We will be (almost). This reduces the number of different buildings you expect to build on each planet. And orbital habitats rule. Branch offices provide you a large income supplement, particularly credits, allowing you to focus your own economy. This is the truth. So, there needs to be a growth penalty for Wide or a bonus for Tall. The game itself doesn't lend itself to tall play, as the main way the empire can grow is to have as much minerals as possible. Hello my most pious followers. Tall is restricting yourself to playing with fewer colonies and avoiding outward expansion. Good picks: Rapid/Slow Breeders and Nomadic/Sedentary: Getting more pops quicker. In Stellaris, it would be really nice if there was a way to convert to tall play after the game starts, because sometimes your start location just doesn't prevent peaceful expansion. Darvin3 • 2 yr. Pop growth scales linearly with the number of colonies you own. Weekly PSA's PSA- the definition of playing wide is disputed, and many people use systems as opposed to planets as the model in Stellaris. Considering the asking price I suggest of buying this DLC only if you are interested in playing as a Megacorp or if you already have a good selection of DLCs. The biggest reason Wide is better than Tall is growth related. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. Sprawl exists but can be managed at any size. It is great for high difficulties because you don’t have to attack the really powerful empires and can get them to pathetic by mid to late game. ago. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. NB: this is system not planet. Keeping a small easily defended area is playing tall. 0. If you don't have to fight anyone for that space, it's free space, take it. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. If you want to be able to play Tall, play Endless Legend. Yes, and this is not Civ 5, this Stellaris. Wide players would probably be running more like +400% costs and +200% tech/unity costs (I consider myself a traditionally wide player though my recently completed Le Guin game was a bit more. Also, I have never played with catalytic treatment. This would be opposed to expanding further into space through star bases or. Tall doesn't mean you can't expand. All strategies assume you are trying to get maximum pops & maximum jobs on every planet. all needs a big overhaul. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. Playing tall was heavily nerfed with changes to habitats. I would say it's not even extra steps anymore, since there's no way you'll get enough leaders to effectively sector an integrated vassal. Ryika Jan 29, 2022 @ 11:08pm. Generally, if you can have a large number of planets, there is little reason not to do so, since they will all develop more or less at the same pace. Open menu Open navigation Go to Reddit Home. I've read on here that playing tall in 2. Playing tall or playing wide, which is better!? Most players start by building and advancing their empires in stellaris with a typical : expand, then build o. ChronicallyDepressed. Lots, and lots of resources. . The main point of this build is to play tall than. ) Playing Tall is a very special type of empire. If you make playing wide miserable thats bad too, because for many painting the map is. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. others will catch up sooner or later. It ends up being. You can either choose to have lots of colonies spread out across lots of system, or lots of habitats contained. There is a heatmap for that out there on the internet. Best. The Hegemon is easily the best Origin in Stellaris, and with good reason. Corporation (almost mandatory for a tall empire) With aquatic + agrarian + thriffy = maximum performance for food and trade value. If you play at higher difficulties, then it’s supposed to be hard. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. Pros: Very flexible, allows for a degree of dabbling in tall play for otherwise wide empires. Get a branch office going as early as possible, even if it yeilds +0. So an interesting build: Play tall (ten systems and 2-3 planets). Stellaris. Get a migration treaty immediately so you can get access to other species. When I play tall, and only conquer like 10-12 systems, and find good chokepoints, and focus on tech and development on my worlds, I end up with 100s of each resource per month, and by midgame every non-FE empire is 'inferior' to me. Kind of wish there were multiple assembly slots. For Stellaris I tend to prefer the term "Dense" as in few systems, but densely populated with habitats. In previous patches, especially before 3. I played Stellaris after the release, but that is long time ago and since EU4 became "RTS grand strategy with historical flavour, too streamlined mission trees for some countries and way too RNG-dependent in some cases", I would like to give Stellaris a shot. 6. Planets and habitats within the same system counts as one system (but all there pops go towards pops penalty) The 0,01 penalty is the 1% penalty to research for each pop over 10 you have in your kingdom. Absolutely insane for a research capital and tall empire. 