. self. All in all though I think this build I'm playing is more static than I like. Currently bigger empires (ie conquest) is just stronger due to the fact that you can just increase your empire sprawl endlessly (ie no science loss from bigger empires) and the ai has weird ship designs and uses buildings suboptimally. The second approach is a colossus rampage. I would say your focus should instead be on securing defensible chokepoints against your neighbors and grabbing any important resources in your vicinity. The "3. It depends on your definition of tall. There's wide and then there's wider. 0 making playing tall a viable strategy. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. You have games like EU IV, Imperator, and CK2 where playing "Wide" comes with growing problems. theBigTurnip385 Major. Those would be some of the most basic types of non-linear mechanic which could make Tall play start to exist. Egalitarianism + fanatical spiritualism + corporation for unity. 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. 87 Badges. "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. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. The bad news is that you start with one, and to. If for Civ 5 difference between small and tall does not matter, it is fine, it is a different game. Hello my most pious followers. That doesn't mean a low amount of colonies; in fact, often more. Tall builds are barely viable with DLCs, without them they're basically impossible. I've read on here that playing tall in 2. Subscribe to downloadChoices Matter: Tall vs. Clone army with the Ascendant path since you get 100 pops with +40% ruler output and +20% specialist output. Low empire size penalties mean that; your empire will be researching and unlocking traditions faster than your neighbors. . To add to this, both implemented systems of empire sprawl, both post and pre 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. Especially if you've been away for 1-2 years. The upcoming 3. There are a couple of problems with playing tall. Playing tall is more viable now, there will be buildable habitats which are basically small planets and the new unity mechanic will also favour smaller empires. InflationCold3591. Empire sprawl is still used by the community, and the terms are interchangeable. ago. 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. If you want to play a game where Tall playstyle is possible, play Endless Legend. In Stellaris the game naturally flows for you to be playing Wide and the only way to play tall is by stacking habitats and/or ringworlds in your territory to make up for the lack of actual habitable planets you may find yourself with. That fixed a lot of problems. The 0,1 penalty is the +10% penalty per system other than the first one. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. Pacifism also allows the player to pick an exceptionally powerful Civic, Inward Perfection. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. 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. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". 0, is quite annoying due to the new pop cap for large empires. 7. Jun 14, 2021 2. 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. 130K views 5 years ago. 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. 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. 4 planets that are high ascension level and low empire sprawl is tall, since in current Stellaris, each planet is basically the equivalent to an entire city in a game like Civilization. Meaning it was a lot easier to out-tech wide empires. Lots, and lots of resources. The current raiding playstyle (whether from civic or ascension perk) is worthless. Top 1% Rank by size. You can no longer colonize large swaths of space with a vassal swarm either. Since colony ships wasn't researched at the start, I. Weekly PSA: Habitat spam is the definition of playing wide. There are a few common Playstyle types and each type will face similar issues regardless of how the galaxy was created. I cant play stellaris this weekend to try and min max this build, so monday I can give you a stronger suggestion. NB: this is system not planet. ago. Stellaris. Tall since well, ever, hasn’t been a great option but now more. And yes, having only say, 10-15 systems and using habitats and stuff to build them up is playing tall. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. Okay, first things first, if. ago. Technically voidborn in a very small space is playing wide, in a very small space. ago. The winning strategy was always to expand as widely as possible because doing that. I'm a poor guy, can't afford the DLC. Often multiple playstyles apply and synergize. I can also use influence to grow taller by activating an edict, making my. Currently in 2. Wide involves expanding as much as possible and colonizing as many planets as possible. How to Manage Empire Size in Stellaris. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. This mod makes all the special systems in stellaris have a 100% chance of spawning. 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. It can however be pretty challenging on to get right. Hey guys, I'm not very good at this game, i played 3 times on ensign now and i have not really become more powerful than other civilizations. It doesn't work in Stellaris (at least in 3. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. Hello my most pious followers. 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. Noanamus Mar 6, 2017 @ 4:21am. That is, you stay small for some time so you can: - focus on science. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. My goal for an empire is to be a Megacorp with a fallen empire overlord, grow tall as I can, and make as much energy/research as possibleTall play in Stellaris is extremely difficult as it requires careful tuning of many parameters. