Kemosabe73

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Jun 26, 2020
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Does anyone know if there are any plans to add the additional end game crisis strengths that are available on PC? I feel like 5X is too easy on standard speed. I'm having to move it up earlier, but don't really want to shorten the game. I don't know - they must have a reason why they haven't included it?
 

MordridBlack

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Does anyone know if there are any plans to add the additional end game crisis strengths that are available on PC? I feel like 5X is too easy on standard speed. I'm having to move it up earlier, but don't really want to shorten the game. I don't know - they must have a reason why they haven't included it?
I don't think we will get the x10 and x25

The galaxy settings haven't really changed much since Stellaris came out on console

This is mainly due to the technical limitations of the game when it was made on Xbox One and PS4, sadly this also effects on the Series X and PS5 [due to backwards compatibility]

We would have gotten these new crisis strengths with the either the Federations DLC or the general patch update that came with Expansion Pass 4
 

RhysTheT00n

Captain
Dec 29, 2019
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I don't think we will get the x10 and x25

The galaxy settings haven't really changed much since Stellaris came out on console

This is mainly due to the technical limitations of the game when it was made on Xbox One and PS4, sadly this also effects on the Series X and PS5 [due to backwards compatibility]

We would have gotten these new crisis strengths with the either the Federations DLC or the general patch update that came with Expansion Pass 4
Even after all this time I can't fathom how beating a 25X Crisis is even remotely possible. I've searched all over for tutorials for higher crisis levels and they're all out of date or suggest strategies I've already tried and been obliterated with. If I get the Prethoryn again next time I'm going to try the Tachyon Lances instead of the Carrier core. I've tried Scout Craft as point defense with Flak Cannons and I've tried Bombers and Swarm Strikers. Just get obliterated. Doesn't help when my juggernaught beelines ahead of my two fleets so it gets destroyed in seconds before it has a chance to do anything, then my 2 fleets lose their aura effect and pretty much guaruntees death almost instantaneously.

This game is fun but nan it takes up a lot of your life
 

Kemosabe73

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Jun 26, 2020
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In my last game, I spawned the crisis a few years early, but I still had 33 fleets, each with about 450k power. By victory year, I had almost 100k science. The Scourge didn't stand a chance at 5X. They only managed to take a few of the AI's systems. I guess I'll just have to move up the end game further.

One of things I loved about the game when I first started playing is that it kicked my butt. It seemed impossibly hard. Now, after much practice, it comes much easier.
 
Last edited:

RhysTheT00n

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Dec 29, 2019
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In my last game, I spawned the crisis a few years early, but I still had 33 fleets, each with about 450k power. By victory year, I had almost 100k science. The Scourge didn't stand a chance at 5X. They only managed to take a few of the AI's systems. I guess I'll just have to move up the end game further.

One of things I loved about the game when I first started playing is that it kicked my butt. It seemed impossibly hard. Now, after much practice, it comes much easier.
Hang on, how early did you start the crisis?

This is what I mean by I don't understand how people beat Crisis on higher difficulties, even when building 3 Ringworlds simultaneously and populating them as fast as my +12 pop growth on 10 planets can allow with nearly 10 Science Nexus' even after hundreds of years I can't get over a hundred thousand science, only in the tens of thousands. Even with 2 Energy Ringworlds each producing 10K energy/m and a Dyson Sphere I can't get the energy or the alloys for 33 fleets (not that I want that many, I'm fine at 10, easier to manage). Are you sure you're on console?
 

MordridBlack

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I don't think it is possible to trigger a crisis early unless some very specific situation occurs [short of setting your end game year date really low, because as far as I am aware the game is set to not have a chance to spawn a crisis until 50 years after that date]

The only specific situation that can auto trigger a crisis on the end game year date is if, according to the wiki:
If there won't be or can't be any War in Heaven, any regular empire has Jump Drives or Psi Jump Drives technologies or the Extradimensional Experimentation resolution is passed they can happen as soon as the end-game year is reached.
 

RhysTheT00n

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Dec 29, 2019
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I don't think it is possible to trigger a crisis early unless some very specific situation occurs [short of setting your end game year date really low, because as far as I am aware the game is set to not have a chance to spawn a crisis until 50 years after that date]

The only specific situation that can auto trigger a crisis on the end game year date is if, according to the wiki:
If there won't be or can't be any War in Heaven, any regular empire has Jump Drives or Psi Jump Drives technologies or the Extradimensional Experimentation resolution is passed they can happen as soon as the end-game year is reached.
So if you have multiple FEs, the EC won't trigger until at least 2325? And if there're no FE's, then it can trigger as soon as 2250? So far if I maintain my economy, I'll be able to turn all my planets to Machine Worlds by 2320, that'll be the soonest I've ever managed it I think. I'm aiming to get all traditions finished by 2350 or sooner so I can get all AP slots and then tech rush my way to Ringworlds, where I can transition my energy economy onto them and turn all my planets into Ringworlds, turning all my planets into Alloy farms. That's not going to happen until 2400 at least. Anyone have a source of tutorials or tips because no one seems to want to document them from what I've found?
 

