The stability also helps when you inevitably dip into low stability (your clerks will be the only thing generating extra amenities) and if things go swimmingly, you will never have to build and additional Administrative building. The extra admin cap will let you grab a few extra systems in the early game (maybe even a choke point you desperately need) without going over cap. This combination of ethics and civics gives you -25% Robot upkeep, something very nice when your whole population becomes Robots. 2x chance for Robot technology to appear. Start with Powered Exoskeletons technology and 8 Robot pops. However, this is offset by the aforementioned AI's being bad at the game, so things work out fine in the end.įor this build, research is the name of the game, so we need to maximize the research generated by our pops and our growth speed. Whether or not that's because the AI are very bad at playing the game currently, or this build is very strong, is something I'm not quite sure of yet.ĭue to the all the changes with pop growth, we won't usually have as many pops in our empire as in previous versions, and as such, the build unfortunately does have less top end output as before. Nebula Refineries now give +1 Exotic Gases after researching the gas tech, which can be a huge help.Īll in all, this makes the build a bit more difficult to get off the ground, but once things really take off, the distance between this build and the GA AI's is quite staggering. Labs and other main resource buildings now give 2/4/6 jobs per upgrade level, as opposed to 2/5/8 jobs in previous versions Boosting your planets growth with 1k food is a thing of the past (Since 2.8 I believe), so you can now use excess food to help float your economy You'll be purchasing minerals at least a few times during your run Jobs produce more resources, but require more upkeep as well. Dictatorial authority now has a -10% penalty to going over admin cap, meaning you can slightly dip over without getting punished quite as hard. Industrial Districts have arrived, meaning you can save slots on your feeder world for more Refineries Using this build, we will generally stay below that threshold. You now get a negative growth modifier for your entire empire if you have over X amount of pops. Building slots now unlocked via City Districts, meaning you can be proactive with Labs 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. **This build is tested with vanilla galaxy generation settings and NO GAMEPLAY MODS**ģ.0 has brought massive changes to how buildings are acquired, how pops grow and how districts work. It also focuses on high level leaders, since you generally have the same leaders/ruler you start the game with because of all the life increasing techs, and you can synthetically ascend super early (by 2260 in my latest game).Īs a final note, this build is more of a Crisis-fighting/score victory/Galactic Custodian kind of empire, and is not optimal if you wish to purge the filthy xeno. Having less planets means less micro for you and better late game performance. The allure of this build is, of course, that you only have to manage three planets in the early game, and you don't even have to widen out that much to win the game (I usually don't have more than 10 planets by the end). If you spawn next to a purifier type empire (Devouring Swarm, Fanatical Purifier or Determined Exterminator) or advanced AI, you should probably restart your game. The main drawback of this strategy is that you are very weak in the early game, and will most likely be wiped out by anybody who seriously attacks you before 2250 if playing on higher difficulties. You can then build any kind of fleet that you desire and build any Megastructure you choose. All of this is done without relying on Habitats. After following the Synthetic Ascension path and hitting repeatable technologies, you can then widen out (usually by 2300) and start building large amounts of alloy foundries on new planets. The main strategy of this build is to stay under admin cap in order to maximize efficiency, and then building an extreme amount of research labs on two planets and using the third for a resource feeder. A partially built Megastructure (if desired).Massive technological advantage (even on Grand Admiral).With this build, you can expect to have the following by 2350: Hello all! This build I have made is something I'd been using since 1.8 that I finally was able to bring into the current patch with the new planet mechanics.
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