Fanatic Purriers and git gut

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evilcat

General
Jul 24, 2015
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What are the current golden tips for Fanatic Purrifiers?
They seems to be harder than normal warmongrel since each conquest does not provide more pops, but increase Admin Cap and science. There is a lot of mining, food and Unity but in the end i am behind in techs, and even after conquering some empires the next one will just throw too much fleet. Exacly Federation attacking ME (this is not how it works)
Some ideas so far:
  • Play necroids and get pops from purrification,
  • Go with Clone Army and Ascend/Feritility?
  • Robots
  • Adaptability trait and reposesion of conqured worlds for more pop growth.
  • Send all wrong pops to my capital so they will die longer (and provide minerals longer)
  • Inflate my fleet with Glactic Force Projection and Grasp of the Void
  • Stop expanding like a mad dog, but rather limit amount of ppl you can attack and they could attack you.
  • Dont kill other empires but rather break them so they will not be a threat to me
  • Destroy conquered starbases which do not bring much
  • Lower difficulty to normal and start from there
Some other ideas?
 

Mastikator

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  • Declare war as fast as you can, if you do not gain the initial width you will fall behind.
  • Even if you become big and powerful it will just give everyone a cause to rally behind, so turtle as if there's no tomorrow
  • Take the Nemesis perk ASAP, mineral ships are dirt cheap especially when conquered/purged pops = minerals
  • Accept that you've chosen to live by the sword and may die by the sword
The point about "don't kill other empires" need refining IMO. Don't take what you can't defend. When you get declared war on while in the middle of another war you should consider status quo peace so that you're not fighting a war on two fronts.
 

DeanTheDull

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Aug 21, 2021
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You've got basic concepts down, so you're most of the way there.

Another thing you can do with a purifier empire is call a white peace before your foe is well and truly dead... to set up a war between them and future targets. If you weaken a foe enough that someone else would be willing to guarantee independence, you can set up situations where, say, a Militarist empire would attempt to try and vassalize, leading to a war between it and the protector. In this way, you can get two powers who might otherwise focus on you tear eachother apart as you recalibrate, re-balance, and pick up the pieces.
 

Ryika

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Apr 16, 2018
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Ignore robots, they're way too slow.

From my experience, Fanatic Purifies are all about snowballing hard off purging the galaxy. Either from day 1, or after a 30-year tech rush up to Cruisers. I've had a lot more success with the latter, but I'm sure that's at least partially because I don't have much experience with that kind of early warfare. In either case, purging gives unity, so get 3 tradition trees, become the crisis, start spamming menacing corvettes and that should largely make you invulnerable as long as you pay attention.

Funnily enough, there's actually a semi-playable, trade-focused version of the fanatic purifier. Combine Merchant Guilds + Fanatic Purifier, spam Merchants. You just need to produce alloys + Merchants, and that's essentially your economy. Energy + Consumer Goods come from Trade, Minerals are bought on the market early on, later generated from purging. Unity comes from Purging, too. No need for Research, since you can just salvage. It's not strong, but it's funny how everything somehow comes together.
 

Goodwood Empire

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I did a fanatic Purifier play through and started with the post apocalyptic orgin, I just bombarded every planet into a tomb world and then settled it. Sol spawn like 3 stars away from their home system, them primitive humans were my first victims.
 
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evilcat

General
Jul 24, 2015
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The point about "don't kill other empires" need refining IMO. Don't take what you can't defend. When you get declared war on while in the middle of another war you should consider status quo peace so that you're not fighting a war on two fronts.
I was thinking that most pops lives in capital and first colonies, and after taking other empire main cluster the rest is a lot of plain systems and maybe 1 or 2 tiny coloneis with like 10pops. SO it might be a waste to try to conquere everything at first go. Also Fleet Travel Time is one of greater enemies in Stellaris. So just going for the pops, and trying to cripple more empires early on (when tech penalty isnt that hard) may be a good idea.
 

苏白@夢璃花

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Here is a exploit, play as Clone Army origin. Early rush as fast as you can, once you take down enemy capital, move some your main species there and do not build ancient clone vat, purged pop will decline at the rate of your main species next month and won't try to escape. Pick the Become the Crisis perk as quick as possible to use its ship and blow up the whole universe.
 
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ArmChairAttila

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Not sure if this has been said but put off robots at least until mid game (2250). Be selective about your targets, don't bother attacking machine empires unless they have a lot of your planet types in their territory. If you play normal hyperplane then abuse choke points with star bases filled to the brim with weapons and place a small to medium fleet sitting on it. Build star bases filled to the brim with fleet yards close to your potential fronts. These come in real handy when you just want to stall/attrition one front while attacking the other. Don't worry about empire sprawl until around 2240-50. Just conquer a few neighbors and deal with the sprawl later. If you can knock out 2 neighbors and double to triple the amount of habitable planets by 2240 you should just be a absolute beast and the rest of the game will be mopping up. That being said, your tech will be behind most others on the higher difficulties but that really does not matter when you have twice the fleet size of your enemies and your fleet will fire at least 33% faster and hit harder than they do. Add to that a healthy alloy production and you should be just fine.

A few more things come to mind, you should have supremacy done by your second unity tree. Pick hit and run as your war doctrine. Don't switch to alloy economy until you are sure your consumer goods is in good shape. I usually use functional architecture with FP, those extra build slots come in handy for the early game. I use my home planet as a research hub and the two guaranteed worlds as industrial hubs. Any other planets just become basic resource production until my empire has stabilized (usually around 2250).
 
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Dr. B

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I have had success with the Galactic Doorstep origin.

Conquering left and right works well at first, but after 30-50 years or so, distance and fleet travel time is a major factor. I would even say the deciding factor for what you can do offensively, and how you can defend yourself from attackers with the Containment casus belli.

If you can have a couple of strategic functioning gateways up and running as soon as it is practical, it is a very big help. You already have a stable alloy production.

This works best with initial tech focus, then full shift into war economy after 20+ years.
 

evilcat

General
Jul 24, 2015
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Some goods tips up there.

Yes robots could be timed, they take 5y to produce and occupy worker, and you pay alloys for that (might need for fleet) and it take some time to really pay off. It may be worth to get extra punch in that 12 years in normal way.

There is major enemy of fleet travel time, which limits and sometimes dictates how much could be done. So generally going for capital and first colonies may be better, to limit time fleets are traveling and maximazing efficiency of cleansing. On the bright side, once planet got cleansed we dont care about it much, even if someone conqueres it there are no pops there so small loss.
Knowing the tech tree for Warpgate and Wormhole helps. Wormholes are easy (and good). Warpgates... there is something with Warpgates and L cluster, Lgate bug warpgate technology? Which is really bad for FP as we are not tech powerhouse, and Curators are dirty xenos.

Hard lesson, when conquering xeno planet delate most of the disctricts and building there as they cost energy and inflate admin cap. Minerals are not issue so may always rebuild them.

As for when to execute order 66, cruiser rush is nice, and with clone armies there is some demand for initial investment (event chain, clone chambers), and it is also tempting to get Prosperity and then at least Supremacy Firerate. However Destroyer strike is also ok, destroyers already have L weapons so they will deal with starbase quick enought, and i can start purging sooner. And sooner get my civic to work.