• 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.

nyah

General
108 Badges
Feb 19, 2008
2.258
339
  • Victoria: Revolutions
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Lead and Gold
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Deus Vult
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Ancient Space
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Mount & Blade: Warband
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
And when I try to expand my borders with outposts what if I run out of influence?

I hardly ever use outposts because they consume 1 influence each month. Only ever when there is a very resource rich system or two within their range or I need them to secure a system quickly before a rival does, or sometimes as a step onto a further system. They almost always get demolished later on and aren't really permanent solutions to holding territory.
 

Gwynblade

Corporal
25 Badges
Feb 7, 2017
32
0
  • Magicka
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • War of the Roses
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I hardly ever use outposts because they consume 1 influence each month. Only ever when there is a very resource rich system or two within their range or I need them to secure a system quickly before a rival does, or sometimes as a step onto a further system. They almost always get demolished later on and aren't really permanent solutions to holding territory.
How to hold the territory and expand the boundaries then?
 

nyah

General
108 Badges
Feb 19, 2008
2.258
339
  • Victoria: Revolutions
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Lead and Gold
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Deus Vult
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Ancient Space
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Mount & Blade: Warband
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
Hm, this is really useful because I forgot that you should destroy the outpost when you colonise the planet

Yep. Outposts are only ever temporary. There might be the odd occasion where you hold onto one for an extended period, for example if you've got a very resource rich system with no planet on the edge of the galaxy that you can't hold any other way, but I always try to find a way to get rid of outposts as soon as possible. Even if the resources look useful early on they will have less relative value later on, whereas influence is much less easy to obtain.
 

TankRush

Archduke of the Bluenosers
48 Badges
Jul 20, 2009
580
102
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • 500k Club
  • Prison Architect
  • Prison Architect: Psych Ward
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Semper Fi
  • Divine Wind
  • For the Motherland
  • Shadowrun Returns
  • Tyranny: Archon Edition
  • Victoria 2
  • Imperator: Rome Sign Up
Others pretty much have outposts covered. I will also say that in a game where your species uses Hyperlanes for travel, control of specific pathways can be very useful, since you can get cut off from certain pathways by a neighbor closing their borders. Also you can just directly colonize a new planet, if it's nearby the cost in Influence wouldn't be much.

Back to planets though. What I said before still stands, but as you develop your worlds, you'll usually want to build a building that takes advantage of resources present on the square. Squares with no resources are the best places to build power plants (because if you want a large fleet, you always need energy) or buildings that produce no resources (like a planetary shield). Don't forget to regularly check in on your worlds, since as you're researching new upgrades will open up, letting you increase your production of some resource without tying up a square that you might want for something else later.
 

PirateJack

Lt. General
69 Badges
Jun 1, 2009
1.388
630
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Charlemagne
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Apocalypse
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Stellaris: Distant Stars
  • Prison Architect
  • 500k Club
  • Warlock 2: The Exiled
  • Stellaris: Nemesis
  • Victoria 2
Others pretty much have outposts covered. I will also say that in a game where your species uses Hyperlanes for travel, control of specific pathways can be very useful, since you can get cut off from certain pathways by a neighbor closing their borders. Also you can just directly colonize a new planet, if it's nearby the cost in Influence wouldn't be much.

Back to planets though. What I said before still stands, but as you develop your worlds, you'll usually want to build a building that takes advantage of resources present on the square. Squares with no resources are the best places to build power plants (because if you want a large fleet, you always need energy) or buildings that produce no resources (like a planetary shield). Don't forget to regularly check in on your worlds, since as you're researching new upgrades will open up, letting you increase your production of some resource without tying up a square that you might want for something else later.

I disagree. Empty tiles are best for happiness buildings and mineral silos. Also, if you're at the point where you're filling up multiple planets, you can afford to specialise them. Once I reach my core cap I generally build planets towards one or two resources. It'd either be energy/research or energy/mineral, or just mineral in the case of slave planets.
 

TankRush

Archduke of the Bluenosers
48 Badges
Jul 20, 2009
580
102
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • 500k Club
  • Prison Architect
  • Prison Architect: Psych Ward
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Semper Fi
  • Divine Wind
  • For the Motherland
  • Shadowrun Returns
  • Tyranny: Archon Edition
  • Victoria 2
  • Imperator: Rome Sign Up
Happiness buildings are exactly the kind of building I was talking about (ie: ones that produced no resources), and yes I specialize planets too, that's rather basic strategy that I didn't think needed to be mentioned. While mineral silos are always a waste of time and resources to me personally, since I just find something to build somewhere when I near the cap.

