So I recently came back to Stellaris after not having played since before 2.0 and was pretty shocked by the amount of changes. It took me a bit to figure things out especially as so many of the guides that I came across were really based on pre-2.0 including the main wiki guide which is probably what most players initially stumble across.
While that guide still does cover some useful things and has had some updates, it and the in-game tutorial are pretty woefully inadequate especially in terms of explaining why/when not just what you can do. After you get a feel for the UI and understand the basic things you can do, most players will ask themselves when/why should I then do various things?
So I decided to put some thoughts down in hopes that it will help other new players or players returning from not playing for a while. I’m not an expert by any means and have only played a few games of 2.2. I’ll assume players have already gone through the wiki guide and in-game tutorial so understand the basics of what they can do but are looking for the next steps on why/when they should do various things to become better at the game and easily handle even higher AI difficulty levels. The guide will mostly focus on the early game as once you have a strong grasp on how to play well early then its fairly easy to extend that into the mid/late game and your own play style and goals. Maybe I’ll eventually look to do an AAR but here we go…
This guide will primarily focus on explaining the when/why for standard empires like United Nations of Earth and ignore more unique ones like Hive, Machine, MegaCorp, etc. It will also focus on default/standard settings and just primarily cover the early game to get players going in the right direction.
So Stellaris 2.2 mostly boils down to 2 things: total pop growth and influence.
Total pop growth (sum of pop growth across all your planets) is essentially the main indicator and limitation of how fast your economy is growing. This is because almost all of your non-basic resources (consumer goods, alloys, unity, research) are produced by jobs from buildings on your planets and you get a building slot for every 5 pops you have on a planet. So if I have 10 planets each with 20 pop then I have 40 buildings slots (10 x 4) where I can be producing non-basic resources. The higher my total pop growth, the faster I’m gaining new building slots to expand my economy and produce more non-basic resources. Most actions you take in a game should be to eventually get more total pop growth whether that is by attaining pop growth bonuses or expanding to new planets.
Influence is primarily used to build new outposts to expand to more systems. There are a fairly limited number of ways to increase your monthly influence gain so its mostly about ensuring your prioritize those and use the influence you get wisely. The influence cost of each outpost is based on how many hops it is away from your closest owned system so you generally want to try to build outposts adjacent to already owned systems.
Resources are divided into 2 categories: basic and non-basic. The basic resources are produced primarily by stations and district jobs and are mostly used to handle upkeep as well as being consumed to produce non-basic resources. You need a solid foundation of basic resource generation but they alone can’t achieve many of our goals. Non-basic resources are resources that are primarily produced by building jobs on planets. Influence is somewhat unique as you don’t produce it and have limited ways to increase its monthly generation. Alloys, unity, and research are the main resources that we want to maximize our production of as these directly correspond to building ships, gaining traditions, and research new technologies which generally are how we become the strongest empire and win the game. The following gives a brief overview of each type of resource.
Basic Resources
Non-Basic Resources
So early game is really focused on exploration and expansion. We want to own as many systems as possible, colonize as many planets as possible, and maximize our total pop growth in order to create a strong economy that we can then wield as we please into the mid/late game. Many players worry about the empire sprawl penalty but this is actually very low and should for the most part just be ignored.
Exploration is achieved by science ships and we should look to build at least a handful of these. They can explore new systems, survey systems to determine resource deposits and planets, and research anomalies for some nice bonuses. Our main focus should be on finding habitable planets and resource rich systems to build outposts on and expand to. As you find anomalies, you’ll want to consider what level they are and how long they would take your scientist to research (probably don’t want that lvl 1 scientist to spend a few years researching a lvl 10 anomaly). I generally find that if I have a scientist that is at the same level or even 1 level below the anomaly’s level then its fine to research it otherwise the time it takes to research is too long in the early game and its better to come back to it later on after my scientists have gained a few levels from surveying and researching low-level anomalies.
Expansion is done through construction ships to build outposts and stations on systems and colony ships to colonize planets. The more stations we build, the more resources we are generating. The more planets we colonize, the more total pop growth and buildings/jobs we have. We also want to try to quickly grow colonies to 10 pop so that we can upgrade the base planet building to a planet administration to remove the -50% pop growth and get some nice bonuses. To do this we will often look to use resettlement to move pops to our new colonies to accelerate this process. For each planet, we want to ensure we have a few more jobs then we have pop through building/districts but we want to avoid buildings lots of extra districts to create jobs that we don’t have the pop to actually work as its just wasting resources.
So is there anything besides resources that limits expansion? There are 2 mechanisms in the game that can give penalties based on expansion: administrative capacity and cohesion. Administrative capacity is a measure of the number of districts/systems/planets that you own and you get a very small penalty for each point you are over your cap. The penalty is so small that its almost always better to just ignore this and expand as much as possible. Cohesion is a measure of how compact/continuous your empire is. Cohesion is increased by number of owned systems and upgraded starbases while it’s decreased by the number of hyperlane connections leading out of your borders and any isolated systems (unowned systems which only have connections to your empire). If your cohesion drops below 100% then you get a multiplier penalty to your administrative points proportional to how far below 100% you are. In most cases, cohesion naturally stays at 100% as you expand and even if you dip down to 80-90% it isn’t a big deal early in the game. You just want to avoid snaking your empire too much to a point where you have <50% cohesion as that will really hurt your administrative capacity and amplify the penalty you get. So if you snake out to grab an important system then keep an eye on your cohesion and make sure to fill in areas if it starts to dip too low.
