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
The short story is while it is possible to win by conquest, absorbing conquests takes a while. Energy, minerals and influence are all choke points to watch out for.
Apostate mentioned the easier way (purge any Xeno populations) which is less micromanagement but purging makes you enemies with nearly all alien races so be careful when doing this because they will inevitably group up and collectively come to kick your ass.
Ship cost reduction when combined with naval capacity buffs mean you can ship spam your enemies. Increased rivalry gains means you get more influence from calling out rivals and influence allows you to either colonize planets, build frontier outposts or hire new leaders which is all very helpful. If you are a Xenophobe then this is the ethic for you. This is the aggressive version of military ethics.
Junta is second best for me. Ship upkeep is the big seller. You can maintain a standing fleet a whole lot easier which dissuades others from attacking you. The upgrade cost reduction allows you keep your fleet up to date when research yields stronger weaponry and defenses. And Admiral skills is just a slight advantage for the early game. This one works well with individualist types. It's the passive option for being a military ethics empire.
Military republic isn't useful with what it gives. Army damage and army upkeep is pointless in that armies really aren't hard to manufacture (60 minerals a pop) and you can ultimately win invasions just by brining more armies than the other guy. They also don't take a whole lot to maintain either. 3 armies costs 1 energy credit. Load up a planet with 12 armies (the max) and thats 4 energy credits. -20% on their upkeep is saving you a fraction of an energy credit per planet. Military station build cost and upkeep are useful though. If you use them. They are stationary power houses and are great at protecting your planets and stations. If you call a war and someone early on you can essentially bait them into invading your borders only to have them suicide on your defense station while your fleet is free to invade their stations and planets freely. It has its uses but it requires proper planning and even then it falls off late game. But since you elect a new leader frequently you can gain influence by meeting election goals and probably would work alright with a Xenophile ethic. This one is definitely the defensive version of the three.
The first option can cause issues with your primary species if you bend to the wants and needs of others too much and Purging can upset other people whom are opposed to genocie and purge policies in general. To decide what's best is really down to your own player prefference.
As for the original q choose republic, democracy gives you cheap influence and I think you get war happiness which is good.