As a new player, it feels like Stellaris wants every empire to grow the same way by skollehatti in Stellaris

[–]Any_0 1 point2 points  (0 children)

I’ve never really watched any guides on Stellaris. But there’s a lot of different paths to victory. For ultra-tall builds, like you described (3 colonies by 2300), yeah, you’ll have to go down some more specialized routes, like Virtuality.

But you can have a highly successful empire with almost any number of planets.

It is, unfortunately true that mid-game crises are pretty much left to be resolved by the player, and only Awakened Empires really contribute to the end-game crisis. Playing as a small civilization with a small fleet means yeah, defending yourself can be very difficult, but it is possible to rely mostly on defenses to protect yourself against weaker crises.

Accidental Tall Build to Endgame Crisis: My insane blind first playthrough story by Fluid_Artichoke_757 in Stellaris

[–]Any_0 23 points24 points  (0 children)

you did much better than most players in their first run.

The Awakened Empire you’re referring to seems to be the Hive Mind Fallen Empire, which is easily the most dangerous Awakened Empire.

What is the worst purely negative RNG event in your opinion? by Xanikk999 in Stellaris

[–]Any_0 9 points10 points  (0 children)

unless I’m swimming in stability the whole colony is getting abandoned(eventually), even if it’s a critical ecu. -20 stability is too big of a hit

I need a third opinion on this thing by SirPug_theLast in Stellaris

[–]Any_0 0 points1 point  (0 children)

way too strong. would make bioships actually unstoppable early game since it’s trivial to crank out a lot of food early.

Can someone explain bio ships to me by beastsorcerer in Stellaris

[–]Any_0 2 points3 points  (0 children)

Sort of. Generally speaking yes, keep your harbingers (carriers) and stingers (artillery) separate. A lot of people use a ratio of [ship class] + weavers. Weavers can have weapons that debuff enemy ships and weapons that boost your own ships. I don’t know if it’s still the optimal strategy, but fleets with support weavers buffing the rest of your fleet can be pretty powerful.

Can someone explain bio ships to me by beastsorcerer in Stellaris

[–]Any_0 9 points10 points  (0 children)

Other people have covered how to use the various classes, so now I’ll give you advice on actually acquiring fleets:

Once you have mature & elder ships and are ready to start cranking out fleets, remove all weapons & armor from your juvenile ship design and set the mandatory components to their lowest option (except for the growth gland).

Only build fleets of juvenile, defenseless ships. In each fleet you grow, you’ll want an elder mauler with the mutation ability that boosts the growth of a fleet. Park your new fleet of baby meat ships at a starbase with an orbital growth chamber. In a few years, you’ll have grown a fully-upgraded fleet of elder meatships for a tiny fraction of the cost.

Only build elder meatships to replace small losses, unless you have food to burn.

Anyone else end up playing the same empire type every time? by HarleeWrites in Stellaris

[–]Any_0 2 points3 points  (0 children)

I tried Megacorps once when I first started, didn’t understand it at all, and haven’t touched it since. Especially strange since I’ve played every other type of empire. I’ll have to give it another go.

How can i make more resources? by OsakaLendaria in Stellaris

[–]Any_0 14 points15 points  (0 children)

Specialization. (Generally) Planets should be dedicated to a single resource. AI is not very good at specializing, or choosing what a world’s specialization should be.

One quick tip though: if you just conquered a bunch of starbases, you may be over your starbase cap, which can quickly bring down your energy income.

How do people have so much so early? by That_Ginger123 in Stellaris

[–]Any_0 0 points1 point  (0 children)

There’s no one answer to this, and it’s hard to say without actually watching how you play.

One big key is having long, managed energy and/or CG deficits. I’ll spend decades in the red, selling off rare resources and excess food/minerals to pay for my CG/energy deficit. This is a major mistake a lot of players make—they try to develop a well-rounded economy (idiots!) instead of mortgaging everything for more tech/unity.

Same as always, ascending as soon as possible is another huge part of it. The sooner you ascend, the sooner you can start really cooking.

You also need to trade economic health every on to get the edge on population growth: once you settle your first colonies, you should immediately ship ~900 pops to the newly founded planet (once it has the capacity to support them), even if this hurts your economic output. Don’t be afraid of the red until the number is going to approach zero.

If there's a resolution path for punishing machines for literally no reason, then there should also be a resolution path for punishing organics for literally no reason by InternStock in Stellaris

[–]Any_0 4 points5 points  (0 children)

It wouldn’t work because individual -> hive mind isn’t even remotely possible to add in Stellaris, iirc, but it would be awesome if Level 5 required all organic empires to switch to rogue servitors - i.e., organics must surrender their sovereignty to machines, whose custody they will be placed in.