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. hirtes Mar 29, 2020 @ 6:30am. 0 there is no difference between science going tall or wide. Also without guaranteed worlds if your unlucky you're forced to go to war or go tall. We will be (almost). A place to share content, ask questions and/or talk about the 4X grand strategy…The main problem is that Stellaris is a game of resources and pops are the most precious one, tall empires are awful in those regards and they also run the risk of lagging behind in the tech department which is bad. R5: I just love having vassals and building a hegemony over conquest. 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. Stellaris is a game I fall in and out of love with every few months and one of this games biggest flaws and probably what stops me from playing it regularly is having to micromanage 50+ planets every few minutes to build homes and create jobs. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. Related. A truly tall empire does not incur the sprawl in the first place. This gets into the debate about what people mean by "tall". For this approach, you'd want origins that can benefit as early as possible from. This guide is incredible. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. To be fair, Tall was more of a fun gimmick run than a serious strategy even before this update. The "3. 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. Intro Stellaris Tall Guide Montu Plays 130K subscribers Subscribe Subscribed 3. ago. 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). Tall empires. So you can play builds that are better at tall but your going to lose out late game. There is no such thing as “playing tall” in Stellaris. Expand at all costs! Wide in general, less-wide if you intend to do an early war of conquest. Conquest is better, but vassals are fun for role playing. 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. As quill is trying to get 200 years of peace achievement. Two strategies stand out when we talk about empire size. 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. . I don't know what version you're playing, but population growth is glacial in 3. Beginner's guide to Stellaris. 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. While I do know some general aspects of playing tall and I also know that in 2. Best. I would say it's not even extra steps anymore, since there's no way you'll get enough leaders to effectively sector an integrated vassal. Your ability to make long term decisions is tied to Influence. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. Ascensions are cool. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. Your civics should be Private Prospectors (you can use energy credits to build colony ships and you get a -33% empire sprawl from systems). #7. In Stellaris, you don't make that choice. Wide still has better overall throughput and is. 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. At this building, I'm pretty certain declaring Imperium would be a net loss. 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. Making this a great strategy for beginners to try out. Trying to conquer whole empire's as soon as met them and have a stronger fleet. I would say it's not even extra steps anymore, since there's no way you'll get enough leaders to effectively sector an integrated vassal. Jun 27, 2017;. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. I would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. Cons: Lots of micro, allows for a degree of dabbling in tall play for otherwise wide empires. On easy difficulties though, wide is better than tall most of the time. However since few systems with a lot of planets/habitats pretty much are the same mechanically I do not consider it playong tall. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. Totally viable. 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. If you make playing wide miserable thats bad too, because for many painting the map is. Compare Stellaris. Build a world cracker or pacifier, declare war, and proceed to destroy all their habitable planets to wipe out the other empires and win a conquest victory. Very high output per system for when your packed in. Thread starter Tuna Cat;. Welcome to the patricians way to play Stellaris. Branch offices provide you a large income supplement, particularly credits, allowing you to focus your own economy. 7. Go for Bio-Ascension for cloning vats. walter. With the changes made in 3. But in Stellaris it seems rather doubtful if you could play tall instead of wide. 0 growth). Stellaris Tall vs Wide, which is better? Wide, the answer is wide. Other good tradition trees for Void Dwellers include Domination (more influence and housing), Prosperity (more minerals, more specialist output, another building slot). 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. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. I like tall play style but it currently requires more resource density and pop efficiency to work. Stellaris was released in 2016, and it's only been six years. Ecumenopolis helps immensly, as does subjugating half the galaxy for the energy credits. Tall doesn't mean you can't expand. 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. . That's not surprising, since the whole goal of the game is to expand as much and as quickly as possible, but it also means you're basically free to do whatever you want!. 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. Get heroic past (+1 trait) and meritocracy (+1 trait pick) Step 2. 75% boost to the planetary designation on. And in a game about choice the choice to play Tall or Wide should actually matter. Finally, Part 3 contains a mix of tips and tricks for you to use to take your roleplaying to the next level. Even “playing tall” can benefit from this pick early since 30 administrative capacity is nothing and the +20 essentially translates into faster research and tradition. Toggle signature. Stellaris is modelling a whole host of SciFi tropes while also being a 4X game (opposed to the previous two's grand strategy genre). 5K Online. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Ryika Jan 29, 2022 @ 11:08pm. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. In reality it would be just the same wide play, just with fewer systems. ISO system juust flexible enough to accommodate both c. Playing as a corporation is a good way to play tall because 1) the managing is up to the AI so you just upgrade when their population reaches a certain point and 2) it opens you up to the galaxy through business, rather than just through diplomacy. I've taken the society tech for a 10% naval capacity increase once or twice. He noted one of the paradox devs in the Stellaris Devs clash was playing as a tall pacifist empire. Having every planet in a system with a habitat or colony. Another thing is the deep space stuff, and the auto-resettle building. Also, I have never played with catalytic treatment. If you play as a non gestalt empire you can invest your influence into arcology projects for city planets. tall mechanism, so you are not forced to conquer new territories to become stronger. What I do at the. 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. As a result, my mineral and energy credit production is a bit stunted until later in the. 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. This would be opposed to expanding further into space through star bases or. Pick Aptitude as your first tradition to get +1 trait. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. Mar 4, 2022. If there was a way for even more primatives and most empires playing tall and maybe a few colonies, with most of their fleets coming from federations, then that would be a more true star trek scenario. 416K subscribers in the Stellaris community. Building slots don’t expand from population anymore and city districts do not expand them; so, every habitat will be a few slots big until end game. You can also do this as a machine intelligence but its entirely a different strategy. Habitats are incredibly bad now. In practice this means you build Habitats, Ring-Worlds, Dyson Sphere and Science Nexus. A tech tree geared to this Play style would be. I have been thinking about something like this since playing a tall Void Dwellers game right after a very successful wide Overtuned game, but the work involved in sorting it all out was. Report. -By the proposed time of 2350, you will still be ahead of the AI's. 1. But then when I open it I can't close it for hours every time. In a sense, they behave like planets you can construct yourself,. 11 votes, 19 comments. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. Making this a great strategy for beginners to try out. Versus AI its possible to play tall but its harder than wide. You need to go wide to get more resources and fund a larger army. You could also invest in things like ringworlds for alternative planets. 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. 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. So, there needs to be a growth penalty for Wide or a bonus for Tall. This is the truth. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. hirtes Mar 29, 2020 @ 6:30am. Low empire size penalties. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. Trade with AI using rare resources to get rid of workers. 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. Paradox, Please Let Us Play Tall. 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. 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. 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. Internal struggles. 3 was plenty to tackle every unmodded challenge available. 0 anglers got stronger. 5. Stellaris. Since you play pretty much the same if you have 50 habitats rather. Wide shouldn't be better 100% of the time. Tall builds could opt for a characteristic that gives them a tech boost but at the cost of maybe doubling the influence needed for outposts. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. We will use these. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. After that take the angler civic, agrarian idyll and when you get the third one take catalytic converter as thats key to the whole build. "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. There are many, many ways to play a militarist build. Tall builds are barely viable with DLCs, without them they're basically impossible. The only playstyle I do not enjoy is playing with vassals, because I do not fully understand how to make that work and the little bits I do understand just make it seem rather bland. the main contributor to a viable tall play Megacorp's are Stellaris "tall" playstyle. 6. Basically a tall playstyle is ignoring 4x and GSG conventions. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. Tall vs wide isn’t really something that makes sense in context of stellaris or real history. 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. 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. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. Indentured Servitude is the best kind of slavery, as it has the fewest job restrictions. A big part of the goals behind this update is to also make the “tall” playstyle a viable option again. How to Manage Empire Size in Stellaris. Playing tall refers to the strategy of empowering a small realm. 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. This is really very unplayable for me, i hate playing wide, and playing tall I just. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. z0rbakpants • 2 yr. Advice Wanted. That destroys federations) remove term limit. 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. I too like to normally play wide, but I'll switch it up with a tall megacorp. 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. DoeCommaJohn. S. And as a devouring swarm/hivemind, your habitability. Jul 10, 2023. After spending 82 let’s play episodes on insane difficulty (watch it here: ) testing the viability of a tall. Its the eternal question that decides how you’re going to play your game of stellaris and what you early strategy is going to be. Totally viable. 