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5 years ago
Aug 23, 2020, 2:03:35 PM
Daynen wrote:

They have GOT to break up the Riftborn/continuum sculptor traits in the editor...

Eh perhaps or they can be a little more forthcoming about changes they made when it comes to Gameplay Affinities. I mean to start the game with 250 Dust(a perk of Continuum Sculptors) allows me to plop an Engine and 2 Probe modules on my Sophon Counselor Hero, upgrade the Exploration Ship with 2 Guns and upgrade the Colonization Ship with an extra Engine and still have Dust left over. What I did find out though in my test run of my Sophon faction is that Xenolinguistics appears to be "bugged" with Sophon Visual Affinity. Namely I had it selected as a Faction Trait to have it researched and yet on Technology screen it appeared with it unresearched(would post a SS but I already made a new game with a tech change). Planetary Landscaping was just fine but Xenolinguistics was not. The kicker though was that I could build the Sophon improved version despite it apparently not being "researched" at game start. So in lieu of that I opted to just go with Xenobiology(which isn't bugged) for PPP and an extra movement point at game start. Also another thing I learned is that your Starting Planet type is available to you at game start, even if you don't have the colonization tech for it. Meaning if you select Atoll with Continuum Sculptors, you can colonize Atoll if you're lucky enough to find one in a system(including its Unique Teonha). Same deal for Steppes, Savannah, Snow and Arid(which latter two require Xenobiology/Rare Earth Foams on Continuum Sculptors). No FIDS penalty either...


Also for those wanting a replacement for Growth Plan III, you can go with the Behemoth trait that starts you off with an Economic Behemoth. Forget if it was 10 or 15 points(going on assumption its 10....) but this can sort of make up for the lack of a Food buff from the Colony base while also boosting Industry, Dust and Science at the same time. Remove Fledgling Traders and then plop down Deadly Weapons II to get an extra 20% Damage(not like you'll need it) or Optimal Defense II for +20% HP(now that would be solid). If its 15 points, you'll want to go with either a 10 or 15 point trait. Some solid options are Utopian Infrastructure(helps with Fertile malus and Snow/Arid planets), Corsairs(masking your ships as neutral), Crowded Planets(+1 slot), Ghosts(Permanently Cloaked Ships never hurt) or Ace Senators(-50% Law cost is something that will help you a ton in mid-late game with Deadly Intent and Mine's Bigger taking up 8 Influence/person combined. Would help even more if you were in a Federation since it'd also cut the cost to influence an Election).

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5 years ago
Aug 26, 2020, 2:21:21 PM

So here's another creation on paper and its another Gene Hunter creation that might be better than my United Empire variant(but we shall see). I've never made a Pacifists faction, much less played as one and so I figured, why wait? Another thing I've never tried is the Umbral Choir so I have no clue if this will even mesh well, much less the mechanics behind their Ghost Trait(even so their Heroes don't require Anti-Cloak Modules... a perk I love to death since that means Guardians can be used without having to spot for them).


Name: Brotherhood of Nod

Description: Peace through Power and in the name of Kane(the alien).

Gameplay Affinity: Gene Hunter(Horatio)

Visual Affinity: Umbral Choir

Starting Planet: Atoll

Starting Government: Republic

Political Ideology: Pacifists with Anti-Militarist

Population Buff: Extreme Foremen with Planet Menders

Population Collection: Peer Reviewed


Faction Traits:

Eternal War

Sowers Minor Population

Big Fleets II

Ghosts

Off-World Agribusiness

Xenobiology

Mutual Understanding II

Material Expertise


Standard Planet start in Atoll(best Food/Industry) with Republic Government for enhanced laws. Based on Political Ideology and Collection Bonus, you'll be Pacifist and Science for most of the game. This will mean the Pacifist(ideal) or Science(less ideal but still strong) Mandatory Law to go with Mine's Bigger(+50% Weapon Module Damage), Fair Trade Bill(% Boost to FIDS for Peace/Alliance) and a law of your choosing(I'd do My Precious Precept for more Luxury Resource Generation and more Dust). Since you'll be Pacifist, you can force Peace to obtain a mid-late game FIDS boost(and Loyalty/Happiness boost if you have Make Love, Not War Law) while an Alliance will boost those buffs even further. Furthermore, Mutual Understanding II will make you an ideal Alliance partner since your Military becomes stronger the larger the Alliance happens to be.


For starting technologies, I opted for Off-World Agribusiness(Minor Civ/Pirate Diplomacy) and Xenobiology(gives faster ships and PPP at game start). The Umbral Choir ships are the best ships aesthetically but apparently I've fallen in love with their Exploration Ships since they are pure Scouts. They can't fight and they have no defenses to speak of but have 4 Support Module Slots and start with 2 Engines and 2 Probes... making them one of the best Scouts in the game. They can get away with the lack of defenses due to their Ghost Trait that makes them invisible to fleets that lack the appropriate detection. Without proper detection, Ghost Trait allows your ships to effectively ignore Closed Borders so its recommended that you focus on keeping your Cloak one step ahead.


To help develop your systems, I opted to go with the Material Expertiese trait as I've found that rolling the dice on starting Luxury Resources can yield unfortunate results but also because Strategics can yield more +Production than Luxury Resources can(albeit not until the late game or Tier 5 Empire system improvement). Finally Big Fleets II brings you to the 95 point cap and gives you a nice +2 bump to CP and a -25% Ship upkeep.


