Stellaris Base Game - http://pvndve.over-blog.com/ (2025)

Stellaris Base Game - http://pvndve.over-blog.com/ (1)

Influence is an empire's ability to persuade other empires and factions within their empire to support their causes. A few of its uses are supporting the political party of your choice during an election campaign and using it to make claims on territory outside your empire. Empire's start out at a base rate of 3 influence per month. Once an empire has 1,000 in influence any additional influence gains are not saved. There is no way to bump up the ceiling for influence storage.

  1. Stellaris Free Play
  2. What Is Stellaris
  3. Stellaris Base Game Tech Tree
  4. Stellaris Base Game Guide
  5. Stellaris Gameplay Pc
  • The L-Cluster itself provides an entertaining mid-game challenge provided you work for it (and depending on which event triggers), but otherwise this is a fairly low-frills pack.
  • Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution.

There are several methods for gaining influence. There are also ways to get more out of Influence by reducing the influence cost of items or making influence last longer for edicts. Technologies can be researched, declaring rivalries increases influence income, random events can give a lump sum increase, achieving war goals, ruler traits, traditions, ethics, faction support, helping subjects and completing mandates are all methods to gain influence. Making your factions happier will increase influence as well. Some anomalies will give a random bonus when researched.

These are our growth tips for Stellaris Galaxy Command and we are sure that they will help you to become the proud owner of the strongest space base in the whole universe. Make sure to check our other Stellaris Galaxy Command articles too (link to any other SGC article), each one includes useful tips to help you further. So I figure I was looking at Stellaris before, and have been a fan of the previous paradox 4x games I figure Ill try this monthly thing out and I will be able to get Stellaris like over half off (probably cheaper for the base game then what the steam sale will be?) then like you said in 2 weeks when the summer sale starts I should be able to. Both games tickle the part of my brain that wants every battle to have some greater context, every move I make to be part of a larger narrative. Stellaris manages to do this without history to lean on, though, and does so with aplomb.' 9/10 – PCGamesN 'An excellent science fiction space strategy game' The New York Times.

The chart below compares the various things you can do to increase monthly influence.

One Technology that increases influence income per month is the Living State Technology (Autonomous Agents for empires with Gestalt ethics) by 1. Galactic Campaigns and Interstellar Campaigns reduce the cost of claiming systems by 10%, and the Proclamation Technology stretches out the duration of an edict by 10%.

Declaring another empire to be your rival gives you a boost of .5 influence per month and reduces claim costs against that rival by 20%. This closes the border between empires and lasts a minimum of 10 years. The number of rivals is limited to 3 but it can be increased through civics or ethics changes. Also, when declaring a rival, you can't be overwhelming powerful to them or so weak when compared to them that you're insignificant.

Need some tips on how to play? Take a look at out 101 Beginner's Tips page.

Humiliating an empire as a wargoal gives 100 Influence if successful and winning the 'Claim the Galatron' wargoal gives a lump sum of 100 Influence, plus 3 influence per month after taking possession of the relic.

Rulers are the individuals who make the high-level decisions that have empire wide consequences. A ruler can be a dictator or an elected official, or he or she can be a part of a monarchy to give just a few examples. They all have traits, or characteristics, that make them better, and sometime worse, at the things they do.

A ruler with Deep Connections gives 1 influence per month. Spamsieve 2 9 39. This ruler has deep insights into the political workings of an empire.

The Chosen One adds 1 influence per month. The Ruler must be part of a species that has the Psionic trait for this to be available. A psychic leader (Psionic Ruler Trait) will provide .5% increase per month. This ruler must also be part of a species with psionic traits.

A ruler with an Expansionist trait reduces outpost build costs by 15%. One of the main focuses of this leader is expanding an empire's borders and influence.

The Charismatic trait reduces edict cost by 10% and makes edicts last 20% longer. The ruler does this through the art of persuasion.

Relics are items that survived the disappearance of powerful empires that have vanished from the galaxy eons ago. Almost all of them require influence to activate but they provide powerful benefits for a relatively short duration of time in return.

