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We've spent over 30 hours testing the Stellaris 4.3 Open Beta and in this video I share our complete first impressions with you Commanders.
The early game economy is finally engaging and requires actual strategic decisions. We can't just build one mining planet and sit still anymore - specialized worlds lack the upkeep reduction and most modifiers are job efficiency based, keeping our economy meaningful throughout the entire game
Mining stations have become absolutely crucial to our mid game scaling. Stars now have increased base energy output, and with Dyson Swarms producing 200 energy each - equivalent to 1000 technician jobs - we're prioritizing system with strong mining potential more than ever before. These stations don't require jobs, build quickly, and don't have the expensive job upkeep.
Space fauna presents a real challenge to our early expansion. They're strong enough to block our fleets, making pacification options genuinely useful instead of just flavor mechanics. Arc Furnaces are more important than ever since they provide minerals and alloys without mineral consumption. Relic worlds offer incredible value with automated strategic resource production from worker population combined with research bonuses.
Our mid game economy stays strong but minerals remain the primary bottleneck. Consumer goods require constant attention due to massive researcher efficiency without significant upkeep reductions. Building a second dedicated mining world solves most economic problems. We noticed that our entire mineral production converts into alloys or consumer goods, leaving minimal stockpile.
Tributaries can provide value but the AI weakness on Grand Admiral difficulty means limited resources even by 2273. Ship logistic upkeep is substantial by 2271, forcing us to maintain strong trade production or stockpile before major wars. The Ecumonopolis costing 10,000 alloys instead of 20,000 minerals actually feels better since stockpiling minerals is harder than alloys throughout the game.
By year 2278 with 100,000 fleet power, we easily defeated the marauders without significant losses. Fallen Empire technologies cost nearly 20 years of research at good tech output for a single tech, genuinely making Fallen Empires feel centuries ahead of our civilization technologically.
Testing our late game builds revealed we can still reach millions of tech output per month using experimental sentencing civics and slave efficiency modifiers. However, we cannot achieve zero empire size anymore even after ascending all planets to level 10 and obtaining every empire size reduction source. This means our technologies become exponentially more expensive due to empire size penalties.
Empire size effect reduction becomes critical for late game commanders. In patch 4.2 we ignored this modifier completely, but in 4.3 it's the key to maintaining reasonable tech costs for repeatables. Traditions, civics, and technologies offering empire size effect reduction are now worth serious consideration.
Pop growth testing shows we can achieve double-digit pop growth very early for certain builds. The mutagenic civic changes prevent thousands of pops growing monthly, but we can still reach triple-digit pop growth easily with hive world setups similar to patch 4.2. Clone vats, organic assembly from cyborg ascension, robot assembly, immigration, and natural growth combine for over 100 pops monthly.
Our overall assessment is very positive. The early game requires engagement, mining stations provide strategic depth, mid game economy feels tight but fair, and late game offers new optimization paths through empire size effect reduction. The AI needs improvement and tributaries need balancing, but the core gameplay loop is stronger than 4.2 for Commanders at all skill levels.
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