stellaris playing tall. So today we're going to take a look at a general overview of. stellaris playing tall

 
 So today we're going to take a look at a general overview ofstellaris playing tall  I actually don't particularly dislike this change, but this was how I got

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. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. 2;. "Tall" as compared to "wide" is generally presumed to be going really high development on a low number of cities/planets (depending on your game), rather than low development of a high number of cities. Playing tall is a long-term strategy, so players should generally start using it. that's the cure. I cant play stellaris this weekend to try and min max this build, so monday I can give you a stronger suggestion. However its not completely ridiculous as a way to differentiate play styles. What's your strategie to play Tall. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. 100% habitability is nice for migration treaties with other species that have desirable traits, and increases the chances of refugees in the lategame for more pop growth. the best origins for making the game harder are: Doomsday. 13. 1. Those people are wrong, as are you. . That's not the definition of Wide or Tall as per Stellaris, the actual game. And size of empire directly influences size of your navy. Reply. hirtes Mar 29, 2020 @ 6:30am. It would mimick a wide play power curve, but with a tall looking empire. Since then I have won a few more times using a Megacorp. The benefits of playing tall are as follows: Smaller empires are easier to manage. Usually, when I'm playing tall I only have 6-8 worlds and go maybe 25%-50% over my admin cap, but 90 total is only enough admin cap to have maybe 4 worlds and some systems without significantly going over. "Tall" no longer exists in versions after that change. But in Stellaris it seems rather doubtful if you could play tall instead of wide. Could you. Warscore, the fleet manager, land warfare, etc. Tall builds are barely viable with DLCs, without them they're basically impossible. I think my problem is that i am too eager to expend. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. You can still play that way. Method 1: Find a local AI, preferably one that is considerably more powerful, and between you and the baddies. RodHull (Banned) Apr 22, 2021 @ 2. Which requires lots of claimed stars and colonized planets. Compare Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Related. With wide you need a ton of governors, and must be replace them constantly. Egalitarianism + fanatical spiritualism + corporation for unity. 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. What are some key things to do in Stellaris to build tall effectively? I want to play tall because I have been a wide, rapid expansionist in playstyle in basically every 4x/grand strategy game I've played. 818 votes, 167 comments. Go fanatic xenophile. Third is that people will want a Bulwark, but probabably as a 1-planet minor vassal, in order to get significant starbase discounts (20%) that will also apply to planetary rings. Too many planets to manage. Very high output per system for when your packed in. And orbital habitats rule. Yes, even when playing wide you still try to play as tall as possible but you first focus on expansion. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. and the edicts and all the other bonuses from low empire size aren't enough as a semi wide empire would be. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. And my understanding of it (as of everything else) shifts a bit all the time, so. Paradox you're doing it all wrong. I would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. Discussion. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Add a Comment More posts you may likeMade it a research world to soak up all the Necrophage pops, and transferred some to buff up other worlds. Since you play pretty much the same if you have 50 habitats rather then 50 planets. Having lots of systems is not a wide play-style, having. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. Empire size has changed a lot over the years in Stellaris. 2; Reactions: Reply. Yeah, it would be nice if the game supported playing tall. I've read on here that playing tall in 2. I'm a poor guy, can't afford the DLC. Here's what I personally like to do, and it works for me playing tall. ago. mining guilds is a lot better as the. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. Use the outpost cost ethic and build plenty of outposts. A tech tree geared to this Play style would be. The 0,1 penalty is the +10% penalty per system other than the first one. 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. The truth is there is no “tall” build anymore. Another thing is the deep space stuff, and the auto-resettle building. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. There's also the issue that Stellaris really hasn't had a defined tall playstyle throughout its history. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. Admin cap is super important since you're more sensitive to sprawl penalty. 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. Stellatis is tough. 6. tall mechanism, so you are not forced to conquer new territories to become stronger. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. A scenario or playstyle that couldn't be improved by more expansion is not possible. Tall isn't viable nothing in the beta makes tall viable. Tall doesn't mean you can't expand. CK2 took around 8 years until the release of ck3. ) Playing Tall is a very special type of empire. Step 3. I can't give you much perspective specific to your year as I can't be bothered to micromanage like that. 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. While habitats are good, it’s probably better to be funding colony ships. Small. . I always run into economic defects, Overpopulation and being serounded by larger empire's. ago. 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. Playing tall was heavily nerfed with changes to habitats. The Hegemon is easily the best Origin in Stellaris, and with good reason. 