Along with the Galatron relic, Khan's Throne impacts an empire's influence. Khan's Throne, unlike the Galatron relic, does not provide a steady increase in influence but reduces claims cost by 20%. It costs 150 influence to activate.

Traditions are what defines an empire as it evolves and progresses. Unlocking tradition trees with the Unity resource provides unique abilities and bonuses to an empire, one of which is bonuses to influence or reductions in the cost of certain items when it comes to influence.

Completely unlocking the Domination Tradition Tree gives a 'Finisher effect' of 1 additional influence per month. Reach for the Stars, part of the Expansion tradition tree, reduces the cost of starbases by 10%. And simply adopting the Diplomacy tradition reduces diplomatic costs by 50%.

Ethics are the principles an empire lives by and will determine how an empire deals with other empires and with a crisis.

The Xeophile ethic reduces diplomatic costs by 25%, while a Fanatic Xenophile ethic reduces diplomacy costs by 50%. Gestalt Consciousness and Fanatic Authoritarian each raises the base influence points by 1 per month while an Authoritarian ethic raises it by .5 per month. A Fanatic Xenophobe ethic reduces stabase influence cost by 40% while a Xenophobe reduces starbase cost by 20%. Militarists reduce Claim costs by 10% and Fanatic Milirarists reduce the cost of making a claim by 20%.

The Spiritualist ethic reduces edict cost by 5% and the Fanatic Spiritualist reduces edict cost by 10%.

All factions together can give a boost of 2 influence per month. Researching the Living State Technology increases that value to 3. Faction influence can further be increased with the Egalitarian Ethic (25%), Fanatic Egalitarian Ethic (50%), and the Parliamentary System Ethic (25%).

A subject is an empire that is diplomatically in contact with you and is inferior in strength. Uplifting a Pre-Sapient species provides 500 Influence when completed.

Special projects, like the Communication Project or Colossus Project, will also give bonuses in Influence. For example, completing the Colossus project allows you to declare war without spending any influence on claims. The Communications Project, which establishes communications with new empire, provides an influence gain as well.

While democratic rulers have mandates (which give rewards in Unity, not Influence) Oligarchic, Corporate, and Imperial rulers have agendas. The National Purity Agenda increases Influence by 10% and Expansionist Overtures reduces Claims cost by 10%.

Offer protection to another empire in exchange for some influence over their internal affairs. The gain is .25 influence per month if they agree to become a Protectorate.

Researching Ascension Theory Technology unlocks Ambition edicts, the most powerful edicts in the game. The Will to Power edict lasts 12 years and 6 months when issued and gives a high monthly influence gain of 5.

Ascension Perks are granted when an entire tradition tree has been completed. The Interstellar Dominion Ascension Perk reduces starbase influence cost by 20% and claims costs by 20%, the Executive Vigor Ascension Perk extends edict duration by 50%, and the Universal Transaction Ascension Perk reduces commercial pact cost to zero.

This is a place of pure psionic energy where beings with immense psionic powers can be contacted. Contacting the Shroud gives a monthly influence gain of 5 for 600 months.

Does your ruler want to be treated like a god? The Imperial Cult State Religion civic will do exactly that, plus it increases edict duration by 25%, which gives an empire longer results when spending the 150 influence to issue it.

Need better hardware? Does you PC panic when you fire up that new game? See my
recommended PCs, Laptops, Mice, Keyboards, Speakers and Monitors at these pages on my website.

  • Removing a planet from a sector costs 25
  • Removing a sector costs 100
  • Promoting a faction costs 2 influence
  • Suppressing a faction costs 1
  • Making claims.
    • During an offensive war claims cost is increased 100%.
  • Embracing a faction cost 500
  • Non-aggression pact costs .25 per month
  • Research agreements cost .25 per month
  • Commercial Pacts .25 per month
  • Defensive Pacts cost 1 influence per month.
  • Issuing edicts typically costs 150 influence (most but not all)
    • Civic OTA Updates (Machine empires) reduces edict cost by 20%
    • Subsumed Will for Hiveminds provides a 20% reduction
    • Cutthroat Politics (unless empire is a corporation) provides a 20% edict cost reduction
  • During democratic elections supporting a candidate costs 50 influence. A candidate can be supported multiple times
  • For an Oligarchic election it costs 200 influence to select a candidate instantly
    • Unless you're an Imperial government the Shadow Council civic reduces that to 50
  • For Oligarchic governments it costs 250 influence to hold an emergency election.
  • It costs 250 Influence to reform a government
  • Outposts costs a lump sum. The further away it is from your empire borders the higher the cost in influence.
    • Xenophobe reduces cost by 20%
    • Fanatic xenophobe reduces outpost costs by 40% Influence
  • Subject integration
  • Being a member of a federation costs 2 influence per month
  • Dealing with factions (previously covered)
  • Activating decisions

