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lithoids have a lot of plus aspects : you have a +60% habitability on all planets , you can eat black holes (megacorp matter decompressor) , 1 advisor , a unique colonization civic and a machine portrait (they can even become psionic rocks)
To me that +habitability makes a massive difference. Getting things up and running faster is very nice.
That said, lithoids aren't great in terms of playing optimally, especially a lithoid hive mind. So the main reason to play them is just for fun/RP. But that's true of the majority of ethics/civics/origins anyway.
What they really lack is powerful unique civics, and the reliance on minerals for pop upkeep means they need mineral jobs at minimum to be upped to 6 (from 4) to match organics 6 for food and machines 8 for energy.
Not sure why the starbase thing is important to you. You can get a lot from space resources too.
Necrophage Lithoids is pretty ridiculous though. You get all the Lithoid upsides with none of its downsides. Lithoid Hives would get another boost from that when they allow hives to be necrophage too.
Lithoids are very strong but situationally strong.
Pros;
-You pay less for leaders as they last longer
-Your high habitability means you can colonise worlds easier
-Your high habitability means you have higher growth on other world types to offset the lithoids growth downside. High habitability = higher growth quite literally.
-Lithoids can produce rare resource every 100 pop, this is very very strong with hive minds that can build tall administratively. (So long as you turn pop growth settings down)
-Lithoids as main population get a building that can convert food to energy without dealing with market price.
-Lithoid livestock slaves can produce mineral for consumer good, or alloy production. Though this metric is slow.
-Lithoids combined with necrophage allow you to sacrifice organic pops to make resource producing lithoid pops of your race. Not only that but their lifespan get even longer.
-You can early game build starbase mining bases to help feed your population.
-The homeworld not only has slums to dig up for a pop, but several lithoid monoliths for an extra 3-4 pops at a cost of mineral reducible by traditions.
-Since minerals are abundant early mid game its possible to buy much mineral for cheap from the market early mid game, and store to compensate for minerals being harder than food to make. Then late game when science ups mineral production your in the green again.
-You can opt out to put a rare resource on lithoid early game so that mid game you can split your species into 3 sub groups to produce some of all 3 rare resources. I think xeno compatibility can also do this also.
Cons;
-Lithoids eat mineral instead of food, mineral is harder to make and generally worth more per unit, such that they are more expensive pops to maintain.
-As said above this mineral consumption can interact badly with trying to make alloys or goods if your already strained for minerals.
-Lithoids grow slower and rely on colonising new worlds not of their biome, their expansionist to make up for slow growth.
-Lithoids cannot use traits like rapid breeders or adaptive, instead you will need to use traits like nomad to help facilitate higher average growth.
-Lithoids can be inefficient at times when mining, at game start you can see a miner making 6 but consuming 1 to make 5. This can be offset by using mining guild.
Overall from playing food based empires and lithoid, I would generally agree that lithoid is a stronger play. But the regular food based empires are a strong economic play as food can be made in larger volume cheaper. I like building empires of both.
I usually start super-authoritarian theocracy, what means I start out with proper influence gain and later can adopt xenophile without losing Imperial Cult.
Lithoid Apocalyptic is fun too. You got a base habitability of 120 on just any planet, and your growth is 75%. This means at the start of the game your habitability effectively is fixed 88% on just any planet. Without the need of any tech. The standard 2 planets any empire gets are 70%, so Lithoid do better quite a bit.
Still the rabbit-trait is a no-no.
Average lowest age organic pop leader is 18, average highest organic pop leader is 26
Average lowest lithoid is 50, average highest lithoid is 80.
What this means if you were to pick the youngest of both teir the lithoid would last 50 years more but be 25 years older giving you 25 years more lifespan. Technically their age bonus can be negated if you picked the oldest lithoids from pool. Also you made a spelling mistake.
What part of higher habitability on other worlds did you miss? Look at the planets, lower habitability literally effects growth rates on worlds not of your main species biome. This means if you take like 20 planets, 2/3 are not of your biome type. Lithoids heightened habitability means they will be able to grow faster on those planets. Not only that lose less on average pop upkeep colonising new worlds. Its literally an expansionist bonus similar to running robots in disguise. It gets weaker the farther into the game you go.
Your suppose to supple with regular production no? The rare resource is equivalent to inefficiently converting 100 minerals to a rare resource. Which obviously will not compete with having a pop work a job to convert 10 mineral to 2 rare resource, but the idea is you were going to have to feed the 100 pops anyway. You also get to work them too.
If your going on some idea the lithoids need buffing I don't think they need more, there's already a ridiculous amount of features to them. Just look how bland the other species are to each other. I mean you could try running a mod that makes the species more unique if it concerns you.