50 habitats is still less real estate than 50 planets though. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. ago. 1. You'll have to resettle, buy slaves or aquire more pops later to fill this world. Stellaris is probably the best paradox game to play tall because stellaris. r/Stellaris. Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. Tall play has been seriously buffed in this patch. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…. Its more a general approach to stay small and go for quality or quantity. You can still play that way. There hasn't been since like 1. Stack research until you burst, playing tall without Megacorp or Inward Perfection is tricky, and the problem is that going wide will almost always work out better for you, even with DLC. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. Beginner's guide to Stellaris. With the changes made in 3. Making this a great strategy for beginners to try out. Byzantine is a personal favourite of mine, and whilst playing tall admin sprawl is usually an issue. 0 making playing tall a viable strategy. Every game I'm like "okay in gonna find the nearest choke points and play tall" and never actually do unless I get boxed in. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. If you play as a non gestalt empire you can invest your influence into arcology projects for city planets. When i play these it often ends. I am enjoying playing "Tall" and focusing on tech, planets etc. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. Playing tall refers to the strategy of empowering a small realm. It was never viable, and it's not even possible now with the new empire size changes. Playing tall has genuine benefits in terms of potential mid to late game expansion. T. I’ve mentioned that playing tall empires gets boring late game. But I think there's another, even more key reason why Stellaris should enable tall play, ideally without diminishing other playstyles in the process: Stellaris has a goal to accommodate a variety of story experiences, and to let the player enact a variety of classic sci-fi tropes. Playing tall will give you a hefty chunk of feeling like a plotter, a devious schemer who carefully plans his eventual ascension to near godhood. Before 2. 2 and before) because a wide and a "tall" empires will grow at the same rate, to about the same cap, with only some minor buffs for "tall" like mastery of nature that don't even come into play until later. Yup. Since colony ships wasn't researched at the start, I. In stellaris many consider playing tall means few systems. You could pursue a line of having wide and tall have non-comparible benefits - the problem is that stellaris fundamentally only has one positive end state - total galatic domination (i. Early on, the universe is filled. For example, a well-placed machine uprising could kill the galactic emperor and end the imperium, or a rebellion could end up vassalizing its parent state, and forming its own bloc. To be fair, Tall was more of a fun gimmick run than a serious strategy even before this update. Related. Introduced with the title's Utopia expansion, habitats act as a tool that enables playing tall. Assuming your goal is to win, which version of Stellaris was playing "tall" a valid strategy of winning? Because in my experience, (I started around 1. The "3. That being said, if your definition of tall is "just 10 or 20 systems", you could go for a ringworld rush and just fill those 20 systems with them. Jun 14, 2021 2. But I think there's another, even more key reason why Stellaris should enable tall play, ideally without diminishing other playstyles in the process: Stellaris has a goal to accommodate a variety of story experiences, and to let the player enact a variety of classic sci-fi tropes. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. 3 base systems + 2 from finishing Expansion traditions + 2 from Efficient Bureaucracy civic + 5 from Imperial Prerogative ascension perk (and maybe another 2/4 if you can stomach playing pacifist plus whatever core sector technologies you can research) is more than enough to get you orbital habitats. Hi, I always play tall, up to 5 colonies, but right now I see it as dumb thing to do due to how easy it is to increase your empire sprawl limit with bureaucrats. growing pops requires going wide and in stellaris pops are everything. Playstyles are how a player plans to tackle playing or even winning the game. OPS is an excruciatingly tall play-style, but I do promise you'll pick up interchangeable skills that'll enhance your tall play. Essentially, tall and wide shouldn’t be wildly different as far as pop count goes. r/Stellaris A chip A chipOne of the greatest concepts added to EU4 was the wide vs. You can still be strong with this build if you manage to survive the early game. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. I've always preferred playing tall in 4x games and was wondering if there is any effective strategy for playing tall in this game. ago. Your empire’s planet is going to explode. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. How to win at Stellaris: Play Wormhole only. Enslaving conquered populations is tricky and requires a lot of pop shuffling. 1. You get 20% from level 3 holy covenant, 25% from finishing the Harmony tradition tree (required to form holy covenant) and 25% from the civic. However, nihilistic acquisition allows you to take other peoples pops to absolutely FILL your planets. 1" patch out on the 14th shouldn't really change habitat. "Playing tall" in Stellaris is always purely a roleplaying decision. Playing tall as Megacorp is very easy and you are an impossible Empire to conquer because defending your borders is very easy. Part 2 focuses on creating your civilization both in and out of game. I explored my immediate area, only went after systems that were "behind" chokepoints (from an outside perspective), and tried to get the basic strategic resources (motes. walter. Compare Stellaris to a game where you can play tall, and playing tall is strong: Civ 5. 11 votes, 19 comments. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. . So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. I can't give you much perspective specific to your year as I can't be bothered to micromanage like that. Get heroic past (+1 trait) and meritocracy (+1 trait pick) Step 2. This is an inescapable reality that makes Tall a challenge run and not a legitimate strategy in most situations: fewer systems = fewer planets = fewer pops = weaker economy. The first 1000 people who click the link will get 2 free months of Skillshare Premium: Playing Tall has always been one of the more elu. There is still no better or more successful way to play the game than tech rush, expand like a virus and maxing out your fleet. 0 which made it very important as, while minerals are king, science is queen. Rather there is a gradient from "more wide" to "more tall" without any hard defining point where you stop being one and become the other. Building slots don’t expand from population anymore and city districts do not expand them; so, every habitat will be a few slots big until end game. You can have 1/3rd of the galaxy and only 20 colonies, or 15 sectors and 50 habitats. Evokes a kind of 'hazard warning' feeling. . Each planetary ascension level is a 25% increase base, so with all of those three boosts that becomes a 43. Since your research requirements go up per each planet you colonize I find for me personally that it is better to only colonize larger worlds (15 tiles or more minimum). A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Now it could be said if your wide with a tall build you have succeed so can tank the drop in efficiency. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. • 2 yr. In a perfect run you would just grow large nough to start the vassalisation chain and then even shrink yourself a bit if over 100. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. There are a lot of very easy to make changes that would make the choices a lot more equal if not perfect. Tall vs wide isn’t really something that makes sense in context of stellaris or real history. General. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. 818 votes, 167 comments. The bonus of it is you can probably defend your entire space with one fleet. mining guilds is a lot better as the. But you're right. Created by Robinicus. Realistically when going tall it means some small set of orbital mines and research stations that weren't your core priority anyways - the core priority ones were covered by your frontier outposts to begin with. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. 2 and before) because a wide and a "tall" empires will grow at the same rate, to about the same cap, with only some minor buffs for "tall" like mastery of nature that don't even come into play until later. ago. While playing tall was pretty much building a lot of frontier outposts and having at most 3-4 planets. Playing "Tall" in Stellaris: a criminally misunderstood term I love Stellaris and this community! Sometimes I see people in the comments talking about how a player is trying. Generally it's not really practical to play tall without the Void Dwellers origin as you would need insane luck to have a good. In Stellaris you can't colonize a planet or build a habitat without claiming a system. However its not completely ridiculous as a way to differentiate play styles. I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. It has factiond designed for playing tall. We would like to show you a description here but the site won’t allow us. It's basically how you use your influence. 