Top 10 Stellaris Noob Mistakes

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I... I don't like the fact that I'm already 100% aware of every single tip in this video while looking for stellaris tips.. This just means that I just truly suck at the game xD

AcZe
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Auto designed military ships sounds incredibly painful in the late game

cringelord
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Don't overbuild: Buildings and districts cost you monthly upkeep (usually energy) and are a drain on your economy if you have way more than you need. Also filling up district slots will reduce pop growth.

You can invade planets (and can be invaded) and will need to do so to capture enemy systems. (There's really no mention of this in the tutorial or anything and it took me 2/3rds of the way through my first playthrough to find out)

When expanding focus on chokepoints and worry about building starbases in systems that are inaccessible to other empires later on (be wary of wormholes though). This means both for construction and exploration. Concentrate your science ships on exploration, leave anomalies, and move forwards. Don't overcommit, as soon as you find another Empire expand torwards them so that you can claim as much of the systems between you and them, when it comes to prioritising go for systems with megastructures, habitable planets, archeology sites, big resource deposits, strategic resources etc.

When you are constructing starbases you can build far ahead of your Empire, however in terms of influence cost if you own starbase A which is next to B, which is next to C etc. it costs the same to build a starbase on D as it does to build on on B, then C, then D, you are postponing paying the 100 (-modifier cost) alloys for starbases on B and C, so it's saving alloys temporarily and is quicker, however once you build starbases on B and C that means that you are paying 3x the influence for a starbase on D (or n times the cost for a starbase that is n steps away from your closest starbase) that you would have otherwise, so it can be worth doing but it's best to go for adjacent construction.

Building too many ships can tank your economy (you can check how much you're spending by hovering over the energy in the top of the screen). However having a big fleet also now increases your influence (which is vital for expansion) and going over the fleet cap isn't necessarily that bad, just make sure you can afford it. Also you can use your military fleets for exploration provided they have an admiral, just be careful not to stray too far, and if your Empire gets big make sure that you have multiple fleets to defend your various frontiers because it really sucks getting invaded when your only fleet is years away from the enemy. Also worth upgrading starbases for defenses on your borders with other Empires and having another starbase nearby with shipyards so that you can upgrade/build fleets near the front line in the case of a war.

You generally don't need to worry about war or competition for territory against fallen Empires because unless you annoy them they are not going to do anything.

Also don't fight marauders in the early game. They usually have loads of ~20k fleets which will paste anything you have. They can be useful as buffers against other Empires so you don't need to worry about competing for territory with them because they are static. You can get rid of them later at your own leisure.

In terms of combat, where you position your fleets and when they arrive can be really crucial. If your enemy is attacking a system and you have loads of close range ships (e.g. corvettes, frigates) and they have long range ships (cruisers, battleships) then positioning your ships next to the hyperlane exit/entrance means that they lose all the advantage of their range and your ships can immediately engage without getting destroyed by large and X slot weaponry on the way. Conversely if you have battleships and your enemy is moving towards your system park them at most halfway between the centre of the system and the hyperlane so that you get the advantage of your range. Also try and make sure that all your fleets are engaging at the same time. If you have a small fleet e.g. of corvettes which are much faster, moving in and engaging ahead of your big battleships then you are losing out because the enemy has a chance to destroy your corvettes then fight your battleships instead of having to fight both, so to concentrate your forces effectively you need to pay attention to how long it will take for them to engage the enemy. Also general Sun Tzu/Clausewitz etc. stuff applies, so avoid fights you can't win, take fights you can win and destroy enemy fleets when they are weak/diffuse so that they can't coalesce into a big fleet that could defeat you, also concentrate on taking out logistics/economy to reduce their ability to maintain/increase their forces. Also take advantage of the claims system to grab systems you want and remember that you can add claims during the war (although it costs more) so you can grab a bunch of systems by making claims just before they surrender/agree to a status quo peace or before you're forced to accept a status quo peace through exhaustion. And remember if you occupy all your enemies planets/habitats etc. and have claimed them then their Empire disappears completely.

