Stellaris playing tall. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. Stellaris playing tall

 
 Originally posted by twistedmelon: Tall is still a strategy, but it is more greyStellaris playing tall  Totally viable

Throughout my (noobish) playthroughs of Stellaris I have always tried to play wide. What I do at the. Yeah, I actually agree I don't think Stellaris really has 'tall' playstyles because of the way pops and economics work, I don't think you so much as play tall, but as varying levels of efficient. Techno Necro. . I usually play "tall" by keeping my empire rather small, and instead subjugating as. Beginner's guide to Stellaris. Relic world start is pretty good if you can get a few planets to fuel. I played Stellaris for at least 200 hours before I won my first game. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. 50 habitats is still less real estate than 50 planets though. In Stellaris, sometimes the best origins to choose are the ones that will give you a greater challenge. (influence tries to do this, but it doesn't do a good job of it at present) You just do both. You can no longer colonize large swaths of space with a vassal swarm either. Tall isn't viable nothing in the beta makes tall viable. Conventional wisdom is that playing wide is easier than playing tall, but my experience has been the opposite. Another thing is the deep space stuff, and the auto-resettle building. Tall builds are barely viable with DLCs, without them they're basically impossible. A “tall” game usually involves investing in and building up your local empire rather than focusing on expansion. Set Galaxy to 4 Spiral Arm. 48. One thing you can watch out for is that each precursor has areas of the map where their events can spawn. You can play tall empires by taking tributaries and vassals, its fully possible to only have a few planets while "owning" half the galaxy through your subjects. Playing as a corporation is a good way to play tall because 1) the managing is up to the AI so you just upgrade when their population reaches a certain point and 2) it opens you up to the galaxy through business, rather than just through diplomacy. After a while, re-change your pops so that those on habitats get great specialist traits and those on planets get good worker traits. "Tall" generally refers to playing with fewer colonies, which is an important distinction. The 0,1 penalty is the +10% penalty per system other than the first one. Mind you, even when playing tall, I don't build them, I'd rather. Edit: I also think that playing pacifists is definitely the go-to way to try playing a tall empire, since you're kinda forced into it, as you can't conquer other empires territory. 1 energy. #7. Trying to conquer whole empire's as soon as met them and have a stronger fleet. You want to find all the enclaves asap, kill monsters for more tech, and just generally get that tech up. They are more diplomatic than a typical empire, as you'll want at least a couple friends to establish commercial pacts with and build branch offices on their places. 273 upvotes · 38 comments. This is going to be my updated take on the basic builds. #12. You can still play that way. 724Unfortunately there is no current way to play the way you want. Playing tall finally is viable and I don't feel forced to expand non-stop without trade-offs. If you play as a non gestalt empire you can invest your influence into arcology projects for city planets. Totally viable. Wide shouldn't be better 100% of the time. (So your space is tall; not your planets)The only tall builds that can be considered good right now are Void Dwellers (which is actually wide under your definition since it has lots of colonies) and the Nihilistic Acquisition raider which is a very aggressive build that is constantly a war to steal pops. While I do know some general aspects of playing tall and I also know that in 2. 2 or 1. Worth noting that the "drag" on research from empire size is pretty much the most negatively impactful (mechanically-speaking) aspect of a galaxy-spanning empire (i. Those people are wrong, as are you. For tall, your best bet is a megacorp. r/Stellaris • Tall vs Wide is really an issue with a Unity not being competetive with Science. What does this mod encompass Play Tall trait Limits Core Systems Allowed2. This may be changing in 3. Though I do think it will be similar to other gs games were playing wide is by far the best strategy and building tall is more something to do while waiting for the next war or something. ago. 4 planets that are high ascension level and low empire sprawl is tall, since in current Stellaris, each planet is basically the equivalent to an entire city in a game like Civilization. This is in part due to victory conditions which allow a "tall" strategy to work throughout the game, but also because you can leverage your "tall" advantages into a temporary tech advantage at the right times to break out as a large conqueror -- you don't need to. The Hegemon is easily the best Origin in Stellaris, and with good reason. Stellaris "Tall" mainly means getting as much resources as possible out of a small(er) space. If you're spamming habitats, you aren't playing tall. Spoken like someone who isn’t even seven feet tall! Step 1: get boxed in by superior powers. It would mimick a wide play power curve, but with a tall looking empire. And it can help a lot of your species has traits like intelligent or strong to take advantage of the bonuses, every plus 5% can help your empire survive longer. Do it from system view. 2;. Now, the Hives that eat people have it easier: Expand like the fckn spanish flu and produce food by eating people. 