The market is your friend. Don’t be afraid to sell/buy resources. The base rate of 70% for your internal market is pretty good and stable. Often you’ll find yourself with extra of something and not enough of something else so use it to balance things out. Often it’s fine to run a monthly deficit of a resource especially energy as there are limited ways to produce it and generator districts are much less efficient than agriculture districts (produce 4 vs 6). You can use the market to cover these deficits by either manually buying/selling resources when you are getting very low on a resource or setup a monthly trade to cover the deficit. The key here is to pay attention as the penalties for running out of a resource are pretty severe so you want to make sure you use the market to address the situation quickly to avoid tanking your economy.
You generally want to avoid having large stockpiles of resources as you should be putting these to good use instead. The one exception is that you do want to have a small stockpile of alloys so that you can quickly expand your fleet and upgrade starbases if needed.
So eventually you’ll have multiple planets and trade routes will be formed from them to your capital. You can also upgrade Starbases and build trade hub modules in order to collect trade value deposits that appear in systems. Trade value is converted to energy 1 to 1 unless you change the trade policy then half of it can be converted to consumer goods or unity. Any trade route that has more than a value of 2 can eventually have piracy which will reduce its value. During the early game, the best way to avoid this is use a few corvettes to patrol the trade routes. You can also upgrade starbases and add trade protection modules to cover the trade route and prevent piracy but its often better to focus starbases on other things and you have a fairly limited number early game. Don’t worry too much about trade in the early game as it tends to be a very small amount of your overall energy production. You also want to generally avoid working clerk jobs unless you need amenities as they are not very efficient compared to other district jobs.
Once you find a cluster of trade value deposits on systems or find some of the AI controlled empires, you’ll want to consider upgrading some of your starbases (outposts) to starports. Upgrading starbases and adding modules/buildings cost alloys and takes a good amount of time to complete. Here are probably the 3 most common early game scenarios for upgrading a starbase:
Once you find AI empires or some aliens that you want to clear, you’ll need to build out your fleet past those 3 corvettes that you start with. Keeping an eye on the contacts view will give you a sense of your relative power to other empires and usually AI empires won’t declare war on you unless they have higher relative power. One of the elements of relative power is fleet strength and is the easiest one to increase.
Early game you don’t have many options to choose from in the ship designer as you probably only have corvettes and a few weapon choices. It’s best to usually create your own ship design so that you understand what options you currently have and what types of ships you are bringing to battle. Probably the most important thing to understand early on is there are different types of weapon slots and each type of weapon has different multipliers against shields, armor, and hull.
So to start, select creating a new corvette design and select the interceptor section (3 small slots). This tends to be the most balanced section choice as the other 2 options are missle boat (1 small, 1 guided slots) and picket ship (2 small, 1 point defense slots). Missle boat tends to be better against larger ship types and if the enemy doesn’t have much point defense. Picket ship tends to be used to counter fleets that are using lots of guided weapons. In 2.2, I’ve generally found that balanced ship design in terms of weapon type and shield/armor is best as upgrading existing ships is pretty expensive so trying to quickly switch existing fleets to different weapons or defenses is costly. So look to add in a mix of energy weapons (anti-armor) and kinetic weapons (anti-shield) as well as a mix of shields and armor so that you fair well against just about any type of enemy ship. If you’ve seen what the enemy has then you can look to create a design that particularly counters what they have (they have all kinetic weapons so I could focus on armor) but be careful as upgrading ships is fairly expensive so if you end up having to fight against something you didn’t plan for and built a very specialized fleet you could be in trouble.
Once you settle on a corvette design, save it and look to start building some from any of your starbases that have shipyards. Unless you are looking to go to war, you generally want to just use your fleet as a deterrent for the AI declaring war on you. You also want to try to avoid going over the naval capacity as going above that increases the upkeep costs of all your ships and can quickly drag down your economy. The fleet strength number shown on the map, is generally a good estimate of how strong a fleet is and comparing that to your enemy is a good way to get a feel for if you would win a battle.
Setup
Starting Moves
Home Planet Build Order (as you have the resources and don’t be afraid to use market to buy/sell)
Science Ship Surveying
Build First Colony
Build Second Colony
Explore and Build Outposts
First Colony Complete
Second Colony Complete
Now What?
So this establishes the base pattern you should work with during the early game until you run out of systems to build outposts on and planets to colonize. Eventually you’ll start finding other empires and want to start building up your fleet strength and upgrading starbases at choke points with your stockpile of alloys. From there, it’s mostly up to you. You should have a solid foundation and on any level below Admiral, be well ahead of the AI empires so have the flexibility to conquer the galaxy or build peacefully.
The following shows a few screenshots showing the progression through this build order to give you an idea of what your empire could look like and general ballpark timelines (I don’t claim to be an expert and there are many ways this could be optimized). Don’t worry too much about timing as you get more used to the game you’ll begin to be faster and you’ll be able to start weaving many of these steps together.
Building First Colony – Alpha Centauri
Building Second Colony – Sirius Prime
Both Colonies Complete and Starting to Resettle Pops from Earth to Alpha Centauri
Alpha Centauri Completes Planet Administration and Third Colony Founded – Roolan Prime
Original Link – Continuation of discussion
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