Stellaris - For Fun and Profit (but Mostly Profit)

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Decim

On again, off again lurker.
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Let's Play Stellaris – For Fun and Profit (But Mostly Profit)

Hello SV, today I have embarked on a project that I'm not sure how far I'm gonna get. I'm mostly doing this to occupy a bunch of free time and put it towards something that's somewhat productive. Why my mind went to making a Let's Play of Stellaris, I have no idea. But hey! It looks like it'll be fun and hopefully I'll make a bitching story out of this idioticbrilliant idea.

So, into the void we shall go. But before we start, I'm of the opinion that if mods are used, they should be either adding new content, adding 'quality of life' features, or be entirely aesthetic rather than modifying core gameplay. As such, for those who are interested, the mods I'm using are:

  • Flags: Emblems and Backgrounds
  • Mass Effect – The Asari Civilization
  • Bigger Plentiful Research Window
  • War Name Variety (No More Brawls)
  • Federation Leader Notification Mod
  • No Clustered Starts
I hope to write out at least one update a week chronicling the adventures of an alien empire whom I think you're all going to love to hate (at least until my game inevitably gets nuked by 1.5 coming out in a month or two). So without further ado, I present the enemies of the Galaxy. Aren't they kyuuute~





Note: Please wait 15-20 minutes so that I can post the first session in full before posting. Done!
 
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Session One - Part One
Session One – 2200 CE



Here we are. A tiny speck of territory near the Galactic Core. We are small. We are humbled, but we are filled with DETERMINATION to overcome the impossible and lay hands on all that we can! To Glory! Eventually anyway…


Our first ruler of our Corps is little Lily Lite, who, despite the name, is one of the most cunning leaders we could have hoped for. With how Venerable she is and with how she is able to inspire the common folk to work harder for the good of the Corps she shall take us far.



Our home. Not much to speak of right now, but it shall grow.



A close up of the surrounding star systems. Four are within our immediate territory. A good start.



Our Scientists have begun work on our forays into ground breaking technologies. Of particular note are the New Worlds Protocol and Ion Drives. When both are completed, we should be able to expand our Corps at a good rate with some investment and be able to protect our territory more readily with increased speed.



The first order of business after the Science geeks have been sent packing into their labs is scouting. We aim to do an initial survey of a full quadrant of the galaxy. Knowing what is out there shall be immensely useful in planning colonies and dealing with xenorelations in an efficient manner.



As for the Science Vessel at our disposal, it shall survey our home and then move onto the other systems within our claimed territory.



Two corvettes to supplement our fleet are also on order.



One of the first notable events of the year, it seems there is an anomaly to investigate.



A find of minor fortune. Well worth the ships time and effort. It is a find unlikely to be surpassed in the near future.



And so soon it seems we have been proven wrong. A Precursor race. A hostile one at that. We can't defend ourselves against a power that outclasses us so badly. Paranoia seems to be the order of the day in upper management.





And only a few days and weeks afterwards we find space faring entities from the scouts out exploring the galaxy. Strict communications management has prevented the general public from finding out about their existence as of yet, but we don't expect it to last.
 
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Session One - Part Two




Disaster! One of our scouting parties has happened upon a fleet that so drastically outguns our own that we could be crushed overnight and on top of that, they are fighting some kind of organic vessels.





Even worse, a splinter fleet took off to engage our Covette in the system. They could not reengage their warp drives in time. The LOX Soetemus is presumed lost with all hands. Our only consolation is that with the information they gathered transmitted home, no others shall fall into that damn system. Bloody pirates. When their haven falls, it shall be renamed in honor of the fallen.



On a much more celebratory note, our Corps has taken an important step in creating Prosperity for all. Easy access to space based minerals shall be very useful.



And this just might be as important. Eventually.





Oh, not more!



Another fortuious find. It's still on the back burner in comparison to other priorities.



The Corps science ship has continued to make good progress and has surveyed a world rich in resources including Betharian Stone, if a bit lacking in edible biostuffs. This world appears to be eminently suitable for immediate colonization. If we had colony ships that is. All in due time.







And it appears that we have come across the first extraterrestrial empire, pirates excluded. We have no interest in making contact at this time. Making colony ships are higher on the priorities list. Perhaps later.



The other habitable world within our borders is not as good as the first one, but it's still a good long term prospect.
 
Session One - Part Three




And it appears we have found a second empire for better or for worse. Just one of their science vessel's for now, but that will change in time.





Disaster! Just within 3 months, our scouts had a end run of bad luck. As fate would have it, they came out of warp at the wrong spot, just within spotting range of some odd xeno spacecraft. Only the xenos and some dust and echoes remain.

(OOC: It always sucks to see it happen, but losing ships when deep scouting in the early game is expected for me. Especially since I am running an Iron Man run. It's why I built those two extra corvettes right out of the gate at the start.)



It also appears that some of our science teams back home wish to examine habitable worlds with our science ships. It'll take some time, but they'll get their requested data.





More fortuitous finds. A primitive civilization and another colonizable world. This'll be a treat we want to munch on soon.