Starting with the United Nations of Earth is one of the best empires to start out with as a beginner. For one thing it's pretty straightforward and secondly, it's an empire most players can easily identify with, making some of the concepts easier to understand. You can easily change the appearance, origin, empire name, traits, and a myriad of other stuff at the empire screen but for learning the basics of the game accepting the defaults works perfectly.

Early exploration and expansion, researching resource increasing buildings, and rapidly increasing your population are the keys to success in the early game.

After selecting an empire to play you'll be taken to the game details screen. There are a lot of overwhelming options for a beginner but in order to set up an easy game for learning the basics these are the most important options.

Set the Galaxy size to small (400 stars). One advantage to this is avoiding the micromanagement of a huge empire while still having a minimal amount to work with to learn about. This size will give a real good idea of what managing an empire in Stellaris is all about. When learning keep things manageable, a little can go a long way!

The game should default to an Elliptical galaxy. Leave it set to that option, a spiral galaxy can box you in if you have nasty neighbors who are more powerful than you, and a ring galaxy may present more tactical choices than you would want to make when learning the game.

Stellaris Base Game - http://pvndve.over-blog.com/ (2)

Set AI empires to 4, that way you have a few empires to jostle with, but you don't want too many in a small galaxy or things will get real ugly real fast. This is the number of AI controlled empires you'll be competing against.

Set Advanced AI Starts to 0. This determines how many enemy empires get a head start over your empire, whether it be resources, technology or population. Their only advantage is a better starting position. No reason to fight an uphill battle when you're first learning the game.

Turn off (set to 0) Fallen Empires. These are ancient empires who once flourished but now no longer expand or build new ships, but what they have is very powerful.

Turn off Marauder Empires. Unruly neighbors who do a lot of fighting amongst themselves. They like to raid you and their neighbors and are known to fight for hire.

Leave or set the Tech/Tradition cost to 1x. Setting it to a higher number makes it take longer to complete research. Since this a short game you don't want to delay this any more than what the normal speed is.

Set Habitable Worlds to 1.25x. This gives slight bump in the number of habitable worlds you're likely to find. The more you find the more quickly you can colonize and learn the basics of running an empire. Besides, colonization is fun!

You can leave the Primitive Empires setting at 1x.

Crisis Strength should be set at .75x or lower. This is essentially the end of the game. This setting lessens the strength of the enemy fleets that arrive during the end game crisis. Fun to play but frustrating if you're leaning and they simply come into your galaxy and wipe the floor up with you. For a new player this will at least them a chance to beat it.

Accept the defaults for the Mid, End, and Victory year (2300, 2400, 2500). Once the Victory year is hit the game calculates who the winner is, but you can still keep playing if you want to.

Difficulty, one of the most important settings. For a beginning game set the Difficulty at Cadet. The player gets some bonuses to their economy, research, and naval capacity. It gives a new player a slight edge over the AI.

Set Scaling Difficulty to off. Turning it off stops the AI from becoming too powerful as the game progresses.

Set the AI Aggressiveness to low. You need to fight a few wars to gain combat knowledge about the game but not too many. This determines how often the AI will declare war on enemies, including you.

Empire Placement can be set to Clusters.

Since the Advanced AI is set to zero there shouldn't be any close by but set his to Off anyway if it's not already there.

Leave Hyperlane Density and Wormhole Pairs set to 1.

Guaranteed Habitable Worlds. Set it to 2. This determines the number of planets that are the same as your homeworld being created close to your system.

