2023 Stellaris Beginner's Guide | Part 4 | How to Manage Planets

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[Music] what's going on everybody it's max the catfish and today we are here with episode 4 in our beginners tutorial series for solaris here in 2022. if you haven't seen the last three episodes we have taken a look at everything from your first steps in space to what the different resources are and how we use them everything from how to use edicts and how to gain traditions using unity and today we're taking a look at how do we actually administrate the more uh planetary side of our empire if you will we've got a whole bunch of planets out there for us to gather but when we have them what do we do with them right we're gonna find out today let's jump into it so we've got a a planet here alpha centauri 3 that's almost fully colonized one year more and we should have a pretty good grasp on the planet at that point but while that's been colonizing a couple things have been happening on earth and i explained in the last tutorial i have not been playing solaris the right way i've been explaining a lot of concepts to you but i've been glossing over a lot of things and i haven't come to the full explanation of everything that there is because there is a lot a lot to explain but we've got earth here right it's been our home colony and our and our our home really of the human species for as long as we can remember in the outliner we've got a couple of icons here that are giving us a little bit of an alert they're saying hey something's wrong something's wrong on earth especially this red one something's wrong on earth and you need to go and make sure that you fix it that's your job right as leader of the of the earth and human species right and so i clicked on the earth little button here on the outliner and this brought us to the planetary administration panel now when you're playing your game in solaris you should take a look at this way sooner than i have in this tutorial series but i put it off because there's a lot to learn about the game and some of the concepts before you start working on planets because there's a lot of numbers there's a lot of buttons there's a lot of things you should be aware of let's start at the top we've talked a lot already about the habitability of planets a planet's habitability determines how productive and happy your species are living on that planet you could send humans down to a living hell hole that's just horribly inhabitable it's got terrible monsters it doesn't have any oxygen but they won't necessarily be particularly happy there and as their happiness decreases it may turn to a revolt they may revolt against your empire or leave the planet altogether or just die that's up to you to make smart decisions about how you're choosing and picking the planets that your your species should live on next to that is the planetary size i explained in a previous tutorial that this determines the maximum number of districts that you can build on that planet districts are this panel here in the middle left side of the planetary view and for you already the game will create a bunch of districts on your home planet but new colonies will have no districts built and they're up to you to decide how you'd like to build them in my opinion it makes a lot of sense for you to specialize planets into a specific thing right it would be really good for you to have a planet just based on producing energy and a planet just based on producing minerals but when you're first starting out obviously that's not very possible you have to meet the needs of your entire civilization your entire galactic empire and then you can start the specialization of planets over time in my experience your capital planet starts as a jack of all trades and then slowly but surely very carefully you can start specializing it to do something very specific if you'd like to planetary traits are found just below your size and your habitability here and sometimes those traits are positive sometimes they're negative if we take a look at alpha centauri we saw that there's actually both a positive trait which we found from an anomaly and a negative trait which is this is not the place to make food right we can already tell that because the maximum number of districts of agriculture districts that we can build on this planet is three that means in effect that the planets earth the minerals in the planet are really weak they're not really suitable for producing food don't produce food on this planet it's as easy as that but going back to earth on the right side let's take a look at this panel this is a really quick indication of how good are you playing the game i'm playing it pretty badly actually right now because we're in tutorial mode we can see some red numbers here and that is an indication that i'm not doing something right yellow numbers we talked about are kind of like uh it's not that you're doing a bad thing but you should be doing a little bit better right and and it is a really quick indication of how you can fix some of these things on your planet every single planet you should give this panel some attention and understand what's going on every so often like every 30 minutes every hour just check in on your planets even in the outliner you can really quickly see what their progress is and just check in on them and see what's going on so let's start at the top of here with stability stability is an indication of how stable is your population on your planet this is a combination of everything from the habitability to their happiness to do they have consumer goods right the resource that we talked about that is like the luxury goods for your population do they have enough amenities which are things like drinkable water and nice roads and public transportation are you keeping up on these things or just things like an entertainment area for them to hang out and and let off steam so that it's not all about work right all of these elements feed into your stability including crime which can grow on a planet that is unhappy if you're not producing enough places for people to have amenities or if you're not producing enough housing for your population crime will start to grow people are living on the streets they're living in in situations that are destitute and that's going to grow a criminal population that is going to create less