Wednesday, June 29, 2016

The distraction: Stellaris

Not going to lie, haven't been drafting a lot lately. I've noticed that I tend to have the bandwidth for 1.5 nerd activities. When it's some swirl of Magic cards, D&D, board games, video games, well, it swings wildly. So here's what got me lately: Stellaris.

Either this gets you hard or it doesn't


Maybe it’s fond memories of Master of Orion. Or you love the needless complexity of all Paradox games. But you’ve found yourself making an impulse steam purchase and now you’re pot committed. The good news is that the tutorial is actually quite excellent at teaching the basic nuts and bolts of the game. I’m going to try and give a mid-game overview of some strategic considerations. So first play a few hours of the tutorial then come back. If you need to be talked into this game more than me leering, “Master of Orion LIVES” and waggling my eyebrows suggestively, then read the following reviews here and here.


Quick Overview on Resources

Energy: cash-flow.
Minerals: industrial production.
So if you build a ship/building/outpost/whatever it will have an upfront mineral cost. The maintenance is in energy. Unlike Civ, the mineral cost is subtracted from your bank immediately and building speed fixed. Your smallest city will build a hydroponic farm at the same rate as your megalopolis.

Influence: unlike energy & minerals, this is pretty firmly capped at about +5. It is used to purchase leaders (scientists, governors, etc.) and some specialty buildings There are also some very powerful empire-wide boosts that are a constant drain on your influence. Whereas buying an admiral to lead your fleets costs a flat 50 influence, you can also set an edict to increase all mineral production by 20% for a ongoing 1.5 influence a month. Most commonly, influence expenses and drains are your frontier outposts as well as entering an alliance. I find managing influence to be one of the biggest restraints on how I play.

Special Resources. A few planets will have special resources that allow very powerful one-off buildings. Here’s what they do:
Alien Pets : Xeno Zoo building, boosts happiness (happiness above 60% boosts production, below 40% reduces it. Also planet may rebel)
Betharian Stone : building, boosts energy weapons
Dark Matter: spaceport, boosts armor of ships built
Engos Vapor: Two options: either boost empire-wide happiness by 5% or spaceport module boosting energy damage by 10%
Garanthium: Two options: building reducing planetary build-time by 10% or spaceport module increasing ship HP by 10%
Living metal: spaceport adds hull regen and additional armor
Lythuric Gas: two options: reduce ethics divurgence on planet or boost shields
Neutronium ore: two spaceport options, huge armor boost or huge +energy/minerals
Orillium Ore: two options: boost to empire minerals or explosive weapon damage.
Pitharan Dust: either +10% to food (empire-wide) or boost ship speed and evasion

Okay I got tired of copying these, there are a lot more than I had thought. They’re also a lot more powerful than I thought. Go here: http://www.stellariswiki.com/Economy#Strategic_resources

Planets Controlled: You can only directly manage 5 planets (homeworld + 4 colonies). Not systems, individual planets. In order to expand your empire beyond that, you will need to set up a sector. Basically the computer takes over the micromanagement of planetary management, pays you a (variable) tax rate of energy/minerals and you still control the military functions (spaceport, army recruitment, etc.) Note that if you tell a sector to build a ship (military, colony or otherwise), you have to manually go find it and manage it. It won’t appear on your quick access bar. More on sectors later.

Early Game

The early game is dominated by exploration and cautious expansion, military & civilian. Your construction ship builds mining and research outposts, your science ships reveal what’s out there, and your military will kill the early hostile critters.

Definitely build a second science ship (and probably a third) and get out there! Finding early anomalies is a great source of resources and experience (and experienced scientists really help crank out the research). But fundamentally you are looking for great colonies (size & habitability foremost) and rich systems with minerals and energy to fuel your initial expansion.

Then send your construction ship to get out there and mine it. Initially, your minerals are your limiting resource so prioritize accordingly. Keep enough energy up so you’re not in debt but that first colony ship costs 350, so drill baby drill. You can only place mining stations around systems you control and only colonies and frontier outposts expand your borders. Don’t be shy about putting down one or two frontier outposts early to grab some rich systems (any +4/5 mineral system is pretty valuable early).

During your science ship explorations, you’ll run into barbarians, excuse me, random space-faring species that can use killing. The benefits are real, as the post-combat debris provide great research benefits. So once you have enough minerals banked and you got that colony started, start building up your fleet: a swarm of corvettes is perfectly serviceable. Also, throwing them into combat where they have an advantage but take some losses is perfectly acceptable. This isn’t Civ where losing a single military unit early is a serious setback. It’s just minerals, get out there!

