u/Destinysweat264

New stellaris crisis record!

After killing the 12,000x Contingency and surviving a brutal 24,000x Prethoryn Scourge invasion, we rebuilt our entire navy, pushed into Scourge territory, and somehow conquered their planet with a Behemoth. We then nearly got humbled by the 1,000x Grey Tempest, which killed a 145-million-power Behemoth. After reverting, rebuilding, and wiping them out, we conquered the galaxy and ascended our planet holder's Behemoth Fury to Tier 5, reaching 145 million unity and 26 million research per month.

What is this run?
We're a group of Stellaris players attempting a 1,000x All Crisis challenge with Endgame Year 2275. Our setup revolves around five Wilderness/Behemoth players, a Nomadic Tankbound support empire, and an Arc Welder economy empire. We specialize heavily and funnel planets, resources, megastructures, and bonuses toward whoever benefits most.
Earlier in the run, we killed the Unbidden at 4,050x and Cetana at 2,025x, then faced a 12,000x Contingency that nearly wiped out our entire navy. We eventually quarantined the Contingency and used our invincible Behemoth to destroy its hubs, finishing with only around 10,000 naval capacity. We spent the next session rebuilding to roughly 120,000 naval capacity while continuing to expand our economy and prepare for the Scourge.
Then the Scourge arrived.

The 24,000x Scourge
Shortly after starting, we received the Subspace Echoes notification. Normally, this gives us years to prepare, but the Scourge spawned within about 10 minutes. We were still rebuilding our navies, and this was the strongest crisis we'd deliberately fought so far.
We tried to brute-force them and took heavy losses. After seriously damaging the first wave, the second wave arrived, and we spent roughly nine hours fighting a brutal containment war. We discovered we could realistically handle only two Scourge fleets at once, despite having over 100,000 naval capacity of Harbingers. Later, our Nomad and Arc Welder players brought psionics online, including Zro launchers and psionic strike craft, which helped turn the tide once we had enough ships.
The Scourge spawned in the bottom-left of the galaxy and strangely skipped some edge systems. We managed to contain them, but every victory cost us tens of thousands of naval capacity. They only infested one planet, a Gaia world behind a wormhole guarded by a psionic entity. We never let them take any of our own planets.
Eventually, we lost practically our entire navy in one disastrous engagement. We used the Behemoth's speed, boosted by Strategic Coordination Centers, to keep the Scourge chasing it and prevent them from expanding. We then handed all our Mega Shipyards to the main Behemoth player, who had a 500% ship build speed bonus and rebuilt a navy exceeding 100,000 naval capacity incredibly quickly. Everyone else continued building through regular starbases, with over 40 shipyards per player.
Once rebuilt, we used the Behemoth's roar to delete the fleets chasing it and pushed into Scourge territory. We were finally outproducing them and had more displayed fleet power. When we reached their planet, we bombarded it, but the Behemoth somehow landed armies and conquered it. To avoid a potential softlock, we used a Deluge Colossus to kill the occupying armies, turning the planet into an ocean world.
We then had our Behemoths enrage and fight the remaining empires one-on-one inside a black hole. All planets were transferred to Wilderness, our main planet holder, and we cleaned up the remaining systems.

The Grey Tempest Strikes Back
Eventually, only three players remained: the Nomad, Wilderness, and one Behemoth player without the invincible Behemoth. We opened the L-Gate to claim the Nanite worlds.
That was a mistake. A 1,000x Grey Tempest managed to beat a 145-million-power Behemoth.
We reverted the save, rebuilt our navy, reopened the L-Gate, and wiped them out. During the fighting, the Nomad player even started suiciding Arkships into the Tempest.
With the Grey Tempest gone, only two players remained. We conquered every planet and ascended Wilderness's Behemoth Fury to Tier 5, ending with 145 million unity per month and 26 million research per month.
And that's the end of the run! We survived the Contingency, contained a 24,000x Scourge invasion, and conquered the galaxy. Apparently, the only thing capable of embarrassing a 145-million-power Behemoth was a bunch of nanites.
Feel free to ask questions about the builds, fleet compositions, economy, or how we managed to survive these crises. We're also working on getting more of this madness onto YouTube.

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u/Destinysweat264 — 4 days ago

1,000x All Crisis Campaign Progress Report

TL;DR
We’re at roughly year 75 of our 1,000x All Crisis run and the setup phase is nearly finished. We have five Wilderness players, with four already at T5 Behemoth Fury while the fifth holds almost all of the planets and feeds the others through Growing Pains, effectively bypassing the -80% resource production penalty.
Our Nomadic support empire has 10+ Scientific Arkships deep scanning Arc Furnaces, makes 50k+ trade per month from contracts, is building Waylines through everyone’s territory, and is about to become Galactic Custodian. Our Arc Welders will eventually control the Arc Furnaces and most of our economic megastructures while living primarily on Ring Worlds and two Relic Worlds/Ecumenopoleis.
Everyone is heavily specialized and constantly transferring planets, systems, resources and megastructures between each other to maximize the group as a whole. Full-scale fleet production should start in another 5–7 years. The goal is to see how far we can push this setup against the 1,000x All Crisis with an Endgame Year of 2275.

Current Year: ~2275
Crisis Setting: 1,000x All Crisis
Endgame Year: 2275

Empire Lineup
Nomadic Support Empire
Our Nomadic player is essentially the support backbone for the rest of the group.
Storm Chasers origin to generate storms
Tankbound species for automated menial jobs
Psionic Ascension with Composer of Strands covenant
Started Democratic before reforming into a Worker Cooperative MegaCorp

They currently have 10+ Scientific Arkships and are deep scanning our Arc Furnaces as quickly as possible.
Contracts are producing 50k+ trade per month, although their actual technology is significantly behind because most of the early game was spent completing contracts and helping the Behemoth players get established.
They're now about to become Galactic Custodian. Cosmogenesis is being considered, but their low Unity means that's still years away. In the meantime, they're farming Influence through contracts and using it to push Galactic Community resolutions through as quickly as possible. The main GalCom focus has shifted to anything that buffs food production and ship build speed as we have multiple Behemoths and ships about to be built. The T5 Behemoths aren't in GalCom but the other Wilderness is for now and since they have the most shipyards they'll get benefits from the resolutions.
The Nomads are also constantly establishing Waylines through the Wilderness empires. The immediate goal is to connect everyone to the Artisan Troupe (-5% Tradition Cost) and Curators (+5% Research Speed) for the enclave bonuses. Eventually, the Waylines within each empire will be merged together and be auto collected.
Economically, the Nomads are mostly focused on food and trade rather than directly carrying the group's economy. Fully automated menial jobs keep their basic resource reserves filled while their real purpose is supporting and buffing the Wilderness players.

The Five Wilderness Empires
We currently have five Wilderness players.
Four have already reached Tier 5 Behemoth Fury. The fifth is deliberately staying at Tier 1 and currently holds essentially all of the planets.
The four main Behemoths can progress through the Growing Pains situation without having to take a -80% resource production penalty. Instead, the fifth Wilderness holds the planets and feeds resources to everyone else while they run away from the Elder Voidspawn.
The goal is to effectively bypass the massive economic penalties that would normally come with pushing several Wilderness empires through Behemoth Fury simultaneously.

The Wilderness players are now primarily focused on:
Finishing Behemoth Fury progression
Megastructure construction
Stellar Cannons
Technology and repeatables
Preparing for the upcoming shipbuilding phase

All Stellar Cannons will eventually be transferred to the main Behemoth, the one intended to become effectively invincible. This is because the fire rate bonus will be most effective for the Behemoth that is immortal and used in combat. The rest will never see combat.
The Behemoths are also moving their capitals onto size 30 barren worlds, which will then be converted into Ocean Worlds.

Arc Welders
Our final major empire is a Gestalt Machine Arc Welders build using:
Astro-Mining Drones
Gardening Protocols

Gardening Protocols gives us the additional planetary district we want without needing Mastery of Nature. The habitability penalty isn't important for what we're doing. The Arc Welders have already transferred their Ocean Worlds to the Behemoth players and are currently living on a Relic World and a Tundra World. Soon, the population from the Tundra World will be moved onto a second Relic World and the Tundra colony turned to an ocean and given to Wilderness players.