7. Give me the. Playing tall refers to the strategy of empowering a small realm. The current raiding playstyle (whether from civic or ascension perk) is worthless. Essentially, tall and wide shouldn’t be wildly different as far as pop count goes. Sprawl exists but can be managed at any size. Depeding on how many other empires there are, and where you are located, this can be a way to stay "tall" and dont have the feeling of that you are "wasting" systems out there. Wide. We have "wide with many systems" and "wide with few systems, but those systems contain thirty billion habitats". But if you want to play tall how can we make the most out of y. . You get more yeild from the planet as far as resources plus more space for research labs. Even so, you still do want to expand towards your target, just for the influence. I keep seeing stuff around the internet about 2. They would be also wrong. ago. Forcing it to inevitably conquer them as time goes on No it doesn't. ISO system juust flexible enough to accommodate both c. You could pursue a line of having wide and tall have non-comparible benefits - the problem is that stellaris fundamentally only has one positive end state - total galatic domination (i. Semi-tall. If you want to play a game where Tall playstyle is possible, play Endless Legend. . Ascensions are cool. Especially if you've been away for 1-2 years. Playing tall in Stellaris has always been a mean and not an end. And Ringworlds would still have that drawback. I believe this is OPS's most valuable asset. 8 tall isn't as viable anymore, can anyone give me a fleshed out strategy/perspective?If you're playing wide that sprawl is very low. Go to Stellaris r/Stellaris • by Nimitz-View community ranking In the Top 1% of largest communities on Reddit. If you're going for clone ascendant, you really don't want to be slavers on top of that, otherwise you're just locking yourself to 5 planets until you research synthetics. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. In Stellaris tall is an RP/aesthetic/laziness based preference, not a strategy for optimizing a win, for all the reasons people have posted. Over the course of time, that planet will grow and become very valuable and the energy cost to setup a branch office will pay for itself, many times over. 23. Hegemon. This misconception revolves around playing Tall vs playing Wide. Hello my most pious followers. In previous patches, especially before 3. . Report. It is a very rough start. ago. You can do this by either vassalizing or stacking minus empire size modifiers. In 5 hours I will play Stellaris with my friends. You need to go wide to get more resources and fund a larger army. and also having a planet to grow pops on (and then relocate them home) lets you grow a lot faster. Playing tall is using the minimal amount of worlds, rather then the minimal amount of systems. Tall play has been seriously buffed in this patch. 3 and my solutions for it. 3 comments. Some used up to 14. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. This would be opposed to expanding further into space through star bases or. You can mix and match whatever civics, ethics, and traits as you wish but fanatic xenophile will significantly help if you’re going down the trade route, and functional architecture helps void dwellers if you choose to go. All strategies assume you are trying to get maximum pops & maximum jobs on every planet. After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. #56. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. What i would really like, is to play a geographically small empire but with high population planets and systems (i believe it's possible to have pops on a space platform, but i never seen them). Planets and habitats within the same system counts as one system (but all there pops go towards pops penalty) The 0,01 penalty is the 1% penalty to research for each pop over 10 you have in your kingdom. very strong. Since you play pretty much the same if you have 50 habitats rather then 50 planets. Being able to work a wider variety of jobs is far more important than the small bonuses the other types of slavery get. This gets into the debate about what people mean by "tall". Everyone is talking about “playing tall” but what does that actually mean in Stellaris? Are we all on the same page about what it means?. Playing tall infers having fewer and more productive planets