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I expect your problems are more related to how you're building your planets up. The vast majority of your energy should be coming from your planets. Most of your spaceborne resources will be minerals. As such, most of your early districts should be the generator districts. That should supply you with all the energy you need.
I also wouldn't bother with alloy buildings early on. You end up losing out on two fronts - not only do you lose workers that could be working energy-producing jobs, but you also lose out because you're now converting minerals (and, to a lesser extent, energy) into alloys. This is especially true since you're indicating you're not building your fleets up until you have border tensions.
Feel free to post a screenshot of your planets and your species/ethics, though, if you want more specific advice.
Another early game drain are research stations, you do not need to tech up until you finish the expansion.
In my opinion the alloy foundry should be your second building after influence one, because you can never have enough alloys if you want to win expansion race and beat up your neighbours later.
There is no such thing as excessive minerals and food, if you have them then you are doing your development wrong.
A few points of clarification:
I like research in the early game because running wide hurts my research in the late game. I also try to grab anomalies up for research and currency bonuses.
By "influence building" do you mean "unity?" Sincere question, since I'm absurdly new and I would love to get more influence.
I feel like you can have excessive resources. Like, hypothetically (I don't have the game open right now), if I'm bringing in like +50 minerals in the early game, I can sell off 500 or so here and there. Because that consistently happens because of my civ's traits and build.
Also, there doesn't seem to be much of a benefit of having more food than I could possibly need. And I certainly don't want them hitting the stockpile limits, right? How would I remedy this?
I usually don't have a second construction ship until I can start expanding in two directions at once. I will take your alloy recommendations under advisement, though.
Also, I may have this wrong, but it seems like I don't have the option to build generator buildings/districts in the early game. I see no option for it.
https://stellaris.paradoxwikis.com/Districts
Also just PS - there absolutely is "excess minerals or food". You want to try to keep those to a relatively usable level. Having too much means you're losing efficiency selling them for energy. You're better off having more energy instead, which you can then directly use to buy alloys or other goods.
And PPS - four science ships is definitely not a bad thing. I usually run 3-5 myself.
as long as you're not at a huge deficit of energy being at a surplus of other stuff isn't necessarily a bad thing.
i tend to get a lot of my energy and consumer goods needs from trade value, but that's a system that not everyone likes to use and is a bit more complicated than just building generator districts. best to get a hang of the basics before looking into that.
That explains the excess minerals...
And everything else.
You do understand that energy expense is trivial, right?
Base leader cost is a massive *two* energy per month. Yes, it scales with exceeding admin cap, but given it's incredibly low starting point, it shouldn't ever actually affect your gameplay in any way.
The cost inflates a lot as you need two or three admirals and governors for more than 5 sectors. Maybe not relevant for machines but for people who need terraforming or want to use curators and troupe ALL the time, energy use matters.
Besides it´s not like you can make 10 research planets out of 10, you need to make alloys, consumer goods... For me in medium galaxy 4 scientists assisting research is enough.
Okay - so putting aside the fact that you're simply flat-out wrong in your assessment that you can't go purely research.
Even if you have three admirals, and five governors, and eight researchers - that amounts to a total of 32 energy per month for maintenance. And even if your admin cap has been exceeded by such a large amount that you're at 300% cost - you're still only at 96 energy per month.
If you have that many leaders, and you're not making hundreds of energy in surplus every month, you have far bigger issues than your leader cost.
I usually have 9-12 science ships. The thing with science ships, it opens you up to finding alot of anomalies. Anomalies can give you science, energy, research, ships, minerals, tech , frankly about everything. You find AIs which give you influence so you can expand faster.
It costs a bit at first, but it pays off.