Caravaneers. Leave it on. These are space-based traders, fun to interact with.

Turn Ironman Mode off. The game won't be eligible for achievements, but you need the option to save games and go back and correct mistakes, or try different approaches, when learning.

Click Play and the game loads, starts and VIR (or whoever the Advisor is set to) should introduce itself. If that doesn't happen you will need to go into the game settings and turn on the full tutorial. Go to the game menu (hamburger icon in lower right corner). Click it to bring up the menu options and then select the Gameplay tab at the top of the dialog box. The tutorial can be set to either Full or Tips. Set it to Full, then click Apply and return to the game.

Send Science Ships out to explore the galaxy. It's best to build a second one to speed up exploration in the early game.

It's important to get resources flowing into your empire as quickly as possible. Build mining stations first, it's safe to ignore research stations for now until the costs of research really start increasing.

Colonize as much space as possible but try to focus on the best planets with high habitability first. This helps an economy grow and stops your empire from being hemmed in. If you can't colonize then grab some promising systems by building an Outpost if you have enough Influence. The main drawback to colonizing rapidly is that research costs increase as you get more colonies, but early expansion is still a must.

Build up the planet economies so you'll have a strong empire. You'll need a strong empire economy to support research, exploration, and war. Always watch your planets for unemployed pops. Having too many can result in high crime, lost production, and instability in the planet's government. A good rule of thumb it to focus on what the planet is best suited for. If it has a lot of generator districts, build power districts first and add a power grid when it becomes available to boost production even further. By focusing on one area of production the planet may get a bonus in that area of expertise as well.

Stellaris Free Play

When you start bumping into neighbors its time to worry about the Navy and build it up sufficiently enough to counter any potential threat. Having a strong military is one of the best ways to prevent war being declared on you by the AI since it takes your military strength into account. Don't be an easy target!

Another good idea is to get your population increasing as quickly as possible so enacting the 'Encourage Growth' decision is a good way to do that. It costs 1,000 food so it's expensive for a fledgling empire but the 25% increase in population growth makes it worthwhile in the long run. This decision lasts for 10 years.

At the beginning of the game you should get the opportunity to research buildings that increase resource output, like Global Energy Management, which provides an Energy Grid and the Capacity Overload Edict. The Energy Grid provides a 15% planetary increase.

Hydroponic Farming and Geothermal Fracking will probably be available for research too. Hydroponic Farming unlocks Hydroponic Farms and Hydroponic starbase bays w hich provide an increase in food production. Geothermal Fracking will give a 20% boost to Miner Mineral Production. Make each of these a priority when available.

One last thing to focus on is Traditions. Although the Expansion tradition and Discovery tradition both benefit a young empire the choice should go to Expansion, although choosing either one is okay at the start of a game. The choice goes to the Expansion tradition because it gives an empire an extra pop when a colony is established plus the costs of building an outpost are cheaper in Influence, something that is a precious commodity at first. Lack of Influence will probably hamper your expansion efforts at the start of a game more than anything else.

For more ideas on how to play Stellaris go to our Tips page.

Need better hardware? Does you PC panic when you fire up that new game? See my
recommended PCs, Laptops, Mice, Keyboards, Speakers and Monitors at these pages on my website.

Hey all! I've been playing a few games in 2.2 and so far the best run that I had was using a combination of Byzantine Bureaucracy and Agrarian Idyll. I want to say that I'm not a min max player so this may not be optimized in any way, but I feel like this is a very good civic combination to start learning Stellaris (or at least the new 2.2 economy and planet systems). I am having my most successful run since I bought the game in November so I believe that this could help some other beginning players!

