So use advanced demands early and often to cripple their economy before they go to war. The AI gets very nervous when your influence bubble start pressing hard against their systems. Your attacker and protector ships are pretty versatile, I often have some protectors running with CP-to-Science modules for extra science generation.Īssign relics to a hero before a battle for sweet combat bonuses.
Ships: you start with both rockets and cluster rockets, so go for a missile-heavy build in early to mid game. In one of my games I got her at around turn 20, by turn 40 her system alone generated around 400 food and 600 influence a turn. The combination of insanely high food and incredible influence generation is a deadly combination. Denuvians lower science cost by 10 percent when assimilated.īest governor hero is Anaxagoras - an Unfallen Overseer. Zvali and Pilgrims pops produce science, If you get them early and boost them you can have a sizeable science generation on some systems. On larger galaxies I go for Predictive Logistics first. On smaller galaxies I rush wormhole tech, scout the central star cluster and vassalize all the minors. Your early science will come from minors, later from relics, then from science behemoths (research and build them), later from tributes. A large galaxy will have around 15-20 relics. A ship without a gun is not considered a threat, so AI doesn't attack your relic hunters when they collect relics in AI's systems. Don't use your actual scouts to collect relics, instead run them around to scout more. Run Toys for Boys law and do terraforming to keep your empire happy.īuild separate relic hunter ships (colonizer, 3 engines or 2 engines + cloak). Once influence becomes important, put 1 relic on empire for extra influence gain. Use it later on to push influence bubbles and demand tribute of science. You'll have more influence than anyone else. Turn forward systems into temples and use the influence. A unique planet next to AIs home system is the best. Buy out ship upgrades, buildings, ships, etc.įorward settle your neighbours. Market and buyouts are available to you since day one! Sell strategic and luxuries to speed up your growth. With better rockets your scouts are more powerful than early pirates. If any of my ships end a turn on a system I put them on guard to catch enemy ships. You want to stall their expansion as much as possible while your industry and food are too weak to keep up with your science.
If you meet enemy scouts and especially colonizers always destroy them! You're religious, and can attack them without declaring a war. Ruins are less important, although some modules can be neat in later game Life form - for luxuries to sell them off. Subterranean - for Jadonix or strategics, high-level strategics sell very well early on
Signal - for a chance of a free population Fly around and find relics, enemy planets, minors and unique planets.
Find / buy hyperium and titanium to upgrade your scouts and hero ship. Species stability will bring extra dust from turn 2.