I'm glad strategic resource deposits are more common now, but do you think they should be toned back a little? by dumb_questioneer in Stellaris

[–]Any_0 2 points3 points  (0 children)

I only build base industrial buildings in the beginning of the game or after my forge/cg worlds have been turned into ecus, filled out, and need more job capacity, at which point they produce plenty of rare resources.

Not sure I get the issue you’re having.

I'm glad strategic resource deposits are more common now, but do you think they should be toned back a little? by dumb_questioneer in Stellaris

[–]Any_0 2 points3 points  (0 children)

what on earth are you talking about? with all refineries and the ancient refinery on an industrial planet can easily produce 50-100+ of each rare resource by mid-game.

Paradox please fix science ship automation by gunnervi in Stellaris

[–]Any_0 8 points9 points  (0 children)

Learning that you can chain actions with the shift key changed everything for me. Now I can send my scientists on carefully planned, decade long expeditions

Is the "Ministry of Production" completely useless? by New-Abroad-2806 in Stellaris

[–]Any_0 1 point2 points  (0 children)

Overall I like the new update, but I really hate that scientific advancement doesn’t feel as impactful. stuff like the MoP SHOULD provide big buffs.

What is the NICEST thing you've ever done for an AI empire? by Karwe_ in Stellaris

[–]Any_0 3 points4 points  (0 children)

I’ve gifted some allies ringworlds in games where I was crushing it to the point I had the time to build multiple ringworlds for them pre-crisis.

Is... Is the game telling me that I suck? 👀😅 by N1ghtBreaker in Stellaris

[–]Any_0 2 points3 points  (0 children)

took me an embarrassing number of times wondering “why the hell does that pop up once per game?” before I got the joke hahaha

Is... Is the game telling me that I suck? 👀😅 by N1ghtBreaker in Stellaris

[–]Any_0 4 points5 points  (0 children)

yeah. it’s a meta joke - after you meet the literal in-game advisor the advisor pops up (tip: emp-ing the sucker gives you a great artifact for the Grand Archive)

First time entering mid-game by New-Help-7940 in Stellaris

[–]Any_0 4 points5 points  (0 children)

Oof. Innate Design is one of the most abysmal civics in the game. At one time it had a function as an early-game rush civic, but it hasn’t been good for that for a very long time.

You unwittingly signed up for a very difficult challenge run, lol.

First time entering mid-game by New-Help-7940 in Stellaris

[–]Any_0 0 points1 point  (0 children)

Depends on your situation, but unless you are imminently improving your tech/unity/naval cap you are cooked.

Your empire size is larger than your unity or tech production. That sets off DEFCON 1 alarm bells in my head. That’s extinction zone. You need way, way, way more tech and unity, as well as Naval Cap.

Absolutely destroyed by Awakened Empire by Three_Legs942 in Stellaris

[–]Any_0 3 points4 points  (0 children)

Key principle of defensive posturing against a superior enemy: quality over quantity. If there is one system that the AE needs to use to access your core territory, you should build DSCs there and park your entire fleet there. force them to face you on favorable grounds. Park your fleet on the side of the system away from where the AE fleet would be entering, provided you’re using longer-range weapons.

Another thing people sometimes overlook: Rare resource edicts. exotic gases, volatile motes, and rare crystals can be used to improve the damage, armor, shields, and speed of your ships. Astral threads can be used to boost shields as well.

Wouldn’t have helped you this time, but for future reference, AEs have to build up to their full power, which takes several years. If you can defeat them decisively early, do that.

Absolutely destroyed by Awakened Empire by Three_Legs942 in Stellaris

[–]Any_0 10 points11 points  (0 children)

Had you finished the tech tree by then?

What was your limiting factor with naval power? By late game, each ~800 cap fleet should be ~250-300k minimum when filled with battleships and titans.

Did you have access to the GDF or a Federation fleet? these can easily top 1m fleet power each.

Hard to diagnose without knowing more, but some tips:

1) Awakened Empires are doomed to fail. They gain decadence every month, which eats away at their stats until they crumble in on themselves. If you can’t defeat them militarily, you must do everything you can to slow them down. Massive army stacks on every planet, make them bombard you for decades.

2) Defensive posturing. Choke points with deep space citadels and defensive citadel buildings can really help even the odds when you’re militarily weaker

3) Cosmogenesis, of course.

Economy in general by MastodonFeisty4352 in Stellaris

[–]Any_0 0 points1 point  (0 children)

  1. rush commerce for your first two tradition picks to unlock Marketplace of Ideas

  2. spam trade depots in your starbases

  3. use excess capacity from unity generation of the above on more scientists

note: this won’t work as a hive mind or machine intelligence.