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4 years ago
Apr 7, 2021, 9:25:03 PM

I always try to make the best custom faction in every game of this type and here is my current build.



Name: Customers (because, you know, custom race?)
Gameplay affinity: Omniscience
Visual affinity: Imperials
Starting planet: Atoll

Starting Government: Federation
Population Ideology: Scientific

Population Traits: Adept Workers and Prolific Farmers

Population Collection: Peer-Reveiwed


Faction Traits:


Constructionists III (+30% Production)

Crowded Planets II: +2 Population cap on Planets

Growth Plan III: 30% boost to Food Production


Combat Rookies: +30% Manpower Cost

Amateur Executives: Trading companies level up 15% slower

Doubful Tacticians +2 turns on Battle Tactics Cooldown

Vexed II -15 Hapiness on Planets


This is the best combination I have found so far. Important to note is that I only play single player with one victory condition turned on; the one where you have to take all home systems. I also don't have any expansions so lack access to a few options.


I admit not having tried all gameplay affinities but if something beats +50% to most science I'd be surprised. Same is true for the visual affinity, I haven't tried them all but started with the Imperials and really liked their ships and quests. Atoll is the best for production and food and eventually all planets will be terraformed to Atoll or Forest.


Federation helps with the overcolonization penalty. -20% luxury cost to upgrade is also solid. I don't dislike republic or democracy but miss federation when playing without it. I am of the opinion that production is the way to go in these types of games. More production is more of everything else. To that end I must in this game chose scientific to ultimately maximize my overall production. Peer-Reviewed is the obvious choice for the amazing -20% tech cost at 50 pop. Adept workers with +5 to IDS (industry, dust, science) per population seems like an obvious choice. Prolific farmers since all planets will be terraformed to fertile.


There exists no person today that can convince me not to take Constructionists III. 30% extra production is massive and I could not imagine living without it. As for Crowded planets II, I am less sure. The second level is expensive with its 25 points. That and the third level on Growth Plan is what I would sacriface if I were to change this build. I take growth plan for the food conversion to production later in the game. Even if extra food is nice, without the conversion to production I would not spend the points on it.


To pay for those choices I take some negative traits. Combat Rookies (+30% Manpower Cost) isn't very noticable to me. Amateur Executives: (Trading companies level up 15% slower) has no impact at all; I almost never research trade since I find it underwhelming. Doubtful Tacticians (+2 turns on Battle Tactics Cooldown) isn't a penalty at all. I change the cards like 3 times per game. Vexed II (-15 Hapiness on Planets) is the harshest penalty early on but the planets get happy soon enough. Especially with some terraforming. And at -25 points it's very... what's the oposite of expensive... cheap doesn't seem to apply... worth it I guess. You can look at it as paying for an extra population slot on every planet as the last level is also 25 points.


The plan for this custom faction is simple. Maximize production, build fleet, go conquer. (Remember, I only play with the victory condition to take all home systems. (and play on disc-4 for additional information)) Researching military techs as needed, the idea is to rush (but you do need other techs too so rush not beeline) terraforming and the tech that give Biofuel factories that convert food to industry. This can be done fairly early with the science permanent law that let's you research further out in the tree and the -20% tech cost for 50 pop bounus (-30 if you have the spare production for the wonder). Oh, and don't forget to chain gang everyone not your +15 to IDS original population. Later you can have a Privateer take care of them giving some dust in the process.


I do pretty well with this setup but I admit to mostly playing only on the second hardest difficulty level as I am cursed with starting positions. No - seriously, I'm cursed. Yes, there is such a thing. Sometimes the AI gets surprisingly strong early. Had such a game recently where Sandor AI (Imperials of course) turned up with about 8 of those ships you find or buy as well as 5+ of his own at about turn 21, declaring war. I almost survived but since he was so strong his kinetics managed to beat my missiles that time.


