stellaris playing tall. It's like having a huge empire to defend, but you don't get the huge economy to go with it. stellaris playing tall

 
It's like having a huge empire to defend, but you don't get the huge economy to go with itstellaris playing tall  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

I could just settle and terraform more planets to make more stations, but that is a long term and expensive process. For tall since you aren't conquering pops you MUST grow them. 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. 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. I am enjoying playing "Tall" and focusing on tech, planets etc. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. Jump to latest Follow Reply. A few years ago, playing tall was the only way to win, and beginner players were asking what this is and how they go about doing it. Some used one planet. Empire Size currently provides a rubber band on big empires being better than small empires. ago. Stellaris players aren't at all happy with the AI habitat spam that plagues their games and have rallied yet again, begging Paradox to address the grand strategy game's long-running issue. The only way I can define Tall in Stellaris is when you focus heavily on science from day one to make your POP more efficient. If you play at higher difficulties, then it’s supposed to be hard. This can boost its trade value over 80%. Go away from modifying Empire Size to balance them. Playing tall is a long-term strategy, so players should generally start using it. However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your planets. 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. 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 How 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 a shot. Then set your fully enslaved, indentured servitude species to social welfare for the best stability and production/upkeep efficiency. The bad news is that you start with one, and to. Good tall player should get atleast 15 habitats in 2230,Synthetic Evolution before 2260. Best. Best. I was watching quill18's latest series on stellaris. There is no such thing as tall in Stellaris. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. You will be slightly less ahead, as the AI here is much better at tech, but still a massive lead. CelestialSegfault • 10 days ago. It's not strictly bad, but the research speed is better. ISO system juust flexible enough to accommodate both c. 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. 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. They have a 100 pop max capacity and 35% bonus on specialist/ruler output. That require you to explore and have them in your territory. The bonus of it is you can probably defend your entire space with one fleet. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". Outside of this there is no "Tall" concept in Stellaris as more. I personally think thats fine, because I think that playing tall SHOULD be a challenge. . TLDR, I think tall isnt dead, it is just more gradient. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Generally it's not really practical to play tall without the Void Dwellers origin as you would need insane luck to have a good. Key ethic: Fanatic PacifistKey civic: Beacon of LibertyKey trait: Docile/Streamlined Protocols Key traditions: Dom. 0. Tall builds are barely viable with DLCs, without them they're basically impossible. Give me the most broken empire you have. A Tall play now isnt about just being small, it is about being efficient. You'll have tall/wide elements in all empires depending on how you play, whether you're role-playing or not, whether you're playing single or multi and also your ethos and civics. Stellatis is tough. Thus, this guide is divided into three parts. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. 273 upvotes · 38 comments. 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. If you happen to trigger a certain precursor, but then the areas where their events can spawn end up occupied by other empires, you can be left with 0/6 hints. 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. You get more and more ways to focus your power inward. Playing tall was heavily nerfed with changes to habitats. 0 playing "tall" was nebulous at best. Ryika Jan 29, 2022 @ 11:08pm. 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). We will use these. Beginner's guide to Stellaris. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. However, I am interested in playing tall, since maybe this is the best strategy for me. 130K views 5 years ago. Egalitarianism + fanatical spiritualism + corporation for unity. For this approach, you'd want origins that can benefit as early as possible from. Meaning it was a lot easier to out-tech wide empires. You get more and more ways to focus your power inward. walter. Yeah, it would be nice if the game supported playing tall. hirtes Mar 29, 2020 @ 6:30am. With the changes made in 3. the main contributor to a viable tall play Megacorp's are Stellaris "tall" playstyle. 1" patch out on the 14th shouldn't really change habitat. I've read on here that playing tall in 2. So does pop assembly, which comes from one-per-colony buildings. After spending 82 let’s play episodes on insane difficulty (watch it here: ) testing the viability of a tall. 75% boost to the planetary designation on. If you rely on the bastion for defense for the latter half of the. 419K subscribers in the Stellaris community. for civics, mechanist is pretty good, syncretic evolution is great too, technocracy is ideal. 13. Stellaris Real-time strategy Strategy video game Gaming. One of the biggest changes is the name change from Empire Sprawl. I keep seeing stuff around the internet about 2. theBigTurnip385 Major. 