Long-term, the Arc Welders should live almost entirely on:
Ring Worlds + the two Relic Worlds on the map
The Relic Worlds will eventually become Ecumenopoleis.

They're also planning to take Galactic Hyperthermia for access to Volcanic Colossi. This gives us a workaround for Gaia Worlds still being bugged: Gaia Worlds can be converted into Volcanic Worlds and then converted again into Ocean Worlds. This will be a while though since they are only on their second Tradition.

Somehow for the second time in a row in a group run someone got the Galatron:
The Arc Welders got the Galatron from their very first Reliquary.

Economy Overview
This is a highly cooperative run so no one is expected to do everything. Everyone is specialized and together we are exceeding what is normally possible.
All Arc Furnaces will eventually be transferred to the Arc Welders. The Arc Welders will also receive all Art Installations and Science Nexuses. This should provide them with enormous amounts of essentially free Unity and research, allowing their currently weaker development to catch up rapidly.
The Science Nexuses will eventually be returned once the Behemoths reach the point where important technologies begin taking two months instead of one month to complete.

Some Ocean Worlds will also end up under Arc Welder control as a side effect of transferring capitals and reorganizing territory. All planets will be focused on alloy production.

The Arc Welders will additionally use Hyperthermia Conduits to increase the energy output of our stars. Any Dyson Swarms around affected stars will have to be dismantled and rebuilt after the star is converted.

As for planets, the Tier 5 Behemoths will have the planets evenly divided among them except for the invincible Behemoth while the last Wilderness ascends through Tier 5 and Growing Pains. The invincible Behemoth will stay at 1-2 planets because their Behemoth will see combat. Due to this they need to get their fire rate, damage etc. as high as humanly possible. The other Behemoth players can be a bit weaker, they'll still have strong enough tech to fight the crisis with their fleets.

Our Next Phase
The next major phase is fleet production.
Full-scale shipbuilding should begin within roughly 5–7 years. Until then, we're trying to squeeze as much permanent economic and technological scaling as possible out of the map.

The basic division is becoming:
Behemoths: Military power, Stellar Cannons, eventual crisis fighting
Wilderness: Staying T1 Behemoth until all others are done then dividing planets up while ascending. They distribute resources from planets as needed/requested.
Arc Welders: Arc Furnaces, Science Nexuses, Art Installations and centralized megastructure economy
Nomads: Contracts, trade, food, Waylines, enclave access, Galactic Community resolutions and general support via trade purchases.

Map & Exploration
We're deliberately not opening the L-Gates yet. The fewer ways a future crisis has to bypass our defensive geography, the better. Opening the L-Gates would create another network the crisis could potentially exploit to move around the map.

The center-of-the-galaxy Rift was also being worked on. Unfortunately, when ownership of the system was transferred, the Rift disappeared.
We're not sure yet whether the transfer broke it entirely, so we're monitoring the situation.
If we manage to recover/access it, the system will ultimately be transferred to the main Behemoth and used as their capital.

We're also keeping an eye out for two particularly useful finds:
Azaryn
The Deceptive Gas Giant
Using Azaryn for a size 80+ behemoth capitol would be insane

Where We Are Now — Year 75
We're only about 75 years into the campaign, but most of the framework for the late game is already in place.
Four Wilderness players are already Tier 5 Behemoth Fury. The fifth is functioning as the planetary and economic backbone that allows the others to bypass much of Growing Pains.
The Nomads have 10+ Scientific Arkships, 50k+ monthly trade from contracts, are building the Wayline network, and are about to take control of the Galactic Community as Custodian.
The Arc Welders are transitioning toward their permanent Relic World/Ring World setup and will eventually control the group's Arc Furnaces and much of its economic megastructure infrastructure.
Over the next 5–7 years, the focus shifts from setup and scaling toward actually constructing the fleets. At that point, we'll find out whether the power of friendship is enough to beat 1,000x All Crisis at Endgame Year 75. Comment The Power of Friendship if you read this entire post

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u/Destinysweat264 — 2 months ago

Looking for players for our Year 75 Endgame 1,000x Crisis run

Right now we're mainly looking for:
Tankbound Nomadic Empire
Wilderness players (as many as we can get)
Note: Wilderness players don’t have to stay for the entire campaign just minimum the first session
Start: August 8th, 2026 at 2:00 PM EST
Version: 4.5 Beta
Minimum commitment: 5-hour sessions on Saturdays
If you're interested or want to learn one of the builds, send me a DM.

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u/Destinysweat264 — 2 months ago

Arkships are insanely overpowered

So me and my friends constantly fight insane stellaris challenges. Stuff like 1,000x scaled crisis (1 billion fleet power per fleet). After starting to use arkships in our strategy they have more power than id say most things in this game. We can get any megastructure in the game fully completed in under 7 years start to finish via the contracts. A single arc furnace can get over 250 minerals per month from stationing a scientific arkship on it and deepscanning constantly. Trade is just insane, every mega structure support contract is 50k trade, it can be done every single month. The tech ones are 21k trade per. If anyone wants to take on big crisis etc with friends, bring an arkship player and abuse the contracts. Also military arkships are busted if you use the devastator cannon and control their movements in combat correctly.

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u/Destinysweat264 — 3 months ago

1,000x Contingency killed at 2425

TLDR:
No Ai empires (or in writing this post)

Endgame year 2400
Crisis dead at 2425
4 empires survived to endgame
Behemoth fury: 2.8 billion fleet power from psionic living metal cosmogenesis ships and lots of titans.

Wilderness: 300+ planets and the group economy

Storm Chasers: Spammed electric storms on all planets, gravity etc storms where needed for maximum buffs

Knights of the Toxic God: Ship supplier (cosmogenesis bio ships with psionic weapons and living metal armor)

Strategy: Fortify planets to hold out until behemoth can rescue anyone in danger. Overall protect gateways, L Gates, rush down their planets

The story:
This was a months long campaign and the real endgame crisis was the lag and literal gigabytes of desync files on our computers.

We started out with 10 players or so. The setup is below, pretty much as optimal as you can get. Our original plan was to specialize below.

Wilderness (3 of them): Economy

Behemoth fury: Military (take center of galaxy, mind meld and use 1 million tech to spam infinite repeatables)

Knights of the toxic god: Ships and eventually fully automated ring worlds and insane tech

Storm chasers: Rush storms as fast as possible

Shroud forged: Best alloy production in the game, easy access to composer of strands and a guaranteed way to beat Cetana

Rogue Servitor: Take fallen empire populations and stack them on a few planets to get insane job efficiency (one was 500%)

Ringworld origin: Free ringworld (players internet couldn’t handle the game long term but he force spawned a free one for us before being integrated)

Arc welders machines (arc furnaces): Hold all arc furnace systems with Cybrex buildings to get over 100% output from them before Storm modifiers applied. Massive mineral and alloy output planned

This did not survive contact with reality 

We started with around 10 players, and Behemoth progressed extremely quickly. The Storm empire got really bad RNG so storms took over 50 years to get going. Eventually we started wiping out the fallen empires however due to conflicting war claims we had to use console commands once or twice to force the war to end. (For ex we took every planet they had but they kept fighting). 

We optimized our vassal setup as well. Everyone was a prospectorum under storm bringers (galactic custodian). Knights started as a scholarium for the custodian once they hit t4 cosmogenesis. This allowed their tech to greatly increase and get amazing scientists. This would change to becoming a behemoth protectorate later to benefit from -80% tech cost for repeatables 

Then players started not showing up so we had to reduce their empires to 1 system and let ai run it. This was done by having their systems transferred.

Eventually we realistically had 4-5 players consistently so we consolidated down to 4 empires. All non hive pops were moved to knights and knights acted like a rogue servitor. Knights also had 100% automated menial jobs due to cosmogenesis, all pops became specialists or squires or knights. We also opened the L Gates, killed the grey tempest and wilderness started settling the nanite worlds (turning to oceans)

By this point most of the galaxy was colonized, covered in storms etc. Behemoth also had all mega structures and 75% bonus speed from 5 strategic coordination centers. Due to lag we decided to force spawn the crisis at 2520 to get it done. It took us an hour or more to go 3 years. We used a random number generator and got my least favorite and most annoying crisis the contingency. 

