Stellaris key art
Stellaris cover art
Stellarisguide 3 min read · 601 words

A reliable Stellaris opening

The first 30 years of a Stellaris game decide the next 200. Here is the opening build order, survey priorities and early-war rules I use to snowball instead of stalling.

Stellaris is decided embarrassingly early. Not by a battle — by whether you claimed the right three systems in the first thirty years. Here is the opening I run on almost every empire.

§Year 1: what to do in the first minute

  1. 1Set your science ship to survey, manually, starting with your home system and then the nearest hyperlane neighbours.
  2. 2Queue your second Science Ship immediately. Two survey ships is not optional, it is the whole early game.
  3. 3Queue a Construction Ship after that.
  4. 4Set your Construction Ship's first job: a Mining Station on the best mineral deposit in home system.
  5. 5Put your Corvettes on the closest chokepoint so you actually see what is coming.
Stellaris — official art
Stellaris — official art

§Build order at home

  • Mining Stations on everything with 3+ minerals.
  • Research Stations only after minerals, unless the deposit is huge.
  • Two more Science Ships by year 10.
  • Outposts on chokepoints and on systems with a colonisable planet, in that order.

§Claim chokepoints, not pretty systems

The most common newbie mistake is grabbing the nice habitable world four jumps away and leaving the two-lane junction next door open. Chokepoints let you defend a whole region with one starbase. Look at the hyperlane map, find the systems where three or more lanes meet, and outpost those first even if they are empty rocks.

  • One Starbase with defence platforms at a chokepoint beats twice the fleet spread thin.
  • Claim outward along a single direction. A blobby, connected empire is defensible; a spotty one is a buffet.
Stellaris — official art
Stellaris — official art

§Traditions and tech priorities

Traditions I open with, in order:

  1. 1Discovery — cheaper survey and research, snowballs everything.
  2. 2Expansion — cheaper outposts and colony ships, exactly what you need in years 20 to 50.
  3. 3Domination or Prosperity depending on whether the neighbours look hungry.

Early tech I always grab:

  • Mineral and energy production boosts before anything shiny.
  • Corvette / Destroyer hulls only when a neighbour's fleet power passes yours.
  • Administrative capacity techs, because sprawl penalties sneak up hard.

§The early war rule

Only start a war you can finish in one push:

  • Your fleet power is 1.5x theirs or better.
  • You share a border, so you can actually reach their planets.
  • You have alloy income to replace losses, not just a nice fleet.

Otherwise, sit behind your chokepoint, keep surveying, and let the AI empires bleed each other. Second place in a two-way war is a fantastic place to be.

Stellaris — official art
Stellaris — official art

§Crisis prep starting from year 50

  • Keep a standing fleet you can actually afford. Bankrupt strength is not strength.
  • Upgrade starbases at your chokepoints to Citadels before you build a second fleet.
  • Bank alloys. Every mid-game crisis is solved by having alloys ready when it arrives.

§Mistakes I made for 900 hours

  • I surveyed with one science ship because building a second felt expensive. It is the cheapest thing in the game.
  • I claimed a beautiful ringworld system with no route to it. Free real estate for my neighbour.
  • I went wide and disconnected. My empire looked like confetti and defended like it too.
  • I ignored sprawl and wondered why research crawled.
Stellaris — official art
Stellaris — official art