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I don't use custom races because the game is easy enough, my main focus is to increase AI aggression so I play on a Large Galaxy with 9 players (if Sophons, when playing Riftborn or high industry races I play with 10 players) instead of the recommended 8 players. I play with 2 Craver AIs always (and 2 Riftborn AIs if 10 players).
My other settings are everything on HIGH: node connectivity, galaxy density, strategic resources, curiosities, and anomalies. Everything else standard settings. Endless difficulty and Normal speed, with only Supremacy and Conquest as victory conditions.
I am okay with the Sophons sucking at industry, dust, and influence as a race (and happiness if you go ice), but food? All they have to do is bury the food in the ground, which only requires shovel technology... or to put their scientific minds into building greenhouses and crop watering systems, which is a far cry from the high-tech engineering rational minds they are supposed to be.
Be it as it may, the only saving grace for the race is to take full advantage of Stage 2 buildings (luxuries), which are the only ones that Sophons can build at a reasonable pace (Stage 1 is obvious). This means being picky with systems, this means 4 planet systems minimum AND luxury deposits, with luxury deposits being the important aspect on the deciding factor. Because unless Sophons get food production at a steady pace (that means the building that gives +10 food per luxury deposit and +10% total food production), they are sitting ducks. The +5 happiness per luxury helps, as well as the +3 dust per pop when luxury, but if your systems sit at half full most of the game, it's all for nothing. Planet specializations are cheap to build also, I start building them when a planet has 3 or 4 population (and shuffle people around accordingly).
The other thing that Sophons as a race pretty much requires is to get some kind of industry boost, be it the +60 Industry system improvement if Jadonix (can be purchased at market in large quantities if lucky), be it assimilating the minor civilization that gives +1 industry per curiosity explored, or discovering Sim Camp out of a curiosity. If you don't have any of those, then it is very difficult. They don't have an early faction quest like United Empire to get a building that grants +20 Industry per System level, basically giving +40 industry per system for free early game because the building is so cheap to build on top of it (+80 industry at Level 4 system).
I play Sophons the militaristic way, there is no other way around it (I guess one could play on a ultra huge galaxy where everyone leaves you unmolested while one clicks on next turn until science victory is achieved, but that's not my thing). Therefore, one has to capitalize on other people's industry to not lag behind, which almost requires to get lucky on curiosities for an improved version of the Titainum A2S slugs (sometimes the achievement of being the 1st at winning 10 battles gives an awesome siege & manpower module), because AGAIN it is a FOOD issue (manpower). What's the point of being the champion of science if one cannot build just about anything on a timely manner? Building empty ship hulls (needs dust for refits) and buying out critical buildings to bypass industry only go so far. Stage 4 buildings can't be bought out realistically, they are so expensive. Not on a empire wide basis, that's for sure.
The only good news? Fast fleets, which means exploring a lot of curiosities. You are gonna get shot down by pirates and AIs if not careful, and even so, but that's the only way to the road of riches at early game to support critical building buyouts and ship refitting you are going to need to defend yourself, and you sure as hell need as many influence points as you can find to assimilate minor civilizations early. Who knows? Maybe you get lucky with double shields or double gun flak weapons, or Sim Camps...
Regarding the laws, the other good thing of Sophons is that they start with Democracy which allows for 2 laws. I start up the game with Cram Exam Act (off it when your population is big and empire happiness is not at least happy) and Toys for Boys. You really have no influence points to spare at the beginning because you want to assimilate as soon as possible. The -3 happiness per pop is not a concern early when you are feeding outposts and pop growth is slow because of it, it is also compensated by the +20 happiness of Toys for Boys. Similarly, the -10% industry penalty from Toys for Boys really doesn't hurt much, the only good perk of sucking at industry. The happiness bonus it provides is huge when compared, let me put that on a disclaimer format in this already too long post:
<< DISCLAIMER: THIS GAME IS WON BY ENABLING THE EMPIRE WIDE +30% SCIENCE & +30% DUST BONUSES FOR AS LONG AS POSSIBLE REGARDLESS OF RACE >>
They can produce a lot of industry using their Faction Quest reward, which is a law called "ThermTech," which is a free law that doubles industry output from Hot planets (i.e. Jungle). This includes doubling the industry bonus from the 'AI Labor' building. "ThermTech" is great for a lot of reasons:
1. The Sophons' Faction Quest is the easiest to complete, you can complete it by the end of the early part of the game, so you can get the "ThermTech" bonus very early on.
2. Players colonize Hot planets preferentially. Although only 33% of planets are technically Hot, players will colonize Hot planets more than 33% of the time (maybe 45%).
3. This bonus is much larger, potentially, than a lot of other Faction bonuses to industry. Again, it's a 100% extra industry. That's huge. I tested it, and it works!
4. "ThermTech" synergizes well with the Sophons' unique technology that converts Industry to Science at 75% rate, rather than 50% for all other factions. Meaning that "ThermTech"s bonus will provide Science at a 75% conversion rate in the mid-to-late game. Meaning that focusing on Hot planets and industry is a viable strategy for the Sophons.
5. Because the Sophons get natural bonuses to Cold Planets, you therefore end up in a situation where you get bonuses regardless if you settle on Cold or Hot planets. Meaning you get bonuses on most of the planets that you colonize.
6. Admittedly, in systems without Hot planets (the systems that are Cold or Temperate, that you have to colonize because they have specific resources that you need), yes your industry is terrible. But "ThermTech" gives you huge bonuses elsewhere, and overall this will catapult you to victory.
7. I'm not saying that Sophons are stronger than other Factions. But they do produce a moderate amount of industry, and a lot more than what other players usually say. They're a good Faction, actually.
You can also play them with the Cold Superconductor reward option and go all in on cold systems, but then going the Militaristic way is more difficult and you are definitely going to need some industry boost with Sim Camps (preferably) and/or Jadonix for your 1st System Development (assimilating the minor civ that gives 0.1 industry per curiosities explored is nice, but very RNG).
Sophons with the military law that gives dust and science per CP killed is very unstoppable when earl-ish. It is just too bad that for non initial government parties it takes half of a game to get a few useful laws and the game is almost finished by the time you get to the higher level ones. The aforementioned militaristic law is one that you can get relatively early, but it is still 2 elections into the game and that is if you get the militaristic party into government both times as Sophons, most of the times is going to take a 3rd election (industrialists party also has a couple nice laws that you can get also 2 or 3 elections into the game).