instead of a ton of mediocre planets. In Stellaris tall games are a lot of fun where you limit yourself to around 20 systems and play as a galactic defender and mediator protecting the less advanced empires. It is clear, that Stellaris tries it. It gets in my way of actually being able to play. Internal struggles. Clone army with the Ascendant path since you get 100 pops with +40% ruler output and +20% specialist output. Here is what I have to report back: -This mod is very impressive and proves a greater challenge than Glavius mod by far. All the changes did was bring them closer together. I have been getting back into this game for the past few weeks and i am still unsure how some things work. It also allows you to focus on building up your core planets MUCH more from my experience, since I can just keep to myself while my allies/defence stations act as. 3 is a bad idea. On easy difficulties though, wide is better than tall most of the time. If you stick to 10 systems and spam a bunch of habitats you are playing tall. The challenge can come in the form of story play elements or taking an origin that is plain bad. With that being said, playing tall in Stellaris is a lot harder than you think! How, then, can you get started playing tall in this game? Keep reading to discover our comprehensive guide! Set Your Limits See moreHow to play tall? I thought the changes to unity, particularly the planetary ascension mechanic, would make it ideal for a corporate empire to play tall, so I gave it. Stellaris How To Start well in Grand Admiral New and Experienced Player Guide / Tutorial: The Starting Routine I use to get a good start in Grand Admiral gam. . "Tall" as compared to "wide" is generally presumed to be going really high development on a low number of cities/planets (depending on your game), rather than low development of. Now that every system increases tech costs by a flat rate playing tall is merely minmaxxing system ownership. Playing tall means you concentrate on maxxing out a small number of planets and systems, but I just find it inferior to playing wide, winning aside you just miss out on a tonne of content like the architectural digs, leviathan's, etc. Corporation (almost mandatory for a tall empire) With aquatic + agrarian + thriffy = maximum performance for food and trade value. Build lots of habitats and then ring worlds when you get. Habitats are incredibly bad now. Is there any viable way to play void devellers besides commerce-tech build P. Report. That's not the definition of Wide or Tall as per Stellaris, the actual game. Tall vs Wide. Stellaris Tall vs. The meta has shifted a lot throughout Stellaris’s life cycle and will likely shift a lot more in the future. With that in mind I think it's a step in the right direction for that kind of. Playing tall or playing wide, which is better!? Most players start by building and advancing their empires in stellaris with a typical : expand, then build out planets and other parts. We recommend you to use them whenever you play the game. Wide was nerfed, but it's still "better" than Tall. Often multiple playstyles apply and synergize. And it can help a lot of your species has traits like intelligent or strong to take advantage of the bonuses, every plus 5% can help your empire survive longer. Building slots don’t expand from population anymore and city districts do not expand them; so, every habitat will be a few slots big until end game. Not coincidentally, it’s also the biggest driving incentive toward playing wide. I think my problem is that i am too eager to expend. A tall empire gets the resource benefit without the sprawl cost. NB: this is system not planet. Megacorp fits very neatly for tall empires, given trade's (somewhat) reduced reliance on planets and pops, and their penalty to empire size. If you play tall right, you can get more than 15000 tech per month mid game. Given that EUIV’s features aren’t currently available in Stellaris, the. Intro Stellaris Tall Guide Montu Plays 130K subscribers Subscribe Subscribed 3. | Paradox Interactive Forums. . I prefer to use my custom made tall chair and pc table to play tall. To start, I'll explain my usual play-style as a Determined Exterminator; I like playing tall, and investing heavily into Physics, Society, and Engineering sciences. #9. Playing tall helps with the overwhelming amount of micro that Stellaris sometimes requires. So for Tall vs Wide in Stellaris, your start location matters a lot more than your empire build. also if you're mass vassalizing that's not really tall play, that's just playing wide with extra steps. Toggle signature. You stick to yourself, and they like it. I remember one of my really long games I ended up basically becoming a fallen empire. r/Stellaris • How does playing tall work?Stellaris Tall vs Wide is total number of colonies / habitats in general. Noanamus Mar 6, 2017 @ 4:21am. This is the God-Emperor Origin in Stellaris. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. 