stability on your planet if crime grows too high or stability drops too low you may see your planets in all out revolt against you or may have riots or terrible things happen on them so you should make sure that you keep your population happy and on planets that are actually habitable for them right so we talked about crime housing is our next number here and this just shows how much housing do we have available for new population if you are lacking housing this number will be negative and that means you need to make houses for your pops or they're going to be quite upset with you housing comes from a series a combination of districts and some buildings some buildings feature housing on them as well but districts are typically the main way that you gain housing if you scroll over any of these districts all of them produce an amount of housing and all of them produce an amount of jobs as well which is what keeps your population employed your agriculture mining districts and generator districts by default produced two housing and produced two jobs so you could just build on a perfect world you could build all of these districts and you'd have an equal number of houses and jobs your city districts produce five housing which is a lot more and produce one job so they are used to make up for a lack of housing if you've got too many jobs on your planet but not enough housing they also unlock a building slot which i'm going to cover in just a little bit but just know that city districts are a really quick way of fixing a housing issue if you have a housing issue on your planet industrial districts similar to the ones that preceded them they have two housing and they've got two jobs one job that is used to turn minerals into consumer goods and one job that is used to turn minerals into alloys we're going to touch on jobs right in a second here but you'll notice that i've got actually a problem i've got no available jobs i'm lacking jobs for our population to perform not only that i have two pops that don't have jobs and i should probably do something to fix that a really quick way to fix this is by creating a new district right and by creating a new district we can really quickly get these population that don't have jobs into jobs for them now we talked a little bit about specialization and how alpha centauri is a perfect planet to be specialized into generator districts so when i'm looking at earth i probably don't want to build a generator district i think that would be that would be a bad move i could build a mining district but i have an income of 43 mining already like that's that's pretty good i could build an agriculture district and it wouldn't be a bad thing to do necessarily but maybe the better thing to do is to look at the fact that we have only a income of two consumer goods which is quite low and remember that the industrial district turns minerals and turns them into consumer goods and turns them into alloys so we could create a new industrial district take from our massive surplus of minerals and generate some consumer goods and some alloys by doing so i think that would be a really smart move alternatively to building an industrial district is we could build buildings now you have a number of building slots up to i believe what is this this is 12 total and we could instead build buildings which have sometimes similar roles to your districts and sometimes kind of competing roles to your districts instead you'll notice that we could build on this planet an alloy foundry and the alloy foundry doesn't produce any housing but it produces two jobs that turn minerals into alloys that's pretty juicy honestly if i really wanted to get more alloys and i always do i would build an alley foundries there or potentially maybe because we have already five extra housing on this planet maybe i want civilian industries it's gonna create two artisan jobs that produce consumer goods by consuming minerals that would be pretty sweet and this could be a planet where we really focus in on the production of consumer goods and alloys maybe both or maybe just one i think that would be a really smart place to start so i'm going to build a civilian industries on this planet at the bottom here of course we have how long it takes to build the building and how many minerals it takes to build it your buildings and your districts are are created from minerals so keep that in mind minerals i told you are the building blocks of your planets and of your empire so always always always keep an eye on your income of minerals but we're going to build a civilian industries which is going to take 360 so days let's drop down now and take a look at a few last things on planets in the middle here is your planetary production it shows you what your planet produces pretty straightforward this is really nitpicky it's really looking at like how many energy credits are you creating how many minerals are you creating but you can always look in the upper left hand corner at these resources and just see that at a quick glance remember resources that are produced on a planet are shared with your entire empire so you don't have to transfer any resources from one planet to the other but it is good for you to specialize planets because you're going to get a massive benefit in doing so so that's what earth has got going on let's take a look at the population tab for one second the population tab tells you how are your population divided by strata and what jobs are they actually performing on the bottom right hand side we've got the fact that we only have humans on this planet but if we had multiple species we would see a bunch of different species take up a percentage of the pie chart depending on how many lived on the planet right now it's 100 human on the left side we've got the jobs available on this planet you'll see that one of these numbers is red because we have two workers this is the lowest strata the lowest on the on the uh tier of of employees that are unemployed and we have each of the jobs that are available on this planet made available by the districts that you have and the buildings that you've built on that planet there so we've got six farmers that are producing 8.3 food we've got four miners that are producing 5.5 minerals and all of these jobs are full up there's no extra vacancy there's no extra availability there are times there will be many times actually