Stellaris

Stellaris

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Atalan Jan 31, 2022 @ 9:38am
How To Make Tall Play Work In The Future
Increase the number of building slot rows from two to four or more.

Make every district unlock a building slot.

Grant a special bonus based on how many building slots or building slot rows (or both) are unlocked.

Buy extra pops with influence. -- to explain how this works narratively - Japan has been giving incentives for people to start families, to battle the population shrinkage they're currently experiencing. That is using influence in real life to buy pop units.

EDIT: To mitigate immigration abuse, a new class of permanent resident that can't be migrated. The planetary bonuses can be based on buffing permanent residents.
Last edited by Atalan; Feb 4, 2022 @ 8:31am
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Ryika Jan 31, 2022 @ 9:44am 
Let's not do any of these things.
ScreamCon Jan 31, 2022 @ 10:10am 
Originally posted by Atalan:
Increase the number of building slot rows from two to four or more.
The devs already nerfed this aspect. There used to be 16 building slots. The idea is that if you add more the expansionist empire also gets more. And that each building slot is meant to be carefully filled with the most strategic building for you. The rouge servitor would agree as every one of their bio pop make x4 more % boost to scale to losing 4 building slots.
Originally posted by Atalan:
Make every district unlock a building slot.
I guess if the devs wanted to do that. Currently how it sits is that agrarian idyll adds 1 building slot per 4 food districts. Masterful Crafters civic get 1 building slot per 3 industrial district. Functional Architecture civic gives you +1 building slot per world. And there is some traditions that either give you more building slots or more districts for city districts which unlock building slots at a 1 to 1 ratio. Also some planet types like eccumonopolis unlock all building slots, upgrading the capital building also unlocks more building slots.
Originally posted by Atalan:
Grant a special bonus based on how many building slots or building slot rows (or both) are unlocked.
The new beta is planning to add world designations that increase specialised world output with level. Other than that rouge servitors already get more % as using more building slots for bio trophy results in more bonus. Some buildings can already increase stability the more you stack.
Originally posted by Atalan:
Buy extra pops with influence. -- to explain how this works narratively - Japan has been giving incentives for people to start families, to battle the population shrinkage they're currently experiencing. That is using influence in real life to buy pop units.
The slave market was suppose to be this. But in one of the more recent updates made aliens much less likely to sell slaves and thus on average no slaves to buy. They get instantly bought. Slaves tend to be more available late game but by then slavery might be banned.
Last edited by ScreamCon; Jan 31, 2022 @ 10:14am
Atalan Jan 31, 2022 @ 10:38am 
Originally posted by ScreamCon:
Originally posted by Atalan:
Increase the number of building slot rows from two to four or more.
The devs already nerfed this aspect. There used to be 16 building slots. The idea is that if you add more the expansionist empire also gets more. And that each building slot is meant to be carefully filled with the most strategic building for you. The rouge servitor would agree as every one of their bio pop make x4 more % boost to scale to losing 4 building slots.

Im not saying do it in a vacuum (pardon the pun). I'm saying re-buff with more rows than ever before, but with tall play, you get there much faster if you're using influence to buy pops instead of going wide.
Razor Feather Jan 31, 2022 @ 11:32am 
For this to make any lick of sense, they'd probably also have to remove resettlement and auto pop migration. Otherwise, wide empires would just use their superior overall pop growth to funnel pops into a handful of planets, and just beat tall empires at their own game. It would also make taking one of these super pop stacked worlds a sudden, massive power boost, if that single planet is supposed to equalize between wide and tall through sheer output.

Also, overall wide generally *should* be stronger than tall anyway, assuming expansion goes well, because expansion usually has all sorts of risks, and involves competition with other players. I say this even as someone who typically favors the "tall" playstyle in stellaris, as vague a term as that is.

Stellaris isn't like civ, which has wonders to serve as a form of competition and interaction even between players who never fight eachother. There needs to be an incentive to try and challenge others, or games would just be stagnant once boarders are filled out.
Last edited by Razor Feather; Jan 31, 2022 @ 11:33am
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Date Posted: Jan 31, 2022 @ 9:38am
Posts: 4