The only malus trait, if you can call it that, is Eternal War. Eternal War prevents Diplomacy if Militarists are in power but seeing as I purposefully have Anti-Militarists and Pacifists will be in power, I don't think this malus is really going to be a malus.


Feel free to give feedback.

Updated 5 years ago.
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5 years ago
Sep 27, 2020, 11:43:57 PM

Just started trying out a riftborn/ship bound combo.  It's interesting, to say the least.  Ship bound makes everything about the arks, but being riftborn also means your pops aren't affected by food so you can't starve out if you make an error early.  Also means you can either build pops with industry OR essence; a flexible advantage indeed.  Riftborn also have much better scout ships so finding minors is a bit faster.  Still mulling over what other traits would work best.

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5 years ago
Sep 30, 2020, 5:06:50 AM
Daynen wrote:

Just started trying out a riftborn/ship bound combo.  It's interesting, to say the least.  Ship bound makes everything about the arks, but being riftborn also means your pops aren't affected by food so you can't starve out if you make an error early.  Also means you can either build pops with industry OR essence; a flexible advantage indeed.  Riftborn also have much better scout ships so finding minors is a bit faster.  Still mulling over what other traits would work best.

I've toyed with the idea of Riftborn with Shipbound affinity. Being able to get population quickly is actually a plus as opposed to having to wait eons on Vanila Vodyani or use Essence to pop a unit of population. Yet in a way that kind of defeats the whole core concept of Shipbound as you have to weigh the early game opportunity cost of grabbing that first Ark or getting that 2nd population asap. Being able to "produce" population sidesteps that dilemma entirely as you're able to get 3-5 people very quickly(and the production cost isn't much if memory serves). My only issue with Shipbound Affinity is your "Leechers"(aka Settler Ships) are equipped without an Engine module at game start(at least with the few test runs I've done). Basically forces you to re-tool them at game start so if your exploration ships are not up to spec, you'll be gasping on Dust early on.


If I had Awakening DLC, I think an Omniscience Custom faction with Forgotten Lore perk would be broken...

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5 years ago
Oct 4, 2020, 12:58:42 AM

I always adjust my starting ships anyway; most scouts either have a weapon when I don't think they need one or have an open slot to be filled.  colonizers always have an open slot for another engine too so one way or another I'm always looking at my starting ship designs regardless.

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4 years ago
Dec 2, 2020, 12:02:06 AM

Alright, finally came back to do a new one.  Check this out:


This one uses slave drivers, but not for the bonuses of minor pops.  The idea is to colonize and populate--FAST.-- The amount of food they produce grows their pops faster than any other species and since they grow with such startling speed you should have no compunctions against liberally sacrificing population to either get manpower, dust or approval through a combination of observances, feeding pits or chain ganging.  Minor pops may be kept or eaten as needed, depending on how redundant they might be at the time and whether you're trying to go for some minor laws or not.  Once you make your way to some good sterile worlds, things get nasty quick as your pops grow every other turn--sometimes every turn.  Manpower is NEVER in short supply and drafting becomes an exercise in hilarity as your towering systems throw pop after pop at frustrated invaders who just never seem to breach your defenses.

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4 years ago
Dec 14, 2020, 11:16:04 PM
Daynen wrote:

Alright, finally came back to do a new one.  Check this out:


This one uses slave drivers, but not for the bonuses of minor pops.  The idea is to colonize and populate--FAST.-- The amount of food they produce grows their pops faster than any other species and since they grow with such startling speed you should have no compunctions against liberally sacrificing population to either get manpower, dust or approval through a combination of observances, feeding pits or chain ganging.  Minor pops may be kept or eaten as needed, depending on how redundant they might be at the time and whether you're trying to go for some minor laws or not.  Once you make your way to some good sterile worlds, things get nasty quick as your pops grow every other turn--sometimes every turn.  Manpower is NEVER in short supply and drafting becomes an exercise in hilarity as your towering systems throw pop after pop at frustrated invaders who just never seem to breach your defenses.

Not bad... although here's some "tweaks" I'd make.

1) Fast Travelers 1 -> Remnant Starting population. You have Slave Drivers Gameplay Affinity but no starting Minor Population. Starting with a Minor population does 3 things. 1) It activates Slave Drivers so they work at double the output(giving you a nice early game boost), 2) It gives you a source of "Food" and approval from Feeding Pits(since its unavailable without minor or major population that isn't your own) and 3) Dictates what your secondary ideology is in the Senate at game start(for non-Autocratic Governments). Seeing as you have Ecologists in power to exploit all non-gas planets and the strong Food Laws, having Industrial policies available will help accelerate your expansion via New Colony Rule(which stacks with Fervent Colonists) and Mineral Misers(which after first election can really buff the snot out of production and Strategic Resource accumulation). It also saves you 5 Faction points and you can get Fast Travelers benefit from Seeker Heroes on Senate.


2) Amateur Executives - > Price of Perfection II. PoP is basically a standard faction trait for custom factions. Back when it didn't give a damage buff, yeah it sucked but now its worth the +20% ship cost to obtain a 10% boost in damage. Furthermore the increased ship cost won't last long thanks to your Population Collection choice(which removes the penalty entirely at 50 population). Furthermore if you get Military on the Senate, you can mitigate the ship cost penalty with Lower Fleet Cost Law until you hit the population mark. Oh and tack on another 5 Faction points to work with :)


3) Arid - > Atoll starting planet. With 10 points to work with from first 2 tweaks, I upgraded your starting Planet to an Atoll start and I honestly don't know why you'd handicap yourself on an Arid start(maybe for the challenge?). With an Atoll start, you get a better approval outcome(-1 on Atoll vs. -2 on Arid), 8 Food vs 2 Food(seriously that's a big buff... see below), same base Dust output and unlike Arid, +2 Science per person. Additionally... a Medium Arid only has 5 population slots compared to an Atoll's 8 population slots(3 more population is huge). Only advantage Arid yields is a stronger Industrial base but if you adopt my first two tweaks, the Industrial base on an Arid start will seem insignificant based upon what you get with an Atoll start.