The contingency war:

Behemoth pre positioned fleets at the quantum catapult and when the arrival happened all fleets were given to behemoth via vassal contracts. Once the first world appeared, behemoth flew there through gateways, roared and instantly killed it. The next planet then appeared in the bottom left. The fleets were dispatched to fight the roaming fleet and then assault the planet. When the 3rd planet appeared the behemoth was sent to stall their fleets etc since it was invincible. 

To our shock the fleets killed the contingency fleets before the strike craft and zro launchers could hit, 30+ Titan beams were insane. (We also started to make titans for the galactic defense force commanded by the custodian but they never got used).
We quickly bombed all their planets, ignored the roaming fleets and wiped them out at 2425. 
We only lost 1 wilderness planet the entire time. It was kinda anti climatic but notable for future runs of how strong psionic living metal cosmo bio ships are. In the end one of the hardest challenges in the game was rendered meaningless in the face of our federation.

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u/Destinysweat264 — 3 months ago

Advice on how to beat the crisis in this game from someone who’s beaten them all at 1,000x scaling

Hello everyone,
Making this post as I’ve seen so many posts about how to beat the crisis and there’s a lot of things no one seems to mention. Having beaten every single one at 1-2-4-8,000x scaling here are my tips and tricks

  1. Build counter fleets

and use psionic weapons, living metal armor (psi weapons are the best and are energy, living metal armor give 2% energy weapon fire rate per component)

Cetana is torpedos

Contingency is armor and shield damage. Sprinkle in some strike craft and missile ships as well to pre occupy their point defense and let your weapons hit

The scourge is straight anti armor and spam your own strike craft. You need to stop their strike craft as they’ll devastate you

Unbidden are pure bypass outside of their home system. They are only shields, in their home system they get insane hardening so build for shield damage or weapons that get through to hull instantly.

  1. For the love of everything holy use galactic storms. Get the ascension perk and you can slap particle storms above hostile zones like Cetana or the scourge or even the unbidden. Don’t try it on the contingency. Particle storms disable ship regen of everything. You can use electric storms in particular for an all purpose anti crisis storm. Electric storms disable shields (looking at you unbidden)

  2. Use your environment, pulsars etc. Fight where possible in systems that hurt the crisis, like neutrons I believe disable shields, good for fighting the unbidden in etc

  3. Alpha strike is king, aka hit them before they can hit you. Build titans, use the longest ranged ships and stay at range. Your goal is to do this because at range the crisis will tend to just delete your ships. Also if it’s a really strong crisis don’t even put armor or shields on your ships, they won’t survive a single hit anyway so save the resources and upkeep

  4. For bioships use suicide weaver fleets. Have a fleet with the confusion weapons and send them in, even if they only get a few shots off they will stop the crisis from shooting at you for a few days, this can be game changing. Also if you can have a fleet of them set to support and give yourself extra fire rate on your ships

  5. Use psionic auras, they don’t have a huge effect unless it’s a high intensity but they can help

  6. Use the desperate measures edict, 40% Fire rate in your territory. This can fundamentally change outcomes for fights you should lose. Bonus: Have citadels loaded with ion cannons on your chokes and borders, they can do a lot of damage if on the edges of a system

  7. If you have room or are on a mid level crisis (2-10x scaling) or have the economy, use frigates or maulers to camp hyperlanes on your borders. They should be expected to die but if they get a single shot off en masse it’s worth it

  8. Never underestimate juggernauts. Don’t use them for combat rather set them to passive and put them at the edge of the system you’re fighting in. Match the computer to your fleet strength ex. Strike craft

  9. Mix titans in your fleets properly
    Most titans computers are fleet based not system based. Put the anti shield one separate from the buff fire rate one. Put the system based ones like anti shield and anti fire rate in their own fleets

  10. Use cosmogenesis ships if possible, preferably the bio ships, they’re the best.

Lmk your questions below 👇🏻

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u/Destinysweat264 — 3 months ago

We Just Defeated the 1,000x Contingency at 2400 Endgame, 2.8 BILLION Fleet Power and Almost No Losses

After months of multiplayer sessions, economic optimization, revolts, Fallen Empires, desyncs, and a ridiculous amount of preparation, our group has officially defeated the 1,000x Contingency.
Final Results
Crisis: 1,000x Contingency

Endgame Start: 2400

Game End Year: 2425

Final Naval Capacity: ~29,300

Final Fleet Power: ~2.8 BILLION

Primary Ships: Cosmogenesis Psionic Harbingers and Stingers

Estimated Losses: ~200 million

Planets Lost: 1 — a single Wilderness planet

Grey Tempest: Defeated

L-Gates: Under our control

Cetana: Never spawned

The overwhelming majority of Contingency fleets were essentially one-shot.

How We Got There
We began with a large number of specialized player and AI empires. The original plan was to build a federation where every empire had a specific purpose:
Behemoth Fury Wilderness: Primary military and technology powerhouse.

Knights of the Toxic God: Advanced technology, industrial production, and mass shipbuilding.

Storm Bringers: Electric Storms and Galactic Custodian.

Wilderness: Control as many planets as possible and produce massive resources.

Rogue Servitor: Collect Fallen Empire pops as Bio-Trophies for enormous job efficiency.

Shroud Forged: Spread the Aura of the Strands and maximize alloy production.

Arc Furnace empire: Own few planets while maximizing Arc Furnace output.

The goal was to have all these specialized empires support Behemoth.
However, player attendance repeatedly became a problem. We eventually had a reliable core group of only 4–5 players, so maintaining a huge number of separate empires wasn't practical.
We consolidated aggressively.
Anything that wasn't mandatory was absorbed, integrated, or eliminated.
By the end, only four major empires remained:
Storm Bringers, Behemoth, Wilderness, and Knights of the Toxic God.
Multiple players also co-oped Wilderness because managing 300+ planets became far too much for one person.
The original specialized empires weren't pointless, though. Their populations, economies, unique bonuses, and infrastructure helped build the machine that eventually became our final four-empires setup.

Building Behemoth
The entire galaxy was eventually designed around making Behemoth as powerful as possible.
The federation transferred:
Megastructures

Resources

Technology

Systems

Fleets

to Behemoth.
Behemoth eventually controlled the center of the galaxy, producing over 2 million research per month while remaining under 100 Empire Size.
The Behemoth player eventually reached 100+ repeatable technologies in weapon damage and fire rate.
The Knights became a Behemoth Protectorate, receiving an 80% discount on technologies already researched by Behemoth, allowing them to rapidly catch up technologically.

The Knights' War Machine
The Knights became the industrial heart of the federation.
They developed:
Multiple Ring Worlds

4+ Knight Habitats

Multiple Mega Shipyards

Automated economies

Extremely advanced Cosmogenesis technology

Ring Worlds and Volcanic Worlds handled population growth and resource production.
The Knight Habitats were dedicated primarily to Knights, Squires, and Telepaths.
Eventually, almost all non-Hive Mind pops were moved into the Knights empire and used as Squires and Specialists, while automation handled most menial jobs.
The Knights reached approximately 82,000 research and 3,000 Empire Size and became our primary shipbuilding empire.

The Storm Empire
Storm Bringers covered most of the galaxy in Electric Storms.
This created enormous economic bonuses while also providing a major advantage against the Contingency:
Electric Storms disable Contingency fleet shields.
The storms did give the crisis a sublight speed bonus, but the tradeoff was heavily in our favor.
Storm Bringers also became the Galactic Custodian, using its political power to speedrun Galactic Community reforms that increased:
Naval capacity

Resource production

Military bonuses

They also began constructing Galactic Defense Force Titans, although the Contingency died before they could actually be used.

The Other Economies
The Wilderness empire eventually controlled 300+ planets and was heavily co-oped to manage its enormous territory. After the host helped retrofit poorly developed worlds, its economy skyrocketed and was approaching 200,000 Food per month.
The Rogue Servitor strategy was to concentrate Fallen Empire pops as Bio-Trophies on a few planets to create massive job efficiency and alloy production.
The Shroud Forged empire was intended to spread the Aura of the Strands while becoming one of the galaxy's largest alloy producers.
The Arc Furnace empire was intended to own as few planets as possible while controlling every Arc Furnace and using Astro-Mining Drones and Cybrex buildings to massively increase their output.
All of these were eventually consolidated or eliminated as player attendance declined.