400 stars is a good balance between the extreme crowding of tiny where you are guaranteed 100% constant war, and medium where. I think my problem is that i am too eager to expend. I’m just worried how long it’ll hold an attack back later (I’ve already fought a war to a draw by throwing them back 4. All research, economic growth and army production. With wide you need a ton of governors, and must be replace them constantly. I've seen a lot of people point out that playing tall in Stellaris has often basically been synonymous with just playing suboptimally, since for a long time now it's basically just meant not expanding to fill as much space or colonize as many planets as you could fill, and thus collecting less resources, all while confering little to no benefit in. In Civ 5, taking tradition and limiting yourself to 4 cities for most of the game typically means your cities will grow much faster than if you play wide. Darvin3 • 2 yr. Introduction Stellaris - How To Play Tall (2. Tall/Wide are CIV terms that the community stole and then tried to apply them to this game and completely screwed everything up. 3 update damages the ability to play wide, going tall is the smarter play. . That doesn't mean a low amount of colonies; in fact, often more. Tall vs Wide. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. You get more yeild from the planet as far as resources plus more space for research labs. This was: The Network. If the devs want to make the game all about. Discussion. You can still play that way. Your empire’s planet is going to explode. Even if we never get a way to truly play tall, we still need to fix the current pop growth model (dominated by how many worlds contribute their base 3. 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. . Two strategies stand out when we talk about empire size. Go away from modifying Empire Size to balance them. growing pops requires going wide and in stellaris pops are everything. In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. I don't want to own any vassals. 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 is way to easy to spam Burocrats to avoid any penalties from rapid expansion. 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. "Playing tall" in Stellaris is always purely a roleplaying decision. Empire Sprawl needs a rework. Playing tall is not only possible, it's insanely powerful and (on Insane), I am always the most powerful empire in the galaxy by 2400. The extremes, right and left, are in the gutters. DIsagree. 10x was very doable. For example the governors, and the space station. That typically translates to two or three sectors, max. 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. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. As I understand, the point is to focus on research and traditions and less so on economy, but I'm trying a tall run now and it feels like everything's sorta slow since my research speed is at 10, 7. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. . 22 Badges. it's important to understant that this advantage is a temporary thing. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. It's not strictly bad, but the research speed is better. 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. Empire sprawl will stay low if you play tall which allows you to tech up and tradition ascend at fast rate. Get those techs and traditions which will make your pops more efficient. I’ve mentioned that playing tall empires gets boring late game. Get a migration treaty immediately so you can get access to other species. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. A tall empire gets the resource benefit without the sprawl cost. Pop growth scales linearly with the number of colonies you own. And my understanding of it (as of everything else) shifts a bit all the time, so. They are more diplomatic than a typical empire, as you'll want at least a couple friends to establish commercial pacts with and build branch offices on their places. Thinking about playing stellaris is boring, I don't wanna open the game. In Civ 4, which is an actual 4x game unlike Stellaris, playing "tall" is viable. . Step 3. 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. CryptoDeveloping Planets - Play Tall! This mod allows you to develop planets. But if you want to play tall how can we make the most out of y. 3; 1; 1; Reactions:. I had 2 victories in approximately 360h of playtime. At 200 population (which isn't big enough. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. 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 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. 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. At the very beginning of the game you can get some pretty good growth by putting your homeworld into capacity bonus territory, but as your empire-wide population grows the pop growth penalty just gets bigger and bigger. So today we're going to take a look at a general overview of. ago. The tall playstyle dines like a gourmet only picking the very best and shunning the crud. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits See moreHow to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it. CK2 took around 8 years until the release of ck3. Tall is not efficient, it only gets you what you need and often pertains slaving. 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. ”. This is the truth. Imo the best definition of play wide is a lot of systems. imo, ethics, materialist research speed bonus is great, and robots are an extra source of pops, so it is excellent. Technology_Training • 3 mo. 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. I have read a lot that playing wide, after 3. It can however be pretty challenging on to get right. 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. One of the biggest changes is the name change from Empire Sprawl. 2, I must say that I enjoy 3. One of the biggest changes is the name change from Empire Sprawl. Tall really does not exist in Stellaris as you can be wide without expanding allot of territory. 3. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. 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. You can make the argument that 2. Too many planets to manage.