0 growth). Use the outpost cost ethic and build plenty of outposts. DIsagree. This way, I can research powerful weapons and shields for my Corvette and Cruiser swarm. 20 comments. Having every planet in a system with a habitat or colony. 3 a LOT. For this approach, you'd want origins that can benefit as early as possible from. Grand Admirals cannot stop you. Megacorps are a solid empire-type. If you play at higher difficulties, then it’s supposed to be hard. It was never viable, and it's not even possible now with the new empire size changes. And in a game about choice the choice to play Tall or Wide should actually matter. Agreeing with PsySom here. The extremes, right and left, are in the gutters. e. If you aren't trying to min-max, you'll be happy, and if your empire is big enough, it wont matter anyway However you decide to play, have fun!Stellaris Galactic Paragons DLC has given us the Crusader civic and the Under One Rule Origin. But it’s basicaly giving yourself a handicap for little to no reason. Terraforming to be 100% habitable for your pops. ago A common misunderstanding is that playing tall means having a small number of systems. First things first; your ethics should be materialist. Darvin3 • 2 yr. I think my problem is that i am too eager to expend. the main contributor to a viable tall play Megacorp's are Stellaris "tall" playstyle. Welcome to the patricians way to play Stellaris. While habitats are good, it’s probably better to be funding colony ships. Ethics, Civics, Traditions and other choices strongly support or hinder certain Playstyles. With the changes made in 3. Stellaris Tall Build Guide. Spreading all over the map is playing wide. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. If you play at lower difficulties, then the game is designed to be a chill roleplaying experience. 1" patch out on the 14th shouldn't really change habitat. A "tall" empire's colonies aren't going to be much stronger or more populated than a wide empire's colonies. Discovery is super important when playing tall. Tall v wide is a bit of a false construct in stellaris specifically (always has been). Stellaris Tall vs Wide, which is better? Wide, the answer is wide. Going tall is a meme. The faster you can fill up your planets the better, as you're going to be going wide VERY fast and grabbing every planet you can see. 5K Online. ago. Jul 10, 2023. "Tall" in Stellaris isn't doing more with less, it's just having less. R5: The Alderson disk origin (added by gigastructual engineering) is a really fun game if you want to play tall. I was playing stellaris and got bored of losing, so made a perfect species, necrophage, demigods. Many people seem to have a misconception what "tall" means in Stellaris. You got two species that started (a robot and cyborgs), and you needed land on the hostile worlds (aka primitives or enemy empires worlds) with ground armies, Assimilate the pops then you basically have a new world under your name. For a one-system challenge the best (but not most. I agree that this change makes habitat feeder worlds less desirable, I just don't think that's a nerf to what I'd consider "playing tall", or. 400 stars is a good balance between the extreme crowding of tiny where you are guaranteed 100% constant war, and medium where. Originally posted by twistedmelon: Tall is still a strategy, but it is more grey. It doesn't mean it must be. Make sure you are the only megacorp (by force if necessary) and make a trade federation or hegemony (depends on what you want to accomplish) become custodian (not emperor. The extra difficulty in higher difficulties is getting to where you can get to late game. Either that. A few years ago, playing tall was the only way to win, and beginner players were asking what this is and how they go about doing it. Jump to latest Follow Reply. I recently abandoned a game where I was a spiritualist empire, because I started in a location where I was boxed in by two friendly spiritualist empires. By mid- and certainly in the late game you should have a resource extraction planets feeding production and research planets. There's 2 ways to play Stellaris. The goal is to get an edge in tech and fill out systems. Tall/Wide are CIV terms that the community stole and then tried to apply them to this game and completely screwed everything up. This is an inescapable reality that makes Tall a challenge run and not a legitimate strategy in most situations: fewer systems = fewer planets = fewer pops = weaker economy. The 0,1 penalty is the +10% penalty per system other than the first one. 3 never actualy encouraged tall play in the slightest, the ability to create administrative capacity only encouraged a wide playstyle and the inneffective linear maluses of the current static "empire size" modifier is laughable. The main point of this build is to play tall than. walter. Step 2: pretend that you wanted to be small and ineffective in the first place. It's not about having few planets - in fact you should still get as many ( properly developed!!Stellaris Real-time strategy Strategy video game Gaming. But the tall/wide distinction isn’t all that meaningful in Stellaris — you’re still managing more worlds and taking up more empire size, just in a smaller geographical space. I'm crushing on tall on hardest on my current game, dominant by the 2300's, overwhelming by 2400. Flashbacks to Vic 2 sphere system. Play fanatic pacifist,Use megacorp only in early game,After 3rd civic slot,Convert to democracy,Use Functional Architecture,Beacon of Liberty,Meritocracy. 