Ships are an especially easy way to spend minerals, hence my constant need for energy.
 

Kvinfojoj

Sergeant
21 Badges
Dec 21, 2016
81
15
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Prison Architect
Focus on minerals, get 5 core worlds ASAP, colony ships > all. When you've got decent minerals going, focus on energy, build double your fleet supply and attack your smallest neighbour. Rinse and repeat.
Edit: Build relations with an advanced AI by guaranteeing their independence, and rival their rivals. Then get a defensive pact with them.
 

Ezumiyr

Field Marshal
73 Badges
Jul 21, 2012
4.066
7.653
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Victoria 3 Sign Up
  • Surviving Mars
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
You're kinda full of contradictions...
- says he played for 20 hours, then that he played for one year
- the game is too hard, play on hard difficulty
- ask for general advices, play modded
- is asked for traits, answer with ethics
...
It's going to be hard to help you without something more precise than "how do I expand my borders without spamming planets". We need to know more about your strategy and expansion patterns, especially in early game. Since you're playing a xenophobe empire you're supposed to expand fast through colonization in early game, then conquer/purge your neighbours. Your first true problem should be federations.

If you feel that normal is too easy and hard is too hard, there are also mods that add intermediate difficulty levels. Otherwise, I would advise you to play with other players (one of the great benefits from not polaying with a pirated version).
Also, mods like Ethics&Gov are more roleplay-oriented, while the hard difficulty needs the player to min-max. So either you have to use the mod to min max, or that's the reason why you're losing on hard.
 

Gwynblade

Corporal
25 Badges
Feb 7, 2017
32
0
  • Magicka
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • War of the Roses
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
You're kinda full of contradictions...
- says he played for 20 hours, then that he played for one year
- the game is too hard, play on hard difficulty
- ask for general advices, play modded
- is asked for traits, answer with ethics
...
It's going to be hard to help you without something more precise than "how do I expand my borders without spamming planets". We need to know more about your strategy and expansion patterns, especially in early game. Since you're playing a xenophobe empire you're supposed to expand fast through colonization in early game, then conquer/purge your neighbours. Your first true problem should be federations.

If you feel that normal is too easy and hard is too hard, there are also mods that add intermediate difficulty levels. Otherwise, I would advise you to play with other players (one of the great benefits from not polaying with a pirated version).
Also, mods like Ethics&Gov are more roleplay-oriented, while the hard difficulty needs the player to min-max. So either you have to use the mod to min max, or that's the reason why you're losing on hard.
I think these contradictions exist because the english language is not my native language and I didn't express my thoughts clear.
- I played on a pirated version a year ago for about 10 hours and haven't played since then. Then I bought Stellaris in steam and played for 20 hours
- Yes, the game is hard and I want to be better at the game. That's why I am asking for help
- So? I exactly need the general advices
- It's my fault, I didn't understand you. Currently I am using Industrious (+15% minerals), Decadent (Resource output without slaves -10%), Deviants (Ethic Divergence +15%), Multitasking (+5% Physical Research output, +5% Engineering output, +5 Social output), Born Warriors (+10% army morale, +10% army damage)

My strategy is that I want to colonize planets and get as much territory as I can (that's why I am asking what's the best way to do this) and conquer and enslave my neighbours, yes
Also I am asking for decent expansion patterns
What is the best starting weapon for this by the way? Should I spam corvettes? Is this still good in this version of the game?

I am not sure what do you mean? What is min-max? Didn't understand this sentence. P.S I can't play without Ethics&Gov because I love roleplay and I love the types of governments in this mod
 

Morbid Gerbil

First Lieutenant
56 Badges
May 12, 2016
267
324
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Lithoids
  • Age of Wonders III
  • BATTLETECH: Heavy Metal
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
You only need 5 scientists (2 science ships, + 3 research leaders)
You don't need any generals ever.
You only need 1 Admiral for your 1 doomstack fleet.
All other leaders can be hired as governors (5 assigned to each of your core systems, then 1 per sector)

Systems with 2+ habitable planets are prime candidates for Core Systems
Your empire capitol does not have to be the same planet as your species homeworld.

To conquer your neighbours, have more ships than they do.
Spy on their fleet composition, redesign your ships specifically to counter them.
Crush their fleet in 1 battle, then split your fleet into several smaller ones and siege each inhabited planet.
Purge/Enslave/Eat at your leisure after the cessation of hostilities
rinse and repeat with the newest neighbour.