I dont argue that bigger was better. Im saying there was a (proto)concept of tall vs wide from the beginning.
Come on guys, this isn't Starcraft. It's sufficient for tall play to be 'viable' where viable means : conductive to an agreeable play-through that allows access to all or most features of the game.
I see you dont understand what tall and wide are.What does it mean for a strategy to "exist" if there's no circumstances where it can compete with the alternatives?
Tall play in Stellaris 2.0 is about limiting the amount of systems, not planets.Well, i would agree with that, I just don't understand people arguing that going small and gimping yourself by giving planets to vassals is somehow optimal now.
In Civ 1-3 they had corruption which was limiting, but not completely destroying, next city outcome. Was still useful to place a city to deny the land your opponents.It's hardly an essential concept. The civilization series really only allowed a tall strategy in number 5, which hasn't limited its success at all. Civilization 6 is a really good game despite having no penalties to expansion at all.
I don't think tall vs. wide was a thing before Civ 5, the bigger was always better. Any examples from other games?"Tall" and "wide" are abstractions for gameplay purposes, and the concepts exist because they are integral to the opportunity cost of going dense vs going outward with respect to technology in the game, in turn because technology research in games is also an abstraction. The divide has existed since the birth of 4x games because they are essential concepts, and you can bet when Paradox releases Stellaris 3 in 2030, we'll still be having this discussion.
Bigger was better, but that isnt strictly tall or wide.I don't think tall vs. wide was a thing before Civ 5, the bigger was always better. Any examples from other games?
Tall is essentially a "research focus" whereas wide is a "conquer focus" in order to fulfill the victory requirements. If there is a game where you can do both maximally with zero tradeoff, then its not a strategy game.
There are nothing in the game which indicate that communication is in any way instant or not empire wide. There are just highly abstract game mechanics.
With your logic then resources such as energy, minerals and food are magically teleported with 100% efficiency wherever they are needed and industrial tools and machinery accompany them wherever they go, except for construction ships (but resources still teleport to them).
My opinion is that the game operates on a scale similar to 15th-19th century Earth in terms of colonies and communications. While communications likely are much faster than actual travel it would be more like late 19th century telegraph kind of communication efficiency in comparison.
But that is only my opinion and the game really say nothing one way or the other. In game information provided for the player say nothing about how information flow in the world of Stellaris. Have you ever seen any game where in game information are ever delayed to the player as an intentional mechanic?!?
Tall play in Stellaris 2.0 is about limiting the amount of systems, not planets.
I'd estimate that ~20 systems with an average amount of planets (habitable or not) is enough to be fully competetive.
That's how tall was defined in Civ 5.Tall is essentially a "research focus" whereas wide is a "conquer focus" in order to fulfill the victory requirements. If there is a game where you can do both maximally with zero tradeoff, then its not a strategy game.
It wasnt formalised into those terms until that point, but the preliminary concepts were there from the beginning.That's how tall was defined in Civ 5.
FYI, there are no search results for "tall vs. wide" before Civ 5 got released.
Anyway, I figured I'd roll back the last 20 years and play it a bit better to see if my estimates were correct, seems like they were, so here is a decent baseline for tall play, although I'm sure many will do way better.
Infinity almost understood, never saw the auto curating vault, species is now Erudite Robust Thrifty and Conversationist, Positronic AI almost done, living metal within borders and being researched, research institue is built.
Mega - engineering done (took 100 months), 27 systems, 4 fully popped habitats, 1 under construction and 1 about to be colonized. 12 planets in 27 systems, about to start the nexus once the influence gets there.
Unity output of the planets ranges from 50 to 100+
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Got like 50 vettes with a trickster Admiral, and shitty weapons, but as I said, star fortresses all over the place (chose to skip citadels for mega engineering since my xenophobe neighbour can't beat me anyway)
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Now just need to rush to ascension theory for the unity edicts, and decide what final perk I want.