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I'm a fan of the Vaulters myself, but their slow colonization speed might be challenging for new players.
The Guardians give happiness that completely (or at least almost) negates overcolonization penalties, and the portals are, quite simply, über tech. The super-productive colonists aren't actually necessay, but are damn nice, nonetheless.
I warn you, however: You'll probably need to play 1-2 levels higher, for a challenge ^^'. I generally play this combo, although I keep the Vaulters' colony ship.
As one mistake is to build too many colonies! To expand too quickly.
Also the backlground story is very entertaining i find.
My tactics was: At the beginning play very defensive (pay tribute to Human Empire and Yodyani) and then when my fleet got stronger...STRIKE BACK! Later I had a stable alliance with Human Empire and Unfallen. Succeeded in a conquer victory after 300 turns.
UE play wide well and if you play a tall faction and make mistakes in your build order you might suffer a bit more as a result of your mistakes.
Having decent industry and influence as UE means that the AI will have a harder time grabbing minor civs or wonders before you get them, even if you make some mistakes.
As others have said, having such good industry gives you a huge boost to produce more industry and science buildings, so in effect you end up with better science, means better ships, which you can build quickly!
At least in terms of their ability to snowball.
Its easy because the religious bonus of keeping all colonies at 50% (or 70% as a Fed) and to attack during Cold War makes it easy for beginner like me who don't have to worry about over colonization and I can just go in every turn to conquer the computer or a human player with no worries.
If you happen to land on a ecologist/scientist during the right turns, that's even better. If not, you can always change to a dictatorship and alternate between ecology and science till late game then change back to a military and religious democracy.
Population isn't an issue. I've not had over population issues or under population issues.
Basically senate/laws, pop and spreading like wild fire have been dealt with in one hit.
You just focus on building ships and industrial buildings conquering the enemy early on.
Oh, and they have the best music. Make Papa Zelevas proud!
There's a reason the tutorial faction uses UE by default.
*Topic on why the Vaulters are underpowered here;
https://steamcommunity.com/app/392110/discussions/0/1750106661713012280/?tscn=1542048440
Oh okay.
Well I would say that the game is mostly well balanced and it depends on what you are better at learning and doing initially, etc. Like some people say Sophron is easy to play but I would say that it is conditional.
If you played straight on Endless difficulty with a lot of computers and/or multiplayer and don't know what you intend on researching, chances are you won't get no bonus and thus lose the Sophron biggest advantage...rushing tech.
I tend to rush Carriers technology as it seems to make the biggest impact to the game.
However, I've played a slow Sophron games before (where I focus on getting more science to leap even more ahead) and ran into problem when attacking computers early on because they somehow kept pace in the Military and Empire Quadrant and I struggled in a manpower fight with them even if I win the space battle. (It didn't help that I didn't know what Titanium A2S Slugs were at the time.)
So while it seems like a huge advantage to use science to research more science, a huge snowball, a well formed computer will beat you elsewhere causing you to rethink your strategy.
I'm more familiar with RTS games which tends to have a weird mechanism and have a strong focus on heroes thus perhaps why I'm okay with the Vodyani.
I've play as UE only once and that was multiplayer with a friend, it seemed easy enough but I ended up losing one of my bases from spreading too fast without a big enough military. (The computer basically waited till I finished with the base then took it right off me when my army left to attack them. The irony.)
At the time I didn't know thing like blockades and pressuring the computers colonies. It was still early game and we never ended up continuing that game but I wonder how I would have went.
The biggest down side to the Vodyani is multiplayer because they don't have a conquest option. As in they only raid and hunt. You need to make friends (who will proceed to steal conquests from you) and its much harder for them to spread because of that reason.
Hissho is very similar to Vodyani and I've actually enjoyed them the most so far though the game I won was only on Impossible difficulty.
I basically learnt to play the game with Hissho.
They take forever to grow fast but the motto for them is "never stop conquering" and you snowball just like that. Ecologist Hissho also help lots. They are basically the only race that can take over the whole map on any planet and still be on Ecstatic (100% Keii) for every city so you need not worry about rebellions at all.
I snowballed so good in that game that every turn or two I got a Hero from the academy.
I'll have to give UE another try now to see I go. I would actually probably agree with you to some extend. The only thing I don't like about them is that they seem mostly well rounded so while they might be easier to play in that regard but they also don't have something that makes them really standout. I'm not really good with nor like the whole "buyout snowball" thingy either so perhaps that is why.
Also adding to this both the Vaulters and Hissho seem extremely OP for a new player like me and I wouldn't be surprised that they do this intentionally. A lot of the time expansion are there to attract new players while keeping the old satisfied and they do this by making certain mechanisms easier.
I haven't play them yet but Vaulters do seem a tad odd but OP nonetheless and also comes off "less cool" in general compared to the Hissho anyway. Sorry to Vaulter fans. :P
I'm just not sure how to exploit them exactly.