in 2. ChronicallyDepressed. Playing tall means not taking very much territory but maximizing what the systems you do take can do. This is really very unplayable for me, i hate playing wide, and playing tall I just. Those people are wrong, as are you. For a one-system challenge the best (but not most. r/Stellaris A chip A chipOne of the greatest concepts added to EU4 was the wide vs. Today I have the first new basic build in a while. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. For example the governors, and the space station. I've taken the society tech for a 10% naval capacity increase once or twice. Its more a general approach to stay small and go for quality or quantity. #9. Weekly PSA: Habitat spam is the definition of playing wide. Noanamus Mar 6, 2017 @ 4:21am. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. Both can do it well as planets are not the bottleneck any more for science generation. Stellaris is probably the best paradox game to play tall because stellaris. RodHull (Banned) Apr 22, 2021 @ 2. Set Galaxy to 4 Spiral Arm. 724Unfortunately there is no current way to play the way you want. It can however be pretty challenging on to get right. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Stellaris. 2. This gets into the debate about what people mean by "tall". But I think there's another, even more key reason why Stellaris should enable tall play, ideally without diminishing other playstyles in the process: Stellaris has a goal to accommodate a variety of story experiences, and to let the player enact a variety of classic sci-fi tropes. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). . In stellaris many consider playing tall means few systems. Diplomacy options just feels like a bandaid to try and force a play style that doesn't exist. The benefits of playing tall are as follows: Smaller empires are easier to manage. And Ringworlds would still have that drawback. And in a game about choice the choice to play Tall or Wide should actually matter. On the plus side, we get more unity faster without explicitly focusing it. Playing tall has genuine benefits in terms of potential mid to late game expansion. Which requires lots of claimed stars and colonized planets. That being said, if your definition of tall is "just 10 or 20 systems", you could go for a ringworld rush and just fill those 20 systems with them. Totally viable. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. The 3. Wide players would probably be running more like +400% costs and +200% tech/unity costs (I consider myself a traditionally wide player though my recently completed Le Guin game was a bit more. 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. This means any advice for "Tall" play needs to be tailored to the specific kind of run you're playing, which makes it kinda pointless to categorize them together. That fixed a lot of problems. Tall vs Wide in Stellaris isn't a dichotomy, but rather a spectrum from one extreme to the other. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. The problem is that it wasn't obvious because of. Give me the most broken empire you have. 7. A 25k bastion requires 0 minerals per month. There also needs to be a way to join and white peace in-progress wars when you aren't the primary target (say, costing influence). (Not super-tall though, as in one planet, but only 8 planets and. My idea was to play domination and build out solid core worlds and maybe a small sector with very strong defense and then go out and subjugate the other empires. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. For tall, your best bet is a megacorp. While habitats are good, it’s probably better to be funding colony ships. It doesn't mean it must be. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. This dichotomy really isn't applicable to Stellaris. Having lots of systems is not a wide play-style, having. Playing tall was heavily nerfed with changes to habitats. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. that's the cure. 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. Spreading all over the map is playing wide. 3 base systems + 2 from finishing Expansion traditions + 2 from Efficient Bureaucracy civic + 5 from Imperial Prerogative ascension perk (and maybe another 2/4 if you can stomach playing pacifist plus whatever core sector technologies you can research) is more than enough to get you orbital habitats. Pros: Very flexible, allows for a degree of dabbling in tall play for otherwise wide empires. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. In previous patches, especially before 3. Over the course of time, that planet will grow and become very valuable and the energy cost to setup a branch office will pay for itself, many times over. How to Manage Empire Size in Stellaris. If you want to learn in Stellaris How to Play Tall then this Stellaris Playing Tall Guide is right for YOU! I'll be going everything you need to know in Playing Tall in. Fan demand for equally balanced tall playstyles has hindered game enjoyability. . This may promote a "tall" growth of your empire, certainly helped by the presence of the Ecumenopolis, however this is a strategy that still has to find its place in the Stellaris meta. (Not super-tall though, as in one planet, but only 8 planets and about 16 systems at present. With shattered ring, you get 3 big ring sections in your starting system, great for tall play. After that take the angler civic, agrarian idyll and when you get the third one take catalytic converter as thats key to the whole build. Just, because something is. