![]() ![]() ![]() You need to make sure you have enough uplink nodes or other sources of capacity to keep yourself within the cap, or you will fall behind in tech. ![]() I write below about how to specialize your homeworld to maintain high admin cap and technologies to take, but as a machine empire your admin cap rises quickly and the cost of going even marginally above the cap is enormous. With all the expansion we're doing this can be tricky. With the barrier to taking systems (mostly) removed, boiled down to simply the amount of force you can bring to bear, all that effort of developing colonies that your enemies are doing all of a sudden becomes YOUR stuff, without all the work. I was actively searching for alternative influence dumps.) It's also a huge economy booster. Not only is this the single-largest influence saver in the game (I occasionally had 900+ influence in the early game which I was hard-put to spend before it capped. Once you control a system (by removing the starbase and (if necessary) occupying the planet with ground forces, it is yours. That's right, you can declare war without casus belli and without spending any influence to claim systems. You don't need influence or claims to take territory. Determined Exterminator has everything it says on the tin: 30% cheaper outposts right out the gate, better & cheaper warships, higher naval cap, etc but it also has a "hidden" benefit that won't be obvious to anyone who hasn't played them. Those traditions are force multipliers, especially the first one (Expansion) and will let you shoot ahead easily. Here's why: MP gives all your Nexus/Maintenance pops Unity, which helps hit those early traditions. And your picks are Determined Exterminator (ungodly!) and Maintenance Protocols. Gestalt Consciousness / Machine Intelligence is a given.
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