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NOT in order:
Prioritize *resources* and *number/size of planets*. Period. Quit worrying about food, you're gimping yourself to do so.
I rush the 3 techs that give the per-planet/Sanctuary bonuses first, namely Planetary Landscaping, Xenobiology, and Xenolinguistics. That helps a lot.
You may want to consider trying a custom UC-inspired faction, instead. You lose a few points' worth of traits BUT you can get some really good synergy going, as well. For example, here's the "Bozobubulons", a custom faction I made just now for this post (changed a bit from my last UC run):
Gameplay/visual affinity: Standard UC
Starting setup:
- Arid home planet - 10 free trait points, plus you can still colonize the "Goldilocks" planets (terran, boreal, jungle, etc.) anyway. This is a no-brainer for any custom faction, although you do tend to end up with more erratic start locations than usual, due to how planets are roughly placed during map generation ^^'.
- Democracy
Population:
- Ecologists - Can colonize ANY planet from the start! I don't care if this lasts long past the 1st/2nd election, since I'll (at least mostly) have the colonization techs by then, but in the early game this is a huge advantage; the ability to colonize any telluric (solid) planet + good early laws FTW.
- Adept Workers - 5 dust:, 5 industry:, 5 research per pop; double this with the appropriate accelerator for even better results! Outrageously effective.
- Military-Industrialists - Late game, I prefer Industrial rather than Ecological politics; this political conversion ensures such, by mid-lategame (when you're building a lot of ships)..
- Cryologists - +3 science/pop on Cold planets, such as your rings.
- Infilitration Collection Bonus - No-brainer for UC/hacking-based factions.
Traits:
- Big Fleets II - +2 CP/fleet on empire.
- Dark Matter Manipulators - Crucial for adding manpower, which UC-inspired factions always lack.
- Deadly Weapons II - +20% Damage on weapons.
- Ghosts - Cloaking is a *must*.
- Material Expertise - Can use strategic resources in system upgrades. This is always *extremely* useful for any faction but never more so than for the UC/custom UC factions.
- Organic Expertise - +1 Hacking action on your empire.
- Price of Perfection II - Listed as a negative trait, this gives +10% damage/ship but ships cost 20% more industry to build. THIS IS NOT A NEGATIVE TRAIT; rather, it's a positive trait with a relatively minor downside! I actually could have left this at Price of Pefection 1 and left the traits at 100/100 trait points, but took the 2nd tier for 95/100, just to get the additional ship damage bonus.
- Twitch Infilitrators - Another given for a hack-based faction.
Note: I generally ignore Sleepers, except to get a Sanctuary in an enemy system + passive bonuses, hence no Sleeper traits.
Please note, however, that this faction will be MUCH easier, overall, than "vanilla" UC play. Of course, that's generally true for custom factions ^^'.
The main reason was since the overexpansion penalty said "Number of colonized star systems and sanctuaries", I thought it applied *per sanctuary planet*. Turns out it works the same way as the rest of the empires, just has a crappy description. :)
Thanks for the info, guys. Now I have something I can work with.
I also colonize all of my home system crescents in the early game and starting my first upgrade solo -> duo also early. The bonuses on your home system are actually quite good and your home system is always the #1 producer. Half the tech tree only applies to your home system, so I try to colonize home early. My home system is overpopulated early (with the minor negative that gives you is well overcome by Toys for Boys and a hero) and sanctuaries are almost completely populated by spill over rather than the population link except for the first pops.
I switch over to a Federation for extra colony slots when I have 2-3 over the limit and happiness dips and hurts my food production bonus and I'll happily depopulate systems and give them up if they aren't valuable from a strategics or location perspective.
Also, I find setting the automation policy to be pretty useful since it'll rebalance my population for me without having to sit and tend it since some of the crescents have some ugh anomalies until you remove them later.
If a local special gives +50 influence, my play turns into praising far away minor with just the right trait or near a tech race that I can steal tech from to take their systems since it is faster than hacking to improve image.
After I have free movement, accelerated hacking and a couple systems, a science behemoth becomes a priority. Also upgrading the system level to remain undetected.
I don't bother with sleepers unless I'm at war and have a chance to attack my colony to convert 20+ umbral shadows in one go.