MordridBlack

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the earliest a crisis can spawn bare minimum by default is 50 years after the end year date you set in galaxy settings [i.e. if your end year date is 2400 then it can start at 2450]

however if the specific situation is met then the crisis can spawn on the end year date, but there isn't much in the wiki saying a crisis can spawn earlier than that
 

RhysTheT00n

Captain
Dec 29, 2019
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the earliest a crisis can spawn bare minimum by default is 50 years after the end year date you set in galaxy settings [i.e. if your end year date is 2400 then it can start at 2450]

however if the specific situation is met then the crisis can spawn on the end year date, but there isn't much in the wiki saying a crisis can spawn earlier than that
And as far as I'm aware the specific situations are how much of the galaxy possesses and uses a certain technology correct? So for the Unbidden the equipping of Jump Drives improves the chances of getting them and the population of robots in the galaxy affects the chances of the Contingency spawning. And if after 50 years after the EG start date those two haven't spawned, the chances of the Prethoryn spawning goes up. If that's the case, then I'm confused as to how Grand Admiral with Advanced AI starts almost always guaruntees the Prethoryn despite usually being able to steam roll me, however I seem to have a strat to stop that pretty reliably for now. So far I don't think I've ever had a need for a fleet in this game, I could have saved quite a few alloys and credits for research. I might try that in the future.
 

Kemosabe73

Sergeant
Jun 26, 2020
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How well I do depends somewhat on the play through. My last game, I played DA and was able to assimilate a couple primitive worlds early on, which gave me a nice boost. After that, I assimilated a couple AI empires until my empire was about as big as I cared to manage. The remaining AI empires constantly warred against each other. It seemed like the slave market was always full. I bought hundreds of slaves and converted them into androids. Habitats are important as a source of growth. I was able to fill 9 ring worlds all working research and energy.
 

RhysTheT00n

Captain
Dec 29, 2019
320
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How well I do depends somewhat on the play through. My last game, I played DA and was able to assimilate a couple primitive worlds early on, which gave me a nice boost. After that, I assimilated a couple AI empires until my empire was about as big as I cared to manage. The remaining AI empires constantly warred against each other. It seemed like the slave market was always full. I bought hundreds of slaves and converted them into androids. Habitats are important as a source of growth. I was able to fill 9 ring worlds all working research and energy.
But how do you manage that so soon? I play DE and the soonest I've managed to get 10 planets colonised is 20 years, however 10 of those years was focused on speeding a bit of unity for the +1 pop per colony and +10% pop growth from Expansion, then the Supremacy tree for cheaper ships. When I'm within 12 months of finishing the Supremacy tree and start to turn all my unity buildings into alloy plants with one as a Machine Assembly plant and another as a a Uplink Node so I can rush as many colonies as possible, when each colony is made I resettle some pops over to build a Machine Assembly plant. Once this is done for all 10 planets I focus on specialising a couple of energy/mineral planets respectively to ramp my economy up so I can mass produce research on multiple planets at once. Getting my economy going is the slowest part because... I don't have an economy, then the first Physics techs I go for are the Field Manipulation types so I can get as many Energy cred techs as possible to make room for more research/everything, then Computing for the Research buildings. For Society I focus on New Worlds so I can push for Machine Worlds and opening up district slots, then I'll go Statescraft so that when the time comes for me to unity rush I have the best unity buildings, for Engineering I'll focus on Void Craft so I can speedrun as many starbases as possible with Hangar craft since for most of the game the AI doesn't run point defense and they're very good against the smaller ships. I'll also focus on Industry for the minerals/Alloys and Materials for the SRs, This is with usually about 7/10 planets cramming out as much research as possible with little to no regard for housing/crime, this is because I know that the housing I have will be more than enough once I get the extra housing from districts and the minus housing usage. In this game I managed to complete the terraforming of my 10th planet to a Machine world by 2320ish I think. I managed to rush and complete all my traditions by 2340ish I think, I can't remember. Now I'm swapping all my unity buildings back to research buildings, I have my capital/homeworld with 5 Nano Plants with 2 Metallurgist techs cranking out as many alloys as I can, soon I'll make my 2nd world do the same. I can build more energy districts but for the time being I'm leaving myself in -112 energy/m while I crank out as much research as possible. It's 2350 and despite a 2250 EG start date the Crisis still hasn't spawned yet and ffs as a result an FE has won the game. I have the Cybrex Ring World in my system, now that's the only useful precursor until Ancient Relics at least. I'm currently rebuilding a single segment of that.

I guess the difference is that you're a DA and can buy slaves and that makes all the difference in pops?
 

Kemosabe73

Sergeant
Jun 26, 2020
87
65
guess the difference is that you're a DA and can buy slaves and that makes all the difference in pops?
My ring worlds were mostly filled with purchased pops - literally hundreds of purchased pops. My current play through the slave market is mostly empty. It depends upon the other empires in the game.

Habitats are also really important. If you have 30 planets, and build 15 habitats - that's a 50% increase in crease in total growth.

I settle every planet. Small planets can be city worlds that are focused on research.
 

RhysTheT00n

Captain
Dec 29, 2019
320
49
My ring worlds were mostly filled with purchased pops - literally hundreds of purchased pops. My current play through the slave market is mostly empty. It depends upon the other empires in the game.

Habitats are also really important. If you have 30 planets, and build 15 habitats - that's a 50% increase in crease in total growth.

I settle every planet. Small planets can be city worlds that are focused on research.
I'm too systematic for this. I like to have 10 normal planets that eventually become Machine worlds and these will give my 12 pop growth/m once I have all the bonuses. They will also maintain my mineral ecomony once I get Ringworlds. Everything else is just Ringworlds with Habitats in all systems of my 10 planets and everything else I bloe up to get Ringeorlds