This is a thread for the little optimisation tricks you've developed since 2.2 was released, since so much has changed and all the old strategies need adjustment if they're going to work.
I've got a few that I haven't seen mentioned on here before.
I've got a few that I haven't seen mentioned on here before.
- Don't settle all available planets straight away in the early game. For every colony you create your homeworld growth takes a negative, which can lead to a stagnant population on your primary manufacturing/research centre. Once you've got a few planets with the Planetary Administration built (which gets rid of the 50% growth penalty for colonies) you can afford to go whole hog into colonising because the immigration pull is spread over a few worlds rather than just one.
- Clerks are not very efficient but are quite useful for keeping POPs busy while you're getting ready to build your next specialist building. If I've got 3 POPs as clerks I know it's time to put another building on the planet.
- If you're playing a warfaring race and are facing the mid-game mineral crunch, it's not a bad idea to take Nihilistic Acquisition (or play Barbaric Despoilers) to get the Plunder casus belli. This allows you to raid planets for their POPs, which make nice slaves, and forcing a surrender on the enemy gives you +1000 energy and minerals. Keep your neighbours weak and you can farm them for slaves and minerals on a 10 year cycle.
- Following this, slaves will preferentially go for the 3 main resource production jobs, allowing any citizen species to take the clerk jobs first so you're automatically maximising the gains from slavery.
- Once you research Gene Clinic, immediately put it on every planet. Replace the amenities building if you have it, or put it as your first building on any new colony. POP growth is king in this patch and Medical Workers are your Dukes.