Synthetic Age – Ok for machine empires for extra machine trait points but not a must have.Machine Worlds – Machine Intelligence only terraforming.Hive Worlds – Hive Mind only terraforming.Eternal Vigilance – Very weak as defense platforms aren’t usually worth it.World Shaper – Only useful if focusing on a lot of terraforming.Master Builders – Great bonuses for megastructures and habitats if focusing on those.Pretty weak late game as the extra capacity is less impactful and Grasp the Void can provide more naval capacity. Galactic Force Projection – Decent early as its a nice fleet/naval capacity bonus.Close to a must have as you transition into mid/late game to build up your planets. Must have researched Anti-Gravity tech and can only transform planets with all district slots filled with City Districts and costs a significant amount of minerals. Arcology Project – Enables Ecumenopolises which transform planets to allow very strong specialty districts including +10 alloy/CG jobs per district.Extra ship sensor range and hyperlane detection range is rarely ever needed. Enigmatic Engineering – Rarely useful.Can always use extra starbases for extra naval capacity but have the flexibility to use them as needed. ![]() Grasp the Void – Solid choice especially into mid/late game where every starbase counts.Useful all game but becomes weaker as you go further over the admin cap. Imperial Prerogative – Good early choice especially for decreased tech and tradition cost.Only useful if you need to increase max leader level. Transcendent Learning – Rarely useful.Shared Destiny – Only useful if focusing on vassalization as saves time and influence for integrating them.Provides unity/amenity/ethic attraction empire wide boost based on the spiritual significance of 3 planets. Consecrated Worlds – Only for Spiritualists.Universal Transactions – Only get if you are committed to branch offices and have lots of potential commercial pacts.Allows you to use bombardment to abduct pops instead of killing them. Nihilistic Acquisition – Only get if you are going to play very aggressively and steal pops from enemies rather than outright conquering them.Voidborne – Only get if you are going to focus on building habitats which are currently considered a bit weak.One Vision – Decent unity boost and governing ethics attraction can help with happiness and faction influence generation.Technological Ascendancy – Decent research boost useful throughout the game.Cheaper clear blocker saves energy but generally you aren’t clearing many blockers early game and the energy savings aren’t as meaningful mid/late game. Mastery of Nature – Kind of weak early but can be good mid/late game for more max districts especially if you have lots of planets with low max districts.Xeno-Compatibility – Great if you have multiple species on each planet for growth boost and good with lots of migration treaties.Tends to become stronger later on if your expansion slows and you have some influence to put into edicts. Decent early though you rarely have the influence to use many edicts but also extends campaigns to save a significant amount of energy. ![]() Executive Vigor – Significant bonus to edict/campaign duration.Saves a significant amount of influence especially the wider you play. Interstellar Dominion – Should almost always be first selection.Psionic (Mind over Matter, Transcendence). ![]()
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