most of the time that you have more jobs than you have workers and you can actually allocate workers specifically to specific jobs by expanding the drop-down arrow and using the plus and minus to increase or decrease the number of jobs available in that role so this is a hypothetical i can't really show it right now but let's say that we had way too much food and we really needed miners i could decrease the number of farmers and farming jobs available on my planet and that would encourage our workers to work as miners if there were available mining jobs there aren't right now so i'm going to just increase these numbers re-employ our farmers and everybody's happy this is a micromanaging element of solaris you can get into some trouble adjusting these numbers too much so for new players i wouldn't recommend doing it but the one thing that i'll recommend for you is if it feels like you are in trouble maybe you're not producing enough minerals but you have a ton of mineral jobs you have a ton of mining jobs and nobody's taking them and you can't figure out why you can actually click on one of these jobs and it will prioritize that job over all others it will prioritize your workers to go and work as a minor before they work as a farmer or before they work as a clerk and that will help your economy stabilize itself in times where it seems like people aren't really doing what they're supposed to be doing despite all the work and effort you've made to create jobs in that region so just keep that in mind one last thing to know about workers is workers love promotions and they will do whatever it takes to be promoted from one tier to the next tier above the worker tier is the lowest tier they are your farmers they're your miners there are people working in factories but they would much rather be working in comfy jobs where they're sitting at a desk working on research they get paid more they have better amenities and they will automatically promote themselves into jobs that are available in the specialist tier if made available so if you make more jobs like we're doing we're making two artisan jobs from our what is it called is it civilian industries right we're making two new artisan jobs two workers that are unemployed at this tier are going to step up and step into jobs in the artisan tier that sounds great but if you build too many specialist jobs and your workers all get promoted to specialists guess where they don't want to go they don't want to be demoted down to workers again they will over time if forced to but they don't want to do that workers that get promoted into the specialist tier will not automatically demote themselves into the worker tier they don't want to go back to slaving away on a farm they've got a really nice cushy job right now why would i do that so be very careful when you're creating new jobs for your for your population that you don't produce so many specialist jobs that all of your workers get promoted and now oh you've got no energy credits you've got no minerals you've got no food my camera just died because it's like 83 degrees in my room right now so i'm gonna take a quick pause put my camera in the refrigerator and we'll come back to the tutorial in just a minute thanks for bearing with me okay so it's been a little bit more than a quick pause it's actually been several days since i recorded the first half of this video but let's just jump right back into it so i talked a little bit about how you want to make sure that you don't produce too many specialist buildings because your population will actually start to promote themselves up the different strata in the population tab here workers want to become specialists specialists want to become rulers eventually if there's really no work for them your specialists will demote themselves to workers but this takes a very long time the other problem with building too many buildings and especially what new players do that i would recommend you don't do this the biggest mistake that new players do when it comes to their planets is don't build more than you need at the moment and the reason for that is because every single district and every single building in the game has an upkeep cost you can see that in the tooltip if you scroll over it you can see in the tool tip of the districts there too called upkeep and that is a cost that you are going to be charged whether people are working that job or not just to have the machinery and the buildings on your planet they cost something to run now of course with production buildings like the research labs the actual cost of production the jobs upkeep will be charged against your galactic income if you have people working those jobs but the buildings themselves just to exist have an upkeep cost what a lot of new players do is they end up with this massive surplus of minerals for instance like we have now and they decide well to save myself the trouble i'm just going to build a bunch of generator districts but if you don't have the population to work those jobs you are actually losing money and you're not getting anything for it in return so be really careful about what buildings and what districts you build and how many you build at one time you can always go to the build queue and either cancel something by clicking on it or if maybe you built them out of order but you still want to keep all of those items in the build queue you can use these arrows to move them around or you can shift-click an item like the civilian industries to move it all the way to the bottom or to move it back up to the top i'm going to cancel those generator districts for now but something worth knowing you shouldn't build buildings unless you actually have a need for them my goal that i set for myself when i play stellaris and my goal for new players too is to always have about two to five available jobs on a planet that seems to be the really nice sweet spot between making sure that you have available jobs so that the time of your employees isn't wasted but not having so many that you have a ridiculously high upkeep that you're not actually getting some kind of benefit out of so those are really the most important elements of planets again just a really quick orientation we've got the planet's habitability its size which determines how many districts you can have you've got your city districts which unlock new building slots and you've