87 Badges. It does require playing the game a lot differently than previously though. You can do this by either vassalizing or stacking minus empire size modifiers. If you play habitats you can get more resources from jobs without actually taking up more space. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. If you play tall right, you can get more than 15000 tech per month mid game. The tall playstyle dines like a gourmet only picking the very best and shunning the crud. The benefits of playing tall are as follows: Smaller empires are easier to manage. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. Stellaris has no such restrictions, in fact it’s the opposite; there are almost no consequences for conquering other empires early, you even have choices depending on your situation, and early conquests allow you to conquer even more mid to late game. Fluffy-Tanuki Agrarian Idyll • 4 mo. Play tall on the short term, get bio ascension, make sturdy and strong pops, then start a conquering spree. By building robots and getting % pop growth speed modifiers. This misconception revolves around playing Tall vs playing Wide. Playing tall or playing wide, which is better!? Most players start by building and advancing their empires in stellaris with a typical : expand, then build out planets and other parts. Since you play pretty much the same if you have 50 habitats rather then 50 planets. The S Tier only features the best of the best Origin available in Stellaris. Even though there are many reasons why players might want to play tall, Stellaris indeed lacks functionalities that provide incentives for tall play (unless you count the negative incentive of planet & pop management). Playing 'Tall' runs counter to paradox game design in a general way. If you're spamming habitats, you aren't playing tall. It is perfect for roleplay purposes, and gives great bonuses, including a +10% increase to pop growth, +5% happiness, and +20% unity. Communal: Since you’re going to be playing tall, stuffing more people in houses is useful. What Stellaris Does Right, for now. My recent game on insane I managed to beat the game (Huge map, 30 empires, 8 advanced and 4 fallen) in 2400 with only 5 planets in 2350. Even a faction with a single city all game. building tall is more of an opening strategy, not a long term playstyle. In reality it would be just the same wide play, just with fewer systems. It's not strictly bad, but the research speed is better. While Tall empires aren’t currently competitively viable, there are some features that lean towards a tall playstyle, and can be used as starters, points for praise, or references for further development. Jump to latest Follow Reply. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. Get those techs and traditions which will make your pops more efficient. Mar 4, 2022. I would however definitely recommend getting Utopia as soon as you can though, the sheer volume of content across all game phases. Use FPs (Frontier Outposts) to block alien Empire reach to your planet (s) and the spiral arm in question where you spawned. After 2. But the tall/wide distinction isn’t all that meaningful in Stellaris — you’re still managing more worlds and taking up more empire size, just in a smaller geographical space. are vassals just a prerequisite of playing tall. habitats as well as branch offices contribute to empire size. Many people seem to have a misconception what "tall" means in Stellaris. I actually don't particularly dislike this change, but this was how I got. It's okay to limit yourself to a smaller, more defensible slice of space, at least initially. Trying to conquer whole empire's as soon as met them and have a stronger fleet. 0 anglers got stronger. you can gain a significant advantage in tech and traditions by focussing on a small number of large, well developed worlds. He is punching well above his weight, and would be a strong player in multiplayer. The benefit from playing Tall should be that you make amends, and strong alliances with nearby neighbors, you're not a threat, and they like that. RELATED: How Developers Plan to Further Improve the Stellaris AI Empires. ago A common misunderstanding is that playing tall means having a small number of systems. Bribe them, then submit to vassalisation. What's your strategie to play Tall. I too like to normally play wide, but I'll switch it up with a tall megacorp. 