Atoll Production(with minor population) yields:
Food: 32(+28 from current faction traits)
Industry: 26(+10 from current faction traits)
Dust: 16(+8 from current faction traits)
Science: 8(+8 from current faction traits)


Difference from Arid with Minor population:
Food +24
Industry: -8
Dust: same
Science: +8


If you factor in the starting minor population alone, you get a really sizable early game boost from Slave Drivers since if you change nothing else, your Food production goes up by 4, Industry by 18(16 -> 34) and Dust by 8. Yet if you add the minor population and change starting planet to Atoll, your Food production skyrockets, Dust production remains unchanged and you get a modest Science boost at the expense of Industry. Considering you're starting with no Tier 1 Technologies already researched, I think having some base Science to start with is frankly needed no?

Updated 4 years ago.
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4 years ago
Dec 16, 2020, 3:11:28 AM

Some thoughts on your tweaks and my thought process:


Fast travel vs. Remnant pop: I didn't pick a minor pop because I would probably sacrifice it early anyway for the manpower, observance or approval.  Slaves may provide FIDSI but they also bring down approval and I don't want to invest too heavily into approval techs.  Consider also that even slaves are subject to the biophobic trait, so a slave on a fertile world is giving -12 approval.  Fast travel on the other hand finds systems, planets and enemies faster and is a permanent bonus that doesn't require pop management.  Since it's tricky business manipulating exactly WHICH pop gets sacrificed (I STILL DON'T KNOW what determines this, especially between THREE methods of sacrifice) I find it's not worth micromanaging.  The industrial boost might be nice but the major pops grow SO FAST that I'm not sure it's even needed.  Seriously, sometimes I can't even colonize new planets fast enough; they grow THAT FAST.  You should've seen them with growth plan 3 and bounteous gardeners!


Arid vs atoll: Related to the first section, at the time I was more concerned about simply staying off fertile planets so the approval penalty didn't add up.  8 pops each getting -2 is -16 approval.  Add in a slave pop or two over the course of that growth and you've easily got an entire approval level--from happy to only content--and that's just on ONE planet.  It COULD work out if the next planet is a sterile one but since reverse terraforming isn't possible (except for CONTINUUM SCULPTORS--really ampliteam?) then I opted to simply cut out a layer of management.  


Amateur execs vs Price of perfection 2: I'm not a huge fan of PoP, to be honest.  It's only a ten point boost and while 10% extra ship damage IS nice, 20% extra cost is 20% extra cost for the game.  Amateur execs only matter if you care about trading companies (I usually don't, even if I actually build them) but PoP affects EVERY playthrough; you're going to build ships and they're going to take longer than everyone else's.  Now, in an industrialist faction, this may work in your favor because you're getting that dust windfall when they finish but that's not necessarily the plan here.  Besides, with the ridiculous excess of manpower available, waiting longer for ships to finish means a lot of manpower just sitting there wasted for longer when it could be invading planets instead.



Hmmm...now that I think of it, maybe I SHOULD just go with continuum sculptors instead of slave drivers...now I need to see what that would look like.

Updated 4 years ago.
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4 years ago
Dec 19, 2020, 1:46:21 AM

Feeding Pits -> Kills Minor/Major Population that is not your own. It generates gobs of Food and Approval(albeit temporary). I did Cravers for a bit when testing out Slave Drivers so its their way of keeping system approval from getting really bad.

Chain Gang -> I assume its random(never used it) that generates manpower

Observance -> Never played Hissho so I wouldn't know lol.


I understand the negative drawback to Slaves with respect to approval but you have Ecologists in power where the mandatory law yields a benefit to system approval(unless the Wiki needs an update or clarification on whether its Government dependent... hah... never really played with Ecologists. Have been doing everyone but them lol). As for the Fertile penalty, you forget you have Democracy Government that gives +1/person. So rather than being -12 for Slaves on Fertile, its -11(-1 on Major).


If you do go with Continuum Sculptors though, remember that the Colony Base loses the Food buff so Agriculturalists with Efficient Farmers may be your only option if you do go with it. Btw, Extreme Foremen with Growth Plan beats anything

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4 years ago
Dec 19, 2020, 2:49:26 AM

Hmmm...didn't really consider extreme foremen.  I'd have to do something about depletion though...or just take the appropriate collection bonus and roll with it.

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4 years ago
Dec 19, 2020, 2:50:55 AM

Hey all, 

Great idea for a thread, just found this site and forums and am excited to see a community for ES2.  I love the game and making my own factions so wanted to share a few that I've had lots of fun with:  (sorry not sure how to upload pictures yet)

My fav race is Unfallen so I've made 2 custom races with them that have been entertaining:

The Aspen Grove - Growth Ecologist oriented unfallen.  The core element is +5 food per pop and +5 fertile.  Its 10 food per pop which obviously snowballs quickly.  Its gameplay hook is mostly just growing like a weed across the galaxy and having an insane growth curve.  I did +20% growth as well.  Its a very straight forward civ but can be played different ways.  For example, since your pop generates so much food naturally, you can actually skip most food production buildings which is an odd variant.  Or you can really lean into it for the quickest growth possible. 

