GamersCircle Jan 15, 2013 @ 4:42pm
Custom Faction Advise
I was curious if anyone has their custom factions documented?

I am have been playing around a little, but I can't seem to quite lock down a good combination that allows for being able to come out of the game as quickly a possible. [meaning, have weapon tech quick enough to be able to build and repel]

Looking for suggestions... thanks
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¦ö¦ ƒ ì ᴙ e ¦ö¦ Jan 15, 2013 @ 4:44pm 
There's really nothing much to say about a custom faction; they deter from the original specifications, and are thus, up to you to do whatever you want with it. There's no "good" or "bad" custom faction, unless you just put completely unnecessary stuff on it.

Custom factions are there really just for you to get the achievements, IMHO. I'm comfortable with sticking with the generic factions.
Dream Reaver Jan 16, 2013 @ 12:46am 
Originally posted by ¦ö¦ ƒ ì ᴙ e ¦ö¦:
There's no "good" or "bad" custom faction, unless you just put completely unnecessary stuff on it.

Custom factions are there really just for you to get the achievements, IMHO. I'm comfortable with sticking with the generic factions.

BLASPHEMY!

Custom factions can be a wonderful mix of the best of multiple worlds.

To have rapidly develop as quickly as possible... your attributes need to reflect that. The only problem is with those attributes that only benifit at the start of the game. You opt out of getting benifits that could help you in mid-late game.

For a fast start i would recommend the rich soil anomally for your start. As soon as ur planets start to fill make colony ships(even if u just have them sit in ur hangar they will come in handy when u do colonize a new planet or system). DUST ARCHEOLOGIST IS A MUST. It will allow u to get a hero the first turn. Go for an administator/corporal if there is one. Pump their stats into labor and itll boost food and industry production.

I recommend lowering your taxes to keep your people at least happy, or ur production will suffer.

I personally just made a diplomatic race (lots of trading bonuses) and a few starting techs. I chose sower as my affintiy because they really shine mid game. I'll let you read their trait for yourself, but it open up for massive use of the industry conversion later in game. You can literally terraform your planets to lava and have super systems with industry past 2000.
That means everyturn for that system u can pactically choose.

Build 2 dreadnaughts with decent equipment
Get 500 science
get 500 dust.

Pretty damn sweet.
http://steamcommunity.com/sharedfiles/filedetails/?id=120721086


Last edited by Dream Reaver; Jan 16, 2013 @ 12:48am
¦ö¦ ƒ ì ᴙ e ¦ö¦ Jan 16, 2013 @ 7:35am 
@Dream Reaver: Glad to hear your custom faction is working well for you :). But turn counts are crutial. That screenshot; What turn is it at?
Dream Reaver Jan 16, 2013 @ 11:27am 
Originally posted by ¦ö¦ ƒ ì ᴙ e ¦ö¦:
@Dream Reaver: Glad to hear your custom faction is working well for you :). But turn counts are crutial. That screenshot; What turn is it at?
Unfortunately that one I spawned next to a craver so i ended up pumping research into military tech pretty early. We all know that hits ur development pretty hard.... no real benifit but bigger guns. Howver, ive got another game I started running 1500-1700 industry on 3 systems at turn 58, and it's still not completely maxed out for industry tech.
Dorok Jan 16, 2013 @ 1:16pm 
1500 at turn 58? That seems a lot. I haven't tried play at normal speed, only at slow speed. But if the proportion are roughly ok it means turn 58 at normal speed is more or less turn 87 at slow speed. And at that turn 1500 production for one system seems a lot.
Last edited by Dorok; Jan 16, 2013 @ 1:17pm
Dream Reaver Jan 16, 2013 @ 7:02pm 
Originally posted by Dorok:
1500 at turn 58? That seems a lot. I haven't tried play at normal speed, only at slow speed. But if the proportion are roughly ok it means turn 58 at normal speed is more or less turn 87 at slow speed. And at that turn 1500 production for one system seems a lot.

I play on fast, and I terraformed pretty much 100 percent of my planets into lava with most industry upgrades as well as population boosts =p. A sizable chunk comes from heros as well mind you. Corp admin can really boost production Thats the great thing about sowers, they dont need food specifically like the others
Last edited by Dream Reaver; Jan 16, 2013 @ 7:05pm
GamersCircle Jan 16, 2013 @ 7:33pm 
Do explain how you do this.. I seem to struggle until like turn 100.
Dream Reaver Jan 16, 2013 @ 9:58pm 
Originally posted by GamersCircle:
Do explain how you do this.. I seem to struggle until like turn 100.

This race was specifically built with this idea in mind. The sower affinity allows them to thrive on lava planets where other races cant. The sower also have a number of race specific upgrades that further boost industry(contruction and population growth rises with each of these). Downside is you loose 50 percent of ur actual food from systems right off the bat, and only 40 percent of your industry becomes food through thier affinity. This is an instant lose in overall fids(and score that comes with it), until your start using your industry converters.

It's really just a matter of knowing the tech trees and when to research stuff. As a general rule of thumb if it takes more then a few turns to research something, your better off waiting. Any tree can be useful for development( military much less so) but for best results you need to mix them. I sent you a friend invite, ive seen you a dcole both make a number of forums so maybe a lil direct help would help you out more.
dazed420 Jan 17, 2013 @ 7:39am 
I am going to disagree with dream on some of his faction traits and his reasoning, The cost to have the 20 dust at the start of the game to me is a waste. If you are playing fast game speed you lose at most 1 upgrade as experience for your hero plus you are hoping that out of hte three heroes you get at least one of them is useable for a planet. The number of games I've played where out of the first three heroes none of them had planet value made me realize the trait cost for the 20 dust was a waste especially when I considered that by turn 3 I could purchase my hero anyways.