An Enclave. The first we have found. There's no telling which archetype they are, but they'll surely be helpful! Unless they're those artist morons that is…







Today the Corps received a message from the Uv-Xantt's. We can talk now thanks to their efforts. Lily Lite hopes they don't find out that we ignored them on purpose. But it appears to be a moot point anyway. They really don't like us and we can no longer cross into their territory.

(OOC: On the first picture, note that making contact with a new empire, you can get influence. I only got 21, but if you put in the research to make contact, then you get double what you would if the opposing empire finishes making contact first. This is relatively new bonus that came out in 1.4. Previous patches did not give any influence at all for making contact.

In the early game, I actually avoid sinking Society research into making contact purely because of opportunity costs. With a base cost of 60 Society and only 6 Society per month, it'd cost 10 months to make contact. As such, it really kinda sucks to put behind all your research by a huge amount to get a small amount of influence. As the game progresses though and Influence becomes more and more valuable, the equation reverses and its a net loss to not make contact in the mid-late game.

Also, I'm really glad that this AI is sufficiently far enough away that I don't have to immediately worry about getting attacked. The AI does take distance into account. It's rather likely to ignore me for the most part until I start expanding all over the place. At which point the tables of macro management will have turned. Stellaris' AI is fairly good, except when it comes to macro management. An odd weakness in the AI in a 4X game to be sure.)





In the same time frame as the contact by the Uv-Xantt, our research ship came across an anomaly and ended up finding a mining station. Requests to take it over and use it were denied on the basis of 'inefficiency' and 'opportunity costs'. It was scrapped instead.

(OOC: You can do a lot with 292 minerals in the first decade of the game. Reinvesting it all will pay off fairly quickly.)



Another alien empire. They look like they've invested a nice chunk of minerals into their fleet. It probably would have been more prudent to invest in something that would give actual returns, but oh well, it's their loss.



A bit greedy for knowledge eh? Oh fine. It's on the back burner, but it'll happen. Eventually.
 
Session One - Part Four


Some of the repurposed minerals from the abandoned mining station went into building a pair of corvettes. It it hoped they'll end up serving a long time.



Even better, just a few days after they were finished, the research for a new generation of propulsion was finalized! Except now they have to go straight back to the yards for refit. Fuck.





These two oceanic planets are actually in the same system. One is mediocre, the other looks to be a fantastic spot for a colony. Definitely want.





Five years. A 20% average economic growth and the initial survey of around a fifth of the galaxy. It's certainly been productive! To the Future!

(OOC: This early game is probably going to end up being a bit of an outlier in terms of post length. Stellaris is at its strongest in the early to mid game. There is just too damn much to do that even with all the optimization you can reasonably get, it's impossible to actually have a hand in everything. Seemingly small decisions and a bit of luck can have outsized impacts on the course of the game. Take getting the anomaly which spawned the mining station I scrapped. Thanks to that, I got what was basically a year and a half's worth of income, which has greatly accelerated the Corps growth rate. Unless disaster strikes (Uv-Xantt Kingdom declares WAR!) I'm all but guaranteed to have an excellent geometric growth pattern until I start running into territory issues.

Point is, there are many more events and decision in the early game with impact than there is later on in the game. It's a known issue by Paradox, but it's not one that's going to be easy to fix.)
 
Session Two - Part One
Session Two – 2205 CE



The first notable thing of this session is that the Colony Ship research has been completed! Hoorah! Planetary Unification has been selected as the next Society research of note.



And then, just a few scant weeks after the protocol for new colonies was finalized, the thin veneer over Lolehndran society cracked. Pirates have seen opportunity in this new era and have come to feast off of the Corps profits and indulge in their own gluttony.



Emergency construction was started immediately, dipping into funds originally reserved for setting up a colony.



All deployed forces were recalled to Ysvera to consolidate into one fleet to smash the incoming raiders.



And a suitable Admiral was found to lead the fleet. We hope it's enough.



The first raiding group appeared in our space and proceeded to directly attack a mining station providing high quality deuterium and helium-3.



Fortunately, our fleet was right behind them and in pursuit. They shall not get away with destroying the tools of our prosperity!







And indeed they have not! Say, 'Sayonara!' you asshats!





And in the middle of this, a Precursor anomaly spawned and turned out to be a hidden Cybrex Refinery.



And in the same system is an okay colony spot. It's now slated for the second or third wave of colonization.



With the pirate fleet crushed and our own fleet in for repairs, it's time to start building a Colony Ship.
 
Session Two - Part Two




And then another pirate fleet shows up… Why? I thought the lead times between pirate fleets spawning were larger than this. Bah.



At least luck hasn't entirely forsaken us. Extra positive traits are always nice.





Aaaaand another empire has deigned to contact us. Sorry! We've been busy with our own shit to make contact with you of our own initiative.



The Habitable Worlds event chain is always a freebie. But we'll take it all anyway.



Ominous much?



A look at the world in question. It's a nice planet except for the number of tiles with hazards on them.



There's the second fleet crushed. Hopefully repairs go well enough that the pirate's hideout can be hit soon. I'm itching for payback.





