Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When I get into one of those, and notice I can't beat them with my fleets, my strategy is usually to bunker down my core systems with high level starbases, and cause status quo peace via attrition.
After that I generally wait until I get into favourable position later on. Usually by outtech-ing my opponents (I focus on research in 90% of my games), or by waiting until the coalitions are busy in oher wars, or move away their fleets, so I can blitzkrieg through their systems unopposed.
Once they amassed fleets again, I am geneerally able to status quo again, and repeat the cycle, until they are eliminated.
I exclusively play Machine Empire. When playing solo I play Determined Exterminator and Driven Assimillator empires. I use the same strategy regardless of what empire I play.
1. You need to focus on exploring as far out as possible, ignoring closed off branches of stars where you know go no where. You can survey these systems AFTER you have acquired suggestion 2.
2. You are looking for systems where there are very few hyper lane entrances. You are looking for systems where the hyper lanes are opposite each other which means ANY enemy fleet will travel over the star to get to the jump out point. May I remind you that your Bastion is orbiting THIS STAR. This offsets whether you have F.T.L. Inhibitors or don't. When you have F.T.L. Inhibitors this strategy is no longer needed. You are able to sacrifice systems which don't conform to this strategy which might be ahead of your choke point (in between your Bastion and the enemy front line, you will likely reacquire those systems later.
3. Your enemies wage war on ANYONE based on their Fleet Power versus the opponents Fleet Power. They do not wage war based on their Fleet Power versus your Bastions Fleet Power. If your Bastion Fleet Power is overwhelming to their Fleets Power they will rarely attack you. In 99 out of 100 games, you can sit behind a superior defence while you build your economy and your fleet.
4. Initial strategy should be to extend your borders until you are in a defensive position (tip 2. ) then go back and claim territory behind your lines and begin colonising.
5. As a Machine Empire (some empires differ here) you only need to produce Alloys and Energy Credits. Tech is so underrated in this game, only a handful of research dedicated planets are needed to reach endgame technology levels. Being able to produce fleets, mega structures and reinforce your defences is key to your survival.
6. Don't engage the enemy empires directly, if possible. Wait out the war until their war exhaustion reaches 100%. This is when they will beg for a truce to end the war. If its advantageous to your situation, agree. If you are handling the war well.... Attack, take systems, invade planets, push deep into their territory and IF they then attack your forces with an overwhelming fleet, you can instantly ask for a white peace, which the dumb M.F's will accept, you might take some losses to your fleet, but you have an economy to replace those ships, and you now have expanded your territory. You also have 10 years (there can be some exceptions) to secure your new territory.
Use your Bastions as part of your fleet. trick your enemy to get over confident and come to you, never go to them (except after they reach 100% exhaustion as above) If you have a combined Fleet Power between your fleet and your base, use your base to tank the initial attack, and support it with your fleet.
Someone suggested not to use No Retreat War Doctrine, this is good advice... you might only have one fleet early game, having the one which improves your fleets movement speed is best. Rapid Relocation (I cannot remember its full name)
7. As per 6. Move your Bastion line forward to a choke point, if before F.T.L. Inhibitors have been researched, follow step 2. Once your new Bastion is in place you can do whatever you want with the previous one.
8. Traditions. Make sure the first building you put on your HW is the Simulation Center (Unity producer). Open Expansion, and only select the 10% outpost cost (the rest are for colony expansion, and are not needed at this stage of the game). Second, open Discovery and only select the +35% to survey speed (the rest are not important at this stage). Third open Superiority, choose the 2 traditions on the right, you are looking for the second mostly to reduce your station upgrade costs and star base fleet power. From this point you can spend your tradition points on whichever direction you want, but finishing off Superiority is beneficial for the +20 command points and ship cost reductions. Acquiring the remainder of Discovery for faster research gain and only work on finishing Expansion when you are able to start colonising other planets. Domination is good to work on for the Influence gain but Outpost costs are already good for a Determined Exterminator.
