Stellaris newbie, need tips

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Zeqs

Private
7 Badges
Jan 23, 2017
16
0
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Prison Architect
Hello all.

I've been playing Stellaris since Asimov, but even now I still can't really manage to get strong enough for endgame content. Where did I go wrong? Do you have any tips for my early game and planet/sector management? Some of my usual problems:

1. Research and teching. I try and build Research lab in my Capital World early, but they don't seem to help that much in teching up quickly, despite my Materialist Trait. Should I even build Research Labs in my capital world in the early game, or should I just leave researches to stations and gradually transition to dedicated research lab mid game?

2. Fleet Upkeep. Now this is the big one. Mid-late game, I usually have enough industrial base to quickly field a 400+ armada (mostly Battleships), which does make me the one with dominant fleet strength. Problem is, the moment I go to war and those ships go out of the docks, the upkeep immediately makes my energy and mineral income down into deficit. How many worlds / sectors should I dedicate to keep my fleet floating?

3. Core World / Sector balance. Related to question 1 & 2, I used to have 1 dedicated Research Core World and the rest goes to Energy, and Sectors go into Research production or Minerals. But even with these, I still get deficit on energy and especially mineral, the latter of which really cuts down into my capability to rebuild quickly.

4. Diplomacy. I don't usually go into Defensive Pacts as they tend to eat up my Influence, but late game I learned that I need allies to tackle the enemy and their allies. How many Allies / Influence would you suggest for me to keep?
 

henzington

Field Marshal
93 Badges
May 28, 2013
3.829
1.624
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Apocalypse
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • BATTLETECH: Season pass
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Shadowrun Returns
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Golden Century
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
I usually fill out all the other tiles first and save empty tiles for research or energy depending my needs. Early on research stations take a back seat to energy/mineral ones.

It helps to have an admiral with fleet logistician. Running an energy shortfall is common and an easy solution is to trade with other empires or trade enclaves. I rarely have mineral shortfall but yes it does sometimes take a while to rebuild.
 
  • 1
Reactions:

General Karthos

General
62 Badges
Aug 24, 2008
2.380
1.380
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Together for Victory
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Victoria 3 Sign Up
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Cities: Skylines - Snowfall
  • Europa Universalis IV
  • 500k Club
  • Stellaris: Lithoids
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
Wars are expensive, even when you have an overwhelming fleet/army advantage, it takes time to win, and it costs energy and minerals. The good things is that you're not using the energy credits for anything else; they're essentially useless, you just don't want to run out. A mineral deficit can be a major problem, but if you wait six months and don't build anything in that time prior to declaring war, then you can afford a slight mineral deficit long enough to win a war.
 
  • 1
Reactions:

Seryss

Second Lieutenant
6 Badges
Jul 14, 2016
136
64
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
1. In the early game it usually isn't worth building labs until your homeworld mineral/energy slots are filled. You mainly focus on increasing mineral production followed by enough energy to keep everything going, and to allow you to go over fleet cap. After your first few core worlds are established you can start throwing down a few labs on science tiles, later in the game you may even devote entire worlds to research, and some power plants on the 4 tiles adjacent to your capitol building along with a few more on energy tiles.

2. You have to build power plants on every energy tile, and quite a few blanks (i'll even build over mineral tiles on a non slave world) to ever hope to come out low negative once your fleets get big enough. In some games i produce 1-2k energy/month and cap in just a few months, energy cap is just ridiculously low. If you have the leviathan dlc there are traders that trade minerals for energy, if you have high mineral production you can just trade forever (it's a pretty cheese solution to a really questionable fleet mechanic cap) but if you don't meet one, or they get blown up by a wraith it doesn't really matter so it's not really something you can count on. You can try to jiggle some sectors, and/or move some pops around to power plants on worlds that aren't fully developed. If you have well developed mineral focused worlds start blowing up the +2 mineral space mines they're a pretty big waste of energy ditto + 2 science.

2/3 you can't really trust the sectors to accurately build to take into account the future massive energy expenditures, but if you manually redevelop your worlds to be exactly what you want them to be, you get the over core energy debuff or your expansion grinds to a halt for 10+ years while you redevelop - it's a big circle of frustration.

3. Short answer - it's complicated. Longer answer - most people will not go through the trouble of evaluating a fleets current and future maintenance cost, while predicting their fleet growth to come up with anything better than a guess. Your maintenance costs will change, and the bigger your fleet gets the more your building ratio will trend toward power plants over everything else.

4. Dunno i usually only form defensive alliances at the start of the game, and largely abandon them by the mid game. I wouldn't let myself dip below 3/month for any reason, and would try to maintain at least 200 at any given time at the mid game and later.