Stellaris v1.03 (4816)
1K Galaxy / Elliptical / Ai : 30 /Advanced Ai Starts : 8 / Normal Difficulty / Any FTL / No Ironman
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1K Galaxy / Elliptical / Ai : 30 /Advanced Ai Starts : 8 / Normal Difficulty / Any FTL / No Ironman
: Mods @SteamWorkshop :
- Expanded Colours [120 New Colours]
- Flags : Emblems & Backgrounds
- Lovecraftian Name List
- Increased Research Window Size
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The universe had changed. A subtle wrinkle in the very fabric of space-time travelled like a expanding bubble across creation touching all that were attuned. The ripple moved through space, through the dreamscae and across what never-was or could ever-be. It created life and took it as it altered reality in its wake. This rearranging once again brought Kadath into being and the Eldritch awoke. They knew they were called to their purpose and Kadath once again pulsated with terrible life.
The way would be prepared.
H.P.Lovecraft said:The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age.
2200.1.1 - Turn Zero
Well this is my 1st AAR for Stellaris. Some of you may know me form my DW and GalCiv AARs. I like to roleplay a little in these games, but... hey you didn't think I was going to write like the start the entire time right?! hehe... but I will add some flavour text here and there.
The AAR will be event based. I'll not be checking in constantly in such a verbose manner (I hope) and while this first post is an AAR Turn, the latter posts will be more about larger events as they happen, along with a few historical notes that might be important from what happens between posts. I'll name each section with the game as well as a thematic title.
Anyway, hope you like it and remember comments are the bloggers crack cocaine, so please leave advise and comments as I'd love to read them!
Rock on!
--Jynks
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Starting Tech Choices
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Physics : Some great options in Physics here. The obvious choice here is Blue Laser but I felt that based on my previous games that my fleet dosn't do much actual fighting for a while. The Shield is great as well but with out a power source it is a kind of a dead tech at this point. As I am playing a 1K map, I think that I couldn't pass up the +5% research speed. This is a great early tech which pays more the earlier you get it.
Society : This is one of those starting techs that forums members will fight over ad nauseam. Day Zero Colony research has many great plays, but as with my Physics choice I like the idea of some increased speed early on. I think that with the +5% research and bonus from Administrative AI added to the extra research points getting mined by upgraded bio labs basically means my Colony ship will not be delayed, or only a tiny fraction delayed and I am sure my economy will be much stronger. I am not convinced that auto-picking Colonisation turn zero is the best course of action. Lets find out!
Engineering: I could go for the Mining Network II for the same reasoning as the biolab and early game materials is a issue for me, but I'm planning on spending those creds on speeding up Society Research. At this point there is just not enough resources to use both these building upgrades at the same time. The only other choice here is the exoskeletons. While army damage is nice, the plus materials is the real reason for the pick
Chosen Techs
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I got lucky with my Scientists. The Endless have the Venerable Trait so getting a Genius is the dream, but two maniacal scientists with a +5% in any discipline, who basically will be alive for the entire game... not bad. I have chosen to swap Yhagni and Hzi and put that +5% into use in Society research to clear out that biolab and hopefully to soon get colonisation back in the list.
Kagath : The Dreamed Sate
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Kadath is not the best starting planet, though it is far from the worst I have seen. There is a decent energy output with 10 attached to the city adjacency. So that is pretty sweet. I always used to think minerals was the real problem, but energy is the physical resource I struggle with the most. The food spots should make feeding the Endless a easy task, and could lead to over feeding, freeing some slots latter on. In fact, I am starting to warm to this planet, I think it is a better start than I first thought.
Starting Governor
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Governor Nct is a sweet starting governor as well. He has the Agrarian Upbringing trait so making feeding even less of an issue. He will be a great character to take on colonisation mission latter on to alleviate some of the pressure when producing food. Though we will be looking to move him from Kadath soon.
Emperor Z'Toggua
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Finally our luck runs out a little. Remember we have the Venerable Trait so we are basically stuck with this most of the game for as far as I know you can not depose the Emperor and get a new one. The + Happiness will come in handy and the outpost cost reduction is nice, but the actual meat for this guy is in the War Demands.
Unfortunately ,they do not fit perfectly with the Eldritch philosophy.
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Lovecraft stories are full of cults and other crazy religious people worshipping blindly these indifferent alien beings. In trying to replicate that in the game as much as possible we are going for a suboptimal slaver build. Out goal is uplift pre-sentients, infiltrate and co-opt pre-flt races, form protectorates and force vassalisation of other empires, not annex worlds to add to our own, not until they are true believers anyway. So he is a bit of a dud for us. We want to control the universe, not assimilate it and get most of them into our cult.
Turn Zero Actions
- Remove all the auto build ships and add in a skeleton version for each ship type.
- Start building a 2nd Science Ship
- Move the Mi-Go (Science Ship 1) to the only system in our starting build radius with a planet to directly survey it
- Set the Mi-Go to then survey the rest of that system.
- Making sure the Servants of Glaaki (Fleet 1) are set to passive I que them up to fly in and out of every system in my initial StarGate range.
- Set tile 13 to be cleared, freeing up a +2 Energy tile for latter.
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Checking the Admirals I see a good one, so decide to hire him and assign him to the Servants of Glaaki. You do not really need a Admiral at this stage and can use the influence for a research boost or to save up for that 1st outpost. That being said I usually pick up an Admiral that has a nice evasion bonus. Ghatn's main job will be scouting stars looking for planets. Hopping in and then right out. With a nice evasion Admiral you can practically automate this process and que up a ton of things, for the StarGates allow fast warp outs is there is an encounter, though they may take a few shots. Hence why I feel an early evasion Admiral is a good pick.
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