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Another huge difference from Civ is the tech tree here is non-linear where you have to research a minimum number of techs to unlock more advanced tech tiers. But you can also choose to delay unlocking advanced techs and grab more basic techs to gain advantages in more lower tier areas first. Both research strategies are equally viable depending on the situation. You can also choose to focus more on any one of the 4 different tech catgories: military, economy, population and exploration.
Your faction needs the basic resources of food (population growth), industry (construction), dust (economy), science (research) and influence (diplomatic currency) to expand. There are also luxury resources that you can gain bonuses from through city upgrades in your economy screen and strategic resources that you can use to create more advanced buildings and weapons (most of which also have tech requirements).
There are too many mechanics to explain in one post and what works for one faction may not work for another due to their assymetric nature. The good thing is by mousing over the UI, you can view messages that inform you what your faction needs to unlock certain things, so use it. You can also get some tips from the guide here: https://www.youtube.com/watch?v=6Xf6h4rZ88g
Civ games don't really "punish" (for lack of a better word) you for making too many buildings. For instance, the upkeep costs of many buildings in Civ are pretty low, but in ES2 even low tier buildings can cost a lot of money so investing in every building in every system can drain your dust income, especially early on. To counter this, you can of course research/build dust producing buildings. However, especially early on, it helps to praise minor civs that eventually give you dust for being good friends. Trade routes aren't physical "things" to be built in ES, unlike Civ, but you still have to invest in them and they produce more and more money (that's an easy one to miss).
That's just one example, they may both be 4x, but they both have very different systems.
I'd suggest Twel70's video he linked there, 4x alchemist has some good guides for each race (and just generally good content). Another good YT channel with good guides is "Waervyn's World" who has a lot of basic guides for each individual feature in the game.
different government types help, democracy gives a +1 happiness/pop while federation(?) allows for more system colonizations before unhappiness penalty. Certain tech of course.
One useful thing is, in the militarist or pacifist governments, there are good happiness laws that provide +happiness for each war and each peace respectively. There are also other laws that you can pass that boost empire/population happiness as well.
edit: I also sometimes will go back and find any useless systems (consisting of only a gas giant or 1 or 2 planets with no resources generally) and evacuate them. Fewer systems for the overcolonization penalty that way.
Overpopulation (pops occupying planetary slots under the orange curve) results in an approval penalty that affects your system's resource output. You can transfer pop to other systems you own, but you'll need a space port to do that. You'll need to unlock the third tier of your economy tech quadrant to unlock the first tier urban upgrade that comes with this port. But you'll also need to select a luxury resource for the urban upgrade. So you'll need adequate amounts (25 to be exact) of a certain luxury resource to build the upgrade.
If you're lucky to start close to systems with the grapes resource, you can colonize and exploit those systems early, then select grapes for your tier 1 urban upgrade to get a +25 approval bonus, which is massive.
In your empire management screen (laurels icon on top left), you can see that there is a cap on the number of systems you can own without incurring an empirewide approval penalty. The more you exceed this cap, the greater would be the penalty. This cap may be increased by researching the right techs but not by much, so you can't depend on that alone. Approval can be increased by transferring pops to other systems to reduce/eliminate overcolonization, building approval improvements and getting a grapes urban upgrade as mentioned. You can also abandon less useful systems to reduce the number of systems over the cap limit.
You can also select hero traits that give approval bonuses during promotion or assimilate Kalgeros/Horatio pops that have approval bonus traits.
Last but not least, you can set a law that forces all systems to "content" but only if you manage to get a religious government into power.
Is my impression of this about right?
Never really felt micro-intensive to me tbh. If you want to min/max your empire, yea, it can be. However, I wouldn't say that I juggle around populations or anything like that all that much, which would probably be the most micro intensive aspect of ES2. There are certainly things to do, but even planets have a fairly competent "focus on X" auto management option for you.
TBH, it's been so long since I played MOO2 and never played Star Control, so I can't really compare it all that well to those two, but I never though of this game as being micro intensive. Honestly, I think the only time I would call the game micro intensive is if you are min/maxing everything, and the game is forgiving enough that you probably don't need to do that.
Okay, thanks for the feedback. I'll check out some gameplay videos on youtube and see if I like what I see.