Stellaris playing tall. 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. Stellaris playing tall

 
 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 moreStellaris playing tall  It also allows you to focus on building up your core planets MUCH more from my experience, since I can just keep to myself while my allies/defence stations act as

Spreading all over the map is playing wide. Jul 10, 2011 578 250. I would say going tall is even more viable now. Open menu Open navigation Go to Reddit Home. 0 making playing tall a viable strategy. 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. 1. That's what 2. The faster you can do it, the less likely other corps can get them from you. 0 making playing tall a viable strategy. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. Those people are wrong, as are you. Flag was a pyramid symbol with yellow and black (split down the middle) yellow as the primary I think. Typically playing tall only "works" early game and it's only a temporary situation. It is way to easy to spam Burocrats to avoid any penalties from rapid expansion. Also a way to request/provide economic assistance and ships when you are attacked would be really good. Since your research requirements go up per each planet you colonize I find for me personally that it is better to only colonize larger worlds (15 tiles or more minimum). Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your planets. like clone army origin - can make some viable tall builds, but ultimately playing tall is intentionally handicapping yourself at this point (including in the 3. 7. With the changes made in 3. Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. 3. Wide dichotomy (or at least attempts to). Tall empires. . It's not about having few planets - in fact you should still get as many ( properly developed!! Stellaris Real-time strategy Strategy video game Gaming. I’ve mentioned that playing tall empires gets boring late game. Okay, first things first, if you PLAN to play tall go for the pacifist build and just switch out later on. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. Stack research until you burst, playing tall without Megacorp or Inward Perfection is tricky, and the problem is that going wide will almost always work out better for you, even with DLC. Playing tall is naturally going to be somewhat more difficult in most cases, as you are essentially intentionally cutting your growth short. Lots, and lots of resources. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. It's not about having fewer planets, but about having less directly controlled space. 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. Agreeing with PsySom here. The truth is there is no “tall” build anymore. He is punching well above his weight, and would be a strong player in multiplayer. Today I have the first new basic build in a while. 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. That depends on what you mean by playing tall. The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. Since you play pretty much the same if you have 50 habitats rather. How to Manage Empire Size in Stellaris. Too many planets to manage. . DoeCommaJohn. 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. Technology_Training • 3 mo. Now that every system increases tech costs by a flat rate playing tall is merely minmaxxing system ownership. Two strategies stand out when we talk about empire size. Play Tall Trait for Stellaris. The other is increased Trade for Xenophile, the Megacorp's Default Capital ruler job Executive and their unity job Manager make trade on the side of their primary output. I could just settle and terraform more planets to make more stations, but that is a long term and expensive process. Hello, since the Galactic Comunity came out with Federations, I been trying to get towards the frists empires that have the most Diplomatic Weight, however, my playstle are mostly playing tall, with few sectors and planets on it, and with a 1000 Star and 25 empires, it seemed that wide empires tend to have more diplomatic weight because they. Tall means you really stack all you have onto a few systems. This reduces the number of different buildings you expect to build on each planet. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. I too like to normally play wide, but I'll switch it up with a tall megacorp. The core mechanics of Stellaris are absolutely compatible with Tall vs Wide, it is just that wide has had repeated postive improvements over the course of the games development, frequently at the expense of tall play. The game design of Stellaris will always favor wide over tall. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Stellaris has an abstraction for Tall vs Wide in-game: the Empire Size mechanic. but a bunch of people would scream bloody murder about how they “nerfed” wide play styles so I doubt it will happen. r/Stellaris. Learn to micromanage. 11 votes, 19 comments. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. I can also use influence to grow taller by activating an edict, making my. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. It’s the ignorant contrarians claiming that only playing tall should be a valid play style who are being told to screw off. HappySack Mar 25 @ 3:07am. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Fluffy-Tanuki Agrarian Idyll • 4 mo. 20 comments. 8 ‘Gemini’ release during Q2. 3 comments. Step 2: pretend that you wanted to be small and ineffective in the first place. The benefits of playing tall are as follows: Smaller empires are easier to manage. That's enough to fight 25x in 2300. 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). Every game I'm like "okay in gonna find the nearest choke points and play tall" and never actually do unless I get boxed in. Stellaris Tall Build Guide. You get more yeild from the planet as far as resources plus more space for research labs. Keeping a small easily defended area is playing tall. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. But to really take advantage of that small empire size, you need to focus on research and unity. imo, ethics, materialist research speed bonus is great, and robots are an extra source of pops, so it is excellent. It depends on your definition of tall. ago. Throw Energy. In Stellaris I can use my influence to grow wider by building starbases or settling colonies. Go away from modifying Empire Size to balance them. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. One of the biggest changes is the name change from Empire Sprawl. Preface Hello all! This build I have made is something I'd been using since 1. All the changes did was bring them closer together. Any void dwellers build with militarist. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. . Introduction Stellaris - How To Play Tall (2. 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. There are others (edict upkeep + tradition cost) but the research penalty seems to be the most meaningful part given how rapidly a high. It is relatively. 75% boost to the planetary designation on. ago. 3 and my solutions for it. TLDR, I think tall isnt dead, it is just more gradient. Yes, and this is not Civ 5, this Stellaris. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. Yup. 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. ago. . A Void Dweller run will play completely differently from a Nihilistic Acquisition raider run, which will play completely differently from a one-planet-challenge run. Sprawl exists but can be managed at any size. Once you complete your unity traditions hopefully around 2300-2320 (or earlier) ascend your trade world to level 10. For how to: watch some of montuplays newest guides regarding playing tall. I'm considering turning down habitable worlds. In Stellaris you can't colonize a planet or build a habitat without claiming a system. T. It is what gives you access to resources, it is what you use to claim territory. If the devs want to make the game all about. . Darvin3 • 2 yr. 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. It doesn't matter how enlightened your culture or how advanced your technology is because imperium's bloated army can burry yoy under sheer size of it's manpower and resources with guns outdated by ten thousand years. 6 did: it removed the single functionality that provided a mechanical incentive. This is really very unplayable for me, i hate playing wide, and playing tall I just. For how to: watch some of montuplays newest guides regarding playing tall. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Abdulijubjub Field Marshal. There are several reasons for this but the primary factors are how pops are obtained, how resources are produced, and the way new things are created. /rantThe second vassal everyone will want is the Scholarium, who provides a significant bonus to research potential and valuable science tribute. Corporation (almost mandatory for a tall empire) With aquatic + agrarian + thriffy = maximum performance for food and trade value. Since colony ships wasn't researched at the start, I. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. If I'm playing tall, I'm aiming to keep my empire size below 100. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. Wide empires have more pops. Meaning it was a lot easier to out-tech wide empires. I really love stellaris and want to try something new, but run out of ideas, also Stellaris has great communityTall vs wide use to be about science before 2. Low empire size penalties. 8 no DLC. Empire size has changed a lot over the years in Stellaris. My favorite is fanatic militarist/authoritarian with Stratified Economy but no slavery. Stellaris Real-time strategy Strategy video game Gaming. For example the governors, and the space station. ago. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. Get a migration treaty immediately so you can get access to other species. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. Even though there are many reasons why players might want to play tall, Stellaris indeed lacks functionalities that provide incentives for tall play (unless you count the negative incentive of planet & pop management). I explored my immediate area, only went after systems that were "behind" chokepoints (from an outside perspective), and tried to get the basic strategic resources (motes. for many many hours straight. S. So going "tall" is just shooting yourself in the foot. Tall/Wide are CIV terms that the community stole and then tried to apply them to this game and completely screwed everything up. Wide and Tall isn’t a stellaris definition, it’s used in many strategy games. JangoBunBun Blood Court • 1 yr. There's 2 ways to play Stellaris. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. You get 20% from level 3 holy covenant, 25% from finishing the Harmony tradition tree (required to form holy covenant) and 25% from the civic. The challenge can come in the form of story play elements or taking an origin that is plain bad. 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. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. 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. Could you. 0 has a severe unity bug) - when it comes to both unity and research, more planets is always better. habitats as well as branch offices contribute to empire size. This ironically makes the Expansion tradition really good for tall builds, since it gives bonuses to both Admin cap and pop growth speed. "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. "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. 