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. large empire size) at present. 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. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. A truly tall empire does not incur the sprawl in the first place. While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. I have been getting back into this game for the past few weeks and i am still unsure how some things work. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. The softcap, even under the initial 3. You can no longer colonize large swaths of space with a vassal swarm either. Thinking about playing stellaris is boring, I don't wanna open the game. 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. I would like to clarify playing tall is not exactly overpowered however everyone has been saying it is weak and you cannot win while playing tall. 8 Archetype Play-stylespared to read, better leave. I've had several starts go right down the drain immediately because none of my surrounding stars have a single mineral in any of them, while neighboring empires have stars with 6-8+ minerals per. Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. This mod creates a new trait that will allows both Human and AI to play “play tall”. This dichotomy really isn't applicable to Stellaris. This guide is incredible. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. For how to: watch some of montuplays newest guides regarding playing tall. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. It doesn't work in Stellaris (at least in 3. "Playing tall" in Stellaris is always purely a roleplaying decision. The wide playstyle embraces sprawl inefficiency like a friend absorbing everything it can, heedless of the diminishing returns. ;-) Most of the wide drawbacks come in the form of population. Overlord has changed a bunch of things when it comes to vassals and such. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. So, there needs to be a growth penalty for Wide or a bonus for Tall. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. 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. ”. You stick to yourself, and they like it. So today we're going to take a look at a general overview of. This is why most people say that wide is better than tall. In previous patches, especially before 3. There is no such thing as tall in Stellaris. Jun 14, 2021 2. Is there any viable way to play void devellers besides commerce-tech build P. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. In reality it would be just the same wide play, just with fewer systems. I too like to normally play wide, but I'll switch it up with a tall megacorp. I prefer to use my custom made tall chair and pc table to play tall. There is still no better or more successful way to play the game than tech rush, expand like a virus and maxing out your fleet. Empire sprawl will stay low if you play tall which allows you to tech up and tradition ascend at fast rate. When people say they're playing tall in Stellaris, they generally mean one of two things: Either they're just playing a small nation, or they're playing a "compact" nation, with large numbers of habitats/ringworlds in a small number of systems. Lots, and lots of resources. Yes, and this is not Civ 5, this Stellaris. Part 2 focuses on creating your civilization both in and out of game. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. There are a couple of problems with playing tall. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. It's not about having fewer planets, but about having less directly controlled space. The best way to play is to have as close to zero empire size whilst having the biggest science income. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Part 1 is intended for beginners and explains the basics of roleplaying as well as how to integrate it into your games. (Not super-tall though, as in one planet, but only 8 planets and. Darvin3 • 2 yr. So going "tall" is just shooting yourself in the foot. How to Manage Empire Size in Stellaris. 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. Let's get the disclaimer out of the way first: traditional tall tech-focused builds just aren't very strong in the current version of Stellaris, and get easily out-teched by wide builds. I remember one of my really long games I ended up basically becoming a fallen empire. This misconception revolves around playing Tall vs playing Wide. 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. It can however be pretty challenging on to get right. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. There is the playing tall strategy. It's like having a huge empire to defend, but you don't get the huge economy to go with it. . 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. Either that. Versus AI its possible to play tall but its harder than wide. Unyielding lets you support more Starbases, which means more room for Hydroponics buildings, which means more food without needing to devote pops to producing it. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. Tall is not efficient, it only gets you what you need and often pertains slaving. True you can make them larger, but then that's 2 ascension perks as opposed to one. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. Whether it be just one county or a small duchy, the player uses all of their resources to funnel a small area on the map. 0. 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. First things first; your ethics should be materialist. For tall, your best bet is a megacorp. You can rightfully play this by ONLY claiming systems with huge planets with lots of room for research and skipping over systems with. A Tall play now isnt about just being small, it is about being efficient. But it’s basicaly giving yourself a handicap for little to no reason. Tall gameplay does not exist in Stellaris. Build lots of habitats and then ring worlds when you get. Technically voidborn in a very small space is playing wide, in a very small space. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. Other good tradition trees for Void Dwellers include Domination (more influence and housing), Prosperity (more minerals, more specialist output, another building slot). What I do at the. DoeCommaJohn. Which in itself may or may not be desired. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. Ryika Jan 29, 2022 @ 11:08pm. 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. 3 beta). 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'. To add to this, both implemented systems of empire sprawl, both post and pre 3. This ironically makes the Expansion tradition really good for tall builds, since it gives bonuses to both Admin cap and pop growth speed. Nothing you do by restricting planets/ habitats offers you anything which you do not get when going wide. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. Highly stable, unified group thats close proximity keeps together. (Not super-tall though, as in one planet, but only 8 planets and about 16 systems at present. 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. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. You could do a subterranean origin with lithoid using reanimator civic…. The "3. I keep seeing stuff around the internet about 2. 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. That typically translates to two or three sectors, max. Some used one planet. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. 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. Here’s some early game development pointers: The most important resources in the game are Influence, Minerals, Unity, in that order. ago. Enjoy your stratified society. I’ve mentioned that playing tall empires gets boring late game. Clone army with the Ascendant path since you get 100 pops with +40% ruler output and +20% specialist output. I can also use influence to grow taller by activating an edict, making my. 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. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. I never played a Tall game before and usually rarely peaceful lol But sounds like a lot fun. 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. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. HappySack Mar 25 @ 3:07am. 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. Base habitat, with the size modifier, will have maybe half population growth from size penalties. In some updates, it was a very effective strategy to get ahead technologically and get early ascensions - it's much less the case now. In a sense, they behave like planets you can construct yourself,. There's 2 ways to play Stellaris. You can still play that way. The problem with that is the ai manages resources terribly so you’ll need to play on a higher difficulty in order to have an even fight. Also, I have never played with catalytic treatment. I had 2 victories in approximately 360h of playtime. 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. Some good tall origins are shattered ringworld and voidborne. The extremes, right and left, are in the gutters. It ends up being. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. I don't know what version you're playing, but population growth is glacial in 3. It depends on your definition of tall. 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). One thing you can watch out for is that each precursor has areas of the map where their events can spawn. ) Tip. 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. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. It has factiond designed for playing tall. 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. I personally think thats fine, because I think that playing tall SHOULD be a challenge. . r/Stellaris. 5. 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. 2 updated for 1. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. it's important to understant that this advantage is a temporary thing. There needs to be incentives and/or boni for playing tall, like increased tech speed or unity gain. So today we're going to take a look at a general overview of how to play a Tall empire. Megacorps are a solid empire-type. Tall empires are easier to defend from. The bonus of it is you can probably defend your entire space with one fleet. Paradox, Please Let Us Play Tall. Preface Hello all! This build I have made is something I'd been using since 1. (So your space is tall; not your planets)The only tall builds that can be considered good right now are Void Dwellers (which is actually wide under your definition since it has lots of colonies) and the Nihilistic Acquisition raider which is a very aggressive build that is constantly a war to steal pops. It gets in my way of actually being able to play. ago. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. Related. 3 never actualy encouraged tall play in the slightest, the ability to create administrative capacity only encouraged a wide playstyle and the inneffective linear maluses of the current static "empire size" modifier is laughable. 3 is a bad idea. If you want to play a game where Tall playstyle is possible, play Endless Legend. This gets into the debate about what people mean by "tall". Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. So does pop assembly, which comes from one-per-colony buildings. Here's what I personally like to do, and it works for me playing tall. Grand Admirals cannot stop you. There is the playing tall strategy. This mechanic takes your Colonies, Systems, Districts, Pops, and any Branch Offices you have and will give you penalties once you reach a certain point. There are Stellaris gurus that will tell you that by building up pops in preference to acquiring systems is playing tall. self. 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. 