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speaking of ships, strategic resorces are your friends! with them you can unlock extra mod slots for your ships, making them signifigantly stronger. - if you have access to strategic resorces early on consider developing them asap so you can rush somone.
ofc any race can use these tips, but the spaceport/move pops around is crucial for riftborn because new worlds will have a hard time building pop, better to send them pop from already developed production centers that can easily rebuild the pop they send off.
You will likely have to have several systems building manpower for a long time. Probably by the time you got around to it most of your fleets and systems were very low on manpower, so every bit you generate is being consumed to fill those empty pools and it will take a while before you start to build up a reserve.
after all that then its fine to build pop, but if you sit on a just a small few systems building pop then your opponents will get more worlds and you will have less room to expand + the later you expand the longer it takes to get those new colonies to be productive.
minor races allow you to exploit a planets tile bonuses without the time delay of building pops, you dont want them everywhere ofc because riftborn pop get excellent bonuses, but that just means that once youve followed the previous steps you can focus building pop for awhile instead of improvements.
still thats just how i like to do it, astasia's method is nice for growing tall instead of wide, wich can be good for setting up to invade someone early.
Don't even bother with spaceporting around Riftborn, the time save is minimal and utlimately useless. Just have the colony build Riftborn and use the surplus of Dust you should have been developing to buy system improvements, industry first, as needed.
Building Pop is basicallly the cornerstone of Riftborn at the moment. Each pop adds +5 Production, Science, and Dust, on top of any standard planetary and system bonuses. System improvements only do one of those and cost you dust to maintain. The only ones worth it are the +X per Pop, and only after you've built 5+ Riftborn or so.
Really, why pay for system improvements early on when just making more pop and colonizing is far more effective? The best way to go tall or wide with Riftborn is to build pop, research colonization tech, condense time on your systems, and run rampant over the galaxy.
Oddly enough the Fabricated Forces option might seem like a downside, but it's more of a side-grade for the Riftborn. You have to spend production time on it, but it gives you comparatively massive amounts of manpower for the military in a short time.
The only real hole they have is Influence, they just don't make very much of it at all. Thus they have issues wiht maintaining governmental laws. Not that any early laws are as extremely useful as Compression Singularity. Combat wise you can go make some upgraded Cipher / Rational-class with 5 Hyperium Engines and watch as they just tank anything for days, that 50% dodge rate is stupidly good. Gets around the naturally slow ship speed at the same time.