Since then I have played around with a slightly altered version. It pains me to invest points in tech that takes like 4-6 turns to research but sacrificing growth plan level 3 for Rare Earth Foams is probably worth it. It's a tech you never get the full omniscience bonus on and is helpful early to get to Savannah and Arid planets when needed. With this already researched you often get 50% on at least one of those two following techs.


Anyway, that's the best I have come up with. Everything else I have tried have been worse so far.

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4 years ago
Apr 9, 2021, 4:05:25 AM

Name: better than your gods


Gameplay affinity: gene hunter


Visual affinity: riftborn


Starting planet: Arid


Starting Government: 

republic for 10% off technology


Middle Government:

democracy for expansion


Late to end Government:

Republic for wars

(+90% damage just from laws)


Population Ideology: 

Scientific


Politics Minor's:

Science to military (points 5)

Science to industry (points 5)


Population Collection: 

Peer-Reveiwed (for 20%off of tech)


Population Traits: 

extreme Foreman (points 15)

and 

Planet Mender's (points 5)



Faction Traits:

Crowded Planets II: (points 40)

+2 Population cap on Planets


Constructionists II: (points 25)

+20% Production


Rational minds II: (points 25)

20% boost to science


Biophobic: (points 10)

+10 happiness per person to sterile

-2 happiness per person to fertile

+1 slot sterile

-1 slot from fertile


Material expertise: (points 10)

Adds strategic resource's to system development


Sower citizen: (points 5)


Price of perfection: (points -10)

+20% to ship cost on system's

+10% to damage on weapon modules


Vexed II: (points -25)

-15 happiness on system's



If anyone wants to try here is mine

Be warned if you splice cravers even once with a pop of 500 or more dust inflation will max



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4 years ago
May 26, 2021, 8:23:19 PM
Panzar75 wrote:

I always try to make the best custom faction in every game of this type and here is my current build.



Name: Customers (because, you know, custom race?)
Gameplay affinity: Omniscience
Visual affinity: Imperials
Starting planet: Atoll

Starting Government: Federation
Population Ideology: Scientific

Population Traits: Adept Workers and Prolific Farmers

Population Collection: Peer-Reveiwed


Faction Traits:


Constructionists III (+30% Production)

Crowded Planets II: +2 Population cap on Planets

Growth Plan III: 30% boost to Food Production


Combat Rookies: +30% Manpower Cost

Amateur Executives: Trading companies level up 15% slower

Doubful Tacticians +2 turns on Battle Tactics Cooldown

Vexed II -15 Hapiness on Planets


This is the best combination I have found so far. Important to note is that I only play single player with one victory condition turned on; the one where you have to take all home systems. I also don't have any expansions so lack access to a few options.


I admit not having tried all gameplay affinities but if something beats +50% to most science I'd be surprised. Same is true for the visual affinity, I haven't tried them all but started with the Imperials and really liked their ships and quests. Atoll is the best for production and food and eventually all planets will be terraformed to Atoll or Forest.


Federation helps with the overcolonization penalty. -20% luxury cost to upgrade is also solid. I don't dislike republic or democracy but miss federation when playing without it. I am of the opinion that production is the way to go in these types of games. More production is more of everything else. To that end I must in this game chose scientific to ultimately maximize my overall production. Peer-Reviewed is the obvious choice for the amazing -20% tech cost at 50 pop. Adept workers with +5 to IDS (industry, dust, science) per population seems like an obvious choice. Prolific farmers since all planets will be terraformed to fertile.


There exists no person today that can convince me not to take Constructionists III. 30% extra production is massive and I could not imagine living without it. As for Crowded planets II, I am less sure. The second level is expensive with its 25 points. That and the third level on Growth Plan is what I would sacriface if I were to change this build. I take growth plan for the food conversion to production later in the game. Even if extra food is nice, without the conversion to production I would not spend the points on it.


