![]() Migration threatty is good only if it unlocks race with different planet type or race it otherwise interesting. Or around empty body for just alloys.Īscension perks: Technology Ascendancy or Executive Vigor are good start.ĭiplomacy: Non agression pact and 1 defence pact are generally good with your neighbour. Habitat technology: Is good if you run out of planets, you can build habitat on resource object (so no normal mining station) for some expra districts. But start game getting systems is more important. Resource bonuse or science bonuse are good shot. Chokepoints, planets, stargates, curator locationn are generally good place for starbase.Įdicts: You have 1 free edict slot and it is good to use it. Also you need one full shipyard near capital at some point. ![]() Starbase: Build Bastion on angry neighbour border. You can always buy alloy/consumer from market even as daily deal. At start focus on keeping 30 surplus in min/ener resources. Holotheaters better route for Unity and Happiness. Forts situatinal if bad luck with nav cap tech. Try to use free building slots with tech labs, metalurgy, resources buildings (farming/energy nexus). Try to finis what you have started, or atleast dont dip too more than 1. Tradition: Expansion and Discovery age good starting. Pure energy is ok if you need overcap fleet. Policy: Trade policy early on Unity focus is good, once you got your first ascension consumer goods is better. Energy and mineral starming have some value, science stations could wait unless engineering. Non habitable planets could still be colonized just use robots or foreign specie (slave or migration) to make nice rural world. Starbase expansion, go for habitable planets, choke points, no habitable planets. Wait with anomalies till you have lv 5 scientist, or scientist with anomaly speed. 4 or 5 science ships is not insane, but starbase and colony ship are priority. If you find planet research it so it will stay visible. One use to search nearby systems, Second with worse trait explore the map just too see jump map and check choke points. generally they unlock new buildings so you can use planets more effective. There are some unique buildings which have high value like energy nexus, gene labs, trade campanies, hydrophilic farming. But: If you plan to war switch to weapons, armour and hull hp. Scientist with hull spec in Eng is a boni. Generally Engineering and Ships hulls are the main blockers. Tech: Pop growth, Robots, Research bonus, Economy bonus, Ship hulls, Weapons. Make save at day 1 and try different teactis. In similar patern you can focus on war effort, or unity production. Mining Guilds, Police State, MeritocracyĬ C Combo: You can try to combo your empire into one way like F Materialist, M Egalitarian, Technocracy, Meritocracy, Inteligent, natural Engineer. Generally good leaders and researchers from your main specie is good way to go,Ĭivics: Technocracy!, Functional Architecture. If you go for robots or Slaver then -Weak, -Quarelsome,-Decadent. Traits: Inteligent, Natural Enginerers, Rapid Breaders, Enduring, Nomadic, - Unruly, -Deviants Procperous Unification, Fanatic Materialist, Mild Authoritarian, Empire. You can also use premade template and make copy and switch race/ships/flag to make it cooler. Lokken Technocracy (science lizards) are also good. You can pick Earth Union or Commonwealth of Man. Not having a fleet invites other empires to attack you.ĭont. eventually build up a feet of 10-20 corvettes, even if you have no immediate use for it. when you find new planets, make sure to colonize only those with good habitability (indicated in green color) otherwise there's the danger that workers producing your base resources will switch to the new jobs and wreck your base resource production. only create new jobs when you are (about to run) out of open jobs. your economy is based on energy, minerals and food: make sure to alwys produce more than you need, because your consumption will continuously grow. clerks and enforcers are inefficient or useless jobs: if you find any pops working these jobs, create better jobs for them and then disable these jobs. Their goal is to find out where there are interesting (or dangerous) things in your vicinity, and what direction is worth expanding your empire to. Build several science ships and at first just let them explore your surroundings. Other than that, it's more about managing your game than how you build your empire: choose the abilities and traits you feel most comfortable with. Choose Prsperous Unification as Origin - it's the easiest to use for a beginner, and offers a solid bonus of for employed pops.
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