Hey everyone!
I'm MrFreake, community manager for WSC a discord community dedicated to Stellaris multiplayer. I thought I'd check in, and post a few observations from the first few weeks of 2.2 (and 2.2.2).
First off, I love the planet changes. I can't stress this enough, combined with the changes in 2.0, 2.2 is getting pretty damn close to the dream 4x game.
It seems that there are two prevailing strategies that have emerged in multiplayer. Both are based around the same essential build:
F militarist and stacking fire rate bonuses.
Without going into too much detail, here's how you do it:
1) Build at least four alloy foundries on your homeworld, by replacing the start buildings.
2) move all your pops onto minerals, ignoring energy completely
3) use your huge alloy income to build corvettes
4) when you have ~30 at year 10-15, rush a neighbor
5) just before you go to war, sell everything you can to get enough energy to power your fleet
There *are* ways to defend against this, the best way presently is to do the same thing, but not rush. If the defense stations got a rebalance (more here: https://forum.paradoxplaza.com/foru...ve-stations-cost-more-than-starbases.1139272/ ) it would help considerably, combine this a return of FTL inhibitors to starbases off game start, and it would slow this strategy down somewhat.
When you rush your neighbor, you have to options:
1) Take the enemy homeworld, and move all their pops to your homeworld (the Scoop method), and set them to livestock.
2) Demand the other empire become a tributary.
I'm not going to do any back seat game-dev here, but some limiter to tributaries (in internal conversations, we've been flirting with an influence cost/upkeep), and moving pops would be a great balance to this.
I'm not opposed to this playstyle, it does add a nice flavor to a devouring swarm or hivemind that they do this. However something to make it a *little* less powerful I think may be in order.
Thanks for reading!
I'm MrFreake, community manager for WSC a discord community dedicated to Stellaris multiplayer. I thought I'd check in, and post a few observations from the first few weeks of 2.2 (and 2.2.2).
First off, I love the planet changes. I can't stress this enough, combined with the changes in 2.0, 2.2 is getting pretty damn close to the dream 4x game.
It seems that there are two prevailing strategies that have emerged in multiplayer. Both are based around the same essential build:
F militarist and stacking fire rate bonuses.
Without going into too much detail, here's how you do it:
1) Build at least four alloy foundries on your homeworld, by replacing the start buildings.
2) move all your pops onto minerals, ignoring energy completely
3) use your huge alloy income to build corvettes
4) when you have ~30 at year 10-15, rush a neighbor
5) just before you go to war, sell everything you can to get enough energy to power your fleet
There *are* ways to defend against this, the best way presently is to do the same thing, but not rush. If the defense stations got a rebalance (more here: https://forum.paradoxplaza.com/foru...ve-stations-cost-more-than-starbases.1139272/ ) it would help considerably, combine this a return of FTL inhibitors to starbases off game start, and it would slow this strategy down somewhat.
When you rush your neighbor, you have to options:
1) Take the enemy homeworld, and move all their pops to your homeworld (the Scoop method), and set them to livestock.
2) Demand the other empire become a tributary.
I'm not going to do any back seat game-dev here, but some limiter to tributaries (in internal conversations, we've been flirting with an influence cost/upkeep), and moving pops would be a great balance to this.
I'm not opposed to this playstyle, it does add a nice flavor to a devouring swarm or hivemind that they do this. However something to make it a *little* less powerful I think may be in order.
Thanks for reading!
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