To pay for those choices I take some negative traits. Combat Rookies (+30% Manpower Cost) isn't very noticable to me. Amateur Executives: (Trading companies level up 15% slower) has no impact at all; I almost never research trade since I find it underwhelming. Doubtful Tacticians (+2 turns on Battle Tactics Cooldown) isn't a penalty at all. I change the cards like 3 times per game. Vexed II (-15 Hapiness on Planets) is the harshest penalty early on but the planets get happy soon enough. Especially with some terraforming. And at -25 points it's very... what's the oposite of expensive... cheap doesn't seem to apply... worth it I guess. You can look at it as paying for an extra population slot on every planet as the last level is also 25 points.


The plan for this custom faction is simple. Maximize production, build fleet, go conquer. (Remember, I only play with the victory condition to take all home systems. (and play on disc-4 for additional information)) Researching military techs as needed, the idea is to rush (but you do need other techs too so rush not beeline) terraforming and the tech that give Biofuel factories that convert food to industry. This can be done fairly early with the science permanent law that let's you research further out in the tree and the -20% tech cost for 50 pop bounus (-30 if you have the spare production for the wonder). Oh, and don't forget to chain gang everyone not your +15 to IDS original population. Later you can have a Privateer take care of them giving some dust in the process.


I do pretty well with this setup but I admit to mostly playing only on the second hardest difficulty level as I am cursed with starting positions. No - seriously, I'm cursed. Yes, there is such a thing. Sometimes the AI gets surprisingly strong early. Had such a game recently where Sandor AI (Imperials of course) turned up with about 8 of those ships you find or buy as well as 5+ of his own at about turn 21, declaring war. I almost survived but since he was so strong his kinetics managed to beat my missiles that time.


Since then I have played around with a slightly altered version. It pains me to invest points in tech that takes like 4-6 turns to research but sacrificing growth plan level 3 for Rare Earth Foams is probably worth it. It's a tech you never get the full omniscience bonus on and is helpful early to get to Savannah and Arid planets when needed. With this already researched you often get 50% on at least one of those two following techs.


Anyway, that's the best I have come up with. Everything else I have tried have been worse so far.


Helliscoming wrote:

Name: better than your gods


Gameplay affinity: gene hunter


Visual affinity: riftborn


Starting planet: Arid


Starting Government: 

republic for 10% off technology


Middle Government:

democracy for expansion


Late to end Government:

Republic for wars

(+90% damage just from laws)


Population Ideology: 

Scientific


Politics Minor's:

Science to military (points 5)

Science to industry (points 5)


Population Collection: 

Peer-Reveiwed (for 20%off of tech)


Population Traits: 

extreme Foreman (points 15)

and 

Planet Mender's (points 5)



Faction Traits:

Crowded Planets II: (points 40)

+2 Population cap on Planets


Constructionists II: (points 25)

+20% Production


Rational minds II: (points 25)

20% boost to science


Biophobic: (points 10)

+10 happiness per person to sterile

-2 happiness per person to fertile

+1 slot sterile

-1 slot from fertile


Material expertise: (points 10)

Adds strategic resource's to system development


Sower citizen: (points 5)


Price of perfection: (points -10)

+20% to ship cost on system's

+10% to damage on weapon modules


Vexed II: (points -25)

-15 happiness on system's



If anyone wants to try here is mine

Be warned if you splice cravers even once with a pop of 500 or more dust inflation will max



Figure I’d quote both since it consolidates things. First off decent custom faction builds. My only concern is that both of you picked Vexed II as a con. Setting the starting Happiness/Loyalty to 35 as opposed to 50 really hampers early game since you can’t use Cram Exam or Super Tax Act to bolster Science or Dust output. Furthermore, on Helliscoming’s Riftborn faction, you’ll be starting at 26 after the -9 Penalty from the Arid start. Meaning you get a 30% reduction to Food/Influence and 15% reduction to Dust/Science. I recommend that instead of Vexed II that you try Stay at Home. It doesn’t match the Faction points(hence you’ll have to find 5 points from something) but having overcolinization penalty at -20 as opposed to -10 is really nothing unless you go wild on conquest or claiming star systems, Furthermore Federation(+1 cap per Senate rep) and Imperial Visual Affinity(+1 bonus on Xeno Anthropology) can mitigate running afoul of it. Another alternative to combat the early game effects of Vexed II is to go with a Dictatorship/Autocracy with Ecologists in power. The Forced/Power Law grants 15 Happiness that offsets the Vexed II malus. Only the Tier 1/2 Laws are worthwhile sadly unless you go with Gene Hunter Affinity where level 3 and 4 can boost Science/Industry output from spliced populations.


