Federations Are a MUST In 4.3 - Stellaris Open Beta Playthrough

Опубликовано: 20 Июль 2026
на канале: Aktion
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Hey Commanders! We're back with episode 4 of our Ultracorp playthrough in the Stellaris 4.3 Open Beta, and this episode is all about working smarter, not harder.

We've completely solved our economy through our trade network and now it's time to convert that economic power into military dominance - but we're not doing it the traditional way by building fleets ourselves.

Instead, we're leveraging Federations and becoming the Galactic Custodian to unlock massive fleet power without paying any upkeep costs. This is the new meta in patch 4.3, especially after the naval capacity nerfs.

The naval capacity nerfs in 4.3 make it significantly harder to maintain large fleets. Your empire's naval capacity is lower, and the upkeep costs are more punishing. But there's a way around this - Federation Fleets and the Galactic Defense Force.

We joined a Martial Alliance Federation earlier in our playthrough, and now we're scaling it up. Whoever controls the fleet gets to deploy all that combined power. We're pushing for increased centralization and higher fleet contributions from all members. By increasing Federation centralization and passing the right laws, we're building a massive shared fleet.

We also successfully became Galactic Custodian, which unlocks the Galactic Defense Force. The GDF Ships have reduced alloy cost and can reach fleet powers that would be impossible for a single normal fleet to achieve on their own.

Combined, we're getting 3,000 naval capacity worth of fleet power - 2,000 from the Federation Fleet and 1,000 from the Galactic Defense Force. The best part? Zero upkeep costs and none of it counts against our empire's naval capacity limit.

Our empire's maximum naval capacity is only 1,700, but with these free fleets we can field nearly 5,000 total fleet power. That's almost triple our empire's normal capacity, and we're not paying a single credit in upkeep.

This is exactly the kind of efficiency a megacorp should aim for. Why spend our alloys and energy on ships when we can let the galaxy fund our military?

We're still limited to just 3 planets since we couldn't find additional Gaia Worlds or Relic Worlds worth colonizing. But our economy doesn't need more planets - it needs more influence and political power, which we're converting into military dominance.

This strategy works specifically well in 4.3 after the naval capacity nerfs. Traditional fleet-building empires are struggling with upkeep costs and capacity limits. Meanwhile, we're bypassing those restrictions entirely through diplomacy and galactic politics.

If you want to see how economic power translates into military dominance without building ships, this episode shows exactly how to do it.

Thanks for watching Commanders, and welcome to The Ultracorp!

Our Build: Civics: Worker Cooperative + Trading Posts. The Worker Cooperative allows us to have the mutual aid trade policy, which converts our trade into energy, minerals, food and unity, alongside keeping some of the trade for ourselves. This means that with enough trade value, we can completely negate all of our worker population. On top of that, worker cooperative does not allow elite population, so we're literally with only one strata to maximize. The trading posts is a unique strategy using the trade hubs to boost up our trade in the early game. Later on it's definitely going to fall off a little, but for now it serves a good purpose.

Ethics: Fanatic Xenophile + Egalitarian. Fanatic Xenophile grants us more trade value and increases the chance to establish embassies, which we need to form commercial pacts and establish our branch offices. Egalitarian is needed for the Worker Cooperative and also buffs our specialists, the only strata we have basically.

Traits: Thrifty + Unbreakable Resolve + Rapid Breeders, Non-adaptive + Repugnant. Thrifty for trade, unbreakable resolve for more stability, which in turn increases trade, rapid breeders for more pop, since it's always our bottleneck. Non-adaptive is a free pick since we have the gaia-world preference, thus we either have 100% habitability or 0% always anyways. Repugnant is a free pick since we don't have any elite population.

Origin: Life Seeded. Megacorp authority has +50% empire size from colonies, so we want to establish colonies only on good planets. This is by far the best planet to start with in terms of general output, since we have some special planetary features to produce all types of rare resources later on.

Ruler: Official with Principled trait.

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