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. You could try to beat the Fallen. Now that every system increases tech costs by a flat rate playing tall is merely minmaxxing system ownership. To add to this, both implemented systems of empire sprawl, both post and pre 3. The truth is there is no “tall” build anymore. [deleted] • 3 yr. The 0,1 penalty is the +10% penalty per system other than the first one. I like my little bubble of about 20-25 systems, depending on what is in them or what they are. Hi everyone, I'm challenging myself playing Tall and I'm looking for good tips from more seasoned players. 2 I would venture to say the consensus is wide game play is going over the administration cap and tall is staying under it. Hello my most pious followers. But it’s basicaly giving yourself a handicap for little to no reason. Highly stable, unified group thats close proximity keeps together. Tall vs Wide is now about unity. General. It doesn't work in Stellaris (at least in 3. Enjoy your stratified society. After playing tall it feels really limiting to go back to wide which sucks because I get way more satisfaction from conquering large swathes of space than I do from basically playing as a fallen empire. Yeah, I actually agree I don't think Stellaris really has 'tall' playstyles because of the way pops and economics work, I don't think you so much as play tall, but as varying levels of efficient. Here’s some early game development pointers: The most important resources in the game are Influence, Minerals, Unity, in that order. . Build a world cracker or pacifier, declare war, and proceed to destroy all their habitable planets to wipe out the other empires and win a conquest victory. Thinking about playing stellaris is boring, I don't wanna open the game. The first 1000 people who click the link will get 2 free months of Skillshare Premium: Playing Tall has always been one of the more elu. A truly tall empire does not incur the sprawl in the first place. . Business, Economics, and Finance. Overlord has changed a bunch of things when it comes to vassals and such. Even before 2. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. I usually play "tall" by keeping my empire rather small, and instead subjugating as. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. The current raiding playstyle (whether from civic or ascension perk) is worthless. Sorry mate but it kinda sounds more like you are just being a sore loser here. But it doesn't. 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. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. Planets are capped in tiles, jobs and housing. With voidborne, you can build multiple habitats in a. When I look at some people's screenshots here, I see that some have naval caps in the 300's and 400's at the same time as I'm playing (early 24th century). If you play habitats you can get more resources from jobs without actually taking up more space. If you happen to trigger a certain precursor, but then the areas where their events can spawn end up occupied by other empires, you can be left with 0/6 hints. ) Playing Tall is a very special type of empire. Make sure to grab voidborn and fill the habitats with energy pops and use the merchant enclaves to grab minerals. 13. Egalitarianism + fanatical spiritualism + corporation for unity. Hegemon. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. . 0 playing "tall" was nebulous at best. DIsagree. Agreeing with PsySom here. General. 10x was very doable. Imo the best definition of play wide is a lot of systems. It is clear, that Stellaris tries it. ago. /rantThe second vassal everyone will want is the Scholarium, who provides a significant bonus to research potential and valuable science tribute. Those would be some of the most basic types of non-linear mechanic which could make Tall play start to exist. They now cost twice as much and are roughly half as effective as they used to be. The system is the backbone of Stellaris. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. Currently, pretty much the whole galaxy is my vassals and also members of my hegemony, except for one who has been my ally since the very beginning. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. Top 1% Rank by size. ago. The winning strategy was always to expand as widely as possible because doing that. In Civ 5, taking tradition and limiting yourself to 4 cities for most of the game typically means your cities will grow much faster than if you play wide. I could just settle and terraform more planets to make more stations, but that is a long term and expensive process. . Today I have the first new basic build in a while. Stellaris. 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. The tall vs wide playstyle has devolved from: tall (low systems low planets) vs wide (many systems many planets) to a new style of tall (low systems many planets/Habs) vs wide as it was before. It is inspired by EUIV’s province development feature, which allows countries with a few provinces to be able to match or even be better than countries with more but less lucrative provinces. Depeding on how many other empires there are, and where you are located, this can be a way to stay "tall" and dont have the feeling of that you are "wasting" systems out there. Trade with AI using rare resources to get rid of workers. Wide shouldn't be better 100% of the time. Internal struggles. Empire sprawl will stay low if you play tall which allows you to tech up and tradition ascend at fast rate. All research, economic growth and army production. 