Fallen Empires and the Grey Tempest
We systematically dismantled the Fallen Empires.
Their populations were relocated into our specialized economies.
One low-population Fallen Empire planet was turned into a Volcanic World owned by the Knights, instantly ending the colony while giving Knights another world benefiting from their enhanced population growth.
We intentionally left the Xenophobic Fallen Empire alive because we wanted it to be the guaranteed spawn point for Cetana.
We even prepared Particle Storms around its borders to prevent Cetana from regenerating.
Cetana never spawned.
Before the Contingency, we also defeated the Grey Tempest, giving us control of the L-Gates.
That became extremely important during the crisis.

The Contingency War
Because the game was suffering from constant desyncs, we eventually decided to use a random number generator to select which crisis we would force-start.
We got:
The Contingency.
By this point, we had approximately:
29,300 Naval Capacity
2.8 BILLION Fleet Power
The Behemoth fleet consisted primarily of Cosmogenesis Psionic Harbingers and Stingers, backed by more than 100 military repeatables.
Our strategy was simple:
Quarantine the Contingency.
Protect the L-Gates and gateways.
Rush their planets.
Destroy their production capacity as quickly as possible.
Because the L-Gates were under our control, Behemoth had to constantly micro-manage fleets to prevent the Contingency from reaching an L-Gate or gateway and opening a route into our territory.
The Behemoth navy also had multiple Strategic Coordination Centers, making the fleets roughly 75% faster than base and, by our estimate, around twice as fast as Contingency fleets.
This allowed Behemoth to outrun crisis fleets, intercept them, and rapidly reach threatened planets.
Every player planet was also prepared with roughly 3,000–5,000 defensive armies and a Shield Generator.
The goal was simple: if the Contingency invaded, the initial invasion would fail, buying Behemoth enough time to arrive and rescue the planet.
It worked.
Only one Wilderness planet was ever lost.
Meanwhile, Behemoth simply rushed Contingency planets as fast as possible.
The Electric Storms disabled their fleet shields, while our enormous technology advantage allowed most crisis fleets to be destroyed almost instantly.
The Contingency was effectively unable to keep up with our fleet movement or production.

The Result
After years of preparation:
1,000x Contingency — DEFEATED
Endgame: 2400
Game End: 2425
29,300 Naval Capacity
~2.8 BILLION Fleet Power
~200 Million Estimated Fleet Losses
1 Planet Lost
Grey Tempest Destroyed
L-Gates Secured
Cetana: Never Spawned
The Galactic Defense Force Titans were still being built when the crisis died.
The other crises never got a chance.
The Contingency was the first—and last—crisis we fought.
The campaign ultimately succeeded because we didn't rely on a single strategy. We built an entire galaxy around specialization, then consolidated everything into four empires that our core group could actually manage.
Storm Bringers provided the storms and Galactic Community reforms.
Wilderness provided hundreds of planets and a massive economy.
Knights built the ships.
Behemoth built the technology and killed the crisis.
The entire galaxy had effectively been engineered into one enormous military-industrial complex.
Then we threw 2.8 BILLION fleet power at the 1,000x Contingency.
It didn't last very long.
1,000x Contingency: 0
Our multiplayer group: 1
GG.

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u/Destinysweat264 — 3 months ago
▲ 410 r/Stellaris

Stellaris history has been made

We Just 2-Manned 3,000x / 6,000x / 12,000x All Crisis at Endgame Year 100/2300 (Grand Admiral)
Imgur photos
https://imgur.com/gallery/1-000x-duo-screenshots-DuOeqEd
Reddit post of photos
https://www.reddit.com/r/Stellaris/s/cEg7JsDRpF

TL;DR
My friend Darkshadow and I completed what is, to our knowledge, one of the hardest All Crisis runs ever finished on Stellaris 4.3.7.
On Grand Admiral with an Endgame Year of 2300, we defeated:
3,000x Unbidden

6,000x Prethoryn Scourge

12,000x Contingency

2,000x Gray Tempest

(Cetana also spawned first, but after hours of testing we concluded she is effectively impossible as a two-player challenge because of her situation mechanics, so we removed her with console commands.)
The run took over 40 hours, with another 100+ hours of practice beforehand.

Our Builds
Darkshadow
Dark played Wilderness → Behemoth Fury.
He completed the Behemoth around Year 60–70 (if I remember correctly). By then he was already producing roughly 2 million research per month while carefully optimizing repeatables.
1-month repeatables until roughly 2350–2375

Finished the run with 4-month repeatables (2475)

Only 4 planets

Under 100 Empire Size (using Interstellar Assemblies)

Around 80,000 Naval Capacity

Peak fleet power: roughly 13 billion

Maintained 8–10 billion fleet power for most of the late game

My Empire
I also played Wilderness, but without taking the Crisis path.
My entire purpose was to fuel Dark's economy.
By the end of the game I had:
323 planets

Massive terraforming economy

Constant specimen bonuses from across the galaxy

Almost all of my energy income went into Caravaneer Reliquaries.
Late game these cost 2.4 million energy per opening due to scaling, but they could reward things like:
3–8 million food

1–3 million alloys

The scaling became absolutely insane by the end.

How the Run Went
Overall, we were on schedule and ready to fight the crisis around 2300–2305.
Cetana
Unfortunately, Cetana spawned first.
After hours of testing, we concluded she is effectively impossible to defeat as a two-player challenge—not because of her fleets, but because of her situation progress.
We repeatedly:
Reloaded saves

Optimized every possible route

Pre-positioned fleets before the war

Took the fastest path possible to her capital

Every single attempt ended the same way.
Her situation completed almost immediately after her dig site became available, wiping the galaxy roughly a month after we entered her capital system.
Grand Admiral speeds up her situation progression significantly, and the extremely high crisis scaling appears to make it dramatically faster than at normal settings.
Eventually we used console commands to remove her so the actual challenge could continue.

The Unbidden
Less than six months later...
The Unbidden arrived with roughly 34 billion fleet power.
To make matters worse, our fleets repeatedly bugged and suicided into them.
Instead of taking direct engagements, we blockaded them using the Behemoth while slowly wearing them down with Titan fleets.
Over roughly 20 years, we gradually destroyed enough of their fleets to completely eliminate them.

The Contingency
A few years later the Contingency appeared.
Since we had already built perfect counter fleets, we quickly destroyed every Sterilization Hub in and near my territory, leaving only the northern hub alive.
Our biggest challenge became protecting our Quantum Catapults.
The Contingency loved targeting them.
For over a decade we slowly contained their expansion while constantly repelling attacks into my borders.
Fun Fact
The Cybrex actually spawned...
...but their fleets only had millions of fleet power each.
Against crises measured in billions, they were basically spectators. At best they delayed enemy fleets by about as long as it took them to fire one volley.

The Scourge
Then everything got much worse.
The Prethoryn Scourge spawned directly inside Contingency territory.
Ironically this helped us.
They immediately destroyed huge portions of the Contingency's backline starbases.
Dark jumped the Behemoth directly into the northern Contingency hub and used its roar ability to destroy it.
That left only:
the final Contingency planet

roaming fleets

We intentionally let the Scourge continue expanding while we hunted down the remaining Contingency fleets threatening my borders.
Once those were eliminated, Dark destroyed the final Contingency world while repeatedly retrofitting fleets to stall the Scourge and keep my empire alive.

Fighting the Scourge
The Scourge were by far the hardest part of the run.
They rapidly conquered roughly one-third of the galaxy.
Our strategy became:
Defend Gateways

Defend Quantum Catapults

Force the Scourge into single choke points

Build Citadels on every choke

Fight inside our own territory to benefit from the +40% Fire Rate edict

It took 30+ hours of gameplay just to slowly isolate them, eliminate every infested world, and hunt down every remaining fleet.
Once they were finally gone...
...we opened the L-Cluster and defeated the Gray Tempest just for fun.
I've attached an Imgur album with screenshots from throughout the run.

Post-Game Q&A
Initial reaction to pulling off what many said was impossible?
Both:
gg ez

What was the scariest part of the run?
Me:
Seeing the Contingency rapidly spreading across the northern galaxy.
Dark:
Random Unbidden fleets breaking containment... and the late-game lag.