 @Panzar75 Thought I should mention that while Omniscience is indeed strong, Gene Hunter + Extreme Foremen beats it. May not be noticeable early on but trust me when I say that it will when you have Planet Mender secondary and Sower starting minor population to splice first to remove Extreme Foremen’s malus. You then do Crowded Planets II for extra population space and watch their output when they’re on Sterile worlds. Gene Splicing can achieve population buffs that are stronger than Riftborn’s Adept Worker buff. It’s even stronger if you add Growth Plan, Constructionist or Rational Minds to boost output further. Once you splice 3-4 factions, you basically snowball.

Updated 4 years ago.
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4 years ago
Jun 9, 2021, 12:03:38 PM

Gameplay affinity : Genehunter

Visual Affinity : Horatio


Home planet : Boreal

Government : Republic


Politics : Ecologist Pragmatic

Population bonuses :

- Foreman

- Planet Mender

- Peer-Reviewed Collection


Empire traits :

- Crowded Planets II

- Luxury Connoisseurs

- Sowers Citizen

- Ace Senators

- Combat Rookies

- Strange But Good

- Titanium Mine



The objective of this built is to have as much FIDS as possible ; Foreman/Planet Mender/Sower citizen is a classic combo to achieve that : you get 150% FIDS bonus for no downside, ones sowers are spliced. Every other species you splice also increase your main pop FIDSI, which then benefit from Foreman (with the exemption of happiness and influence). Ecologist, Republic and Strange But Good (good anomaly on starting world) allows you to pass the improved ecologist law for a sweet +3 food per pop and +10% FIDSI in your starting world. Titanium Mine add 1 industry as well, and after researching Plasma Metallurgy you can built this building that give +1 industry and +3 industry if strategicresource on planet, per pop on planet, which is the case thanks to Titanium Mine. Those early food and industry bonuses benefit from that %150 bonus from Foreman (again), so it become a +7.5 food and +12.5 industry per pop.


Pop is power, even more so with this build, so Crowded Planets II is a solid choice IMO. Everything else is up to your liking : Peer Reviewed Collection (Sophons) allows for faster teching, Horatio is as much for their bonuses to pops (industry path unlock a building that gives +3 industry per pop => +7.5 with +150% from Foreman) than their storytelling, Luxury Connoisseurs allow faster expansion end game thought more lvl4 systems, Ace senators helps running strong ecology laws, Combat Rookies is unnoticeable as a malus and Boreal start... I just rather have Fertile Cold and Hot planets, those benefit from improved industry and science from improvements, both very important resources. Whenever possible, I terraform all planets to Boreal and Jungle, no further.


This build have no precise objective, but considering all bonuses it get you can aim for any victory condition you want ; I'd say that Science Victory is the easiest... ? At least it is the one I aim for most of the time.

Updated 4 years ago.
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4 years ago
Jun 9, 2021, 12:53:16 PM

This one is far more effective as achieving its objective than the one I just posted, believe me !