3 never actualy encouraged tall play in the slightest, the ability to create administrative capacity only encouraged a wide playstyle and the inneffective linear maluses of the current static "empire size" modifier is laughable. Playing tall is a long-term strategy, so players should generally start using it. Here's what I personally like to do, and it works for me playing tall. Unless something major crops up, the next Stellaris update is expected to be the 3. Right now it is not viable to play a small/tall empire. Playing tall is a strategy among others, it's not really a playstyle as it can be in some other games (well, mostly Civ5 in fact, and it's really just another word for turtling). Imo the best definition of play wide is a lot of systems. In Stellaris people get a legit advice wide's always better and than come with screenshots of 90 planets, 900 pops asking why are they having problems. The 0,1 penalty is the +10% penalty per system other than the first one. How to Manage Empire Size in Stellaris. Toggle signature. In fact it could be easier with more resources. 2 or 1. I think my problem is that i am too eager to expend. Base habitat, with the size modifier, will have maybe half population growth from size penalties. Currently it's 2460, there are 39 empires, I'm the permanent Galactic Custodian. Business, Economics, and Finance. Stellaris. Method 1: Find a local AI, preferably one that is considerably more powerful, and between you and the baddies. (So your space is tall; not your planets)The only tall builds that can be considered good right now are Void Dwellers (which is actually wide under your definition since it has lots of colonies) and the Nihilistic Acquisition raider which is a very aggressive build that is constantly a war to steal pops. How to Manage Empire Size in Stellaris. Get a migration treaty immediately so you can get access to other species. It's like having a huge empire to defend, but you don't get the huge economy to go with it. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. ago. Stellaris How To Start well in Grand Admiral New and Experienced Player Guide / Tutorial: The Starting Routine I use to get a good start in Grand Admiral gam. I keep seeing stuff around the internet about 2. Wide shouldn't be better 100% of the time. I'm considering turning down habitable worlds. . Everyone is entitled to their own opinion, but people who play tall are "wrong". Since you play pretty much the same if you have 50 habitats rather. 3; 1; 1; Reactions:. Trying to conquer whole empire's as soon as met them and have a stronger fleet. Paradox you're doing it all wrong. but what tall is or isn't is another debate I suppose and I didn't feel confident in getting any points across without using the terminology. #9. I’m just worried how long it’ll hold an attack back later (I’ve already fought a war to a draw by throwing them back 4. I would say going tall is even more viable now. So today we're going to take a look at a general overview of. I've seen a lot of people point out that playing tall in Stellaris has often basically been synonymous with just playing suboptimally, since for a long time now it's basically just meant not expanding to fill as much space or colonize as many planets as you could fill, and thus collecting less resources, all while confering little to no benefit in. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI 1. Technocracy is amazing for more research gains. With that just build as much farming and later industry and become. Playstyles are how a player plans to tackle playing or even winning the game. ago. Grand Admirals cannot stop you. 5K Online. If you happen to trigger a certain precursor, but then the areas where their events can spawn end up occupied by other empires, you can be left with 0/6 hints. Any void dwellers build with militarist. A scenario or playstyle that couldn't be improved by more expansion is not possible. I then played UNE (completely normal peace loving federation builders), and a fairly decent sized starting empire worked, we even colonised a couple systems. If you aren't trying to min-max, you'll be happy, and if your empire is big enough, it wont matter anyway However you decide to play, have fun!Stellaris Galactic Paragons DLC has given us the Crusader civic and the Under One Rule Origin. Instead it means to have the same amount of planets but concentrated in a smaller patch of space. To combat sprawl, if you have the overlord DLC, you can claim these systems but then release the sector as a vassal. Megacorp is probably my favorite thing in Stellaris. Fast Breeders - This perk give +25% growth. Playing tall is naturally going to be somewhat more difficult in most cases, as you are essentially intentionally cutting your growth short. On the plus side, we get more unity faster without explicitly focusing it. In summary, make tall viable by requiring wide play to require major investment that requires opportunity cost, while giving the player satisfying tall alternatives (infrastructure/tech investment) that simultaneously provide for a more satisfying strategic layer and decision making experience. For tall since you aren't conquering pops you MUST grow them. It's not about having few planets - in fact you should still get as many ( properly developed!! Stellaris Real-time strategy Strategy video game Gaming. Yeah, I actually agree I don't think Stellaris really has 'tall' playstyles because of the way pops and economics work, I don't think you so much as play tall, but as varying levels of efficient. This mod makes all the special systems in stellaris have a 100% chance of spawning. Build lots of habitats and then ring worlds when you get. