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* The general agenda of other empires can be deduced by their trait description. Some who f.inst is a "Spiritualist Seekers" will like other spiritual empires, and a "Fanatical Purifier" is probably going to try and kill you at some point. Gifts and deliberately favorable trade deals are usually the only way at first to improve relations, until you can get a treaty which starts building trust.  
'''''Note:''' Due to ongoing changes to the game over time, some tips can become outdated. The current advice is accurate as of version 3.12, and [https://stellaris.paradoxwikis.com/Beginner%27s_guide a maintained beginner's guide can be found on the official wiki.]''


* When you start making Sectors, look at their planets and see if they lend themselves to a specialization rather than just generic resources. They may have really good energy planets f.inst.
==Military & Warfare==


* Lasers beat armor, guns beat shields, missiles beat a little of both and are more accurate, but can be shot down by point defense. Normal guns and lasers are not point defense.
* Always try to be as close to your maximum fleet capacity as possible. Not only is it a good idea militarily, but large fleets also generate bonus Influence which is the main resource for expanding and claiming systems.


* Energy production is important, even if you have a good surplus throughout the game, a sizable late game fleet can put you in a pretty big deficit if you don't have a large production. The early game you'll probably be feeling more of a mineral squeeze but later on, you'll need energy more. Keep in mind that a fleet costs a lot more upkeep when it is not docked.  
* Different weapon types are weaker or stronger against different types of defenses, so when using manual ship design and considering how to gear up your ships, it's best to focus on your opponents' weaknesses. For example kinetic weapons are strong against shields but weak against armor, so if you take a look at your neighbor's ships and see they're heavy on armor but low on shields, you probably want to avoid going hard on kinetic weapons for your own ships.


* Spaceports and spaceport upgrades boost naval capacity so you should consider building them even in sectors and upgrading them if you need more naval capacity.
* Use Starbases to block strategic chokepoints and to guard your borders. Especially in the early game, border Starbases should usually be fitted with extra firepower and preferably a Listening Post which allows you to track the other nation's nearby fleet movements. Otherwise the most common use for Starbases is to build Anchorages in them to increase your maximum fleet capacity, especially once fleets become too strong to be threatened by Starbases.


* Vassalization can be a good way to boost your military power. Vassals create fleets that will follow your largest stack in wartime. At the least, they'll act as cannon fodder.
* Don't forget to make claims on enemy systems if you plan on declaring a conquest war on them. Claim costs increase the further the claims are from you.


* It can very hard with no espionage mechanics to know how to counter enemy fleets, so try for a balance of defenses and the best weapons you have. Space combat is all about having the biggest doomstack, so don't split your fleet.  
* Even basic Outposts can have some Defense Platforms built around them, handy if some small-scale nuisances like pirates keep up gunning for the same system. They are quite expensive and fragile without fleet support however.


* Spaceport buildings with ship bonuses only affect ships built there so it can be a good idea to have all the +speed and +evade buildings on the same spaceport that also has corvette assembly yards so you can build tons of speedy dodgy corvettes quickly. Having them spread across multiple spaceports can dilute their effects and make it harder to keep track of which spaceports are good for what.
==Expanding & Planet Management==


* When colonizing, generally bigger planets are better, but keep an eye on what direction you want to expand as well, and what resources are around. Settling further out and backfilling is usually not a bad idea, as that gives you control of space. You can extend border range with tech, so "pocket colonies" can reconnect up later.
* Specialization of planets is important. Colonies (but not your capital) can be designated to be more efficient at producing a certain type of resource and should focus on producing that resource - for example a Tech World should be filled with Researchers, a Mining World with miners, and so forth. Colony designation is automatic by default, but it's best to choose them manually.


* Frontier stations are a good choice for securing a strategic resource if there are only small, bad planets (or no planets) nearby. Much cheaper that a colony and doesn't increase your tradition and tech price.
* A special case for planet designation exists between the alloy-focused Forge World and consumer good-focused Factory World: When switching to one of these designations, all industrial districts on the planet will immediately switch to producing only that resource instead of splitting their capacity between the two. This can be very useful if you face a shortage of one or the other.


* If you purge an entire planet for whatever reason, leave one pop unpurged, resettle a pop of whoever you want on that planet, then purge the last native pop. Empty planets are just that, empty, and need to be recolonized. Frontier outposts can be used to maintain control of the area, so an AI doesn't beat you to the planet, if resettling isn't an option.
* Empire Size will impose an increasing penalty on unlocking technologies and especially Traditions as you expand. This doesn't mean you should avoid expanding, but don't neglect research and unity producing colonies as you do.


* Research is stored when your scientists are busy with special projects so don't be concerned about falling behind on tech due to projects.
* Prioritize grabbing systems with large colonizable planets, systems with high resource quantities, and systems that make good hyperlane chokepoints. High-quality but low-habitability planets can become useful later, either via terraforming or populating them with robots/more suitable species.