Favorite moment?
Me:
Watching Dark accidentally point-blank his entire navy into the Scourge... and somehow win.
Dark:
The decades-long battle against the Unbidden.
Seven Titans plus the Behemoth versus 15+ Unbidden fleets.

What could have been done better?
Have a very, very powerful PC.

Is this possible with any other two-player setup?
For a 1,000x Endgame 2300 challenge, there are probably a few other viable builds.
Anything earlier than that?
I'd probably recommend bringing a third player.

What's next?
25x All Crisis at 2250 using the Nomad + Wilderness Behemoth duo

Possibly a trio attempting 1,000x at 2275

Can you briefly explain the strategy?
This run took:
40+ hours to complete

100+ hours of practice beforehand

The strategy was surprisingly straightforward.
Run two Wilderness empires.
One player rushes Unity to unlock the Behemoth around 2235–2240.
The second player aggressively expands, colonizes everything possible, and builds the economy.
Once the Behemoth is online, transfer every planet to it temporarily to maximize Mind Meld output.
Then transfer everything back so the Behemoth stays under 100 Empire Size while producing millions of research and unity.
From there:
The Behemoth spends the rest of the game researching damage repeatables (roughly one every month for most of the run).

The second Wilderness empire continues expanding its economy to completely fund the Behemoth's enormous fleet upkeep.

That combination proved strong enough to defeat every crisis the game could throw at us.

reddit.com
u/Destinysweat264 — 3 months ago
▲ 139 r/Stellaris

What’s worse than a 4,000x contingency? A 8,000x scourge

My friend and I are attempting what has turned into one of the most ridiculous Stellaris runs we've ever done: 1,000x All Crisis with the endgame set to Year 100.
So far:
The Unbidden spawned and we actually handled them pretty easily by quarantining them (they had 34 billion fleet power).

Then the Contingency (1.5-2 billion fleet power per fleet) arrived... and that's where things went sideways. Thanks to the current 4.3.7 fleet AI bug, allied fleets keep ignoring orders and suiciding into Contingency stacks. We've spent what feels like forever fighting a defensive war instead of finishing them off.

Even so, the Contingency has still managed to conquer roughly 1/3 of the galaxy and currently fields around 5–10 billion fleet power.

The Cybrex showed up... with pathetic fleet power, so they've contributed basically nothing.

Then, because Stellaris wasn't done torturing us, the Prethoryn Scourge spawned, right inside Contingency territory.

The upside? The Scourge showed up with around 40 billion fleet power and has been steamrolling Contingency starbases, so the scourge is tearing into the contingency instead of focusing entirely on us.
Our plan now is to retake our megastructures, destroy the five Contingency roaming fleets inside our borders, eliminate the last Machine World, and then immediately turn everything we've got toward the Scourge before they snowball even harder.
This campaign has gone from "beat the crises" to containment and out producing them.
I've never had a Stellaris run spiral into something this insane.

reddit.com
u/Destinysweat264 — 3 months ago

1,000x all crisis Endgame 2400 session 5

Session 5 Progress Report
Campaign Overview
For those just joining us, this campaign is a cooperative multiplayer Stellaris challenge focused on defeating the 1,000x All Crisis. Each player empire has a specialized purpose, with resources, megastructures, research, and fleets all supporting the Behemoth empire—the federation's primary military power. As the campaign approaches the 2400 endgame, the focus has shifted almost entirely toward maximizing economic output, constructing megastructures, and preparing for the arrival of Cetana and the 1,000x All Crisis.

Session Summary
Session 5 was unfortunately the shortest session of the campaign so far. We only progressed roughly 10 in-game yearsdue to frequent multiplayer desynchronizations.
After a significant amount of troubleshooting, we eventually identified when rehosts were necessary. Once that process was established, the game became much more stable, although desyncs still occurred roughly once or twice per in-game year, forcing us to remain on Slow game speed for the remainder of the session.
The primary sources of desynchronization appeared to be:
The Storm empire maintaining Electric Storms across most of the galaxy.

The Wilderness empire simultaneously developing nearly 40 planets.

The Knights empire mass-producing Cosmogenesis fleets.

Monthly technology completion pop-ups.

The Behemoth Fury victory condition notification appearing.

Despite the technical issues, the federation still made meaningful progress toward its endgame preparations.

Galactic Community
One of the biggest accomplishments this session was securing nearly every remaining Galactic Community resolution required for the final strategy.
With those resolutions nearly complete, the political preparation phase of the campaign is effectively finished.

Storm Network
The galaxy-wide storm network is now almost entirely complete.
Nearly every required Electric Storm has been established, providing enormous economic bonuses across allied empires.
In addition, Particle Storms are now being intentionally maintained around the borders of the Xenophobic Fallen Empire.
This preparation is specifically intended for Cetana's arrival. If she spawns there as expected, her fleets will immediately lose their natural hull regeneration while operating inside the sustained Particle Storms, giving the federation a major advantage during the opening stages of the war.

Megastructure Progress
Construction of federation megastructures is now approaching completion.
Nearly every planned megastructure has been built and transferred to the Behemoth empire.
Only two empires remain responsible for completing their assigned projects:
Rogue Servitor

Storm Chasers

Once those final megastructures are completed, the federation's long-term infrastructure plan will essentially be finished.

Player Attendance
For the first time in the campaign, nearly every major empire was controlled by an active player.
The only remaining AI-controlled empire is the single-system Wilderness empire that has intentionally been kept alive.
The current plan is to have another player assume control of this empire during the next session. Once transferred, it will receive an additional system and immediately become a Protectorate of the Behemoth empire, allowing it to research technologies at an 80% discount. The goal is to rapidly transform it into another specialized research and economic support empire before the crisis begins.

Fallen Empire Campaign
Near the end of the session, the Xenophobic Fallen Empire finally awakened.
Their awakening was short-lived.
The Behemoth empire immediately engaged and completely destroyed the awakened fleets, removing virtually all military resistance.
The Rogue Servitor empire has now begun invading the remaining worlds and relocating their populations throughout the federation.
Meanwhile, the Moon Bump Ecumenopolis is undergoing a complete renovation before being transferred to the Rogue Servitor empire.
Its purpose will be to house an enormous population of Bio-Trophies, with the long-term objective of reaching approximately +500% Complex Drone job output through Rogue Servitor bonuses. This will dramatically increase alloy production and further strengthen the federation's wartime economy.

Looking Ahead
Although technical issues prevented major advances in the timeline, the campaign continues moving steadily toward its final objective.
The Galactic Community is nearly fully aligned with federation goals, the storm network is almost complete, nearly every megastructure has been finished, and the final Fallen Empire is in the process of being dismantled.
With Cetana expected to appear soon and the endgame now rapidly approaching, the federation's preparations are entering their final stage.

reddit.com
u/Destinysweat264 — 3 months ago

Fighting the 1,000x crisis at endgame 2400 session 3 update

Session 3 Progress Report
Campaign Overview
For those just joining us, this campaign is a multiplayer Stellaris challenge centered around defeating the 1,000x All Crisis in the late game. Multiple player empires are working together through a federation, with each empire specializing in different aspects of production, technology, and military support.
The current strategy revolves around funneling resources, megastructures, and eventually fleets toward the Behemoth empire, which is being developed as the federation's primary military power. Meanwhile, other empires focus on economic growth, technological advancement, megastructure construction, and territorial expansion to prepare for the eventual crisis war.

Session Summary
Session 3 started later than planned due to several members participating in Aktion's community event before joining the game.
Despite the delayed start, the group completed approximately 30 years of gameplay and made significant progress across the galaxy.

Empire Developments
The Shroud Forged empire assumed control of all Arc Welder territory due to player attendance issues, ensuring those systems remained productive and useful to the federation.

The final world of the Hive Fallen Empire is currently under invasion, bringing us extremely close to completely eliminating another Fallen Empire.

The last two systems of the neighboring Fallen Empire have been successfully claimed. While the empire itself has not yet been conquered, securing these systems guarantees that the Rogue Servitor player will receive ownership of the Fallen Empire's planets once the war is concluded.

Galactic Core Project
The central galactic world has been successfully terraformed into an Ocean World.

Development is underway to fully build and optimize the planet before eventually transferring it to the Behemoth player.