3 was plenty to tackle every unmodded challenge available. Jun 27, 2017;. I'm considering turning down habitable worlds. Many people seem to have a misconception what "tall" means in Stellaris. ago A common misunderstanding is that playing tall means having a small number of systems. So really you will want to find some sort of mod that provides benefits to those with few planets. Go for Bio-Ascension for cloning vats. All the changes did was bring them closer together. Relic world start is pretty good if you can get a few planets to fuel. Good tall player should get atleast 15 habitats in 2230,Synthetic Evolution before 2260. Imo the best definition of play wide is a lot of systems. JangoBunBun Blood Court • 1 yr. As tall you need one. Your ability to make long term decisions is tied to Influence. Stellaris Tall vs Wide, which is better? Wide, the answer is wide. This is going to be my updated take on the basic builds. In Stellaris, it would be really nice if there was a way to convert to tall play after the game starts, because sometimes your start location just doesn't prevent peaceful expansion. Meaning it was a lot easier to out-tech wide empires. When i play these it often ends. This is really very unplayable for me, i hate playing wide, and playing tall I just. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. ChronicallyDepressed. The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. Planets and habitats within the same system counts as one system (but all there pops go towards pops penalty) The 0,01 penalty is the 1% penalty to research for each pop over 10 you have in your kingdom. I actually don't particularly dislike this change, but this was how I got. In 5 hours I will play Stellaris with my friends. These changes will force players to decide whether to focus on fully developing what little. That's when the mandatory late game genocide comes in handy. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. That doesn't mean a low amount of colonies; in fact, often more. Those would be some of the most basic types of non-linear mechanic which could make Tall play start to exist. 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. Conventional wisdom is that playing wide is easier than playing tall, but my experience has been the opposite. That's what 2. This video is my Guide for: How to Play Tall in Stellaris Console Edition, full of tips and tricks and gameplay to show you How to Build a Tall Empire and Play as One. Since colony ships wasn't researched at the start, I. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. In fact it could be easier with more resources. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Tall was a Stillbirth in Stellaris. 4; 4; 3; Reactions: Reply. It is clear, that Stellaris tries it. 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. Now it could be said if your wide with a tall build you have succeed so can tank the drop in efficiency. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. 2) Optimize Production Methods edict An edict with a base cost of 300 influence and a base duration of 10 years that increases resources from jobs by 50%. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. But what exac. But the real mechanic at play with Tall vs. This is your Definitive Guide for "How to Play Tall" in Stellaris Console Edition! If you want to learn in Stellaris How to Play Tall then this Stellaris Pla. You misunderstood what "tall" means in Stellaris. large number of poorly developed planets. It does make sense in stellaris to play as a "Tall" 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. 7. S. Super OP Tall Build. Yup. Playing tall as Megacorp is very easy and you are an impossible Empire to conquer because defending your borders is very easy. . Stellaris was released in 2016, and it's only been six years. Playing "Tall" in Stellaris: a criminally misunderstood term I love Stellaris and this community! Sometimes I see people in the comments talking about how a player is trying. 23. Empire Size currently provides a rubber band on big empires being better than small empires. Welcome to the patricians way to play Stellaris. 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). Not coincidentally, it’s also the biggest driving incentive toward playing wide. Toggle signature. Worth noting that the "drag" on research from empire size is pretty much the most negatively impactful (mechanically-speaking) aspect of a galaxy-spanning empire (i. 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. The goal is to get an edge in tech and fill out systems. Habitats are incredibly bad now. Top 1% Rank by size. r/Stellaris • How does playing tall work?Stellaris Tall vs Wide is total number of colonies / habitats in general. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. It does not really do much for Tall vs Wide development patterns. Traits wise, probably grab the usual Deviant Unruly Intelligent Natural Engineer combination. What actually constitutes tall in this game? In my current game I'm playing fanatic egalitarian materialists who aspire to turn themselves in to a…I used the robotic mammalian portrait (the tall bulky machine with a glass front). 16 Badges. I played Stellaris after the release, but that is long time ago and since EU4 became "RTS grand strategy with historical flavour, too streamlined mission trees for some countries and way too RNG-dependent in some cases", I would like to give Stellaris a shot. You will be slightly less ahead, as the AI here is much better at tech, but still a massive lead. [deleted] • 5 yr. This system warps the game and the way we play it in an unhealthy way. ago. First things first, let's talk definitions - I describe 'going tall' in Stellaris as simply restricting oneself to never having sectors. 87 Badges. 3 a LOT. growing pops requires going wide and in stellaris pops are everything. Just don't confuse playing a voidborne in a very small space with playing tall. However since few systems with a lot of planets/habitats pretty much are the same mechanically I do not consider it playong tall. For this approach, you'd want origins that can benefit as early as possible from. And yes, having only say, 10-15 systems and using habitats and stuff to build them up is playing tall. You can also do this as a machine intelligence but its entirely a different strategy. If you want you can call this "its dead", but as long some people write a guide, there is a way to play tall. I've done a lot of spreadsheeting and playtesting on tech-focus builds, and I'm of the opinion that your ideal mid-game size is 20-30 planets, which no one.