Gameplay affinity : In the Shadows

Visual Affinity : Umbral Choir


Home planet : Crescent

Government : Republic


Politics : Ecologist Futurist Biologist

Population bonuses :

- Natural Born Hackers

- Hardened Dwellers

- Peer-Reviewed Collection


Empire traits :

- Expansionist II

- Growth Plan II

- Organic Network

- Twitch infiltrators

- Dark Matter Manipulator

- Doubtful Tacticians

- Ghosts

- Corsairs


This built is meant to achieve the expansion victory (colonize something like 30 systems in the galaxy). With In the Shadows, you settle new systems via hacking. Hence Organic Networks which allows for an additional hack, and Twitch Infiltrators for 10% hacking speed. Starting as Ecologist gives you two major bonuses : you can settle any new system you found (excepts those who only get gaz giants, but these are really rare), allowing you to expand quickly, and you unlock the first industrious law, which, thanks to Republic, gives you +30 food per Sanctuaries. This helps you with early growth, and more pop also mean more bandwith, thanks to Natural Born Hackers.


As Umbral Choir, the scientific Questline gives two very strong bonus : a law that increase hacking speed by 10% per backdoor (5% when non Republic, which is why Republic is even better), and 1 more Hacking operation.


In Endless speed, by the time I reach turn 40 (equivalent turn 20 on normal speed), I am already past the colonization limit. However, thanks to Expansionist II I only get a 5 happiness malus per additional system. Hardened Dweller also always apply to pops on Crescent (it gives +3 Happiness to pops on Sterile), so I can colonize new systems as long as I also expand my home system.


The very first techs I aim for are the one who unlock building that increase production, science and food per planet (in this order). With In the Shadows, those bonuses also apply to planets on Sanctuaries, thus the more you expand, the more industry, science, and food you get in your capital.


Finally, Ghosts and Corsairs allows you to explore the galaxy without fear of being found : even if your cloaked fleet is found, they will be tagged as pirates. You can also consider conquering other players' systems : I personally build "bombing" fleets (explorers filled with Titanium AS2 Slug, depleting 7 soldiers per turn per module, so 28 per ship, on systems under siege), and ships bought on the market. Just aim for a one pop system, bomb and conquer it, hack the next system, jam command them then conquer any system you can afford, they won't be able to use Draft thus you are assured to conquer without spending a single of your soldier's live regardless of pop on planets. Dark Matter Manipulator allows you to replenish manpower at a slow but still decent pace.


Doubtful Tactician is a free pick, and Peer-Reviewed Collection is good if the game last longer. Those are clearly not necessary.



With this build I was able to win the game on turn 76, Endless speed, so turn 38 equivalent on normal speed.


Edit : recently I finished a game at turn 69, no pirates, max difficulty.

Honestly, since AI take time to research anti-cloaking modules, you do not have to fear even the strongest military-oriented AI. Human players might be a threat thought, if they know what you're planning.

Updated 4 years ago.
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4 years ago
Jun 11, 2021, 1:26:34 AM

@Anarcomu Solid Custom Faction submissions. Generally speaking though, I try to keep Gameplay Affinity and Visual Affinity separate so that its a true custom faction as opposed to a refined/edited vanilla faction. For your Gene Hunter build, might I suggest trying the following. Its very similar to what I have posted on Page 2, but have recently tweaked things modestly to give myself a bit of a stronger Science start.


Gameplay: Gene Hunter
Visual: Imperial

Starting Planet: Atoll

Government: Republic
Political Ideology: Science + Automatist(Science -> Industry)