9. Ascension Perks. I recommend Technological Ascendancy, because you need to get to Star Hold and higher Star base categories, before your enemy gets to Destroyers and Cruisers etc. Then I recommend the Active Edict Perk (cannot remember the name) because you will likely need to have more than one Edict running and you need at least 2 Perks to be able to acquire Galactic Force Projection and its unlikely you have Star Fortress at this point for the Starbase Upgrade (again i cannot remember its full name, Eternal something). 3rd choice would be the Starbase upgrade perk or if you haven't got Star Fortress improve your command points and Naval Capacity with G.F.P. For your 4th slot you should have Starbases by this point or something has gone wrong with your tech choices, so its the other variant of the Starbase Perk and G.F.P. combination. The last 4 depend on your play style. I usually go for Machine Worlds, Colossus Project (choosing the kill all pops weapon) Galactic Wonders and leaving the last slot for whatever I fancy at the time (these 4 are not entirely in order of selection)
10. Mega-Stuctures, If you don't have a derelict in your space, and have to build one from scratch, I recommend the Strategic Command Centre. It is by far the best overall Megastructure, it increases starbase capacity, naval capacity and defense platform slots on your stations. Then obviously Dyson Sphere and Matter Decompressors are the way to go. The rest are whichever you fancy at the time. A ring world are ok to have, but by time you have Galactic Wonders you probably don't need 4 extra planets to micromanage
11. Mid to Late game Wars. I recommend using a Colossus to wipe out the colonies you conquer, it prevents the enemy from recapturing them to effect the exhaustion score and if you don't capture the territory, the AI has to start again to build an economy there. You may also need to put a cap on the number of planets you are managing especially during war time, all that destroying useless buildings while you wait for years for the enemy pops to be eliminated, risking being overthrown. This takes time away from keeping attention to what your forces are doing.
Hope this helps
The trick around the whole genocidal thing is to have a dedicated pop mulcher planet that you resettle all the pops onto. This will greatly reduce the time it would take for them all to be removed compared to if they were left on a group of planets. The trick at this point is to just keep up the never ending warfare to constantly refill your grinder.
Of course you have to set your purging policy to chemical processing rather than pure extermination so that you get the energy from them and also exterminate a bit slower. In one of my last matches I built a habitat specifically for this purpose, by year 2350 or so I was pumping out around 6k energy from it alone. Another trick is to use that planet/hab as your administrative planet and spend artifacts on the planetary decision that boosts menial output by 2% and stability by 1% on the planet, this should cause additional resource gain from the pops being purged due to higher stability, I am unsure if they are also counted as menial jobs, though I am pretty sure the option for non purging robots where they are setup as permanent batteries is though. That said, the perma battery option, that exterminators don't get anyway, is somewhat weird in that it causes stability loss whereas an entire purge does not, infact sometimes I've stopped slave riots by simply swapping them from batteries to reprocessing so that they were happy that I was no longer enslaving them.
I will say that normal robots do have some advantage in this type of pop grinder setup as they have access to the galactic market, meaning they can just buy slaves right off the market and ship them directly to their grinder planet. Just buy up the whole galactic market every once in awhile and add an extra 500 energy income to your pile. Meanwhile exterminators lack that but also has the means to collect more easily through military conquest and gains unity as an additional bonus.
Slaver gets ready-to-use planets from conquest, assimilator - pretty close to that (they have other benefits). Even for "average" warmongering empire all newly-coquered planets would still be productive, provided you put in some effort.
Genicidals, however, got to rely on their "normal" progression in order to get higher-tier production going (alloys/research). Granted, whole thing is not that bad for machines, but it's still way slower than conquest, and doesn't let you snowball out of control like fully utilizing your ex-neigbour's pops/planets would.
Yeah, this is one reason why I generally dislike playing the genocidal empires, however determined exterminator works out with it fine since they can pump the energy they get from the grinder directly into research and pop upkeep, allowing them to focus every robot job on maintenance, alloy, research, and admin cap.
It can also end up rather powerful in situations where you otherwise wouldn't be able to use the pops more efficiently due to a lack of strategic resources, building slots, or need to spend alloy on something other than habs. For example, having 1000 pops shoved into one tiny hab somewhere in my space is pretty solid on the job density even in a case where it isn't hitting marks for efficiency, as the best I get out of the grinder is 10 energy per pop rather than around 20 per robot. Essentially much more useful than late game runs with organics where they're just putting people on utopian abundance or making big trade worlds to prevent unemployment and squeak out something from the pops without yet having ringworlds up.