The Redwoods - Religious Huge population - This race plays off of the Vodyani/Gargantuan pop of +4 FIDS (minus Influence) but -50% growth, with a +4 happy on fertile.  It borrows the +2 pop slots from Horatio,  +10% growth to help offset the penalty, and utopian infrastructure.  The idea was to create a super slow but powerful race that snowballs hard late game but takes a while to get rolling (similar to horatio).  The happiness helps you over expand, similar to standard Unfallen.  The religious ideology is fun to maintain only your custom faction spawning and to play on some fun lore of old redwood forests being ancient and spiritual.

Let me know what you guys think or if you need more info on the exact details of the races.  These were more just the thematic core elements of what I was going for.

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4 years ago
Dec 19, 2020, 2:54:20 AM

Yeah, going for a theme in custom factions is part of the fun; sadly the current editor makes that...difficult for a lot of concepts.  I still hold out hope that this post-production "polish team" has some ability to mess with the editor's parameters because the game still has a lot of life in it with custom factions; it just needs some tuning.

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4 years ago
Dec 21, 2020, 4:05:36 PM
Daynen wrote:

Hmmm...didn't really consider extreme foremen.  I'd have to do something about depletion though...or just take the appropriate collection bonus and roll with it.

Extreme Foremen only really works with Shipbound(where you're able to relocate after some time) or Gene Hunter(where you're able to splice out the depletion with Sowers population). Short of breeding the living snot out of Sowers and working magic with population management, theres literally no way to prevent planets from being depleted and hence having their output cut in half from x2.5. Even then, for Extreme Foremen to beat your current setup, it'd require that the base Food yield be at least 4 or higher. At 4 Food, Extreme Foremen produces 10 Food, which is more than what you'd produce with Agriculturalists. With Sterile planets, the highest Food yield is 3(Toxic), meaning you'd produce 13 Food on Sterile planets. Extreme Foremen under that scenario would only produce 7.5, hence it requires a strong base to really take advantage of that multiplier but only when that multiplier is going to last. Once its gone, anything is better and even the Craver collection bonus is shall we say not ideal since if you lose fights, its all but impossible to recover.



Satchmo333 wrote:

Hey all, 

Great idea for a thread, just found this site and forums and am excited to see a community for ES2.  I love the game and making my own factions so wanted to share a few that I've had lots of fun with:  (sorry not sure how to upload pictures yet)

My fav race is Unfallen so I've made 2 custom races with them that have been entertaining:

The Aspen Grove - Growth Ecologist oriented unfallen.  The core element is +5 food per pop and +5 fertile.  Its 10 food per pop which obviously snowballs quickly.  Its gameplay hook is mostly just growing like a weed across the galaxy and having an insane growth curve.  I did +20% growth as well.  Its a very straight forward civ but can be played different ways.  For example, since your pop generates so much food naturally, you can actually skip most food production buildings which is an odd variant.  Or you can really lean into it for the quickest growth possible. 

The Redwoods - Religious Huge population - This race plays off of the Vodyani/Gargantuan pop of +4 FIDS (minus Influence) but -50% growth, with a +4 happy on fertile.  It borrows the +2 pop slots from Horatio,  +10% growth to help offset the penalty, and utopian infrastructure.  The idea was to create a super slow but powerful race that snowballs hard late game but takes a while to get rolling (similar to horatio).  The happiness helps you over expand, similar to standard Unfallen.  The religious ideology is fun to maintain only your custom faction spawning and to play on some fun lore of old redwood forests being ancient and spiritual.

Let me know what you guys think or if you need more info on the exact details of the races.  These were more just the thematic core elements of what I was going for.

Its hard to go with a particular theme when the custom faction editor could use a major overhaul/update(like including Sterile starting planets seeing as Nakalim in Awakening DLC starts on Desert). From what you've listed, are your custom factions custom Unfallen or merely using Unfallen visual with a different gameplay mechanic? Here's a custom Unfallen I made up in the last 15 or so minutes. It hasn't even been tested or checked to see if the point values fit under the 95 point threshold(don't have faction trait values memorized lol).


Name: TBD

Gameplay: Celestial Vines

Visual: Unfallen

Starting Planet: Ocean

Starting Government: Democracy

Starting Political Ideology: Ecologists + Biologists + Pragmatic

Population buff: Meritocratic Cosmopolites + Efficient Farmers

Population Collection Bonus: Peer Reviewed


Faction Traits:

Off-World Agribusiness

Planetary Landscaping
Stay at Home

Crowded Planets II

Strange but Good

Utopian Infrastructure

Niris starting minor population


If my math is right, that's 95/95 Faction points with 7 faction traits. It's one less than the max but it's certainly "different" than traditional Unfallen. Firstly you start on an Ocean planet as opposed to a unique Forest(which ironically isn't different than any other Forest planet). Since Unfallen are the stereotypical "Tall" Empire, they don't utilize production to colonize planets but need it for system improvements and ships(particularly Vineships to ensnare nearby systems). Therefore, I opted to have this faction start with Ecologists in power so that you may colonize all the planets in your starting system from the start to tap into their vast resources and hopefully production since Ocean planets only have 2 Industry base yield. While the Industry sucks, Ocean starts yield an insane Science start, beaten only by Snow(and consequently Riftborn) and Sophons(via their population/faction buffs).