The idea about not wanting to waste faction traits on early game techs at the expense of mid to late game is also in my opinion a disservice. If you are able to expand quickly the value of the palents that you gain will out pace early game production and science and set you on your way to be better developed than anyone else at the mid to end game. For example having the cost of colony ships reduced by 40% plus fast travellers means that I am getting more planets under my control, which in turn is giving me minor amounts of dust, science, and production at a cost of happiness. Which means if you also have the happiness trait you now have a synergy that allows you to expand faster and with less negative impact meaning you are not playing the tax slider game sooner which then means you are not going into negative dust meaning you are able to actually build improvements on planets and not have them only produce dust.

If you find you do need to go early military because other players got annoyed with your quick expansion well guess what, you now have 2 to 3 times more planets so that if you do convert the lower production planets to dust you can now afford a larger early miltary than anyone else while also getting more total science than most.

I'd also state that some research is better off suffering the wait to get, there is one in the lower quarter of the tree that provides a bonus of 6 to every FIDS field that usually only takes 1-3 turns to build on a planet The boost from that item on every planet more than makes up for being maybe a tech or two behind.
Dream Reaver Jan 17, 2013 @ 3:17pm 
Originally posted by dazed420:
I am going to disagree with dream on some of his faction traits and his reasoning,

To each their own. That 42 dust costs you a whole 4 points for your faction choice(same price as any single tech upgrade). All heros can be used for make shift fids improvment reaching 20 percent for each if im not mistaken. This gives a boost to early resources on your homeworld which helps with colonization.

The two examples you listed against early game traits are not specific to early game. Both the approval and costruction bonuses are seen throughout the entire length of the game. I know later in game you can build a ship without weapon modules and then use dust to add the weapons after the actual construction. This can pop up fleets fairly quickly using both industry and dust instead of just 1 of the two resource. I will admit I should of been more specific and put the tech tree in specific. 4 points for a tier 1 research is a waste.

The warning against long waits for tech was more against becoming focused on a specific tech. Usually if it takes longer than a few turns your better off researching something else. You stated that upgrade thats in the bottom tree. If it takes 4-7 turns to get, It could be worth the wait if you've already researched all your necessary techs. These are new people who don't know the tech tree's that well. They mich get focused on that one upgrade, and not look at the applied science branch and miss out completely on some major upgrades. Like the Nonbaryonic Particles. Which is a base 40 science per system... which in 2 turns could make that 4-7 turn wait a 1-2 turn wait instead.

Thats the great thing about endless space though. You can design a faction with different strengths and weaknesses. There isn't a perfect build. It's just the fact that the low level techs which cost 4 points can usually be researched by turn 1, and as such really don't add that much to your faction. That's all i was saying.
Last edited by Dream Reaver; Jan 17, 2013 @ 3:32pm
Claes Jan 17, 2013 @ 5:19pm 
Originally posted by ¦ö¦ ƒ ì ᴙ e ¦ö¦:
There's really nothing much to say about a custom faction; they deter from the original specifications, and are thus, up to you to do whatever you want with it. There's no "good" or "bad" custom faction, unless you just put completely unnecessary stuff on it.

Custom factions are there really just for you to get the achievements, IMHO. I'm comfortable with sticking with the generic factions.

I really like the idea of just using the generic factions only from a role playing perspective. I like to win using one of the factions they made the story for - helping them achieve the objectives they want with the limitations they have. It is both challenging and each faction has a different win strategy, causing you to have to come up with one. I would use custom factions in multiplayer, but I have yet to do so in single player and am not sure I would.
Last edited by Claes; Jan 17, 2013 @ 5:20pm
¦ö¦ ƒ ì ᴙ e ¦ö¦ Jan 19, 2013 @ 2:43pm 
Originally posted by Claes:
I really like the idea of just using the generic factions only from a role playing perspective. I like to win using one of the factions they made the story for - helping them achieve the objectives they want with the limitations they have. It is both challenging and each faction has a different win strategy, causing you to have to come up with one. I would use custom factions in multiplayer, but I have yet to do so in single player and am not sure I would.
Precisely my idea as well. I like the whole story concept of it, and I'm not exactly in it to "sandbox" out the entire game. It provides a nice challenge, since each faction has a theme to it, and isn't just setup to "be a winner".
Last edited by ¦ö¦ ƒ ì ᴙ e ¦ö¦; Jan 19, 2013 @ 2:43pm
Dorok Jan 19, 2013 @ 7:55pm 
Yeah I do have a similar point of view, playing specific factions is more appealing. But the idea of custom factions is cool, I'll try it later.

About the Sowers traits giving 20% factory bonus but also a 20% penalty for research: The first part of the game until you can build research percentage improvement is hardly easier than many other traits. Research speed is too important for first phase but at least mid game and probably sooner I feel the balance can only be in favor of the factory production bonus.
crowbarzero Jan 19, 2013 @ 9:20pm 
I will have to say that the 15/30% more ship capacity as a faction trait is pretty awesome all around. I usually aim for a expansion grab early on in the huge maps so I tend to favor the higher food traits for that goal, but a smaller map, I would use a drastically different set of strategies as I am not making tons of colony ships to spread out as quickly.
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Date Posted: Jan 15, 2013 @ 4:42pm
Posts: 14