0 has brought massive changes to how buildings are acquired, how pops grow and how districts work. If I'm playing tall, I'm aiming to keep my empire size below 100. Ecumenopolis helps immensly, as does subjugating half the galaxy for the energy credits. However its not completely ridiculous as a way to differentiate play styles. Semi-tall. Compare Stellaris. This is in part due to victory conditions which allow a "tall" strategy to work throughout the game, but also because you can leverage your "tall" advantages into a temporary tech advantage at the right times to break out as a large conqueror -- you don't need to. Going wide has been always been better than tall outside of one patch where you could rush science nexus. Mar 4, 2022. Tall doesn't mean you can't expand. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". This may be changing in 3. Grand Admirals cannot stop you. After 2. ago. 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. In Stellaris, some people play tall by only using a single planet, some go for a small number, like your starting 3, etc. Tall empires are easier to defend from. However, I am interested in playing tall, since maybe this is the best strategy for me. 2. 2 and before) because a wide and a "tall" empires will grow at the same rate, to about the same cap, with only some minor buffs for "tall" like mastery of nature that don't even come into play until later. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. Go for Bio-Ascension for cloning vats. I agree that this change makes habitat feeder worlds less desirable, I just don't think that's a nerf to what I'd consider "playing tall", or. Realistically when going tall it means some small set of orbital mines and research stations that weren't your core priority anyways - the core priority ones were covered by your frontier outposts to begin with. Even so, you still do want to expand towards your target, just for the influence. If you're spamming habitats, you aren't playing tall. A Dyson Sphere is a vital part of a very tall empire, and the Science Nexus can similarly propel you centuries ahead of the pack when playing a very compact empire. Relic world start is pretty good if you can get a few planets to fuel. Think about it like this: A 25k fleet will cost around 15-20k minerals, and a 25k starbase will cost about the same, but a 25k fleet takes roughly 300 minerals per month in upkeep. Thanks. 0. Best. Step 1. Stellaris was released in 2016, and it's only been six years. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. Tall is more chill and easier. 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. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. 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. It's a playstyle meant for defense and not offense. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. I have two flavours playing stellaris, super nice super diplomatic empire or devouring swarm. Tall since well, ever, hasn’t been a great option but now more. Part 1 is intended for beginners and explains the basics of roleplaying as well as how to integrate it into your games. We would like to show you a description here but the site won’t allow us. ago. ago. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed. It is relatively. 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). Wide strategies focus on having lots of cities and territory, often with each city having minimal upgrades. Before 2. . Wide and Tall strategies for Stellaris have changed drastically over the last 3 years. WebShaman • 6 yr. Get a migration treaty immediately so you can get access to other species. Method 1: Find a local AI, preferably one that is considerably more powerful, and between you and the baddies. 17th century high fantasy setting and 9th to 12th century sword and sorcery setting that’s not 5e, pathfinder, dungeon world, or AGE, or DCC (i run that a lot and love it but looking for more structured skill system) that has support! 5. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. Playing Tall vs Wide. While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. That's when the mandatory late game genocide comes in handy. With the changes made in 3. To start, I'll explain my usual play-style as a Determined Exterminator; I like playing tall, and investing heavily into Physics, Society, and Engineering sciences. The bad thing is all/most your vassals will hate you because you are so small and they might try to fight to get free, even if you have a far superior fleet. Currently, playing tall is neither fun nor competitive if you ask me. We will be (almost). Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. 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. The only way I can define Tall in Stellaris is when you focus heavily on science from day one to make your POP more efficient. #56. In a sense, they behave like planets you can construct yourself,. 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. Twenty systems is the breakpoint where number of systems owned raises your starbase cap, which is why it is sometimes given as a guide point. 