Since colonization of the starting system will commence in earnest at game start, I opted to start in a Democracy Government to give you a +1 boost to approval per person. This allows you to stomach early game approval maladies from Ash/Desert planets or go aggressive on the Science front with Cram Exam Act. It also allows you to utilize Green Fertility Bill law from Turn 2 onward(thanks to one of our Faction traits). Hopefully Ecologists remain in power long enough for you to colonize and populate several systems but I opted to have Science actions buff not only Ecology(Biologists) but also Industry(Pragmatic). With a Democracy Government, you will likely end up with Ecology, Industry and Science in the Senate(all of which have great laws).


The Primary Population buff will be that of Meritocratic Cosmopolites or +2 FIDSI. I thought about going with Agriculturalists for the massive +5 Food boost but the +2 FIDSI is what I was looking for(particularly the +Influence). That way you can utilize Green Fertility Bill early on and grab its +2 Food/person and its flat +5% boost to FIDSI per anomaly(which will benefit the starting planet). The secondary buff will be that of Efficient Farmers or +5 Food on Sterile worlds. Since Sterile planets typically have 0-3 Food yield, this brings us to 7-10 Food on Sterile planets(giving us a nice base to grow population). Our Population Collection bonus will be that of Peer Reviewed. Since the Ecologist mandatory law is only really useful in the early game, its best to transition to another ideology and I find that the Sophon collection bonus is just straight up bonkers. +15% Science at 20 population and 20% cost reduction at 50(which at the rate we will be growing shouldn't take very long to achieve).


As for faction traits, I started off with the Unfallen's starting techs or Off-World Agribusiness and Planetary Landscaping. This will give you early game approval and food improvements but you won't be needing them right away. Honestly the tech choices here are flexible as you can go with any starting techs since our early game science start will allow us to quickly fill in Tier 1 or go aggressively into Tier 2. Since Unfallen's Gameplay is very slow with respect to expansion(much less assimilation of minor factions...). I opted for Stay at Home trait that doubles the over-colonization penalty from -10 to -20. If you keep an eye on your colony limit and are picky on what systems you take, this won't be an issue. To maximize each system, I took the Crowded Planets II trait that adds 2 population slots to each planet. Seeing as we will be limited on systems, this is a must have trait.


I then picked Strange But Good to give the Starting Planet a beneficial anomaly at game start. Since this anomaly is random, who knows what buff it may provide but since it's an anomaly, it allows for early utilization of Green Fertility Bill and hence boost Food and overall output by a modest margin(and every boost in the early game pays dividends later). To help with approval, I opted for Utopian Infrastructure so that as you upgrade systems, each unit of population will generate +1-3 approval. Meaning at level 4, you will have +4 approval when combined with Democracy. As for starting minor population, I find that the Niris have the strongest 50 population law in the game. Their law is basically a free level of Utopian Infrastructure plus a flat bonus based on the level of the system(maximum of +20). The faster you grow their population, the faster you can adopt their beneficial law. Their 20 population bonus is +10% Food on systems they occupy so they help spur growth. They also produce 2 Food and an additional 3 Food on Fertile so on an Ocean start, they produce more Food than our custom population :)


Recommended system developments:

Level 2:

1)Jadonyx

2) Transvine

3) Bluecap Mold

4) Dustciduous Trees


Level 3:
1) Lost Cities(N-P Artifacts) + Void Stones

2) Lost Cities(N-P Artifacts) + Jadonyx

3) Void Stones + Bluecap Mold/Jadonyx

4) Ionic Crystals + Transvine


Level 4:

1) Lost Cities(N-P Artifacts) + Endless Foundries(C-Artifacts) + Transvine/Void Stones

2) Lost Cities(N-P Artifacts) + Void Stones + Proto Spores

3) w/e works lol

Updated 4 years ago.
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4 years ago
Dec 21, 2020, 4:25:47 PM

Kind of wish the minor pops would show their population laws in the editor...I base my choices on their per pop bonus and I never end up getting 50 of any minor pop so unless I go look up the wiki those laws may never even be a factor.  Saw a mod reduce the threshold to 25 minor pops which I thought was a good idea.

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4 years ago
Dec 21, 2020, 4:36:19 PM
Daynen wrote:

Kind of wish the minor pops would show their population laws in the editor...I base my choices on their per pop bonus and I never end up getting 50 of any minor pop so unless I go look up the wiki those laws may never even be a factor.  Saw a mod reduce the threshold to 25 minor pops which I thought was a good idea.

Yeah I find that getting 50 of any minor population is a sheer pain in the arse to get, even when I'm painstakingly propagating them so I can Gene Splice them. Propagating them only to keep them... yeah that's like shooting yourself in the foot in many respects. Thing is a mod shouldn't be the solution to this but rather an update that cuts the threshold on each stage from 10/20/50 to 5/10/20 or 25. That would be more fitting as I see it, especially if you're Horatio/custom Gene Hunter and weighing the mid to late game opportunity cost of gene splicing(which almost always is a yes but you never know).

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4 years ago
Dec 24, 2020, 9:04:47 PM

@barf  

hmm very interesting!!  I'll try to answer in the order you responded:


I def agree that we could use more faction editor tools, I hope they at least do something minor in a patch or an addition in an expansion.  It'd be nice to play Empire / Humanity with a different narrative angle.  Either way I still try to have as much fun with it as we can!  I play affinity and visuals true to the core races (vines/unfallen visual for example).  There is a mod that has changed visual skins for the ships, I think I have that installed and I use different icons to help me differentiate but there could be more.