got some technologies and i think possibly also some traditions that open up additional building slots here as well it's not just city districts but this is the primary way to get those you've got all of your information here in the upper right hand panel so your stability tells you how productive your population will be on that planet this is just how many pops are living there you've got crime amounts which is determined by both stability and your population's happiness which is determined from do they have amenities do they have consumer goods do they have housing right these top three here especially crime housing and amenities always keep an eye on them you've got the number of jobs you have available that are unfulfilled currently in your on your planet and you've got unemployment and if this number is ever read something is going wrong now in the latest updates to solaris your population eventually will exceed the number of jobs you can even have on a planet and if that ever happens you can actually resettle your population from one planet to another this costs unity to do and so it can be a little bit expensive to do you'll notice that we actually currently cannot press the resettlement button and that's because one of the following must be true either we have a policy where we allow resettlement which is typically the general way that people enable this or if you're a gestalt consciousness that is if you're kind of a hive mind and and you don't have to worry about the individual whims of of your population you can do it no problem or if we have robots that just work for us that that don't have their own uh you know sapience their own thought processes we can just send them wherever we want in our case we must have a policy that is not enabled at this moment and it's preventing us from resettling our population from earth to alpha centauri if that's what we want to do we haven't talked about the policies tabs but it the policies tab but it's on the left side menu and if you open this up there is a bunch of stuff here these uh will are kind of like how your government runs itself what are your official government stances and these policies determine a lot a lot in the game it determines are you able to enslave populations are you able to resettle your pop your pops are you able to go to war just for claiming territory that your opponents own there are a lot of policies here we'll probably cover this in its own tutorial video but the one that is important for us is the resettlement policy and the resettlement policy is just kind of a yes or no do we allow it or do we not allow it now if you imagine in the mind of a populist right in in a world like this resettlement is the government telling you you must leave earth and go to a new planet to go to a new colony that we deem fit for you and so you know more egalitarian societies where where people have their own rights and their own you know wills and their own desires and expectations that they think that they can fulfill they don't particularly like it if the government says you must leave we tell you you must go and so if you allow resettlement this is going to give you a little bit more flexibility to move your population around but it might make your populace a little bit less happy with you we'll talk about policies and the effect of policies on your empire and on factions which we'll get into later uh but for now just know that if you are being blocked somehow by something that says you don't have the right policy it's in the policies tab you can go through these and look through them let me just tell you they've got big big big effects on your game play and on your success in the game as well so we'll get back to that later for now we're gonna look at planets so we've kind of covered earth right there's one last thing i want to bring up and we kind of talked about this a little bit with alpha centauri which is there are 18 available districts on this planet because we have a planet of size 18. but you'll notice that three of these districts out of our total five that we can make because we already have 13 three of them are blocked they've got this red slash through them and i can't actually build more than two generator districts even though the planet supports a total of five more why is that it's actually in the word blocked they are called blockers and blockers are found in the features panel which you open up by pressing features and in here not only can we see some basic information that describes why can we build eight agriculture districts why can we build eight generator districts it's actually because of the features on this planet we've got the saharan irrigation project and all of these are randomly determined for every planet in the game but these determine what is the maximum number of each district that you can have remember your generator districts mining districts and agriculture districts these are determined by your planetary features but you can always have an unlimited number of city districts and industrial districts up to your planet's maximum size now we've got these three blockers here that are preventing us from building any more than two additional districts if we want to build more than that we've got to clear out the blockers by spending some energy in this case to do so you can hover over each one of the blockers to see exactly what it is blocking so the great pacific garbage patch which is really unfortunate uh is blocking three uh agriculture districts so if we want to turn this into an agricultural planet we would probably want to clear that blocker uh not only that it is reducing the number of maximum districts on this planet by one so while this will allow us to build our three agriculture districts when i unclear this blocker it's actually only going to unblock a single agriculture district to be built okay so that sort of makes sense it has a maximum district limit and it has a maximum agriculture district limit so if we want to use the full potential of earth we've got to clear out all of our blockers for most species in the game you start with a blocker on your home planet that if you clear it out gives you one population pops are incredibly valuable remember population is what does everything they mine up resources they turn resources into advanced resources they do everything for us so clearing out the sprawling slums as soon