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typically i will choose an origin that works with going tall like remnants or shattered ring(esp nice for the trade districts imo for a corporate build). void dwellers is especially good for tiny corporate empires i think.
thifty trait a no brainer. sometimes ill go charasmatic or intelligent, or others depends.
the civics i actually tend to change kinda often as a corp, not rly sure why xcept maybe some are very strong early game then kinda pointless (private prospectrs) while some dotn do anything at start but get pretty good later (like the less sprawl for branch offices one example)
mercenaries with corp is quite strong imo
so that extra merc cap from the civic is nice and dont hurt to get the perk either
I thought there was another way to get an extra but i might b thinking of despoilers
just play as tall as poss and get tons of subsidiaries. often will form a trade league federation
the mega-church is also a really strong build, tho i havt played that in awhile ill let someone else tak about that
I used to like choosing a Materialist ethic to convert all pops to robots before, because due to Xenophilic Diplomacy, there will be a lot of diverse migrants of other races in your worlds.
As a MegaCorp you want to play tall, but the Void dwellers start can be a little rough.
Origin: Remnants
Government: Fanatic Xenophile, Materialist, Free Traders, PR Specialist < > Franchising*
Species: Thrifty, Intelligent, Natural Engineers, Weak, Unruly
*) PR specialist is better to start in a dense galaxy just for the extra envoys. Otherwise Franchising is the real mandatory pick for vassal control.
So, Remnants just because it is the ideal start. You get the 22-size relic world, a pile of free techs from clearing the blockers. The two guaranteed planets always have the -25% district costs effect, and randomly a rare bonus feature (like +2 researchers and +20% research output). Since the last patch you also get the Archaeo-Tech and related special building for free at game start.
Make your guaranteed habitable worlds into one trade- and one research planet. Swim in energy and consumer goods, research like a maniac. Try restoring the capital ecumenopolis by around 2250.
Food has to come mainly from hydroponic starbases, so always prioritize that tech + the starbase limits.
Get vassals ASAP. They provide you with the basic resources your own VIP pops are too precious for. Make a Trade League federation, ideally from a vassal of your founder species, set up in a corner with 1 habitat where he can't expand. Vassalize everyone into your federation.
Default ascension is Cybernetic, double trade value double everything.
Psionic with Whisperers is technically the best but unreliable to get. Other covenants than whisperers are detrimental.
Bio is contraproductive due to insane food requirements and lacking a trade bonus trait.
Your whole species doesnt know who created them and why you got abandoned, but they are soldiers. They need somekind of purpose and want to find it in the stars - whats fits than to sell what you are really good in (fighting), to others - to explore the galaxy and maybe find answers, while at the same time help you comrades at home.
As for contruction the mercenery enclave, you fleet needs an admiral, which as clone soldier gets the clone admiral trait, that means that the mercenary fleets you can hire will receive the mercenary trait and the clone soldier trait.
I like to use crime syndicate for this too, giving them the feeling of real mercenaries, that just appear on your planet and get the dirty work done for someone, even its not the true planet owner.
Sadly, crime syndicates are heavy disliked and so weak, that they are often not really fun to play.
I finally got composer of strands pact for the first time ever. wasnt too worried about the drawback, boy was I wrong lol. totally nuked the game XD