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For works well enough;
you can use enduring trait, only costs 1 point to offset 20 years of loss of lifespan. This will help your species not cost too much unity for leaders
Research boosts, growth boosts, resource productivity, and habitability boosts can be boosted massively to effect based on what playstyle you want
Overtunned also offers a few odd ball traits. Like the reduced maintenance one.
There's 2 ways to do traits.
1. Max the number of points on each trait. Use high cost giving negative traits that don't hurt you too bad, and load the points onto the other positive traits.
2. Minimise negative traits and have lots of positive 1 point traits as you get tech that gives more mod points.
I've heard of another forumer so far doing the rapid growth builds to great effect. Myself I'd settle for the resource production for district reduction.
in my experience this is the best. I also used them for a fanatical purifier build that worked pretty well. Just remember you start with one extra point after the game starts and can only remove negative or overtuned traits. I ended up going habitability and pop growth speed, but you have to kinda baby it, harmony tradition as well. There's a few other things that can boost ur stuff.
The point of overtuning isn't to stay static. You can spend society research for 20 months to change from baby makers to over science nerds.
A hive population build would probably be hard to control, even the purifiers were difficult with the expansion of resources in all directions. I used the damn the consequences edict and my population growth of 20 worlds and +90% growth speed was pretty insane.
Lithoid Overtuned. Grab incubator and overtuned growth.
Private prospectors with megacorp for cheap colony ship.
Colonize 8-12 worlds in the first 15 years.
Turn on Damn the Consequences and get massive growth that beats Clone Army origin.
Every colony has 8 growth for 10 years or however long you can keep up Damn the Consequences.
In year 20 you switch out of megacorp.
Also, Noxious is amazing for slaving empires.
https://prnt.sc/hMamnRVooPRJ
https://prnt.sc/754MU5Do6EQq
ended up being the top of the Galactic Community despite being in Breach of Galactic Law, my coop buddy is also there and in 6th spot also in Breach of the Galactic Law, because we have Purge Policy and we been Using Colossus in our Wars, we formed our own Federation
I focused on Research, Unity and Alloys for my species Traits
Ethics I spread out with Authoritarian, Xenophobe, Militarist, Spiritualist, Ecocentrist
Civics went with Bureaucracy, Imperialism, increased fleet combat bonuses and Unity bonuses
Really focused on being purists with my species with a Jingoistic Regime
So only my species populate my Empire
Cracked all enemy planets and sold all slaves and purged all other species, was mostly a war with the 4th place Empire and his Allies
Really pushed hard on Unity and Research, tried to maximise pop growth + pop happiness and habitability and then push trade value, it seems to have paid off
So far my best overtuned build was to take both +30 pop growth trait and +20 research trait and double their bonuses right after you grow economy enough to afford upkeep. (somewhere between year 5-10). Massive research and pop growth.
Recommend going for early robots so that you'll have some pops not affected by pop upkeep penalty doing labor tasks. Slaver guilds also help with consumer goods cost reduction.
Elevated Synapses (+20% research, +2 leader level cap)
Intelligent
Natural Physicist/Sociologist/Engineer
Unruly
Weak
Fanatic Materialist + X
Technocracy
Shadow Council
Another thing to note is that, unlike the Teachers of the Shroud, you do not start with a hidden ascension perk, but only the first genetic engineering tech unlocked. Which means you get +1 genetic points at game start, and you're free to choose a different ascension path as well.
So with Lithoid Cyborgs, plus the overtuned traits, you quickly have 90% minimum habitability and all those science directors in your colonies. It also fixes the problem with the leader lifespan.
*Organic species (Pre-Planned Growth, Incubators, Enduring, Solitary, Unruly)
*Fanatic Pacifist+Xenophobe (Dictatorial, Inwards Perfection, Functional Architecture)
**You can go for Fanatic Xenophobe+Pacifist for max pop growth; i just prefer fanatic pacifist's bonuses
The goal of this build is to colonize as many worlds as possible--even red worlds. Those red worlds, however, are just breeding grounds for the +30% pop growth from the Incubators trait. I only leave medical workers on these worlds, forcing the rest to emigrate to green worlds.
Once I unlock all traditions and get tier-2 biological ascension, I activate the "Damn the Consequences" edict. This doubles all the bonuses of yellow traits, which is when I modify my species to maximize their output on a per-planet basis.
Erudite gives +20% research, Elevated Synapses gives +40%, and Augmented Intelligence gives another +20%. That's a total of +80% research from traits plus another 15 percent to your tech tree of choice. Synths only get a max of 20% from Synthetic bonuses and 10% from logic engines.
Is it good enough for meta? No pacifist build ever is, but it's great for xenophobic isolationists like myself. That, and that bio ascension can now compete with psionic/synthetic ascension.