as you possibly can is a really good idea and it's really cheap to do it i think most players would trade 300 energy for one population any day so i'm going to throw this in the queue for earth as well because it's going to give us access to an additional pop that's freaking sweet always check your planetary features to see why you can't build additional districts it's just here in the in the features tab cool now there's two last things that are actually connected to each other that you should know about planets and that is sectors i can't really show you the power of sectors yet because we don't own a lot of space but a sector is a region of space centered around a capital sector planet to start your capital sector planet is your only planet that you own right it's your capital planet and a sector allows you to recruit a governor which is a special type of leader just like scientific leaders are and generals and um and lieutenants are are they called lieutenants no triple check admirals of course um and this governor will give you benefits across the entire sector all the planets in that sector will be benefited in some way so if you really don't particularly like your governor and i wouldn't necessarily recommend this to new players but you can get into this if you want to if you want to really min max or empire you can click on the governor of your home sector and choose to recruit a new one just like scientists and admirals and and generals all of your potential governors have different traits on them i don't think it's worth you spending too much unity for this but if you get into a really specific situation where a governor would make or break your success in the game you can always come back to this and play around with it we'll probably cover this also sorry there's a lot of this in a future tutorial when we have a little bit more space and a few more planets under our belt but those are the basics of planetary management right find planets that are habitable for your population that have green habitability ideally really focus on taking those systems into your space and uh and building out your borders to meet them planets on choke points like this one in asterion are really really good for a reason i'm gonna get into you in just a little bit but any planet that has green habitability or above is really good for you to grab and remember your goal ideally is to specialize a planet into a single or two or maximum three things that is stuff like this will be a planet that produces minerals or this is a planet that just produces technology and really focuses on technology or it's a planet that really focuses on building unity so i can get traditions more quickly or this is an industrial planet a planet that's building a lot of industrial goods a lot of consumer goods and a lot of alloys and i wanted to just do that thing ideally you should try to specialize your planets based on their strengths and weaknesses cool so in two seconds here alpha centauri is going to be colonized i've unpaused the game i'm going to speed things up just so that we see that happen and uh just there we get access to a brand new planet planets when they are freshly colonized typically start with pretty high stability right nothing bad has happened things are actually kind of kind of good and uh they start with typically one population but depending on your traditions and your technologies you may start with more than one pop population grows over time when conditions are good on that planet and population can actually decline if you are say killing off a certain population if you've taken a planet from a an enemy species and you're just kind of you're axing that species because you don't want to deal with them uh there's a lot of different effects that that can affect the growth on population but the primary one is a stat called population growth uh population growth is a is a stat just like creating uh science is an ability or creating alloys and ability and you can get special buildings that you can build down here that increase your pop growth on that planet which will make it so that your population grows faster than it would otherwise it's a pretty strong move to do but by no means you have to do that on every single planet if that's not the route that you want to take your empire that's totally fine you can play the game the way that you want to play it so on a brand new colony you start with zero districts you start with a single building called the reassembled ship shelter imagine remember that colony ship has landed and we have sort of torn it apart kind of like the expanse right the the colony that they that they go and visit we've torn that colony ship apart and it is literally just parts of the ship that are turned into ramshackle buildings that people are working out of we don't really have a unified government center or even a city built yet that's what you're going to do on each one of the planets that you colonize to start out we identified that alpha centauri makes a pretty good generator district uh sorry a pretty good energy planet it makes actually a pretty good mining planet as well there's a lot of minerals here remember we got those that raw minerals trait and it makes a garbage agricultural planet so i'm not even going to think about that right but if i were to choose for something for this planet i would probably choose a generator district planet and turn all the districts into generator districts so i'm going to do that to start i'm going to build probably two generator districts remember you don't want to build too many because the upkeep is going to have a reoccurring cost on your on your entire empire and i would probably build a building here that might be a little bit extra that might be a little bit too much but if there was a particular building that i really felt was a strong move for for this planet i would probably build a building up early buildings you can build commercial zones will give you trade value uh hollow theaters will give you um amenities and unity those are two pretty strong starting planets for most uh non-robotic non-hive-minded empires to start with uh the other one that you might choose is administrative offices but i i don't think we have that many consumer goods to really turn consumer goods into unity so i'm just gonna avoid that one for now i would probably go with one of these two i'm