* Techs get much slower if you have a lot of pops so try and keep up with building and upgrading science labs. Likewise the cost of Traditions goes up with the number of colonies you have.
* Food is 100% an empire-wide resource, meaning a planet can generate negative amounts of food and still grow normally if your empire is otherwise producing excess food. Excess food has the most limited use beyond selling it in the Galactic Market, so it tends to be the least important of the basic resources.


* Look through the Ascension Perks tied to your traditions at the start of the game, and try to pick a few to go for. Some are locked behind tech, so its helpful to decide, which type of endgame you want to pursue, so you can pick the techs as they come up.
==General Advice==
 
* Energy production is important, a sizable late game fleet can put you in a pretty big deficit if you don't keep up with it. Keep your fleets docked in a Starbase with Crew Quarters built when they're not in use to reduce their maintenance.
 
* The general agenda of other empires can be deduced by their trait description. "Spiritualist Seekers" will like other spiritual empires, and "Fanatical Purifiers" will probably try to kill you at some point. Gifts and deliberately favorable trade deals are usually the only way at first to improve relations, until you can get a treaty which starts building trust.
 
* Look through the Ascension Perks tied to your traditions at the start of the game, and try to pick a few to go for. Some are locked behind tech, so it's helpful to decide which type of endgame you want to pursue so that you can pick the techs as they come up.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 12:56, 18 July 2024

Note: Due to ongoing changes to the game over time, some tips can become outdated. The current advice is accurate as of version 3.12, and a maintained beginner's guide can be found on the official wiki.

Military & Warfare

  • Always try to be as close to your maximum fleet capacity as possible. Not only is it a good idea militarily, but large fleets also generate bonus Influence which is the main resource for expanding and claiming systems.
  • Different weapon types are weaker or stronger against different types of defenses, so when using manual ship design and considering how to gear up your ships, it's best to focus on your opponents' weaknesses. For example kinetic weapons are strong against shields but weak against armor, so if you take a look at your neighbor's ships and see they're heavy on armor but low on shields, you probably want to avoid going hard on kinetic weapons for your own ships.
  • Use Starbases to block strategic chokepoints and to guard your borders. Especially in the early game, border Starbases should usually be fitted with extra firepower and preferably a Listening Post which allows you to track the other nation's nearby fleet movements. Otherwise the most common use for Starbases is to build Anchorages in them to increase your maximum fleet capacity, especially once fleets become too strong to be threatened by Starbases.
  • Don't forget to make claims on enemy systems if you plan on declaring a conquest war on them. Claim costs increase the further the claims are from you.
  • Even basic Outposts can have some Defense Platforms built around them, handy if some small-scale nuisances like pirates keep up gunning for the same system. They are quite expensive and fragile without fleet support however.

Expanding & Planet Management

  • Specialization of planets is important. Colonies (but not your capital) can be designated to be more efficient at producing a certain type of resource and should focus on producing that resource - for example a Tech World should be filled with Researchers, a Mining World with miners, and so forth. Colony designation is automatic by default, but it's best to choose them manually.
  • A special case for planet designation exists between the alloy-focused Forge World and consumer good-focused Factory World: When switching to one of these designations, all industrial districts on the planet will immediately switch to producing only that resource instead of splitting their capacity between the two. This can be very useful if you face a shortage of one or the other.
  • Empire Size will impose an increasing penalty on unlocking technologies and especially Traditions as you expand. This doesn't mean you should avoid expanding, but don't neglect research and unity producing colonies as you do.
  • Prioritize grabbing systems with large colonizable planets, systems with high resource quantities, and systems that make good hyperlane chokepoints. High-quality but low-habitability planets can become useful later, either via terraforming or populating them with robots/more suitable species.
  • Food is 100% an empire-wide resource, meaning a planet can generate negative amounts of food and still grow normally if your empire is otherwise producing excess food. Excess food has the most limited use beyond selling it in the Galactic Market, so it tends to be the least important of the basic resources.

General Advice

  • Energy production is important, a sizable late game fleet can put you in a pretty big deficit if you don't keep up with it. Keep your fleets docked in a Starbase with Crew Quarters built when they're not in use to reduce their maintenance.
  • The general agenda of other empires can be deduced by their trait description. "Spiritualist Seekers" will like other spiritual empires, and "Fanatical Purifiers" will probably try to kill you at some point. Gifts and deliberately favorable trade deals are usually the only way at first to improve relations, until you can get a treaty which starts building trust.
  • Look through the Ascension Perks tied to your traditions at the start of the game, and try to pick a few to go for. Some are locked behind tech, so it's helpful to decide which type of endgame you want to pursue so that you can pick the techs as they come up.