2. Use the outpost cost ethic and build plenty of outposts. The pop growth bonus in particular is also augmented by the bonuses of xenophobe, for a possible 30% base pop growth. Playing Tall vs 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. Making this a great strategy for beginners to try out. Playing tall in Stellaris has always been a mean and not an end. Void Dwelling Megacorp is strong but unless you can balance the Influence (Not as bad now but still tight) and alloys early game. ago The_Godfather69 The Definitive Guide For "How To Play Tall" In Stellaris Console Edition Video This video is my Guide for: How to Play Tall in Stellaris Console. Outside of this there is no "Tall" concept in Stellaris as more. If you don't have to fight anyone for that space, it's free space, take it. Hello my most pious followers. and the edicts and all the other bonuses from low empire size aren't enough as a semi wide empire would be. More planets/habitats means more resources means bigger fleets, etc. The Hegemon is easily the best Origin in Stellaris, and with good reason. Just, because something is. Best. One last tip about resettling pops to take ruler jobs: with slaver guilds, you may have to resettle 3 pops total to fill 2 ruler jobs on a newly conquered planet. Stellaris Real-time strategy Strategy video game Gaming. My 2 cents: tall and wide is a bit nebulous. Fluffy-Tanuki Agrarian Idyll • 4 mo. In terms of strong tall builds that actually perform well, there are basically only two: Habitat Spam, and the Nihilistic Acquisition Raider. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. Warscore, the fleet manager, land warfare, etc. 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. The benefit from playing Tall should be that you make amends, and strong alliances with nearby neighbors, you're not a threat, and they like that. ago. I have been getting back into this game for the past few weeks and i am still unsure how some things work. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. 3 a LOT. In Stellaris, you don't make that choice. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. 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. With that just build as much farming and later industry and become. 2; 1; Reactions: Reply. That efficiency allows your small area to develop fast and do lots with your space, with growth exceeding cap. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. Playing tall may make that a waste of a perk though. TLDR, I think tall isnt dead, it is just more gradient. This would be opposed to expanding further into space through star bases or. | Paradox Interactive Forums. 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. Related. OPS is an excruciatingly tall play-style, but I do promise you'll pick up interchangeable skills that'll enhance your tall play. Report. In just one year, that's 3600 minerals conserved. Fan demand for equally balanced tall playstyles has hindered game enjoyability. I played Stellaris for at least 200 hours before I won my first game. Habitats are incredibly bad now. The 0,1 penalty is the +10% penalty per system other than the first one. You can do this by either vassalizing or stacking minus empire size modifiers. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". This is really very unplayable for me, i hate playing wide, and playing tall I just. Compare Stellaris. Conquest is better, but vassals are fun for role playing. It has factiond designed for playing tall. Stellaris has no such restrictions, in fact it’s the opposite; there are almost no consequences for conquering other empires early, you even have choices depending on your situation, and early conquests allow you to conquer even more mid to late game. Advice Wanted. . I think the whole tall vs wide dichotomy is dumb. Thus, this guide is divided into three parts. Good tall player should get atleast 15 habitats in 2230,Synthetic Evolution before 2260. 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. You cannot go tall, becuase you have already cut off your legs and stumped your hands by going standard hive. I'd argue no, due to the nature of population growth and the general lack of bonuses for small empires. But if you want to play tall how can we make the most out of y. Assuming your goal is to win, which version of Stellaris was playing "tall" a valid strategy of winning? Because in my experience, (I started around 1. • 2 yr. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. 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 always run into economic defects, Overpopulation and being serounded by larger empire's. If you stick to 10 systems and spam a bunch of habitats you are 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. What does this mod encompass Play Tall trait Limits Core Systems Allowed2. Darvin3 • 1 yr. Since you dont have many planets, you cannot match the natural pop growth of wide empires. Turn a planet into an ecumenopolis and set them to work on whatever you need (alloys, unity, consumer goods) or research ring/relic world. It would mimick a wide play power curve, but with a tall looking empire. Playing tall as Megacorp is very easy and you are an impossible Empire to conquer because defending your borders is very easy. Jump to latest Follow Reply. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. With that in mind I think it's a step in the right direction for that kind of. Right now it is not viable to play a small/tall empire. A 25k bastion requires 0 minerals per month. The game itself doesn't lend itself to tall play, as the main way the empire can grow is to have as much minerals as possible. There needs to be incentives and/or boni for playing tall, like increased tech speed or unity gain. Get a migration treaty immediately so you can get access to other species. Reply. z0rbakpants • 2 yr. 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. Basically a tall playstyle is ignoring 4x and GSG conventions. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. Unlike Civ, in Stellaris "tall" isn't about same output from fewer (but more developed) planets. This is really very unplayable for me, i hate playing wide, and playing tall I just. There is the playing tall strategy. You could also invest in things like ringworlds for alternative planets. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. the tech tree ends at some point and the. 3. Technocracy is amazing for more research gains. Megacorp is probably my favorite thing in Stellaris. 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'd like to see Stellaris travel down this route with a focus on corruption and general population unrest the farther out a colony is settled to the point where your fringe worlds need a constantly police or military presence to keep subdued unless you. Terraforming to be 100% habitable for your pops. . 0 anglers got stronger. Ryika Jan 29, 2022 @ 11:08pm. When i play these it often ends. I was watching quill18's latest series on stellaris. 7. 0. 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. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. it's important to understant that this advantage is a temporary thing. Tall doesn't mean you can't expand. Considering the asking price I suggest of buying this DLC only if you are interested in playing as a Megacorp or if you already have a good selection of DLCs. Thread starter Tuna Cat;. you can gain a significant advantage in tech and traditions by focussing on a small number of large, well developed worlds. But the tall/wide distinction isn’t all that meaningful in Stellaris — you’re still managing more worlds and taking up more empire size, just in a smaller geographical space. So, there needs to be a growth penalty for Wide or a bonus for Tall. If you play habitats you can get more resources from jobs without actually taking up more space. On the plus side, we get more unity faster without explicitly focusing it. But what exac. Origin varies but Gaia, voidborn and the ever broken ring world start works well. In 3. 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. HopeFox • 6 yr. If you're playing a standard planetary economy, you are either going to need to expand or get yourself some vassals. 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. The system is the backbone of Stellaris. 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). I think my problem is that i am too eager to expend. • 2 yr. By Obsidian Shadow. Empire Sprawl needs a rework. Conventional wisdom is that playing wide is easier than playing tall, but my experience has been the opposite. But in Stellaris it seems rather doubtful if you could play tall instead of wide. A scenario or playstyle that couldn't be improved by more expansion is not possible. 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. While I do know some general aspects of playing tall and I also know that in 2. 0 growth). Having lots of systems is not a wide play-style, having. Playing tall has genuine benefits in terms of potential mid to late game expansion. Base habitat, with the size modifier, will have maybe half population growth from size penalties. . There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. Tall builds are barely viable with DLCs, without them they're basically impossible. Generally, there are 3 strategies you can mix and match. Tall since well, ever, hasn’t been a great option but now more. And Ringworlds would still have that drawback. Top 1% Rank by size. 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. Ring world is really really strong for tech rush and tall builds, as well as merchant builds, which is not what DE is meant for. On easy difficulties though, wide is better than tall most of the time. 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. This misconception revolves around playing Tall vs playing Wide. I don't know what version you're playing, but population growth is glacial in 3. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. It does make sense in stellaris to play as a "Tall" empire. Overlord has changed a bunch of things when it comes to vassals and such. Jump to latest Follow Reply. 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. NB: this is system not planet. Generally, if you can have a large number of planets, there is little reason not to do so, since they will all develop more or less at the same pace. 1 rules, the best way to play Tall was to reduce the number of systems you controlled. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. 06c (updated 11/14/05). Technology_Training • 3 mo. Related. 2. #7. 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. Also, I have never played with catalytic treatment. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. Super OP Tall Build. You can play a faction which only ever has 1 city, but everything is concentrated in this one city. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. 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. Totally viable. Wide involves expanding as much as possible and colonizing as many planets as possible. It would mimick a wide. I keep seeing stuff around the internet about 2. If you stick to 10 systems and spam a bunch of habitats you are playing tall. You will be slightly less ahead, as the AI here is much better at tech, but still a massive lead. The wide playstyle embraces sprawl inefficiency like a friend absorbing everything it can, heedless of the diminishing returns. I don't understand how playing tall in this game works. Megastructures aren't the only way to succeed when playing tall. 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 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. The S Tier only features the best of the best Origin available in Stellaris. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. Trying to conquer whole empire's as soon as met them and have a stronger fleet. We have another 2. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed. Then again: No pops, no win in Stellaris. There is a heatmap for that out there on the internet. You stick to yourself, and they like it. Enjoy your stratified society. hirtes Mar 29, 2020 @ 6:30am.