8 Archetype Play-stylespared to read, better leave. ) Playing Tall is a very special type of empire. This mechanic takes your Colonies, Systems, Districts, Pops, and any Branch Offices you have and will give you penalties once you reach a certain point. Assuming you play 2. In Civ 5, taking tradition and limiting yourself to 4 cities for most of the game typically means your cities will grow much faster than if you play wide. Tall in stellaris is weird, since planets just exist nothing really stops you from conquering some big planets, and building ecumenopolis or ringworlds. For this approach, you'd want origins that can benefit as early as possible from. Okay, first things first, if. 818 votes, 167 comments. It does make sense in stellaris to play as a "Tall" empire. #9. TLDR, I think tall isnt dead, it is just more gradient. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If you can't open branch offices for various reasons probably nearby AI hives, megacorps, xenophobes etc use early game economy bro expand or whatever and reform into a normal empire soon ditching the megacorp part of the build. Early on, the universe is filled. You get more and more ways to focus your power inward. Stellatis is tough. For example, a well-placed machine uprising could kill the galactic emperor and end the imperium, or a rebellion could end up vassalizing its parent state, and forming its own bloc. Any other build will be strictly superior playing wide, and tall is just a. The player "developed" these systems to the heights of their abilities, using Habitats and Ringworlds. I really love stellaris and want to try something new, but run out of ideas, also Stellaris has great communityTall vs wide use to be about science before 2. having the biggest, most. I'm a poor guy, can't afford the DLC. 0 anglers got stronger. The concept of playing tall is not a fixed one, it kinda depends on how you see it. Build a world cracker or pacifier, declare war, and proceed to destroy all their habitable planets to wipe out the other empires and win a conquest victory. Though 25x crises was a serious challenge. That is, you stay small for some time so you can: - focus on science. You get 20% from level 3 holy covenant, 25% from finishing the Harmony tradition tree (required to form holy covenant) and 25% from the civic. hirtes Mar 29, 2020 @ 6:30am. Wide still has better overall throughput and is. "Tall" as compared to "wide" is generally presumed to be going really high development on a low number of cities/planets (depending on your game), rather than low development of a high number of cities. But it doesn't. like clone army origin - can make some viable tall builds, but ultimately playing tall is intentionally handicapping yourself at this point (including in the 3. Empire Sprawl needs a rework. This is the truth. I like tall play style but it currently requires more resource density and pop efficiency to work. Empire sprawl is still used by the community, and the terms are interchangeable. Admin cap is super important since you're more sensitive to sprawl penalty. playing tall or wide doesnt matter if you play in singleplayer BUT playing tall in. Stellaris was released in 2016, and it's only been six years. It's like having a huge empire to defend, but you don't get the huge economy to go with it. Playstyles are how a player plans to tackle playing or even winning the game. Go away from modifying Empire Size to balance them. Tall builds are barely viable with DLCs, without them they're basically impossible. You can abandon colonies by resettling the last pop to another planet, but it costs 200 influence to do so. The pop growth bonus in particular is also augmented by the bonuses of xenophobe, for a possible 30% base pop growth. When people say they're playing tall in Stellaris, they generally mean one of two things: Either they're just playing a small nation, or they're playing a "compact" nation, with large numbers of habitats/ringworlds in a small number of systems. 