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. On easy difficulties though, wide is better than tall most of the time. Planets are capped in tiles, jobs and housing. The 0,1 penalty is the +10% penalty per system other than the first one. Introduction Stellaris - How To Play Tall (2. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. But you're right. . Part 1 is intended for beginners and explains the basics of roleplaying as well as how to integrate it into your games. . If you spreadsheeted the numbers for the old sprawl system, the best empire size for optimal tech output was around 20 planets, which is much larger than most people would consider to be tall, and even then such an empire's tech advantage only started to be. But if you want to play tall how can we make the most out of y. That typically translates to two or three sectors, max. 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. . Introduced with the title's Utopia expansion, habitats act as a tool that enables playing tall. But to really take advantage of that small empire size, you need to focus on research and unity. Build Starbase at choke points, not on all outposts. 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. Playing Tall is a very special type of empire. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. But then when I open it I can't close it for hours every time. I played Stellaris for at least 200 hours before I won my first game. Tall strategies focus on having a few cities packed into smaller territory but much more heavily upgraded. The faster you can do it, the less likely other corps can get them from you. 10x was very doable. 9K Share Save 312K views 2 years ago #Stellaris #Tutorial The first 1000. 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. One thing you can watch out for is that each precursor has areas of the map where their events can spawn. I finished a rear admiral playthrough as a megacorp recently, no gameplay-changing mods. So really it's up to you. Admin cap is super important since you're more sensitive to sprawl penalty. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. We have another 2. If you want to be able to play Tall, play Endless Legend. Bureaucrats killed tall. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. 17th century high fantasy setting and 9th to 12th century sword and sorcery setting that’s not 5e, pathfinder, dungeon world, or AGE, or DCC (i run that a lot and love it but looking for more structured skill system) that has support! 5. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. CK2 took around 8 years until the release of ck3. Not coincidentally, it’s also the biggest driving incentive toward playing wide. It was not fun. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. What Stellaris Does Right, for now. 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. 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. This is because it's more efficient to have one production-boosting building affect 10 buildings than 2. You use the early bonuses to advantage early-mid game expansion and transitioning into a 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. Empire sprawl is still used by the community, and the terms are interchangeable. That's when the mandatory late game genocide comes in handy. hirtes Mar 29, 2020 @ 6:30am. ChronicallyDepressed. are vassals just a prerequisite of playing tall. ) Tip. 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%. NB: this is system not planet. all right. Many people seem to have a misconception what "tall" means in Stellaris. It does not really do much for Tall vs Wide development patterns. In some updates, it was a very effective strategy to get ahead technologically and get early ascensions - it's much less the case now. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. Base habitat, with the size modifier, will have maybe half population growth from size penalties. That's not the definition of Wide or Tall as per Stellaris, the actual game. Going tall is a meme. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. Also without guaranteed worlds if your unlucky you're forced to go to war or go tall. Sometimes I play tall, sometimes wide, occasionally I play as the crisis or as an exterminator. Okokok this is a pretty cool story, but of a long one but still. 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). Jump to latest Follow Reply. 2 updated for 1. I think it would be cool if there was a terraformable slider. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. Build lots of habitats and then ring worlds when you get. Playing tall means not taking very much territory but maximizing what the systems you do take can do. Playing tall works. Start playing on easy mode in an empire that you don't like to play, then set up a goal like geting the worm to terraform your planets and then try to play as robotic ascencion, something stupid or boringly difficult. Wide empires have more pops. Tall since well, ever, hasn’t been a great option but now more. Enemies might scoff at you and only spare you because of your bigger friends. Step 3. This is going to be my updated take on the basic builds. 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. 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. If I'm playing tall, I'm aiming to keep my empire size below 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. Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. !remindme 1 day. "Tall" no longer exists in versions after that change. Going into the fir. This mechanic of diminishing returns leads to two distinctly different play styles, wide and tall. Because it is not wide that is better, it is big. Low empire size penalties mean that; your empire will be researching and unlocking traditions faster than your neighbors. I'm playing xenophile/pacifist, with the idea of growing tall and defend the galaxy against the endgame crisis. Play Tall Trait for Stellaris. I don't want to own any vassals. