![]() You might want a combat-oriented explorer variant to intercept pirates, but it's probably better to just rush efficient shielding for real combat ships and unlock tier 2 military for ultradense slugs / plating.Īnyway, building colony ships will be faster, but don't settle too many planets at once and go too far negative on food. In this build you're going broad instead - building more explorers and sending sending them out before the pirates spread out. Starting research order will depend on home system composition, but these should finish fast enough that having no starting technologies doesn't hurt at all.Įarly play - normally sophons' exploerer can see exactly what's at a node and can move 2 points faster than other empires, helping find habitable worlds. Cram Exam Act will basically be your only source of early research. Max production plus -20% system improvement buildings cost, you can build Drone Networks and Cerebral Reality in 7 turns on Endless game speed ( 600 turn game ). Starting - Set the hero to governor, get the +1 food, industry per pop both levels first, with the broken duo it's really +2.5 each, plus additional 10% food 30% industry. Same for Doubtful Tacticians when the influence penalty for changing tactics sets before CD is insignificant anyway. The penalty from combat rookies is one-time for each upgrade tier and insignificant. There'll be more than enough dust from base production that trading is not particularly beneficial for an early rush, hence inept traders. Strange but Good is necessary for pretty much any starting boost. Rational Minds I to help with the relative science malus, but also to help keep the sophon type "smart" after losing the science +1, cold +3 bonus to the broken duo. ![]() Growth Plan I is to help with this initial growth, and food can be converted to industry at end-game anyway to spam fleet production. Crowded Planets is expensive and not particularly superb right away, but with massive industry / science you can soon build food + per pop and even the arid starting world will grow and with 5-world hot systems reach insane (20K+) production. Plus, system improvements which give + to per pop production also benefit the extreme foremen production.Ĭonstructionists III is must for max industry focus. The bonus production by additional minor pop can be offset by the 150% FIDS bonus of the custom race with the strange but good anomaly. Food is good, but industry is still the best, happiness after. Of all starting planets, arid has the highest base industry at 8 and lowest point cost, allowing for the strange but good trait to offer any kind of random bonus (arid can be terraformed to jungle or atoll if you want later). ![]() In a few early games industry so outpaced building construction / research the local space was swarmed by my explorers / explorer-fighter conversions and could blockade several nearby empire systems and kill their colonies easily, at the same time. Keeping the Sophons' core directed to science, this broken variant focuses on industry for rapid expansion. Here's a couple hilarously broken ones I made Extreme Foremen + Planet Menders is an absolutely broken combination that will make any custom race completely OP.
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