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. Paradox you're doing it all wrong. Which in itself may or may not be desired. If you want to play a game where Tall playstyle is possible, play Endless Legend. ago. S Tier Origins in Stellaris. But it’s basicaly giving yourself a handicap for little to no reason. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. Pre-ftl civilizations could also arise. 8K 89K views 4 weeks ago Stellaris Tall Build Guide. The upcoming 3. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits See moreHow to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it. In the current beta branch, I’m running a megacorp. You can rightfully play this by ONLY claiming systems with huge planets with lots of room for research and skipping over systems with. How to play tall (yes again) Alright so I've been doing a little research and i know there is a bunch of threads about this already but hear me out. Nerfing wide to be as bad as tall just makes the game un-fun for everyone. There's wide and then there's wider. I like tall play style but it currently requires more resource density and pop efficiency to work. Everyone is talking about “playing tall” but what does that actually mean in Stellaris? Are we all on the same page about what it means?. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. Think about it like this: A 25k fleet will cost around 15-20k minerals, and a 25k starbase will cost about the same, but a 25k fleet takes roughly 300 minerals per month in upkeep. ago. It depends on your definition of tall. Weekly PSA's PSA- the definition of playing wide is disputed, and many people use systems as opposed to planets as the model in Stellaris. This dichotomy really isn't applicable to Stellaris. Discussion. While habitats are good, it’s probably better to be funding colony ships. We recommend you to use them whenever you play the game. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. It doesn't stop people from trying to shoe-horn it into Stellaris, but it. Hegemon. Finally, Part 3 contains a mix of tips and tricks for you to use to take your roleplaying to the next level. Wide means you have more variety of planets and has its own fun to it. I don't know what version you're playing, but population growth is glacial in 3. And as a devouring swarm/hivemind, your habitability. I like my little bubble of about 20-25 systems, depending on what is in them or what they are. imo, ethics, materialist research speed bonus is great, and robots are an extra source of pops, so it is excellent. That fixed a lot of problems. Then tried a mixed economy run aimed at going tall and setting up strong vassals but was stymied when I realized 3 planets in 28 systems was incredibly unlucky and having anamoly researchers was actually. Tall empires. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. Bureaucrats killed tall. Go fanatic xenophile. Toggle signature “The middle of the road is all of the usable surface. 2. Give me the most broken empire you have. Sometimes I play tall, sometimes wide, occasionally I play as the crisis or as an exterminator. What actually constitutes tall in this game? In my current game I'm playing fanatic egalitarian materialists who aspire to turn themselves in to a…I used the robotic mammalian portrait (the tall bulky machine with a glass front). Empire size has changed a lot over the years in Stellaris. 0 ruleset that was revised in 3. The system is the backbone of Stellaris. This way, I can research powerful weapons and shields for my Corvette and Cruiser swarm. I personally think thats fine, because I think that playing tall SHOULD be a challenge. . I believe the large consensus among Stellaris players who pay attention to meta is that, in 2. Always play on max star count. Stellaris. This video is my Guide for: How to Play Tall in Stellaris Console Edition, full of tips and tricks and gameplay to show you How to Build a Tall Empire and Play as One. Build Starbase at choke points, not on all outposts. Machine, Hive Mind, Megacorp, Regular - Which are best for Tall play and which for Wide play?. I don't want to own any vassals. If you're going to war, every system claimed is most of a corvette in alloys and a few dozen influence, meaning fewer system claims and fewer corvettes to conquer them. Having every planet in a system with a habitat or colony. Forcing it to inevitably conquer them as time goes on No it doesn't. Enjoy your stratified society. Sure, a 1000-pop tall empire with 25 planets/habitats isn’t big by Stellaris standards, but that’s still 500 billion people. 6 put the nails in the coffin, but Tall had one patch where it was "good" and that was quickly fixed.