Planetary Expansion

Okay, you’re looking at your home planet and new planets. Planets consist of tiles and tiles might be blank, blocked or have a base resource or two. Each tile can support one population and one building. There are a variety of buildings, most provide resources (food, energy, science, etc.) and some odder one-offs. Placement only matters for two things
1)      Resource suppression. If you want to build a mine that provides minerals, it will suppress any other resources on that tile. So the best fit is to place it on a tile that already has minerals or a blank. Try to optimize this part (it’s pretty easy). Occasionally there are some tiles that provide one food and one mineral (or something similar). Here you’ll have to choose between the different resources.
2)      The initial landing site is HUGELY important. When you get five population, you can upgrade it to a Planetary Administration which grants +2 resource to the four adjacent tiles. This is a pretty significant boost and can really cause growth to skyrocket. You CANNOT change your initial landing site. Also the adjacency bonus does not apply to any science tiles; food/mineral/energy only. Try to pick something in the middle and surrounded by material resources.
Other tips: there’s a Spaceport slot called Orbital Gardens that provides a bunch of extra food.
At this point, the game play branches. Are you crowded with neighbors or lots of elbow room? Hostile neighbors or friendly ones in alliance?

Powering out planets and more on sectors

Right now I find I create sectors two ways. The first sector creation is when I have 5 mature planets. It takes about this long to research advanced buildings, unblock a majority of the tiles, and generally manage them well. Since it’s best to create a sector all at once (fidgeting with a sector costs 25 influence per system added/subtracted, so try to commit), you’ll probably make a 4 planet sector. Now, economy allowing, start a fresh wave of colony ships (you can have your planets in your new sector build colony ships for you) and go plant a few new planets, ideally close geographically (your future second sector)

Your build order should roughly go like this: Frontier Outpost, Hydroponic Gardens, and if you’re mineral rich, Spaceport w/ Orbital Garden. Since you can only build a building OR clear a tile at any given time, it’s good to try and clear as many tiles as possible while the population is small since there’s no point in building without a population to inhabit it (again, funds pending). Once you get your population to 5, build the Planetary Administration building ASAP. Now, depending on expansion opportunities, you can turn this set of semi-finished planets into a sector and being a new wave of colonization.

Other Random Advice

Do try and replace frontier outposts once you have a sector established that encompasses it. In a perfect world, in the same system there’s a planet that can be colonized. Failing that, find a nearby planet or two. Crappy ones are a-okay. Have your sector build a colony ship and throw it down there. Now it’s the sector’s responsibility to grow it (though if you are feeling flush with cash, you can help out and build them a spaceport + orbital gardens) Once the colony is established you can disassemble the outpost and regain the influence income.

Especially if I’m fielding a lot of science ships, I have a LOT of scientists. Once a scientist gets to lv 4 or 5, I rotate them to the research role and bring in a younger scientist. Because you can instantly swap around scientists (bit of a hack), if you come across a difficult anomaly, you can swap in your best researcher (there’s an archeologist trait that’s very helpful) to go to town. The ideal setup is you have one anomaly specialist and the rest are researchers (or future researchers for when the current generation dies).

When you set up a sector you can give a sector a governor. The sector governor gives a bonus to all planets within the sector. I usually have either a development governor (granting bonuses to food, growth, or build cost) or a mature-sector governor (bonuses to science research especially)
Declaring rivalry is a neat mechanic that gains you monthly influence but it causes parliament to perhaps declare war preemptively. Be aware.

When you create a sector, that sector only has the resources that it owns. For the basics, that’s not really an issue but if you built any specialized building requiring special resources, either ensure that they are part of the sector or rebuild somewhere else.

I haven’t gone to war too much but don’t just defeat the enemy fleets and throw your armies into battle. There are always planetary fortifications that need to be worn down from orbit first. This is just like a siege in other Paradox games. If necessary, split your fleet to leave behind some bombardiers and move on with your primary fleet. 

Your available research options are randomized after each research. So if you see something you really want but need something else more, it will (eventually) come back. Apparently it’s weighted so critical progression topics come back more frequently but it’s not guaranteed when. So be sure to separate the ‘nice to have’ from the ‘need to have’

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