looking at my stats here when i make these decisions and i see green across the board two housing i'm gonna get four more for my districts only one job i'm gonna get four more from my two generator districts also and keep in mind that this is a balancing act on this planet if your population decides to work in the generator district you will produce less amenities if they work in a generator district instead of working elsewhere you're going to get a lot of energy but not a lot of your other resource so really keep that in mind when you're choosing what districts to build and what order you want to build your districts and your buildings as well this is probably the number one question i've been asked for this series is how do i administrate my planets and the easy easy easy kind of checklist to check off is am i specializing them have i looked in the outliner to make sure that i don't have any icons here because seeing icons here is kind of a bad thing usually right it follows the same system as the red green and yellow icons or numbers on your list here yellow icons they're not terrible but ideally you wouldn't have them red icons that goes whoa that's not good let's figure out what's wrong with them cool cool so that is basic planetary administration the last two tabs here you don't have to worry too much about holdings if you're a new player ignore this for now but armies is something that's maybe worth you thinking about you can build planets that are designed to be massive planetary fortresses all they are designed to do is hold gigantic armies and these can be incredibly powerful strategic defensive planets for you best placed on a choke point i'll show you what this looks like in the future as we expand out but for now it's time to unpause get rid of some of these pop-ups that are popping up let's grab a new tradition i'm gonna take faith in science because i said we're gonna take this whole row here and then finish off the discovery tree and let's grab our construction ship now and start taking a bunch more systems we've got sirius here with a habitable planet i definitely want to grab that let's get three right and then after sirius i probably want to take maybe a starbase up here we've got these two halves of our of our empire a half that kind of moves off to the right and a half that moves off to the left now in the super early game we've got actually a really powerful thing that seems like it's a it's kind of a downside to us but actually it's a really powerful thing and that is we have hostile ships in vilmar and that seems bad right those hostile ships might come attack us they won't don't worry that's not how it works but if there are any maybe less than savory aliens on the right side of our space and they encounter this system they like us are probably going to back off and go whoa whoa i don't want to deal with that i'm not interested in that i'm out of here so keeping this kind of group of hostile alien vessels i think if i'm not mistaken this was the mining uh the mining vessels that we found out about keeping them there and not destroying them can actually be a really powerful defensive advantage to us i'm going to expand our empire to the right but i kind of also want to expand it out to the left so we can grab this powerful choke point right it's it's a really important defensive position for us so to do that simultaneously i'm actually going to build in the shipyard a new construction ship remember i clicked on the uh the station here that we had upgraded for us automatically and i went into the shipyard and i built a new ship that was really fast because i was on fastest speed and i'm gonna have that one head up this way and start building star bases out in this direction cool one at a time until we grab this uh this position here and then for the most part i'm kind of safe i'm kind of defended against my uh potential aggressors right we can build up a defensive position there we can build up a star base that has gun uh defense towers and can hold off a small attack force against any aliens that might attack us now on the screen we see what is probably one of the most overwhelming and confusing elements of stellaris in the early game especially for new players and that is factions remember how i talked about how policies have an effect on your empire and may make people in your empire happy or a little bit less happy that is through the lens of factions and we are going to look at this in the next episode so we're going to take a look at what are factions why are they important are they even important at all and how do you keep your factions appeased or how could you possibly do things that might anger your factions why is that sometimes okay and why is that sometimes a really really bad idea we'll look at that next time until then thank you so much for watching appreciate you uh staying tuned with the series i'm glad you're all enjoying i'm getting so much positive feedback about the series and it's really just great to hear that it's helping you all if it is don't forget to let your friends know if they're getting into solaris let them know about the series it would really uh it would really help like the uh like the video subscribe let me know down in the comments if there's anything more about planets that you would like to know and next time we'll talk about factions and maybe even get into a little bit of trade value because that's something that is kind of worth knowing but not really explained very well until then have a great time see you soon enjoy your travels [Music] [Applause] [Music] foreign
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Channel: MaxTheCatfish
Views: 98,097
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Keywords: Stellaris, Stellaris Beginners Guide, Stellaris Tips and Tricks, Stellaris for beginners, Stellaris Overlord, Stellaris 2023 guide, Stellaris guide, Stellaris guide 2023, stellaris beginner tips, stellaris beginner empire, stellaris beginner strategy, stellaris starting guide, beginner, guide, tips, tricks, stellaris for dummies, stellaris tutorial, stellaris beginner tutorial, maxthecatfish, stellaris planets, stellaris how to manage planets, stellaris planets guide
Id: KvbQqpmXEo8
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Length: 40min 24sec (2424 seconds)
Published: Sun Jun 19 2022
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