75% boost to the planetary designation on. How to play tall in stellaris: Switch your game version in the steam launcher to something from 30 years ago before admin cap jobs were added. In 5 hours I will play Stellaris with my friends. Weekly PSA: Habitat spam is the definition of playing wide. I personally think thats fine, because I think that playing tall SHOULD be a challenge. My goal for an empire is to be a Megacorp with a fallen empire overlord, grow tall as I can, and make as much energy/research as possibleTall play in Stellaris is extremely difficult as it requires careful tuning of many parameters. This has fundamentally altered a few things about gameplay, but fear not; Things are arguably better for tall builds in the long run, now that large empires have been nerfed and pop growth is no longer quite so exponential. Since tall isn't a particularly viable long-term strategy, however, skipping those structures and investing the resources into widening your empire is likely more optimal. Wide empires have more pops. If you happen to trigger a certain precursor, but then the areas where their events can spawn end up occupied by other empires, you can be left with 0/6 hints. Introduction Stellaris - How To Play Tall (2. What Stellaris Does Right, for now. Stellaris has generally only encouraged "wide" play (largely because wide empires always have more pop growth, which leads to more of everything else). Yeah, I actually agree I don't think Stellaris really has 'tall' playstyles because of the way pops and economics work, I don't think you so much as play tall, but as varying levels of efficient. I have read a lot that playing wide, after 3. Then tried a mixed economy run aimed at going tall and setting up strong vassals but was stymied when I realized 3 planets in 28 systems was incredibly unlucky and having anamoly researchers was actually. The faster you can do it, the less likely other corps can get them from you. There needs to be incentives and/or boni for playing tall, like increased tech speed or unity gain. r/Stellaris. 1. This video is my Guide for: How to Play Tall in Stellaris Console Edition, full of tips and tricks and gameplay to show you How to Build a Tall Empire and Play as One. Wide strategies focus on having lots of cities and territory, often with each city having minimal upgrades. 3 with the elimination of admin cap. Playing tall means not taking very much territory but maximizing what the systems you do take can do. It is way to easy to spam Burocrats to avoid any penalties from rapid expansion. Option A is to build up your internal economy, with any commercial or trade agreements being bonuses to your own production. Playing tall is more viable now, there will be buildable habitats which are basically small planets and the new unity mechanic will also favour smaller empires. 2 councillor traits out of 3 is good enough for me. I don't want to own any vassals. In stellaris many consider playing tall means few systems. Build Starbase at choke points, not on all outposts. 7. Technology_Training • 3 mo. I am enjoying playing "Tall" and focusing on tech, planets etc. It made the rest of the game very easy, getting a quarter population boost and the large Gaia world, as well as a massive territory free for the taking. 2, I must say that I enjoy 3. Since then I have won a few more times using a Megacorp. large empire size) at present. ago. Fluffy-Tanuki Agrarian Idyll • 4 mo. Ladies and gentlemen Tall has returned! In this video I will be showing off my latest Stellaris Meta Build; Tall Agrarian Ocean Paradise. Since you dont have many planets, you cannot match the natural pop growth of wide empires. It has factiond designed for playing tall. Megastructures aren't the only way to succeed when playing tall. 0, is quite annoying due to the new pop cap for large empires. ago. Building Tall Pacifist Empire. Weekly PSA: Habitat spam is the definition of playing wide. The problem is that it wasn't obvious because of. Outside of this there is no "Tall" concept in Stellaris as more. Technocracy is amazing for more research gains. Guaranteed Special System Spawn. If you stick to 10 systems and spam a bunch of habitats you are playing tall. At 200 population (which isn't big enough. Thus, this guide is divided into three parts. It is how the terms have worked for the majority of games since I was paying by the minute to access the internet. Stellaris. Playing tall and thinking about it cause 1 choke point that's a black hole with 3 planets and and a system that's huge and takes a bit to traverse sounds great to lock my empire behind since I'm playing tall. This is a synergy-guide, not a min-max guide, for playing Necrophage origin. Hi everyone, I'm challenging myself playing Tall and I'm looking for good tips from more seasoned players. Cons: Lots of micro, allows for a degree of dabbling in tall play for otherwise wide empires. mining guilds is a lot better as the. When i play these it often ends. The rules I'm playing with prevent me from ever having any colonies outside my starting system - this isn't as restrictive as it could be since the disk has 6 size 90 worlds on it. Playing tall is a strategy among others, it's not really a playstyle as it can be in some other games (well, mostly Civ5 in fact, and it's really just another word for turtling). theBigTurnip385 Major. Reply. There is also the older mechanics such as increased tech cost per planet and ethics divergence by distance which will favour building tall. I was watching quill18's latest series on stellaris. Pre-ftl civilizations could also arise. • 2 yr.