Population Buff: Extreme Foremen + Planet Menders

Population Collection: Peer Reviewed


Faction Traits:
Price of Perfection II

Stay at Home

Big Fleets II
Crowded Planets II
Sowers Minor Population

Strange But Good

Hyperium Source

Plasma Metallurgy


Main difference from my Page 2 submission is that I swapped Xeno Linguistics for a starting source of Hyperium. That guarantees three things that I find to be very helpful. Firstly, +1 Science bonus on Atoll(its weakest component and can be bolstered further with Strange But Good), maximum benefit from Interplanetary Transport Network improvement and finally you get an early start on stockpiling Hyperium for an eventual refit of Exploration Ships with Hyperium Engines + Probes(also refitting warships with Hyperium Engines and maybe Hyperium Lasers/Beams(all depends on Strategic spawn)). I thought about going Ecology(for +3 Food/10% FIDSI) instead of Science but I find Science + Industry in UE to be really, really good. I typically go Punisher Drives on first quest since it stacks with PoP for a nice 20% Weapon Damage advantage. Assimilate Yuusho and it could be 40% before Science(Bigger is Better) and Hero boosts are applied. Reason I love UE is because of three things. 1) Xeno Anthropology(+1 cap). 2) Tier 5 Manpower Modules at Tier 3 and 3) Titan of Industry. Dmitri(Governor) + Petra(Fleet Admiral) in Senate giving Titan of Industry + Mineral Misers Act + Work Not Shirk + Extreme Foremen = OP. Get lucky with Void Stone and/or Endless Foundry spawn and well... 100k production system isn't out of realm of possibility(especially with a Craver Governor with Behemoths replenishing depletion).


Haven't really dabbled with UC but I do love their Exploration ships.

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4 years ago
Jun 30, 2021, 1:30:49 AM

Following is my last and *final* attempt at a custom Continuum Sculptor Faction. Do note I’m doing this off of memory and didn’t run this through the in-game editor to see if the points align.


Name: TBD

Gameplay: Continuum Sculptors

Visual: Vodyani

Starting Planet: Atoll

Starting Government: Republic

Political Ideology: Ecologist + Relativist(Science -> Religious)

Population Buff: Meritocratic Cosmopolites + Efficient Farmers

Population Collection Bonus: Prodigious


Faction Traits:

Planetary Landscaping

Rare Earth Foams

Biophobic

Strange But Good

Behemoth Discoverer

Material Expertise

Luxury Connoisseurs

Price of Perfection II


Pretty sure I meet both point thresholds but I think this is the best attempt at making a viable custom Continuum Sculptor. Firstly I chose Vodyani for the Religious Ideology representation in the Senate. May not be the best Visual or have Religious ideology available right away but in time it should become a force in the Senate thanks to Relativist trait and Prodigious Collection bonus. I picked an Atoll start for the strongest Food/Industry start possible and with Ecologists in power so that I can utilize Fertile planets for the Food output. Starting in a Republic Government reduces the Fertile Planet penalty to 25% while enhancing the Tier 1 Ecology Law that will be adopted on Turn 2. Ultimately the plan is for Religious ideology to come into power along with Ecology to boost Food Production by up to 7(Tier 1 and Tier 2) while limiting minor faction propagation via Species Stability Act(+10 Dust per pop doesn’t hurt either). To finance the laws, population will have Meritocratic Cosmopolites(+2 FIDSI) and Efficient Farmers(+5 Food on Sterile) for Sterile planet Food production.


To give ourselves the best start possible, I opted for Strange But Good to grant a positive Anomaly and satisfying the conditions for the Tier 1 Ecology Law. Behemoth Discoverer grants a +10 FIDS bonus while Material Expertise and Luxury Connoisseurs is meant to ensure that I can more easily upgrade my systems(preferably with +Food via Titanium if Redsang is unavailable). Biophobic is basically mandatory in this Gameplay since Sterile worlds are available from the start. For Techs I opt for Planetary Landscaping(+Food) and Rare Earth Foams(unlock Arid and +1 Movement). Only malus is Price of Perfection II to ensure that we get under the 95 point cap and bolster our ship damage by 10%(and having ships cost 20% more).


Given that 2 population consumes 10.9 Food, an Atoll start would have us generate (6 + 2 + y(Strange But Good)) x 2 = 16 if y = 0. With Behemoth in orbit, our production grows to 26 and with 10% to Manpower, our surplus is a modest 12 or so. Not great but not starving like under my initial iteration. At turn 2, Tier 1 Ecology law goes into effect and brings Food output to 32(surplus of roughly 17). Haven’t tested this yet but lmk what you think.

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