This world is expected to become one of the most important economic and strategic assets in the galaxy.

Knights of the Toxic God Update
The Knights empire continues to experience explosive growth and is rapidly becoming the federation's economic and scientific powerhouse.
Current achievements include:
Ownership of multiple Ring Worlds.

Nearly reaching Cosmogenesis Tier 3.

A fully completed Science Nexus ready to be transferred to another empire.

A fully operational Matter Decompressor.

Additional megastructures currently under construction.

The ongoing storm economy has become so productive that the Knights player is effectively stockpiling excess resources from allied empires due to a lack of immediate use for them.
To offset increasing empire size from Rigors, the Knights empire is constructing numerous Habitats that will be filled with additional Knights, dramatically increasing technology production and keeping research growth strong.

Federation Outlook
The long-term strategy remains unchanged:
Once Cosmogenesis Tier 3 is achieved, the Knights empire will begin mass-producing fleets and transferring them to the Behemoth empire, further accelerating preparations for the eventual 1,000x Crisis confrontation.
With another Fallen Empire on the verge of collapse, strategic claims secured for the Rogue Servitor, the galactic core project progressing, and federation economies reaching unprecedented levels, preparations for the late game continue to advance ahead of schedule.

reddit.com
u/Destinysweat264 — 4 months ago

Me and a friend have killed the 1,000x crisis at endgame year 100

Me and a friend running Wilderness just beat a 1,000x endgame crisis around year 140.
At this point, every ship we field has over 1,000% fire rate and damage. We've beaten Cetana's guard fleets at 1.2 billion fleet power each and were deleting 300 million fleet power starbases almost instantly.

How did we do it?
We ran 2x Wilderness, with one player going Behemoth. I focused almost entirely on feeding the economy while my friend handled the fleet buildup. By the end, I had around 80 planets producing resources. I was also constantly buying reliquaries from the Caravaneers, which occasionally paid out huge food rewards—sometimes 800k to 1.5 million food in a single reliquary.

** EDIT for those who lack reading comprehension:**
When people talk about "beating" a crisis in this context they're usually talking about whether they can defeat the fleets and infrastructure, not whether the game technically rolls the victory screen.
Cetana is unique because her loss condition isn't purely military. We were able to destroy her guard fleets (1.2B fleet power each), erase her starbases, and had enough fleet power to kill her outright. The problem was the Works situation timer. Even after blitzing straight to her home system once the war started, she hit her scripted win condition before we could finish the job.
So militarily? We beat her.
Mechanically? The game declared her the winner because of the timer.
That's why we're reverting and console-killing her to continue testing the other crises. The goal was to see whether a duo Wilderness setup could match 1,000x crisis fleets, and the answer is definitely yes.

Technical note: We did not fully kill Cetana. As a duo on 1,000x crisis strength, she's effectively impossible to beat legitimately because of how the Works situation functions.
We instant-completed every Cetana-related situation. My friend had roughly 1 million tech output and was playing a one-planet setup, and even then we couldn't unlock the war declaration before she forced the conflict herself. By the time the war started, her timer was already too far along.
That said, we absolutely had the military power to win. We only lost because of the situation timer. Once the war began, we blitzed straight to her home system in about 1.5–2 in-game months, but she hit her victory condition before we could finish her off.
We're reverting a save from a few months earlier and using console commands to remove Cetana so we can continue testing against the other crises.
Honestly, if we can handle Cetana's fleets, the other crises aren't going to be a problem. At 8,000x crisis strength, most of the other crisis fleets should top out around 800 million to 1 billion fleet power. We've already beaten 1.2 billion fleet power fleets with minimal losses and can continue scaling production indefinitely.

reddit.com
u/Destinysweat264 — 4 months ago

Stellaris 1,000x All Crisis Run Session 2 Progress Report

About the Run
This campaign is a heavily coordinated multiplayer Stellaris challenge designed around defeating the hardest possible endgame scenario the game can offer.
Game Settings
1,000x Crisis Strength

All Crises Enabled

Crisis strength doubles after each crisis

Potential final crisis strength of 8,000x

12-player cooperative alliance

Specialized empire roles

Extensive resource sharing

Large-scale vassal networks

Federation-wide economic specialization

The core strategy revolves around creating an overwhelmingly powerful Behemoth Fury empire that receives planets, resources, populations, and economic support from the rest of the alliance.
Machine empires provide alloys, minerals, and megastructures. Wilderness empires provide planets and population scaling. The Knights empire rushes Psionics, Cosmogenesis, and advanced technology. The Storm Empire provides alliance-wide economic bonuses. The Rogue Servitor converts conquered populations into Bio-Trophies and scales through population acquisition.
The ultimate objective is to create an economy and military capable of defeating multiple billion-strength crisis fleets while surviving every endgame crisis the game can spawn.

TL;DR
Biggest Wins
Behemoth growth operation successfully completed after a rollback.

Over 1 million technology generated.

Growing Pains scaling activated.

Storm Empire finally unlocked Advanced Storm technology.

Nearly 10,000 Bio-Trophies acquired by the Rogue Servitor.

Ringworld transferred to stronger management and is being restored.

Science Nexus construction nearing completion.

Hostile AI empires eliminated after premature Galactic Community formation.

Biggest Problems
Session started late.

Over 30 minutes spent paused during Behemoth population transfers.

Only about 30 years passed instead of the target 60+.

Galactic Community formed prematurely.

Behemoth was immediately declared a Galactic Crisis.

One Arc Furnace empire remains behind economic targets.

Several strategic opportunities were lost due to player mistakes.

Current State of the Alliance
Behemoth sits at roughly 1 million technology while maintaining only ~50 Empire Size.

Storm Empire is preparing to deploy storms that should roughly double alliance menial worker output.

Knights empire is leading research, megastructure construction, and galactic core exploration.

Rogue Servitor continues scaling into a Bio-Trophy powerhouse.

Most players have transitioned into the alliance's specialized vassal structure.

Next Session Goals
Open and secure the L-Cluster.

Complete the galactic core expedition.

Obtain Azilash and the Formless.

Continue megastructure construction.

Finish Storm Empire restructuring.

Exterminate all six Fallen Empires.

Transfer conquered populations to the Rogue Servitor.

Accelerate alliance scaling before the crisis era begins.

Overview
Session 2 was one of the most eventful and chaotic sessions of the campaign so far.
While major strategic objectives were ultimately achieved, numerous interruptions, player reorganizations, and unexpected developments significantly slowed progression.
The session began approximately 20 minutes late and featured multiple extended pauses for empire restructuring, population transfers, and player management. As a result, only about 30 years passed in-game, well below the alliance's target pace of 60+ years per session.
Despite these setbacks, several of the campaign's most important milestones were successfully completed, including the Behemoth growth operation, large-scale vassal restructuring, and the elimination of multiple hostile AI empires.

Behemoth Growth Operation
The primary objective of Session 2 was successfully completing the Behemoth's first major growth phase.
Initial Attempt
The operation began with the transfer of Wilderness Empire planets to the Behemoth empire.
To facilitate the process:
The game was paused for over 30 minutes.

Planets were transferred to the Behemoth player.

Pops were manually resettled onto the designated growth world.

The Behemoth player prepared for the ascension process.

However, during the first attempt, insufficient population had been concentrated on the target world.
Recovery
The initial ascension produced only a fraction of the expected results, generating roughly one-tenth of the desired technology gain.
A rollback was performed and additional population transfers were organized.
The second attempt was highly successful.
Results
Behemoth ascension completed successfully.

Over 1 million technology was generated.

Empire size reduced to approximately 50 after returning planets.

Wilderness empires regained their colonies.

The Behemoth entered the Growing Pains phase.

The Behemoth is now positioned to begin the scaling process that serves as the foundation of the alliance's late-game strategy.
The empire is currently avoiding the Void Worm path and focusing entirely on maximizing Growing Pains growth.

Alliance Reorganization
A significant portion of the session was devoted to restructuring player-controlled empires.
Wilderness Consolidation
To maximize Behemoth scaling efficiency:
Wilderness players were reduced to approximately one core system each.

Most developed planets were transferred to the Behemoth during the operation.

Players were reassigned where necessary to strengthen weaker alliance positions.

Player Substitutions
The alliance benefited from having substitute players available.
This allowed:
Abandoned empires to remain active.

