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The subterranean origin start means you can always build more mineral mining for pop upkeep regardless what planet type their on. If you combine with noxious, a trait gotten from toxoids dlc you can get 80% habitability on all planets. This build doesn't let you have 100% but you can game all negative planet modifiers and still have 80%. For example galactic community resolutions don't effect you, planet modifiers etc.
This origin can be used on hives and you get 3 resource jobs but its more effective to use on regular empire due to diplomacy and ethic gaming. Regular empires can build the eccumonopolis world.
The relentless industrialists can also be used with above build but it will make pops grow even slower.
Regarding fast pop growing builds one feature of the noxious dlc is the mutagenic baths civic. When combined with above build you only use slight happiness for more growth speed instead of happiness and habitability loss. The idea generally with lithoids is your higher habitability =50% means you pops will grow faster on greater number of worlds.
Megacorp and its private prospectors lets you settup worlds faster, but megacorps tend to do more poorly taking territory hence I reccomend fanatic militarist combined with national zeal civic.
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So to recap subterranean origin combined with fanatic militarist ethics, one point into xenophobe ethic lets you use the neuter purge type for other species which incurs no diplomatic penalty. For civics use mutagenic baths with national zeal civic. Using imperial government lets you get more influence, dictatorship helps out with amenities also very useful.
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You can swap out the civics though, if you play as oligarchy or democracy you can actually use citizen service alongside with xenophobe ethic. Which means all your strongholds and army pops become two in one. Making fleet capacity and offsetting you need for unity buildings. I would argue if you don't need growth the strongest build is citizen service civic combined with mastercrafters. As mastercrafters and the origin will make you get more building slots meaning more city districts can be mining or industrial to support the military civic
[edit] Played another game, citizen service goes really nice with merchant guild civic. Got a head start no empires went down trade route, I used this version of the above build. I also used the trade boost pop trait. With all the trade I was able to rip out the energy districts and even shift all the production jobs to alloy. The extra trade is crazy, I had 8 trade producing clerks and could get it over 10 with higher skill governor.
That enough efficiency to last into late game competing with generator jobs. The clerk jobs also make 2 amenities as boost.
Here's my necro build.
Civics:
https://steamcommunity.com/sharedfiles/filedetails/?id=2673648468
Prepatent species; make sure you set them to indentured servants, with the rest of the species in the galaxy to purge. This is where your pops come from:
https://steamcommunity.com/sharedfiles/filedetails/?id=2673648444
Primary species; almost immortal:
https://steamcommunity.com/sharedfiles/filedetails/?id=2673648429
the bad side is every one will hate you as a devouring swarm so there are no diplomatic options. The game is very much focused on balance for federations and vassals in its current form so it will be a challenge especially late game. You will have to keep your fleets at an above average level constantly and take + encryption to stop empires from finding out when your fleet power dips. I would spec into cordyceptic drones when you have over 20K of fleet power to grab as many space dragons etc as possible. You will need to have a large supply of food to run a large bio fleet of amoeba or space whales. it can be removed once you have enough or nabbed all the nice leviathans.
I would honestly say Lithiods necro/ Hive lithoid necro or Overtuned / Hive overtuned are stronger. They all allow you to do diplomacy/ take vassals etc.
I am a big fan of Hive overtuned with "damn the consequences" you start off with gene tailoring and can mod your grown pops straight away.
This can give you one set of pops that excel at growth another that have great leader stats and another that are great at menial jobs. You can name your different pops so you can hover over the leader pool and select the longer lived variants. I can easily get 100+ pops before 30 years and have leaders with the Venerable, talented and elevated synapses combo (+50 years -60% upkeep, + 40 science job and -1 negative trait)