Hmm the race you made seems like a combo of redwood / aspen haha.  What is the core theme of the faction though?  Better Unfallen?  Hybrid Unfallen?  I like the ideas though and was thinking of possibly pushing them into more of a science unfallen?  I liked your ocean start idea and maybe playing on an "aquatic" unfallen theme?  Seaweed? Kelp? Lilypads?
They could be food/science oriented with ocean start / desires and science / eco laws.  I've never done too many science races besides standard Sophon so it could be fun to test out.


I find it super interesting that you play Unfallen Tall and not Wide?  I play them very wide but I find them weak to the RNG of the starting systems around their home planet (since I basically colonize everything but terrible systems).  With standard unfallen you can abuse the happiness laws of pacifist / guardians to easily go over the cap without any issues.  I can go up to +10 usually before starting to slow.  With Redwoods, I did Utopian to mimic this since they run religious laws so they can go a little over cap but not necessarily double the cap.  Aspen runs democracy but its not as much so they're the weakest to Wide but since they grow their initial systems faster I suppose I play them "taller."  I like the idea of a more focused Tall Unfallen though as I've never tried that playstyle.


Meritocratic is prolly my fav custom trait.  It's just so good to have flat FIDS bonus on your pop.  I use it for half my custom factions haha.  I suppose it can be a crutch in a sense but its hard to ignore.  I never thought about the extra influence allowing you to pass an early law so that's a great idea!  Hmm let me go create it and try to figure out how to insert a screenshot haha:

LillyPads - 

I did science and growth with +food/sci modifiers on pop.  I kept your strange but good, core worlds, crowded planets and then gave them boosted sci and food production.  They'll still have an issue getting their first vine fleet out the door, exploring and long term expansion but it presents an interesting new playstyle.  I picture it playing similar to the vaulters where you're trying to cherry-pick really good systems but you don't have portals to jump around.  I dropped food/off-world since you're right, unfallen don't need minor factions or the extra food since its on their pop.  I picked up xenobiology to get science off the ground but that can be switched around for xenoindustrial if you didn't want to hamstring their production so much early.

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4 years ago
Dec 24, 2020, 9:09:05 PM

@daynen

I agree it could be lowered.  I've only had high minor pops when I created a custom race called the "delicate diplomats."  They basically were meant to be a pacifist puppeteer where you spammed influence and took over the universe through sheer diplomacy.  I created a variant rule for myself where I didn't research or create any military at all and it created a very interesting game.  It ended up being the strongest game I've ever played though so I think they game could not be balanced around mass influence haha.  But since they are able to assimilate a ton of minor civs early they ended up having the highest pops of minors that I've ever achieved.  I hit a lot of the pop thresholds in that game but it was also because I didn't care about my starting population as much and was creating a "federation / coalition" thematic. 

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4 years ago
Dec 29, 2020, 7:13:46 PM
Satchmo333 wrote:

@barf  

hmm very interesting!!  I'll try to answer in the order you responded:


I def agree that we could use more faction editor tools, I hope they at least do something minor in a patch or an addition in an expansion.  It'd be nice to play Empire / Humanity with a different narrative angle.  Either way I still try to have as much fun with it as we can!  I play affinity and visuals true to the core races (vines/unfallen visual for example).  There is a mod that has changed visual skins for the ships, I think I have that installed and I use different icons to help me differentiate but there could be more.

Hmm the race you made seems like a combo of redwood / aspen haha.  What is the core theme of the faction though?  Better Unfallen?  Hybrid Unfallen?  I like the ideas though and was thinking of possibly pushing them into more of a science unfallen?  I liked your ocean start idea and maybe playing on an "aquatic" unfallen theme?  Seaweed? Kelp? Lilypads?
They could be food/science oriented with ocean start / desires and science / eco laws.  I've never done too many science races besides standard Sophon so it could be fun to test out.


I find it super interesting that you play Unfallen Tall and not Wide?  I play them very wide but I find them weak to the RNG of the starting systems around their home planet (since I basically colonize everything but terrible systems).  With standard unfallen you can abuse the happiness laws of pacifist / guardians to easily go over the cap without any issues.  I can go up to +10 usually before starting to slow.  With Redwoods, I did Utopian to mimic this since they run religious laws so they can go a little over cap but not necessarily double the cap.  Aspen runs democracy but its not as much so they're the weakest to Wide but since they grow their initial systems faster I suppose I play them "taller."  I like the idea of a more focused Tall Unfallen though as I've never tried that playstyle.


Meritocratic is prolly my fav custom trait.  It's just so good to have flat FIDS bonus on your pop.  I use it for half my custom factions haha.  I suppose it can be a crutch in a sense but its hard to ignore.  I never thought about the extra influence allowing you to pass an early law so that's a great idea!  Hmm let me go create it and try to figure out how to insert a screenshot haha:

LillyPads - 

I did science and growth with +food/sci modifiers on pop.  I kept your strange but good, core worlds, crowded planets and then gave them boosted sci and food production.  They'll still have an issue getting their first vine fleet out the door, exploring and long term expansion but it presents an interesting new playstyle.  I picture it playing similar to the vaulters where you're trying to cherry-pick really good systems but you don't have portals to jump around.  I dropped food/off-world since you're right, unfallen don't need minor factions or the extra food since its on their pop.  I picked up xenobiology to get science off the ground but that can be switched around for xenoindustrial if you didn't want to hamstring their production so much early.