Critical economic positions to stay staffed.

Underperforming sectors to receive more experienced management.

Future Player Policy
Following the restructuring:
New players will no longer receive major alliance empires.

Future recruits will instead control vassals created by the Knights or Storm Chaser empires.

This preserves strategic continuity while maintaining alliance growth potential.

Ringworld Empire Resolution
The Ringworld Empire underwent the largest organizational change of the session.
Issues Encountered
The empire had experienced several challenges:
Expansion remained significantly below alliance expectations.

The economy was underdeveloped.

The player continued pursuing a tall strategy despite the campaign's wide-expansion focus.

Internet connection issues made participation increasingly difficult.

Resolution
The empire's territory was transferred to the Behemoth.
The player was removed from the federation and stepped away from active participation.
The empire had originally been maintained largely to increase alliance player count and total empire power.
Strategic Outcome
The Knights player inherited the Ringworld.
Current priorities include:
Rapid Ringworld restoration

Massive food production expansion

Long-term support of Behemoth population scaling

Galactic Community Crisis
One of the session's most unexpected developments came from three Pre-FTL civilizations.
Unexpected Development
Three Pre-FTL civilizations successfully achieved FTL status while trapped inside alliance borders.
The alliance had intended to delay Galactic Community formation until later in the campaign.
However, the newly formed AI empires established the Galactic Community before players could prevent it.
Consequences
Galactic Community formed prematurely.

The Behemoth empire was instantly declared a Galactic Crisis.

Several AI empires entered conflict with alliance members.

Alliance Response
The response was swift.
Alliance forces:
Declared war.

Eliminated all hostile AI states.

Destroyed the former player AI empire.

Ended the conflict rapidly.

The crisis declaration remains a long-term concern, but the immediate military threat was removed with minimal difficulty.

Rogue Servitor Expansion
The Rogue Servitor was one of the biggest beneficiaries of the AI conflict.
Results
Following the destruction of hostile AI empires:
Nearly 10,000 organic pops were captured.

These populations were integrated as Bio-Trophies.

Strategic Impact
The Rogue Servitor's already impressive economic base received a substantial boost and is becoming one of the largest Bio-Trophy economies in the galaxy.

Knights of the Toxic God
The Knights empire continues to function as the alliance's technological powerhouse.
Current Status
Aggressively speedrunning research.

Operating the former Ringworld empire's infrastructure.

Repairing and expanding Ringworld production.

Preparing for future Cosmogenesis scaling.

Megastructure Progress
The Knights player has become the alliance's primary megastructure builder.
Current projects include:
First Science Nexus nearing completion.

Continued Ringworld restoration.

Additional megastructure planning.

Galactic Core Expedition
The Knights player is currently researching the pathway to the galactic core.
Objectives include:
Completing the central rift event chain.

Securing Azilash.

Acquiring the Formless as a vassal.

Unlocking additional scaling opportunities for the alliance.

A dedicated fleet is nearly complete and preparations are underway to finish the event chain.

Storm Chasers Empire
The Storm Empire finally experienced a major breakthrough.
Breakthrough
After a prolonged delay, Advanced Storm technology is finally being researched.
Expected Impact
Within approximately five years:
Storm deployment should become possible.

Menial job output across the alliance is expected to roughly double.

Economic scaling throughout the federation should accelerate dramatically.

Two alliance members are still transitioning into Storm Empire Prospectorum arrangements.

Vassal Network Status
Most players have transitioned into the alliance's specialized vassal hierarchy.
Current Issue
Several subjects currently possess stronger economies than the Storm Empire itself.
This is slowing Prospectorum progression and specialization leveling.
Planned Solution
The Storm Empire is building fleet power to improve relative strength calculations and accelerate vassal growth.

Remaining Concerns
Knights Government Error
The wrong Psionic government path was selected, resulting in Transcendent Democracy rather than Imperial authority.
Lost Rockworm Opportunity
The Behemoth completed the Rockworm Astral Rift without coordination, likely missing valuable district scaling opportunities.
Arc Furnace Underperformance
One Arc Furnace empire remains behind expected economic benchmarks despite receiving a more experienced replacement player.

Session 3 Strategic Objectives
L-Cluster Acquisition
Open the L-Gates.

Secure the entire L-Cluster.

Prevent hostile access.

Establish a secure strategic hub.

Fallen Empire Extermination
Eliminate all six Fallen Empires.

Capture advanced worlds and infrastructure.

Remove future awakened empire threats.

Transfer conquered populations to the Rogue Servitor as Bio-Trophies.

Megastructure Expansion
Complete the first Science Nexus.

Expand megastructure construction.

Continue Ringworld restoration.

Accelerate Cosmogenesis preparation.

Galactic Core Objectives
Complete the core expedition.

Secure Azilash.

Acquire the Formless as a vassal.

Overall Session Assessment
Major Successes
Behemoth growth operation completed successfully.

Over 1 million technology gained.

Growing Pains activated.

Alliance restructuring completed.

Ringworld transferred to stronger management.

Nearly 10,000 Bio-Trophies acquired.

Advanced Storm technology finally obtained.

Science Nexus nearing completion.

Galactic core expedition nearing completion.

Multiple hostile AI empires eliminated.

Major Challenges
Session started late.

Significant pause time consumed gameplay.

Initial Behemoth operation failed and required rollback.

Premature Galactic Community formation.

Behemoth declared Galactic Crisis.

Arc Furnace economy remains behind schedule.

Multiple strategic opportunities were missed.

Overall Verdict
Despite major logistical challenges and slower-than-desired progression, Session 2 successfully completed the single most important milestone of the campaign: the Behemoth growth operation.
The alliance now possesses a million-tech Behemoth empire, a rapidly advancing Knights empire, a Storm Empire on the verge of transforming alliance-wide productivity, and a Rogue Servitor that continues to absorb populations at an extraordinary rate.
The greatest concern moving forward is pace. Only approximately 30 years passed during the session, placing the campaign behind its intended timeline. Unless Session 3 advances at least 90 years, an additional session beyond the original schedule will likely be required.
Even so, the alliance remains in a dominant strategic position and appears well on track to continue scaling toward the eventual 1,000x–8,000x crisis confrontations.

**Disclaimer: Ai helped me format my notes**

reddit.com
u/Destinysweat264 — 4 months ago

Stellaris 1,000x (Endgame 2400) All Crisis Run Session 1 Progress Report (Year 2200–2264)

Introduction
For those unfamiliar with this campaign, this is a cooperative multiplayer Stellaris challenge designed around defeating a 1,000x strength Endgame Crisis with all crises enabled and the endgame year set to 2400.
The alliance consists of highly specialized empires, each assigned a specific role to maximize economic output, military power, technology acquisition, and late-game scaling. Rather than every player pursuing the same objectives, each empire is focused on a particular strategy that benefits the alliance as a whole.
The centerpiece of the run is a Behemoth Fury Wilderness Empire, which is being heavily supported by the rest of the alliance. The long-term objective is to create an empire capable of reaching absurd levels of population, production, and military power through planet transfers, vassal networks, and Behemoth-specific growth mechanics.

Campaign Goals
Hatch and scale the Behemoth as quickly as possible

Defeat all three endgame crises at 1,000x strength

Eliminate all six Fallen Empires

Build a highly specialized alliance economy

Utilize Cosmogenesis, Psionics, Storm mechanics, and megastructures to their fullest potential

Create one of the strongest possible cooperative multiplayer economies before the crisis arrives

Session Overview
The first session concluded at Year 2264, with the alliance in an exceptionally strong position. Most major milestones have either been completed or are ahead of schedule, and the economic foundation needed for the late-game Behemoth strategy is already taking shape.

Current Alliance Composition (12 Empires)
1 Behemoth Fury Wilderness Empire

1 Knights of the Toxic God Empire

1 Rogue Servitor

2 Arc Furnace Machine Empires

1 Ringworld Machine Empire

1 Shroud Forged Machine Empire

1 Storm Chasers Empire

4 Wilderness Empires

Federation Status
The alliance has successfully established a Martial Alliance Federation and is actively progressing toward Federation Level 5.

