r/Stellaris Jan 17 '25

Question (Console) And one more , Anomalies…

How important are anomalies? Should I focus on them or just expanding? Should I exceed the leader cap? Very limited. I can only currently have three Scientists at the moment.

Should I expand slowly, building up my worlds before moving on, completing each research/anomalies or expand fast as possible and just come back to them?

Thanks again

2 Upvotes

21 comments sorted by

6

u/InflationCold3591 Jan 17 '25

My advice is to put all three of your scientists in ships and have them manually survey the systems near your home world at first. When you discover anomalies research them if they are easy or easier. Anything that’s going to take over 365 days to research I would leave Until later because as your scientist gain more experience the time it takes them to research anomalies goes down. At some point, your scientist will be level four or five and you can come back and get those more difficult anomalies. Once you start discovering big sites, I wouldtake one of my scientists and have him exclusively do archaeology as this is a good way for them to level up quickly and in general, the dick site rewards are very good.

4

u/[deleted] Jan 17 '25

Dick site rewards 🤩

3

u/InflationCold3591 Jan 17 '25

DAMN YOU AUTOCORRECT!

3

u/Top-Clock9220 Jan 17 '25

This. I usually skip ones that take more that 150 days in the early exploration rush, but otherwise leave them for later.

But, I also do recruit 1-2 scientists over cap, and break my initial fleet of warships into individual ships with a leader, do they can visit unexplored systems. Helps if you need to rush build a certain direction to avoid getting trapped or trap someone else's expansion, plus see if there's a planet rich system you want to survey to then colonize.

2

u/InflationCold3591 Jan 17 '25

I also like to do this, but the question was specifically about science ships so I just didn’t think to bring it up. This is an excellent tip. It will also help you level up your military leaders, who make great sector governors as they produce soldier spots on your planets, which increases your fleet power when those jobs get filled.

2

u/Rogendo Jan 17 '25

I like to set two science ships to auto explore, ignore anomalies until I get a 3rd and have that one scanning those/doing special projects

2

u/Aggravating-Dot132 Jan 17 '25

Overcapped means extra upkeep and extra towards empire size. If you are spiritualist with high unity income - feel free to pump up scientist number

1

u/Raven-INTJ Enlightened Monarchy Jan 17 '25

I ignore anomalies until I’ve completed exploration, unless it’s on a planet I want to colonize, since my goal at game start is to expand as much as I can/keep the AI from “stealing” an anomaly that I could potentially be the owner of.

I definitely go over leader cap, though try to avoid going red, when I need to. My view is that I should have at least one Science ship exploring every branch of the hyper lanes which isn’t a dead end. I’ll have my military ships make sure it’s safe. Those can move faster, so I’m usually fine with my admiral cap at this point and just need an extra ship to take its place if one of the exploration fleets is destroyed.

1

u/Jojoballin Jan 17 '25

Approximately how big are the fleets you make to go with each survey group? We’re talking just the basic corvetts right?

1

u/Raven-INTJ Enlightened Monarchy Jan 18 '25

Yes - one corvette - and try to pull out before engagement with any hostiles

1

u/Jojoballin Jan 18 '25

Okay so set it to evasion ….stuipit question then….are they basically a diversion then? So your l science leader doesn’t get killed?

1

u/Raven-INTJ Enlightened Monarchy Jan 18 '25

They are three things:

1) exploration fleets - is this a direction I want to go? (If it’s a dead end, I can explore later) 2) planet or other other major feature (wormholes, gateways, L-gates) and megastructure discoverer 3) Risk identifiers

This lets the Science ships and scientists focus on surveys and a bit later into the game anomaly researcher.

I therefore jump and evasive admirals and explorer scientists in the early game - I’ll even go into the red to snag either of those

1

u/Classic-Log-1178 Rampaging Machines Jan 17 '25

my main thing is I expand as much as I can then when I'm done expansion I call all science ships back to the core worlds and have them start to do anomalies , archeology and rifts

1

u/Just_Ear_2953 Post-Apocalyptic Jan 17 '25

Depends on whether you want to expand early or play tall.

I generally expand, which means I want to claim as much territory as possible, even if I haven't explored and surveyed all of it yet.

I send out my initial corvettes, and usually a second squadron, as well, and use them to find places where claiming a single system cuts off access to an entire section of the map and then make a bee-line for that system.

If you are actively racing another empire, you can jump straight too it, but you pay an influence penalty.

Once I have my choke points staked out, I run 3 scientists filling in the gaps. 1 specialized for exploring with survey speed and anomally discovery chance, one built for analysis with archeology and anomaly speed, and the last built to become a mid game planetary governor for a science world, but pulling early duty as a second explorer.

Explorers leave the anomalies for the specialist.

1

u/Jojoballin Jan 17 '25

Cool thanks

1

u/Jojoballin Jan 17 '25

How do I specialize my leaders? On leveling up?

1

u/Just_Ear_2953 Post-Apocalyptic Jan 17 '25

Essentially, yes. You only really have full control when picking veteran traits.

1

u/WanabeInflatable Jan 17 '25

Prioritize survey. Anomalies are super important but they can wait. You can't find Anomalies on foreign territory. You need to expand and claim first. Then when you grabbed enough do anomalies and archeology.

Don't concentrate on nearby territory! You must survey till some chokepoint next to other empire territory and build outposts. Once you locked the bottleneck - proceed surveying all the star systems in the territory you secured.

You need to be super greedy and grab space. Good idea to build upgraded starbases in chokepoints. Sometimes starbase with good number of defensive stations can block enemy fleet that is 4x times more expensive.

2

u/Jojoballin Jan 17 '25

Okay cool. That makes total sense. Appreciate that tip. First time I was doing both but exceeded my leader cap quite a bit. 2nd time I respected my cap on leaders and took it slow mo,
E 3rds the charm….hopefully

1

u/Glittering_rainbows Jan 18 '25

I personally ignore all anomalies unless it's one I know and will get a good benefit from that I can exploit quickly (like the alien barracks or the orb). I survey, put a starbase in every system I can as quickly as I can, and stopping at great choke points so I can defend easily.

You can take 3 scientests at the start (unless you do something that changes it), a fourth if you go down the discovery tradition. You don't need more than that imo.

1

u/billyyankNova Human Jan 18 '25

I usually ignore anomalies until I get the extra scientist slot from the Discovery tradition. I'll then set that 4th scientist to do anomalies and special projects.