You should generally specialise planets for efficient production. Planetary specification gives you a bonus to specific jobs/buildings/districts.

Check out the jobs tab to work out economic balancing in planets. There's a lot of useful info and it will give you an idea of how jobs will effect your economy (what they produce, what they use etc.)

Some of these are maybe not beginner tips but worth being aware of.

felixprime
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One more thing to note in keeping your fleet in tip top shape even if you’re not going to war is that you gain influence in proportion to your empire size by maintaining your fleet power via the “power projection” mechanic.

kdude
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3.5: Not every weapon is equal. The auto-build feature for ships is not very good. Plenty of guides on what works best, but the over-simplified guideline (for version 3.8) is: Explosive best, then strike craft, energy, and finally kinetic. (There are exceptions to this) If you're not sure, pick the one that's upgradable over the one that's unupgradable you'll find early on.

aptspire
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I remember my first game I spawned on the complete opposite side of the galaxy from every other civilization and the first empire I ever came across was a Fallen one. Not knowing any of the mechanics yet I didn't have any army and so wasn't planning on attacking them anyways, but as I watched them chase an amoeba out of their system I got a good look at their strength and when comparing it to mine I panicked and made every effort to building a navy for protection. I never got close to matching their strength, but by the time I finally met other civs, their armies were "pathetic" by comparison and I didn't have to worry one bit about any of them.

SarujinieUras
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More Stellaris! I just got the game on the Steam Summer Sale and am loving it! There are not enough YouTubers and not enough content out there for this game IMO. At least given how often the game seems to reinvent itself with each major patch, a lot of older guides aren’t very applicable anymore making it that much harder to learn. This was great, thank you!

TehSiets
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a good tip, managing specialist pops to balance resource output. I didn't even realize that was a thing in the beginning and couldn't figure out why my planets weren't making enough resources. then i saw i could dramatically increase production of energy and minerals and the like just by switching around some specialist pops here and there. wish someone had showed me that earlier.

joshuacarpenter
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Montu Plays' Stellaris Creator Ranking vid introduced me to your channel. Good video. Look forward to watching more of your work, Col!

adamkstevens
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I am very happy to say that after 5 games, I figured all of this out on my own. I think that is what actually sold me on the game, being able to mess around and find out.

Now I just need a few more DLC's...

Deridus
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I like to research some of the quicker anomalies as the science ships go. This can help them get a faster level. That could give you a useful leader trait. I leave the harder and thus longer anomalies for later though.

vevydrw
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My strategy is making as many science ships as possible and then releasing them into the galaxy to explore and once when I unlock cloaking I'll put them on cloak

dominicsouthern
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It would be super helpful if you were actually doing what you're talking about in the background....

FidelBlastro
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about number 5...if youre playing a non-hivemind, your starting planet designation is New Colony or wahtever which provides bonus stability. You only get this designation when you have less than 3 pops. Its generally better to keep the bonus stab until you hit that 3rd pop and then set the designation

pearlandinjun
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Dabbling in tradition trees is bad as each tree opened increases the cost of ALL traditions by a huge amount. It's almost always correct to finish a tradition. Also Prosperity is the best tree and usually taken first or second.

forsakenquery
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I disagree with when to research anomalies. Sometimes you want to know whether an anomaly means that a potential world will have certain negatives which would be revealed by the anomaly or whether it has a bunch of buffs revealed by the anomaly before you want to decide whether to include it in your empire's borders at all.

fyrestorme
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I never automate planets, can't trust the ai to not fuck it up

doomdoomd
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3. i cant really agree with this since, if you have a bunch of ships will just eat you energy which could be used for buying minerals and upgrading your planets. So basicly having max fleet can deny you the ability to scale fast.

Also overall, Always upgrading ships will consume more alloys than just simply building them once.

johndaybreak
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Person1: hey i just cracked a holy world

Every other player in the lobby:YOU WHAT?!

Game:[incoming transmision]

horrorchara
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You’ve come so far 😂 I love that you’re making content about stellaris now

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