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its one of the top 2 factions in my book, they start with 2 explorers which let you snowball early on since they allow you to get the 10 probe explorer bonus as well as take care of a few quests that revolve on defeating a few pirates ships very early in the game. the bonuses you get from these early quests catapult you to the top ( some RNG involded though on quest rewards)
the buy out of a colony is insanely good if you tech accordinly in the first few turns, basically explore early on for the best system and planet and then snipe it with 200 gold, you have to tech for colonization early on though which doesnt take long, just 1 or 2 techs for colonization to get started
also i think that being able to use dust and influence as a curreny in a way that most other facstions can not is somewhat what makes the lumeris and empire too strong. you dont get punished for dumping it all every now and then, since the victory condition is based on what you make per turn and a few other factors; letting you spend it all as you want
I'm wondering if there's a strategy to make them strong, my only thought is using Super Spuds for every level of system upgrades. Lumeris gets 30% buyout reduction in the tech tree compared to the 20% other factions get (this is a new thing in 1.0), but stack another 30% from 3x super spuds and that's 60%. I think there's at least one or two more buyout reductions you can get from minor factions and exploration buildings, if you could get buyout reduction all the way to -80% that might push them up on the ladder, but still we are only talking a 10% difference between other factions. I've tried this strategy before but fell way too far behind long before I could make it work and I ended the game early. Using super spuds as your first two colony upgrades instead of resources that actually have an imediate bonus just kills your progression.
Another early boon is peace as soon as possible as the pasifist main law gives 15% fidsi per empire at peace. I find the easiest way to peace some one is to buy a garbage system in the middle of nowhere and trade it for peace. Keep in mind that you can trade outposts which cost food to grow. In theory you should be able to bog some one down by giving them a system that puts them over the edge of how much food or aproval they can afford. I generally like to sell systems that are the least useful to a given faction while keeping the good ones for myself. I like to buy up systems in a hostile factions teritory then sell them to other factions forcing the hostile faction to have to declare war on multiple factions if they want to expand. Another aspect about peace and diplomacy is less people to worry about going to war with. The more peaceful factions the less time and money you have to waste on military. Though millitary is an option too. Especially if it helps secure good systems and trade routes while scoreing brownie points with a strong AI you can later ally with.
There is a bit of a trick with trade routes. They scale off distance so you want to set them up as far away as possible while getting the most luxuries as possible. They also gain expirience so the earlier you get trade up the better. As the Lumeris your main focus is on economy and diplomacy techs. Food helps as the bio fuel plants for Lumeris also gives you money. The bulk of your science is from trade, science agreements and anything you can pick up from diplomatic trade. You have to work the markets and the diplomacy. You have to wheel and deal and some times set up one sided deals scams and international incidents if you need to. You need to keep your fingers on the pulse of a lot of things, but if you work it right you can have a 20+ system empire pulling in 200k+ a turn with several allies ready to jump to your defense at a moments notice incase anyone starts something.
@SO Awesome Its not a complete buyout per se, only difference is you dont need a colonization ship having explored the area prior to place an outpost, rather you pay dust which grows a pretty significant amount once you've established several colonies. Also they have no special interactions with dust as you so claim, save the paying of an outpost and their influence is pretty crappy until the mid game. The only trait which allows more efficient dust production save population on fertile planets that I didnt mention in my previous post is "Blockade Breakers" which doesnt allow the blocking of trade routes in Cold Wars and the 15% dust from population bonus. That being said my main argument is that they lack anything specific that would allow them to gain an economic victory faster then lets say for example the unfallen. I wager that in a race I'd win with the unfallen quite easily. Last but not least I forgot to mention that their population bonus when you reach 50 is a measly 250 dust which by that point is nothing taking into account inflation and your already much more substantial profit.
First off they don't need to colonize with a ship like all the other factions. Yes, even unfallen need a ship to colonize. Basically you save on ship costs, and the big thing here is getting systems that are not connected. They won't need a tech to do this!
Secondly is they are able to handle minors relatively early with bribe. You can save those purple stars for peace offers or go another route with them.
Lastly, there explorers are reliable. Two weapon slots, an armour, and an engine. Plus the bonus gives them a probe no matter what. I take advantage of this and ride out using explorers for a good while. Saves on tech, and most importantly kills annoying pirates easily.
Probably more I could say, but I am running late for my job ;)
You're not saving on anything save a small bit of production when you consider you have to pay simply to set an outpost somewhere, dust being your most treasured commodity. Also bear in mind that setting too many outpost in the early stages of the game does have a tradeoff, that being the loss of growth elsewhere and the rapidly increasing cost per colony.
Well of course considering they are pacifist who benefit from peace 15% FIDS yet exhibit very little influence until the later stages of the game and hording influence will be required if you stand any chance to do so somewhat early.
Id agree on this I suppose but given the circumstances it is pretty much a given to make up for their shortcomings otherwise they'd have an even tougher time in the early stages of the game.
UE, Riftborn and Unfallen all have 5 slot exploration ships that are much more viable in combat and exploration. Horatio can fit 4 probes to their exploration ships, which is amazing. Cravers, Sophons and Vodyani can all fit 2 probes and 2 weapons on their ships, which is ideal for those slots. Lumeris are the only 4 slot exploration ship with a dedicated armor slot, which honestly does ****-all for them. 1 weapon, 1 armor and 2 probes makes them the second weakest exploration ship in the game, second only to Horatio, but Horatio again has 4 probe slots which is amazing. If they can stay out of combat the extra probe use puts Lumeris in about the middle in terms of actual exploration. Riftborn ships with 3 probe slots and 2 weapons, and Horatio ships with 4 probe slots are way out ahead.
Still experimenting but it feels as I stated about EL Ardent Mages; no slouches but unless you find the most optimal route you're more then likely to fall behind.