I'm looking for suggestions for challenging and interesting builds. Thanks

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Fanatic Pacifist Doomsday.

Beeline Habitat tech and try to get some of them up before the planet explodes. Keys to getting it to appear ahead of time are having a Voidcraft scientist, 3 Starholds, and the Expansion tradition tree unlocked+finished.

It's not easy, and you don't even get to utilize the edict since apparently habitats don't count as colonies. The good news is that you can get really solid alloy production from years 20-35 (gotta tech rush before this), so the habitat cost will be the least of your concerns.

You can play as lithoids if you want a surefire contingency plan at the cost of some of the challenge.
 
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Fanatic Pacifist Doomsday.

Beeline Habitat tech and try to get some of them up before the planet explodes. Keys to getting it to appear ahead of time are having a Voidcraft scientist, 3 Starholds, and the Expansion tradition tree unlocked+finished.

It's not easy, and you don't even get to utilize the edict since apparently habitats don't count as colonies. The good news is that you can get really solid alloy production from years 20-35 (gotta tech rush before this), so the habitat cost will be the least of your concerns.

You can play as lithoids if you want a surefire contingency plan at the cost of some of the challenge.
Thanks. That sounds like nice challenge. I'll give it a try.
 
Another option is Spiritualist Fanatic Purifiers with Life-Seeded Origin and you're not allowed to modify your species habitability. Instead you have to take World Shapers perk and terraform all your planets into Gaia worlds. And no, choosing lithoids is not allowed.

The RP is that you believe that the galaxy used to be a perfect paradise, but it became infested by demons (other species) who corrupted it and your duty is to cleanse the universe of the demons and restore all the planets they've corrupted into the paradises you believe they once were.

What makes this interesting is that you can't overcome your Gaia preference by simply acquiring a second species becuase any other species you acquire will automatically get purged. And while you can build robots and droids, any colonies you found will automatically grow the terribly inefficient pops of your species and your spiritualist faction will frown on using robots.
 
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Egalitarian (combo'd with whatever you like), must use utopian abundance living standards for all, must delete your starting research lab and cannot build any buildings that create researcher or science director jobs, (so no technocracy either). You have to get all your research from a mixture of research stations random event jobs, and unemployed pops.
 
Not a build, but a challenge:
Build no combat ships and control the galaxy.

The way I would do it is create a federation, have your members build the federation fleet for you and force everyone in the galaxy in the federation under your control.
 
Super-clerk heaven:

Play an empire with max focus on clerks. Thrifty, Charismatic, commercial zones all over the place, trade habitats etc etc. Social welfare, happy, eager clerks. Clerks strong! Clerks everywhere!
 
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Not a build, but a challenge:
Build no combat ships and control the galaxy.

The way I would do it is create a federation, have your members build the federation fleet for you and force everyone in the galaxy in the federation under your control.
This is way too easy. Not much of a challenge to be honest
 
1000 stars 30 AI 30 Advanced starts.

Terravore, gotta eat em all.
 
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Here's a build you can try if you want to really have a hard time doing anything. Explanation:
Fanatic Pacifist - no wars.
Spiritualist - opposite of materialist, unity isn't something you need a lot of, no useful civics unlocked.
Democratic - no agendas, elections every 10 years, have fun spending influence gambling to try to get a good leader.
Efficient/Byzantine Bureaucracy - You need fewer bureaucrats, but your bureaucrats are buffed.
Planet preference: Tropical - Wet climate planets are more likely to have food districts, and less mineral and energy districts.
Post apocalyptic - Most useless origin, tomb worlds have awful planetary capacity from free districts.
All negative traits - your pops will be much less productive than normal and you will have fewer of them. You also cannot give robots rights without upsetting the spiritualist faction.
 
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1000 stars 30 AI 30 Advanced starts.

Terravore, gotta eat em all.
the challenge is getting to the end of the game without being driven insane by slowdown
 
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the challenge is getting to the end of the game without being driven insane by slowdown
If the slowdown becomes noticeable, you haven't been eating enough pops and planets.

Terravores are the ultimate lag killer.
 
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Fanatic Egalitarian+Xenophile Syncretic Evolution. Give the Syncretic Species Rapid Breeders and your main species Slow Breeders.

Enjoy being flooded with a species that can only do worker jobs.

(This is a challenge I've actually done; RP'd it as the main species trying to "enlighten" the syncretic species and remove their servile nature.)
 
Government: Oligarchy
Ethics: Fanatic xenophobe + miltarist
Origin: Doomsday
Planet class: You decide
Traits: Unruly, Intelligent, Adaptive, Slow Learners, Enduring
Seems not so bad at first, but the civics is where it gets hard
Civics: Lethargic Leadership and Empire In Decline (You can't build ships, you can't conquer or colonize planets.)
Why its challenging: You're stuck on your home planet, you can't conquer anyone, you are a weak target and making friends is nigh impossible.
 
These sound modded. It would be helpful if you include the mods you use.
They aren't. They are the civics used by Fallen Empires and can only be manually added.
Their internal names are civic_lethargic_leadership and civic_empire_in_decline. Only fallen empires can use them.
You can edit 01_special_civics.txt if you really wanna try though. remove the part
country_type = { value = fallen_empire }
Or just wait a few hours for me to make a mod for it.
 
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