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). I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. It is a very rough start. 0 which made it very important as, while minerals are king, science is queen. Empire Sprawl needs a rework. but I don't know how to get any resources any other way. Keeping a small easily defended area is playing tall. Related. Then again: No pops, no win in Stellaris. 1" patch out on the 14th shouldn't really change habitat. You could pursue a line of having wide and tall have non-comparible benefits - the problem is that stellaris fundamentally only has one positive end state - total galatic domination (i. Edit: I also think that playing pacifists is definitely the go-to way to try playing a tall empire, since you're kinda forced into it, as you can't conquer other empires territory. Okokok this is a pretty cool story, but of a long one but still. Tall isn't viable nothing in the beta makes tall viable. NB: this is system not planet. "Tall" in Stellaris isn't doing more with less, it's just having less. So a big issue with the proposed addition of sprawl penalties to pops (in addition to systems, planets and districts) is that it is a huge nerf to the tall strategy, which is bad since wide is already the clearly dominant strategy (since the tech/tradition penalty directly benefits "tall" play vs "wide" play, but is widely regarded as being. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits See moreHow to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it. You can still play that way. Though to be honest, it doesn't really change my strategy in Stellaris all that much. For this approach, you'd want origins that can benefit as early as possible from. The goal is to get an edge in tech and fill out systems. Pre-ftl civilizations could also arise. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. Base habitat, with the size modifier, will have maybe half population growth from size penalties. Paradox you're doing it all wrong. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. I recently abandoned a game where I was a spiritualist empire, because I started in a location where I was boxed in by two friendly spiritualist empires. And it can help a lot of your species has traits like intelligent or strong to take advantage of the bonuses, every plus 5% can help your empire survive longer. Go fanatic xenophile. In Stellaris I can use my influence to grow wider by building starbases or settling colonies. I have been getting back into this game for the past few weeks and i am still unsure how some things work. Things have changed now, and playing tall is far from the powerhouse strategy it once was. And as a devouring swarm/hivemind, your habitability. For this approach, you'd want origins that can benefit as early as possible from. How to play tall in stellaris: Switch your game version in the steam launcher to something from 30 years ago before admin cap jobs were added. 20 comments. I think my problem is that i am too eager to expend. All strategies assume you are trying to get maximum pops & maximum jobs on every planet. Hold chokepoints and rush tech, make friends and sign commercial pacts, start a trade league as soon as possible once you have one close ally, spam corporate embassies in your branch offices, and very soon you will be the only. I’m just worried how long it’ll hold an attack back later (I’ve already fought a war to a draw by throwing them back 4. Given that in civ you can win without conquering anything, a tall empire doesn't have to transition to a wide empire, but in stellaris there isn't much to do if you don't conquer people, and given the way how the research and productions currently work, playing tall is not a very valid choice unless you become boxed in very early on. To be fair, Tall was more of a fun gimmick run than a serious strategy even before this update. Technically voidborn in a very small space is playing wide, in a very small space. Just don't confuse playing a voidborne in a very small space with playing tall. large number of poorly developed planets. 0 there is no difference between science going tall or wide. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. So going "tall" is just shooting yourself in the foot. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. I always run into economic defects, Overpopulation and being serounded by larger empire's. z0rbakpants • 2 yr. Enemies might scoff at you and only spare you because of your bigger friends. Small. Jun 14, 2021 2. Welcome to the patricians way to play Stellaris. 22 Badges. 3 update is attempting to make playing "tall" more of a thing by changing some systems, like empire sprawl, so that a well developed tall empire is closer in power to a wide empire. 3 comments. growing pops requires going wide and in stellaris pops are everything. The "3. Playing tall means you concentrate on maxxing out a small number of planets and systems, but I just find it inferior to playing wide, winning aside you just miss out on a tonne of content like the architectural digs, leviathan's, etc. All the changes did was bring them closer together. I feel that nihilistic aquisition is the KEY to playing tall. For how to: watch some of montuplays newest guides regarding playing tall. Make sure you are the only megacorp (by force if necessary) and make a trade federation or hegemony (depends on what you want to accomplish) become custodian (not emperor. I would say the same happens playing tall.