We were not sure what were hoping for, but this definitely isn't it. They're on a planet we want to colonize and exploit, but getting to the point where they would be useful via uplift would take too long. It seems that the optimal course here is to purge this unwanted infestation.



We have finally managed to get a fleet into the pirate hideout's system. Only to see our worst nightmare, a third fleet.

(OOC: This is literally the first time I have ever seen a third fleet spawn. Not to mention the ridiculously low spawn times between each pirate fleet. Did I roll two natural 1's or something to get fucked over like this?)



The ongoing construction of the Colony Ship was canceled and more corvettes were ordered. These pirates have turned out to be much more problematic than expected.



Meanwhile, the pirates have reached their first target, another deuterium and helium-3 refinery. We have no forces available to task to engage them.



After destroying the first refinery, they have moved onto a second one. We still are lacking in sufficient forces to destroy them.
 
Session Two - Part Three


Thanks to a science ship, we found something… different. At least we can put the data collected to good use and profit regardless.





Hmm, another planet of primitives to exploit. We shall have to come back to them soon.



And our science ships have surveyed another habitable planet. Looks nice.



And the reason no ships were available to bring the pirate fleet to task was because they themselves were tasked to go and destroy the pirate hideout.





They suceeded. Now, no matter what, the pirate's will only get one last hurrah. If that.





Unfortunately, while the Armada was off destroying the hideout, the pirate scum hit more mining stations. More losses.



At last, with the pirate threat winding down, resources can be redirected to what has been on the books for years now. A brand spanking new Colony Ship and a Solar Panel Network for the shipyard.



One last battle approaches. They have the advantage of weapon range and durability, we have the advantage of numbers, speed, and volume of fire.





But after our Armada closed the distance, the bastard pirates were doomed. For the one ship we lost today, we took all five of theirs. We'd say it was a fair trade, but who plays fair anyway?



Another day, another chunk of research complete.



We probably want it when we can afford it, but it's not exactly prime colony material due to its location
 
Session Two - Part Four


Ah, these anomalies usually provide locations for nice amounts of energy or minerals. It should turn out nicely.



Definitely want, but it's a bit out of the way.





One more makes contact. Conflict in the future is rather likely.





More primitive civilizations. This one is in the same system as a prospective colony.



It seems that we were correct. An extra four minerals a month will be a nice little bonus. When we get around to claiming that system anyway.



The Spaceport Upgrade research is now done. It may take awhile, but when our fleet is ready to start being expanded, the Corvette Assembly Yards will help immensely. Additionally, the Powered Exoskeletons research is now underway for the extra mineral production. Of which we are sorely short on.



One of the best early-game techs. I make it habit to take this as soon as RNGesus shows it in the research options.



The first colony. It truly is a great day for the Corps!



More resources have become available and have been tasked to start another colony. It should pay it off within the next 10-15 years. An excellent return on investment for a new colony.





A science ship returned from surveying colonizable worlds and turned to sciencing the ship out of the debris from the thrice damned pirate fleets. I'm not sorry in the least.



It was at this point when it was realized that there had been such a large surplus of energy that we could trade it to an Enclave for more minerals. It was an unfavorable exchange rate, but the extra minerals will be turned into additional production capacity for the Corps.



The first thing to do with the extra material is obviously, to invest in another colony!



Five years have passed. Prosperity shall reign. This is but another step.

(OOC: The three pirate fleets that showed up, really fucked me up. Five years and only in the last two years did anything noteworthy beside stomping the fucktards get accomplished. "No plan survives contact with the enemy." Even in Stellaris this is true. Especially when playing on Ironman.)
 
Why, hello Stellaris Let's Play!

You seem competent thus far- I have a feeling you'd be doing a lot better if it weren't for those pirate fleets. Most unfortunate. Have you considered making a ship class just for scouting which only has engines and sensors so it isn't as big of a hit?
 
Have you considered making a ship class just for scouting which only has engines and sensors so it isn't as big of a hit?
Have you ever had a moment where something incredibly obvious was staring at you in the face the whole time and never realized it was something that was possible? Yeah... I just had that moment.
 
Have you ever had a moment where something incredibly obvious was staring at you in the face the whole time and never realized it was something that was possible? Yeah... I just had that moment.
I personally use the Survey Probe mod to make it even cheaper, but before that I lost a few full-spec corvettes before I figured it out.

If for some reason those corvettes survive too long, or you need ships bad, simple modify the design and send them for upgrades, suddenly they have weapons and shields.
 
Cruisers are the best class




Bah. Pax Corvettica. Their ability to dodge is just silly. Who needs capital ships when you can drown your enemies in corvettes? Also, since I know at least a few people have been wondering if this will get updated... well. Chances are it's gonna end either here or in one more update. I have the screencaps for the next five years of game play, but Utopia is going to come out in a month. Soooo yeah. I'm very much tempted to not bother with updating this past the early game to focus on the new patch, where there will be lots of new stuff to write about.
 
Fair enough- I faced the same dilemma on a different forum, but I decided to put my steam account into offline mode. I consider it an added incentive to take bigger risks in my campaign to conquer the xenos.
 
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