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. Report. Wide means you have more variety of planets and has its own fun to it. ago. Tall means you really stack all you have onto a few systems. General. Sadly, space gnomes have not been confirmed, so we'll probably be forced to play tall. Being able to work a wider variety of jobs is far more important than the small bonuses the other types of slavery get. In previous patches, especially before 3. the new plant trait of "budding" is pretty good in this scenario as the total size of planet will increase assembly speed but that does mean you can't build machines. 4) playing tall was always a losing strategy and only something you do for roleplay or challenge reasons. If you play habitats you can get more resources from jobs without actually taking up more space. OP, there currently is no such thing as a tall build for this game. 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. /rantThe second vassal everyone will want is the Scholarium, who provides a significant bonus to research potential and valuable science tribute. 8 ‘Gemini’ release during Q2. 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. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Wide dichotomy (or at least attempts to). 0 has a severe unity bug) - when it comes to both unity and research, more planets is always better. A tall empire gets the resource benefit without the sprawl cost. He plays stellaris and stands above 6’5 Reply Modo44 •. Typically playing tall only "works" early game and it's only a temporary situation. Best. 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. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. Imo the best definition of play wide is a lot of systems. This reduces the number of different buildings you expect to build on each planet. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. Another thing is the deep space stuff, and the auto-resettle building. | Paradox Interactive Forums. . With shattered ring, you get 3 big ring sections in your starting system, great for tall play. ago. There is the playing tall strategy. WebShaman • 6 yr. I think my problem is that i am too eager to expend. 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. This is why most people say that wide is better than tall. That doesn't mean a low amount of colonies; in fact, often more. The Hegemon is easily the best Origin in Stellaris, and with good reason. Paradox, Please Let Us Play Tall. Could you. When i play these it often ends. Agreeing with PsySom here. ago. Tall isn't viable nothing in the beta makes tall viable. It is perfect for roleplay purposes, and gives great bonuses, including a +10% increase to pop growth, +5% happiness, and +20% unity. Having every planet in a system with a habitat or colony. I really hope this video helps out everyone and thank you for watching! Nice to see some general coverage on the Tall Playstyle which arent specific Builds. Shipsets were reptilian. 2 I would venture to say the consensus is wide game play is going over the administration cap and tall is staying under it. I have been getting back into this game for the past few weeks and i am still unsure how some things work. Ascensions are cool. Tall is more chill and easier. It doesn't mean it must be. 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. They now cost twice as much and are roughly half as effective as they used to be. Compare Stellaris. 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. 6. In 3. 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. Instead it means to have the same amount of planets but concentrated in a smaller patch of space. Tall Machine Empire, what to spend influence on? Thread starter roboemperor; Start date May 17, 2018; Jump to latest Follow Reply Menu We have. Playing tall means you concentrate on maxxing out a small number of planets and systems, but I just find it inferior to playing wide, winning aside you just miss out on a tonne of content like the architectural digs, leviathan's, etc. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. In Stellaris, you don't make that choice. 1 energy. TLDR, I think tall isnt dead, it is just more gradient. 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. 0 changed that, claiming systems increases tech cost as well as planets, but now population doesn't increase tech cost. the best origins for making the game harder are: Doomsday. Megastructures aren't the only way to succeed when playing tall. • 2 yr. InflationCold3591. Okay, first things first, if. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. There's wide and then there's wider. Go to Stellaris r/Stellaris • by Nimitz-View community ranking In the Top 1% of largest communities on Reddit. Despite all the negative feedback from players who got used to 3. This is in part due to victory conditions which allow a "tall" strategy to work throughout the game, but also because you can leverage your "tall" advantages into a temporary tech advantage at the right times to break out as a large conqueror -- you don't need to. But i definitely struggle when it comes to playing a more aggressive empire like the Commonwealth of Man or the Determined Exterminators. Some used up to 14. The game has been around since 2016 and they. 3 and my solutions for it. Set Galaxy to 4 Spiral Arm. it's important to understant that this advantage is a temporary thing. First things first; your ethics should be materialist-authoritarian-militarist or fanatic materialist-militarist. In that case, megacorp is always good, and void dweller will help overcome the main downside of tall: not enough planets. 