Stellaris: Difference between revisions

From Before I Play
Jump to navigation Jump to search
(Created page with "- Keep an eye on your neighbors. If one of them has an aggressive personality like "Fanatic Purifiers" you need to ensure your military strength is about equal to theirs in th...")
 
No edit summary
Line 1: Line 1:
- Keep an eye on your neighbors. If one of them has an aggressive personality like "Fanatic Purifiers" you need to ensure your military strength is about equal to theirs in the diplomacy screen.
* 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.  


- Vassalization is a really 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.
* 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.


- The AI is kinda bad at managing planets right now, for your sectors and for other empires. When you use sectors, you might want to build planets up before turning them over.
* 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.


- On sectors, there's not much benefit to having multiple. Put as many as you can into one mega-sector and give them a 5 star Governor. (Sector govs don't earn XP)
* 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.


- Torpedoes seem to be pretty good.
* 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.


- 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, probably, so when you feel like you always have more minerals than you know what to do with, it could be good to replace mining buildings with power plants.
* 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.


- 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.  
* 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.  


- It can very hard with no espionage mechanics to know how to counter enemy fleets so having a much larger fleet that is more general is the safest bet.
* 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.


- Upgrading large fleets takes much less time if you split them up and send them to separate spaceports to be upgraded.
* 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.


- 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.
* 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.


- When colonizing, consider what systems you'll get in your influence more so than the planet itself. For instance, a nine space planet that'll get you control of some nice systems with strategic resources or whatever is better than a twenty space planet that won't get you anything new. Frontier outposts can be used to grab areas you'll want to build up later but you can only support so many of those at once. Once space fills up, you'll be able to colonize and develop the other worlds in your space, but establishing a larger zone will be good when all the space has been taken. Then you fill out your space.
* 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.


- On that note, keep an eye on other species that you end up with control over and figure out who is good for what. A very strong species can be good for building armies, ones with different preferences are obviously great for filling out your space. There came a phase of my game where I could make a tally of all the ocean worlds, arid worlds, etc in my space and I would go to one world of ocean people that I had captured, make six colony ships, make a thing of synths so that I could build ships of synths to send to tomb worlds, etc. This brought me to a much higher power level and naval capacity without having to fight wars. Diversity helps. If you don't have other species, then genetic modification can help you get the right preferences.
* Research is stored when your scientists are busy with special projects so don't be concerned about falling behind on tech due to projects.


- 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 I had to build a new colony ship and actually lost a gaia world to an AI because they colonized the system before I showed up. Alternatively, Frontier outposts can be used to maintain control but plan for it.
* 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.


- Research is stored when your scientists are busy with special projects so don't be concerned about falling behind on tech due to projects.
* 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.
 
- Techs get much slower if you have a lot of pops so try and keep up with building and upgrading science labs.


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

Revision as of 11:11, 26 September 2017

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Research is stored when your scientists are busy with special projects so don't be concerned about falling behind on tech due to projects.
  • 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.
  • 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.