The Unfallen faction I came up with above is basically a custom Unfallen, utilizing its core Gameplay mechanic in Celestial Vines and the Unfallen Visual affinity which utilizes their ships, quest line and starting hero(which is a Pacifist Seeker... pretty strong Exploration Hero at game start). Unfallen are a Tall Empire because their colonization mechanic takes "turns" and requires taking adjacent systems to form a vine network. Wide Empires aren't limited by what systems they may colonize(they can grab w/e system they want right away, Unfallen can't) and can do several systems at once(see Riftborn or the ultimate Wide Empire to really get what I mean). Unfallen would need like 20 Vineships to do several systems at once and the production necessary to acquire that many Vineships would take at least 50-60 turns depending on your gameplay speed(I do Normal).


As for an Imperial custom faction, try this one on for size. Its a custom faction that I've really come to love over the months I've been playing but is only viable as a Human controlled faction. The AI is notorious for not keeping their population as is and hence completely overwrites the population to that of Sheredyn(every damn time... i dont know why lol). Keep in mind that you can pick a different Visual(like Sophons or Vaulters)


Gameplay Affinity: Gene Hunter(Horatio)
Visual Affinity: Imperial(United Empire)
Starting Planet: Atoll

Starting Government: Republic

Population Ideology: Science + Automatists(Science -> Industry)

Population Buff: Extreme Foremen + Planet Menders

Population Collection Bonus: Peer Reviewed


Faction Traits:
Xenolinguistics

Plasma Metallurgy

Strange But Good

Stay at Home

Price of Perfection II
Sowers Minor Population

Crowded Planets II

Big Fleets II


The United Empire quest line is frankly easy to go through and I've found that a Science/Industry combination is straight up unbeatable with Petra and Dmitri in the Senate. You will need Industry to complete the UE quest line so if you find Science to be inadequate or you want a different ideology, by all means go with something else. What ideology that is, I don't know(Ecology or Military perhaps) but I find Science to mesh really well with this for several reasons. Firstly, you get 10% reduction to Science Tech costs and access to level 2(or 3) Techs from the start via Science's Mandatory law. Combined with Population collection bonus, you'll eventually get 30% reduction(40% with ITER Wonder which shouldn't be too hard to get). You get access to Dirty Hands law from Turn 2 onward which cuts production costs by 15%(via Republic). That production savings applies not only to improvements but also colonizing planets. Mid to late game this law saves you quite a bit of production. As Science remains in power, you can boost ship movement by 4, buff Food production by 40%(basically Growth Plan without needing it) and eventually Ship Weapon damage by 50%. The other ideology at game start will be Religious but you won't be needing it since you want minor populations to flourish and eventually will be replaced by Industry(which you have Dmitri on hand to represent in the Senate at game start).


For starting world, I opted for an Atoll start. Atolls yield the strongest Food/Industry combination in the game and with Strange But Good faction trait, this can be buffed even further or shore up the Dust and particularly Science shortfalls that Atoll has. Our starting Government is that of a Republic since the amplified laws can really have an impact in not only the early game but especially mid to late game when you get the Potent Laws in the Senate. Population was buffed with Extreme Foremen or that of the Cravers. Cravers are incredibly strong in the early game due to their productivity and a custom faction that utilizes it will eventually beat any custom faction that doesn't. The only issue with Extreme Foremen is the depletion malus. To offset this, the secondary trait of Planet Menders cuts it in half. Oh but how to outright remove it? That's where our Gameplay Affinity comes in. Horatio's Gameplay Affinity in Gene Hunter can take traits of other population to enhance your own. I chose Sowers as the starting minor faction for a very specific reason. Their population produces +2 Food but also -0.5 Depletion points per turn. When Gene Spliced, they add +1 Food and -0.5 Depletion points to your custom population, thereby removing Extreme Foremen's depletion malus for the remainder of the game but leaving its massive +150% production bonus on undepleted worlds. Since that will be every planet you will have in your Empire, Extreme Foremen takes an Atoll world(8/6/4/2 and turns it effectively into 20/15/10/5. That's not factoring in anomalies, strategic/luxury deposits and system improvements that buff per person yields(which are amplified with Extreme Foremen)).


For starting techs, I opted for Xenolinguistics and Plasma Metallurgy to unlock both Titanium and Hyperium mining(as well as their production improvements). I recommend opening with Off-World Agribusiness(to unlock Minor Civ Diplomacy) before doing Science(Xenobiology and Rare Earth Foams). Big Fleets II is another trait of the Cravers I've come to really like in that you gain +2 CP(which means more ships) but also -25% Ship upkeep(something that is invaluable in the early game). With Big Fleets II, you can more easily afford a sizable military that you will need to hold off the aggressive AI. I then took a trait from the Horatio in Crowded Planets but rather than going with just +1, I opted for +2. That means our starting Atoll will have 10 population slots at game start and all planets you colonize gain this benefit. More population you have, more output from Extreme Foremen. To offset the faction traits, I opted for Price of Perfection II. With Extreme Foremen, you won't notice the ship production malus so its basically a free 10% Damage buff that can stack with Punisher Drives in UE Quest line to give you a nice early game damage buff. The other malus is Stay at Home and while the malus forces you to watch it on colonizing/occupation, United Empire has a unique perk of being able to colonize one extra system(via Xeno Anthropology). The other perk is having strong Manpower modules earlier(Tier 3 as opposed to Tier 5).