The pros for me are the following (once again, from the point of view of a starting player):

  • Amenities shower: amenities from farmers and Bureaucratic Complexes associated with the amenities usage reduction mean that you basically never have your empire running low on amenities. No need to spend any consumer goods in entertainers, or even researching Resort Worlds. Enjoy your super happy worlds!
  • Base Resource output: because Agrarian Idyll lends to an emphasis on Rural Worlds, I found myself with a couple of those that were outputing an ungodly amount of resources. Furthermore, even specialized worlds are very flexible and can output a good deal of resources: on the one hand Generator Worlds, Agri-Worlds and Mining Worlds give you a lot of housing that you can use to build civilian industries, forges, research labs… On the other hand, because city districts are not as good, you can build a couple of resource districts on your Industrial or Tech Worlds, and have them not be as taxing on your resources. Overall, you'll be flowing in base resources which mean that you can have a strong economic power.
  • Unity output: because the Bureaucratic Complex give you additional Administrator jobs which give you a bit of Unity at no consumer goods cost, I found myself with a pretty decent Unity output throughout the early and mid game which meant that I could get most Traditions pretty early.
  • Good support for high pop growth: Agricultural district are very good in this combination (and get better through tech), which means that you can build a lot of them and support very high pop growth with Nutritional Plenitude policy and Encourage Pop Growth planetary decisions, which I believe is very valuable in 2.2.
  • Fairly flexible: the only ethos limitation in this combination is that your empire needs to be pacifist to some degree. So while it prevents you from going militarist or playing very aggressively (because you cannot use Unrestricted Wars), you have quite a lot of room to chose the direction you want your empire to take. Plus it doesn't force you to play specifically tall or wide (I played fairly wide, but I feel like tall wouldn't be hindered too much by this either).

Of course, there are some cons:

  • The biggest one in my opinion is that you lose access to the Arcology Project ascension perk which makes getting the really powerful Ecumenopolis basically impossible (you can always get it if you get the First League precursor empire but that's not reliable)
  • You have no specific advantage in tech, which mean that this has to be thought about if you don't want your empire to lag behind.

So these are my thoughts on this setup which I really enjoy playing!

  • Stellaris Planet Flavor

    I'm so appreciative of Wiz and his team for the change Stellaris has undergone since its release. One of the features I'm most excited about is the development of true planetary diversity and flavor. I'm a geography freak, and i love how you can finally access and view the geographical features of planets now. There's…

  • Stellaris VS Distant Worlds: Universe

    DISTANT WORLDS: UNIVERSE (60$ USD) What DW:U does better than *STELLARIS* Plenty of settings and options when creating a new custom game. Authentic and realistic galactic geography, with seamless transitions between a single system and the galaxy as a whole. The galaxy is so vast, ships are even able to travel into the emptiness of…

  • Syncretic Slaver Empire Strategy

    Hello, I need some advice on an empire with syncretic slaves. Here's my idea for the build: Fanatic Authoritarian / Spiritualist Slaver Guilds and Syncretic Evolution Master Species: Intelligent (or Thrifty?) / Enduring / Quick Learners / Weak / Decadent (?) Slave Species: Servile / Strong / Industrious / Fleeting / Slow Learners The slave…

What Is Stellaris

© Post '2.2 made easy: the Byzantine Idyll' for game Stellaris.

Top 10 Most Anticipated Video Games of 2020

Stellaris Base Game Tech Tree

2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.

Stellaris Base Game Guide

Top 15 NEW Games of 2020 [FIRST HALF]

Stellaris Gameplay Pc

2020 has a ton to look forward to..in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020. Adobe audition cc 2019 v12 1 4.

Stellaris Base Game - http://pvndve.over-blog.com/ (3)

Stellaris Base Game - http://pvndve.over-blog.com/ (2025)
Top Articles
Latest Posts
Recommended Articles
Article information

Author: Saturnina Altenwerth DVM

Last Updated:

Views: 5712

Rating: 4.3 / 5 (44 voted)

Reviews: 91% of readers found this page helpful

Author information

Name: Saturnina Altenwerth DVM

Birthday: 1992-08-21

Address: Apt. 237 662 Haag Mills, East Verenaport, MO 57071-5493

Phone: +331850833384

Job: District Real-Estate Architect

Hobby: Skateboarding, Taxidermy, Air sports, Painting, Knife making, Letterboxing, Inline skating

Introduction: My name is Saturnina Altenwerth DVM, I am a witty, perfect, combative, beautiful, determined, fancy, determined person who loves writing and wants to share my knowledge and understanding with you.