There are some research fundamentals which will help you very much at the start. Here’s what I go for (if I play the start awesomely :-D)
- Look at the Research Leaders you have: Are they good? If not..
- Look at the recruiting tab (anyway) to see if you should fire a leader or put him on a research ship and either hire a Spark of Genius or a Maniacal leader.
- The Technology system: You have a random selection of 3 techs (+ bonuses) every time you choose a new tech. An exception is the Colonization tech early on (which you should always choose first on the Asimov 1.2x patch). This selection is based on your empire and on what you have already researched, also on certain events or battle debris projects.
- Research Tech Choice: First go for techs helping you to build up. Only go for military techs if you know you have an opposing empire near. Consider purple techs always as they are rare and might not pop up again to choose.
- Swap your research leaders for bonuses: If you have an Expertise: X Leader and a tech is X, send him to the according spot in the labs and exchange his position with another leader. It won’t need time nor will it cost you research points, so do the swap!
- Send your Research Ship(s) on Survey Missions immediately.
- Military ships: Scout systems for monsters so you know where it is safe to send your science ships.
- Research anomalies only with low fail percentages. Once YOU have discovered them, they cannot be taken from you. So level up your Researchers first and decrease that risk!
- If you close borders, you can secure potential anomalies in your area against other empires. It is dangerous though, pissing the others off by doing that.
- If the AI scans a planet and discovers an anomaly, you cannot discover an anomaly there anymore, so if reasonable, close borders and survey the neutral systems first for anomalies to “tag” them for you.
- Projects and Timed Projects: Do them only if these are close to disappearing and only if they don’t stop a crucial research you make. (The Colonization tech is an example for such a crucial tech)
- You can gain research points and access to totally new technologies by fighting enemies and space monsters and analyzing the debris.
- Prefer Mineral Stations over Research Stations, but still, those stations can be useful! So go for them. Same goes for buildings on the planet. On early planets, don’t specialize, use the resources already there and improve these.
For further illustration and all the examples inside the game, just watch the video I made about Research:
Hope this can lead to a great game for you! 🙂
Happy Gaming, your
Species Traits Ranking for Stellaris
Positive Traits Ranking 1 to 10 points
- Industrious +15% Minerals – Minerals are king in this game. From the start to the end. 10/10
- Thrifty +15% Energy – OK at the start and gets better and better. 7/10
- Communal +5% Happiness – Just a good bonus that helps you all game. / Natural Physicists – the most important research (hey, it gives research bonus %%!) both 6/10
- Intelligent, Natural Engineers, Natural Sociologists, Adaptive, Quick Learners, Strong, Charismatic, Conformists, Enduring – all OK for their cost, but bound to specific strategies where they can be really good (but only there!) all 5/10
- Agrarian, Extremely Adaptive, Nomadic – bound mostly to rapid Expansion strategies which are a little inflexible, Agrarian is only really good in the early game. Use them only with expansionist empires if you’re playing “for real”. Both 4/10
- Rapid Breeders, Talented, Very Strong, Venerable, Resilient – either much too high cost for their benefit or borderline useless (Resilient). If you really need a trait like Resilient, it’s already too late. Good for a challenge, for flavour, for roleplay because who doesn’t like to play guys with nearly immortal leaders from time to time.. or something similarily funky 🙂 all 3/10
Negative Traits Ranking 1 to 10 points
- Weak – if you pair it with Industrious, it’s the perfect match. The Army damage -20% is really neglegible and will only hurt you early on, if at all. There are so many technological ways to make Weak not hurt you very much. 8/10
- Nonadaptive, Slow Learners – there are good ways around these hindrances. With the Heinlein Patch Nonadaptive may be worse, but these are really small negatives to go up against. 7/10
- Repugnant, Sedentary, Solitary, Fleeting, Decadent – for these to be not hurting you, you need specific strategies and you need to look at what you’re doing. But then these are really good picks in the hands of the calculating! 6/10
- Slow Breeders – This can really be hard on you, but it’s not that bad still. “Your” people may become a minority if you integrate other species. Still not hurting much, like all negative traits. And great for roleplay. 5/10
- Deviants – +15% ethics divergence can be a lasting problem when your founder race wants to act up against you, you definitely have a problem. Factions will grow as your empire grows and this will speed it up immensely. I wouldn’t want to deal with it but you can counteract it with your government or ethics themselves and then it can be OK. 4/10
So if you’re curious about what this means for empire creation, check out the video (it will come out on 24. September!)
Happy Gaming to You!
What should you do to do very well with the help of your governors in Stellaris?
- Great starting governors have the following traits: Architectural Interest, Iron Fist (if you have Slaves), Agrarian Upbringing, Environmental Engineer
- Swapping for buildings: Swap in governors with Architectural Interest or Agrarian Upbringing (Farms), then chain “buy” a lot of buildings
- Swapping for blockers: Swap in governors with Environmental Engineer and “chain buy” a lot of environmental removal
- Swapping for time: If you need something done quickly, swap in high level governors to reduce the building time (each level / star gets you 2% happiness, -5% Build Time and -6% Clear Blocker Time)
- Could swap in an Army Veteran Governor before you build armies
- Retired Fleet Officer Governor: If you have one, swap him in before building spaceport modules or ships
- Leveling up the Governors: Always swap in unexperienced governors if you’re finishing to build a lot of stuff – they gain high experience points for that
- For “Young” sectors or planets, use Architectural Interest, Agrarian Upbringing, Environmental Engineer governors
- For “Research” sectors, use Intellectual Governors
- For “Ripe” Mineral Sectors, use “Iron Fist” if you use slavery, otherwise Intellectual Governors and in any case rather experienced governors!
- For Military (or now military enabled) sectors, use the Retired Fleet Officer or the Army veteran Governor
Have fun in Stellaris! Happy Gaming, your