0 has brought massive changes to how buildings are acquired, how pops grow and how districts work. Evokes a kind of 'hazard warning' feeling. The truth is there is no “tall” build anymore. In 5 hours I will play Stellaris with my friends. . ago. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. This dichotomy really isn't applicable to Stellaris. Playing tall is naturally going to be somewhat more difficult in most cases, as you are essentially intentionally cutting your growth short. Report. 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. Throw Energy. With voidborne, you can build multiple habitats in a. 2. You could do a subterranean origin with lithoid using reanimator civic…. Cap one or 2 worlds at a time, set food limit to 5k and munch your way to the diabetis throne. 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. mining guilds is a lot better as the. The second approach is a colossus rampage. Welcome to the patricians way to play Stellaris. Base habitat, with the size modifier, will have maybe half population growth from size penalties. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. 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). This may be changing in 3. Sprawl exists but can be managed at any size. Realistically when going tall it means some small set of orbital mines and research stations that weren't your core priority anyways - the core priority ones were covered by your frontier outposts to begin with. 818 votes, 167 comments. If you're going to war, every system claimed is most of a corvette in alloys and a few dozen influence, meaning fewer system claims and fewer corvettes to conquer them. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. I don't understand how playing tall in this game works. Enjoy your stratified society. If you're spamming habitats, you aren't playing tall. It does make sense in stellaris to play as a "Tall" empire. "Tall" in Stellaris isn't doing more with less, it's just having less. (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. However its not completely ridiculous as a way to differentiate play styles. I actually don't particularly dislike this change, but this was how I got. Megastructures aren't the only way to succeed when playing tall. Mind you, even when playing tall, I don't build them, I'd rather. Generally, there are 3 strategies you can mix and match. Stellaris Tall vs Wide, which is better? Wide, the answer is wide. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. 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. It doesn't work in Stellaris (at least in 3. 0 wide was getting as many planets as possible while taking the large tech negatives from having those planets. Jul 10, 2023. Tips on playing wide? So i am trying to play more wide and less tall but i seem to have a problem. All research, economic growth and army production. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. The rules I'm playing with prevent me from ever having any colonies outside my starting system - this isn't as restrictive as it could be since the disk has 6 size 90 worlds on it. Here's what I personally like to do, and it works for me playing tall. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. Making this a great strategy for beginners to try out. With the changes made in 3. It's like having a huge empire to defend, but you don't get the huge economy to go with it. 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. And my understanding of it (as of everything else) shifts a bit all the time, so. 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. Tall doesn't mean you can't expand. Often multiple playstyles apply and synergize. Makes every world a fortress so just expand enough to have planet choke points then turtle with dedicated tech worlds. 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. ago. While I do know some general aspects of playing tall and I also know that in 2. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. 2. 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!. You can still play that way. ago A common misunderstanding is that playing tall means having a small number of systems. Jun 27, 2017;. 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. It's a playstyle meant for defense and not offense. In reality it would be just the same wide play, just with fewer systems. Right now it is not viable to play a small/tall empire. This along with the +25% growth from devouring swarm AND +15% food bonus means some crazy fast breeding. you can gain a significant advantage in tech and traditions by focussing on a small number of large, well developed worlds. Techno Necro. 0 making playing tall a viable strategy. It takes years with a 200+ sized fleet to get literally a handful of pops. . 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. 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. To me, playing tall means investing resources in things that increase the efficiency of your pops, which allows you to produce roughly the. 2 councillor traits out of 3 is good enough for me. 3 a LOT. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Hyndis • Additional comment actions. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. I like my little bubble of about 20-25 systems, depending on what is in them or what they are. One of the simplest ways is to either stand on a chair or wear high heels but it's not very comfortable on the long run. stellaris is a dynamic game, and rebellions and other events always change up the galaxy. It is clear, that Stellaris tries it. Everyone is entitled to their own opinion, but people who play tall are "wrong".