Current Benefits
Coordinated military planning

Shared strategic objectives

Growing federation fleet capacity

Increasing combat bonuses

Long-Term Plan
Following completion of the Behemoth growth phase:
Create a strategic save point

Release an AI vassal

Use the vassal to construct additional megastructures

Trigger formation of the Galactic Community

The Galactic Community has intentionally been delayed to avoid:
Interference with Behemoth progression

Potential Crisis declarations

Unnecessary political complications

The goal is to gain Galactic Community benefits after the critical Behemoth phase has been completed.

Behemoth Fury Empire
The Behemoth project remains the centerpiece of the entire run and is currently on schedule.

Major Milestones
Behemoth egg hatches in Year 2265

Harbinger production already underway

Final two traditions nearly completed

Multiple enclave bonuses secured

Ruined Quantum Catapult located within borders

Immediate Post-Hatch Objectives
Rapid Behemoth growth acceleration

Large-scale planet transfer operations

Growing Pains scaling

Harbinger mass production

Transition into primary crisis combat responsibilities

Assessment
The Behemoth empire remains the alliance's technological leader and has advanced so far ahead that some alliance members can no longer become its Prospectorums directly.

Knights of the Toxic God
The Knights empire is significantly ahead of schedule.

Current Status
Psionic Ascension nearly completed

Toxic God situation nearing completion

Preparing to begin Cosmogenesis

Strategic Impact
The Knights empire is on track to become:
Primary Cosmogenesis ship producer

Major source of advanced military technology

One of the alliance's strongest military contributors

Shroud Forged Empire
The Shroud Forged empire achieved one of the alliance's earliest major milestones.

Accomplishments
Psionic Ascension completed

Covenant established with the Composer of Strands

Benefits
Increased population growth

Access to free Gaia Worlds

Exceptional long-term scaling potential

Assessment
The empire is positioned to become a major alloy producer during the mid and late game.

Arc Furnace Empires

Arc Furnace Empire #1
Accomplishments
Mega-Engineering completed by Year 2240

Current Status
Continuing expansion

Expansion pace somewhat slower than expected

Arc Furnace Empire #2
Current Status
Expanding aggressively

Producing large quantities of minerals

Producing large quantities of alloys

Functioning as one of the alliance's strongest industrial economies

Overall Assessment
Both Arc Furnace empires are fulfilling their intended industrial role successfully. Achieving Mega-Engineering by Year 2240 places alliance megastructure development well ahead of schedule.

Ringworld Machine Empire
Current Status
Initially expanded slower than planned

Home Ringworld heavily developed

Expansion rate has accelerated substantially

Assessment
The economic foundation is now extremely strong and territorial growth is rapidly catching up.

Rogue Servitor
Current Status
Planetary development progressing well

Utilizing a starbase trade economy

Notable Achievement
Exceeding 100,000 trade value through starbase infrastructure

Fallen Empire Occupation Force
The Rogue Servitor has been designated as the alliance's primary occupation force.
Preparations include:
Approximately 15,000 army strength assembled

Invasion forces preparing for deployment

Plans to convert Fallen Empire populations into Bio-Trophies

Assessment
The Rogue Servitor has established a powerful economy while simultaneously preparing for one of the largest invasion campaigns planned by the alliance.

Storm Chasers Empire
The Storm Chasers empire has experienced the most difficult start of any alliance member.

Challenges
Advanced Storm Manipulation has not appeared despite meeting prerequisites

Multiple councilors repeatedly rolled undesirable traits

Lost guaranteed habitable worlds to Behemoth strategic acquisitions

The loss of these systems was necessary to secure the Oracle Paragon, a key component of the Behemoth strategy.

Strategic Importance
Despite poor RNG, the empire remains critical because:
Storm bonuses can significantly boost alliance-wide output

Planned vassal restructuring will accelerate technology acquisition

Storm Manipulation remains one of the alliance's most important future objectives

Assessment
The empire remains a critical long-term force multiplier.

Wilderness Empires
Current Status
Between 8 and 13 planets per player

Strong economic development

Meeting expansion objectives

Primary Responsibilities
Aggressive colonization

Economic development

Acquiring planets for future Behemoth transfers

Assessment
All Wilderness empires remain on track to support the Year 2265 Behemoth growth operation.

Vassal Network Development
A significant portion of the alliance has already become Prospectorums of the Behemoth empire.
Because the Behemoth has advanced so far technologically, a secondary vassal structure is being prepared.
Planned Structure
Most alliance members become vassals of the Storm Empire

Storm Empire becomes a Protectorate of the Knights Empire

Prospectorum levels rapidly increase throughout the network

Resources continue flowing upward through the hierarchy

Expected Benefits
Maximum Prospectorum bonuses

Massive resource generation increases

Faster technology acquisition

Approximately 80% technology cost reduction for the Storm Empire

Faster access to Storm Manipulation technology

Significant increase in alliance-wide economic output

This restructuring may become one of the largest economic multipliers in the entire campaign.

Fallen Empire Campaign Preparations
The alliance has begun planning for the elimination of all six Fallen Empires.
Objectives
Secure advanced worlds

Capture Fallen Empire infrastructure

Acquire high-population planets

Remove future military threats

Expand economic scaling

Planned Execution
Phase 1
Behemoth empire breaks military resistance

Phase 2
Rogue Servitor deploys invasion armies

Phase 3
Captured populations converted into Bio-Trophies

This campaign is expected to provide enormous economic gains while removing some of the strongest non-crisis powers in the galaxy.

Overall Session Assessment
Major Successes
Behemoth hatching on schedule

Harbinger production underway

Knights nearly ready for Cosmogenesis

Shroud Forged completed Psionic Ascension

Mega-Engineering achieved by Year 2240

Martial Alliance Federation established

Strong Wilderness expansion

Powerful Rogue Servitor economy

Fallen Empire invasion preparations underway

Alliance-wide specialization functioning as intended

Concerns
Storm Chasers suffering from unusually poor RNG

One Arc Furnace empire expanding slower than expected

Ringworld expansion began later than planned

Final Verdict
The alliance enters Year 2265 in an exceptionally strong position.
Most strategic milestones have been completed on or ahead of schedule, industrial output is accelerating rapidly, and the Behemoth growth phase is about to begin.
The next session is expected to be one of the most important turning points of the campaign, with:
Behemoth hatching

Large-scale planet transfers

Growing Pains scaling

Cosmogenesis development

Vassal restructuring

Fallen Empire war preparations

all expected to begin simultaneously.
If current progress continues, the alliance will enter the midgame with one of the strongest cooperative economies and military infrastructures realistically achievable for a 1,000x All Crisis challenge.

reddit.com
u/Destinysweat264 — 5 months ago

Stellaris 1,000x crisis 2400 endgame challenge

Me and my friends are looking for more players to help take on the 1,000x all crisis (1 billion fleet power). Dm me or add me on discord Sunlitstream264 if interested
We need

  1. Wilderness economy players
  2. A behemoth fury wilderness player

(we have 1 but more = more fleet power)

  1. A psionic, (living metal civic), cosmogenesis knights of toxic god player

Strategy:
Wilderness players:
Grab at least 30 planets (500 biomass each)
Give to behemoth player
Get planets back
Feed behemoth and be prospectorum (funnel excess materials to behemoth via psionic empire as 3rd party trader)

Behemoth player(s):
Ascend as fast as possible
When mind meld ready pause game. Trade all planets to behemoth, ascend, move 60k biomass to one planet. Eat it to max growing pains. Give all but non capitol planet to wilderness players. Focus damage repeatables until crisis

Psionic player:
Get cosmogenesis bio ships as fast as possible. Use psionic weapons and living metal armor to make massive fleets. Give those fleets to behemoth via vassal contract (they’ll get behemoth buffs). Spread aura of strands or desire. If possible get animator of clay for Cetana but not mandatory

Extra:
Psionic, living metal sky dragon origin empire. Don’t complete origin, when behemoth ready come kill the dragon to get 20% more districts on capitol from it. Feed the behemoth fleets with components.

Extra things to look for:
Get behemoth the hidden worlds/oracle paragon asap for empire size reduction
Give mega structures not art assemblies to behemoth to boost science, jump drives etc
Get the deceptive gas giant via azaryn for a capitol
Get Azilash in center of galaxy as behemoth capitol

reddit.com
u/Destinysweat264 — 5 months ago