Basically you choose Petra as heir and grab her excellent Exploration perks(and the fact she's a Seeker Hero, making her a prime Fleet Admiral) while keeping Dmitri as a Governor. Try to prioritize Z'Vali, Sisters of Mercy, Horatio, Kal'Tik'Ma and Kalgeros for splicing. Why you ask? For the +Happiness of course. Each one yields +2/+2/+1/+3/+3 respectively(with Z'Vali yielding +1 Science, Sisters yielding +25 Damage to Attackers and Horatio +2 Food). Gene-Splice all of them and your population has +11 Happiness or more than enough to overcome any planet malus in the game(and then some). The game will eventually give you 2 Kalgeros and 3 Horatio so you're basically guaranteed +4 over the course of any game. All you will need is to get one more and you won't have to worry about +Happiness improvements despite having an improved Luxury Lottery variant(+10 per Luxury as opposed to +5).


LMK what you think.

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4 years ago
Dec 30, 2020, 8:27:42 PM

For some time I've been thinking about how to overcome the lack of Food from Continuum Sculptor's Gameplay Affinity and I think the following may ultimately be something worth trying. For those not wanting to sift back through old posts, Continuum Sculptors does a number of changes to Gameplay mechanics. Firstly, it completely flips colonization and terraforming by 180 degrees. Instead of starting with Fertile worlds, you start with Sterile worlds being available and terraforming goes from Fertile -> Sterile and not Sterile -> Fertile. Next it completely removes Food from the Colony Base. As a result, your starting population(and Minor if you so choose) are forced to rely on what they can produce for themselves rather than having a modest base to rely upon to grow(Riftborn Visual doesn't have to worry about this because the main population is built and hence doesn't rely upon Food). Another change is that instead of starting with 100 Dust, you start with 250, more than enough to do considerable tweaking to Hero ships, Exploration Hulls and Colonizer Hulls at game start. The final change, and one that is available throughout the game, is being able to place Time bubbles(positive or negative) on any system within your field of vision. This can grant a substantial boost to production or greatly hinder enemies that rub you the wrong way.


The following is something that I think would do quite well, although let's see where things take us as they say :)


Name: TBD

Gameplay: Continuum Sculptors

Visual: Hissho

Starting Planet: Arid

Starting Government: Democracy

Starting Ideology: Ecology + Biologists + Utopian

Population Buff: Meritocratic Cosmopolites + Efficient Farmers

Population Collection Bonus: Prodigious


Faction Traits:

Biophobic

Planetary Landscaping

Rare Earth Foams

Strange But Good

Behemoth Discoverer

Material Expertise

Ghosts

Sisters of Mercy


The name of this custom faction is TBD so feel free to take this and come up with your own name if you so desire. The starting world is that of Arid or a 5 point wonder with an emphasis on Industry over Science. While that might suck for early game tech advancement, you can overcome it in time with Cram Exam Act and using Minor Civs as sources of Dust&Science. Our starting Government is that of a Democracy so that you can utilize Cram Exam Act without it causing too much of a Happiness headache seeing as you're already starting with a -3 Happiness hole from our Arid start. Since we're starting on an Arid planet, I opted to start with Ecologists in power. Not only to colonize other planets within our starting system but to take advantage of the Ecology laws that boost Food production, the first of which we can utilize early on thanks to a Faction trait. To help keep Ecology in the Senate, I opted to add Biologist and Utopian political traits. For Population Buffs, I opted for Meritocratic Cosmopolites or +2 FIDSI and notably for the +Influence. Secondary buff is that of Efficient Farmers so that we can get additional Food from Sterile worlds. Since Continuum Sculptors has Sterile planets available from the start, Efficient Farmers is a must when the Colony Base lacks Food. For Population Collection Bonus, I opted for Prodigious or that of the Vodyani. It will bolster Religious ideology as a force within the Senate(something that will be beneficial seeing as we don't want any population but our own prospering. Extra Dust doesn't hurt either) while modestly improving output by 5% at 20 and increasing Fleet movement later on by 2.


For faction traits, Biophobic is basically mandatory. The fact Sterile worlds are available from the start means that alleviating their malus is a must have(not to mention extra room on them as well). To help out with the cruddy Arid Food start, I added in Strange But Good. Although this is a coin flip as to what anomaly we will get, it makes Green Fertility Bill viable from the get-go, hence is basically +2 Food + w/e anomaly we get. Additionally I added Behemoth Discoverer trait so that we start with an Economic Behemoth at game start. The Food buff won't replicate a typical Colony base but its a solid secondary option while bolstering Industry, Dust and notably Science.


For starting techs, I opted for Planetary Landscaping(for Food improvements) and Rare Earth Foams(+1 Movement and unlocks Arid planets). For system development, I opted to add in the Vaulter's Material Expertise trait. That way if we don't have Redsang spawn in our constellation, we can substitute with Titanium instead to shore up Food production. For Exploration, and for a bit of a Military edge, I added in Umbral Choir's Ghost trait. This will allow you to go unnoticed by the enemy, making exploration a breeze. Finally, I added in Sister's of Mercy Minor faction. Although optional(and hence you can replace it with something else if you so choose), I added them so that Religious ideology is available from the start as well. Meaning you could utilize Green Fertility Bill and Species Stability Act in the Senate early on.


LMK what you all think.

Updated 4 years ago.
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4 years ago
Jan 1, 2021, 6:39:58 AM

A fairly well thought out build, though I do wonder why HIssho?  Remember your visual affinity determines your hulls, starting hero and quests/rewards.  I've never really played Hissho through to their main quest completion so I don't know what they provide to the build.

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