Any strong barbaric despoiler builds in 2.2?

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SirAlexius

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I am thinking about trying a Barbaric Despoiler empire for the first time, and curious if others with experience playing these empires have any tips on build and playstyle, particularly with the new mechanics.
 

Gyrvendal

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Militarist authoritarian spiritualist with life seeded and later distinguished admiralty.
Rush corvettes hard, then attack first empire you meet. Get their pops and use them to colonize, snowball from there.

Repeat until the entire galaxy is living on your worlds.
 

SirAlexius

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Militarist authoritarian spiritualist with life seeded and later distinguished admiralty.
Rush corvettes hard, then attack first empire you meet. Get their pops and use them to colonize, snowball from there.

Repeat until the entire galaxy is living on your worlds.

Do you think the galactic slave market is beneficial with this build? Or is it better to just maximize your pops and produce all of the resources yourself?
 

pryr

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I see them as alternative way to build tall. Fueling your economy with more workers is what you need in 2.2.

Slavery from xenophobe or slavery guilds is good, but not obligatory.
 

Gyrvendal

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I would use slavery from authoritarian, since it allows ypu to enslave whole species already. Going xenophobe would be a big mistake because you need free xenos to colonize for you and work advanced jobs in new worlds.
When you steal a new species, just decide whether to make them slaves or free depending on their traits and your needs.
 

DrFranknfurter

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I tried it... it was fun watching all the slaves rush to my empire. But I had a few annoying problems:
1. Slaves were growing before main species pops even when there were unemployed slaves and many unfilled specialist jobs - not just growing but also being thrown at that planet when raiding. (I think the game mistakenly assumes they can fill specialist jobs)
2. Raided enemy empires were crippled forever, never rebuilding buildings demolished... that made me feel quite sad.
3. Consumer goods were scarce, a mix of low habitability for the mix of races and my science push when I expected to be able to stay in militarised economy for the extra alloys since slaves use less consumer goods.
4. All my planets had to manually focus on growing main species to stop the slaves from ballooning out of all proportions, but that meant a -20% growth penalty. Either that or prevent all slaves reproducing and take the happy/crime/stability hit. That would probably have been more sensible, but I wanted to be able to grow certain powerful slaves when needed.