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Lumeris have the fastest traditional method of expanding as well as the cheapest diplomacy rates. Between trusted broker and one of their race specific techs they get a 60% discount on diplomacy. They also have better buyout power from some techs. Republic boosted fair trade law is probably one of the strongest laws in the game.
This is probably just me but Horatio is so delightfully counter intuitive to how all the other races play. Horatio also marches to the beat of his own drummer and is a monster when you get him going. With the right luxuries its not hard to reach 5-10k anything per system.
In short thats my horribly unpopular opinion.
Vodyani are one of the better races overall once you get going, but in order to actually get going you have to find a sustainable source of Essence which can be hard. Tip: Bring some Leecher ships in addition to your military fleets whenever you go to seige somone as Vodyani. While you're sitting there(hopefully) trashing any reinforcement ships they bring, also queue up Drain Essence to floor their population growth while also harvesting that sweet sweet Essence from their poor helpless civilians. >:)
Lumeris just want to set up trade routes to the fullest extent possible, as well as steal systems out from under enemies and sell them to friends for goodies. I'm still not sure exactly how trade route income is calculated, but it can apparently get to be strong enough that between that, Fair Trade Bill and the Lumeris unique improvement (the White Market) you can catch up to most of the others despite Lumeris' relative weakness.
Races are very different. Some are easier to play, some are more "vanilla" (like the empire who mostly follow basic 4X rules with a small difference as they can "buy" stuff with influence) while other simply throw all the usual 4X stuff away like the Vodyani who don't grow population with food but with essence they can steal from other races and never colonize planets, instead exploiting them from their giant motherships, the Arks, that they can relocate at will with all the population and improvements.
Most powerful for what? Which one is strongest, the long living oak or the fast jaguar? Sophons have an easy game going for Science victory knowing they are totally science focused. Cravers can build a strong fleet before anyone else and invade their neighbours easily but if the game drags for too long they will have depleted their planets and will slow to a crawl? Are you a turtle player or a REXer?
That being said, here's a short overview of the races, what i think they are good for and their weaknesses. I'm not the most experienced player so hopefully others will correct me if i overlook some aspects of the races.
EDIT : of course with such a long post i've been multi-ninjaed.
OH there is one major thing for new players to know and that is module slots. Some races have way different module balance than others. The Riftborn for example tend towards all or nothing, with almost all weapon slots or almost all coordinator slots. Different factions are balanced in different ways meaning some you can easily strap two engines to be faster and others you have to pick and choose more. Some factions have more armor slots but weaker guns, things like that which make a pretty big difference eventually.
What this guy says. I would in particular note that part of the reason UE is so good for new players is because the faction both plays largely the way you'd expect in any 4x game plus they're super versatile. In fact your faction quest allows you to switch your entire base pop to something else (Sheradyn/militarist pop are identical to Yuusho, Mezari/science is the same stats as Sophons so you're basically converting your whole population to Sophon or Yuusho halfway through) if you want or to keep it. They're super good at industrialization but can easily become a military force to be reckoned with, or a profitable trade empire, a peaceful conversion/diplomatic empire etc. The industry party combined with Emperor's Will means each construction gives you back some dust and influence, and is in general very good at a massive buyouts to quickly establish strategic colonies.
Riftborn pick and choose between building pop or improvements or ships and can be hobbled early on, but not needing food while having your starting planets all ice or lava worlds lets you build massive industrial and research bases. Ships can be more like glass cannons but still hardy enough to survive battles and have the highest weapon module count of any faction so they can be stupidly powerful in battle too.
Unfallen the AI particularly seems to struggle with and grow slowly and centrally so they're much more restricted by nearby systems. The weaker diplomatic race. If you only have Cravers nearby, expect a probable restart.
Sophons are one of the best snowballing factions. Starts out pretty weak and can't hold their own in ground battles at all, but teching up fast enough can quickly compensate for that.
Cravers are basically the zerg rush race. This is the "peace was never an option" faction so you'll actually need all those bonuses to expand and conquer.
And so on I mean it really depends on what you're playing as. I personally like just building up my empire. I'm perfectly satisfied with the more construction management simulator side of things and like games like City Skylines and Tropico so I usually neglect war until forced into it and somehow usually end up with trade routes before anyone else including Lumeris. Other people just like waging war and exterminating other empires. Some factions are better at some things than others so "most powerful" depends on your playstyle. If you want endless war Unfallen are a horrible option and Hissho and Cravers are "most powerful". If you just want to trade and build then Sophons, Unfallen, Lumeris, and United Empire are good at that.
No problem. I can tell you all sorts of evil things you can do with Lumeris.
(I'd still prefer UE for a massively Influence focused game though, because of Emperor's Will and not needing to deal with the vines.)
If we talk about the favorite core feature (gameplay affinity), I'd choose Metafolding (Vaulters). Portals simplify micromanaging, without them moving pops between systems during the late game is a nightmare. Moving military ships in one turn is also nice.
Building an OP custom race could be a game on it's own if it wasn't so obvious that a couple of population traits are so clearly above everything else that really you only have 2-3 valid choices when trying to create a powerful custom race.
As for which ones i like to play the most i would say Vodyani and Vaulters for their style and lore so nothing to do with actual gameplay.