Need an idea for an isolationist build

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IanReSc

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Hi, I have played the game every now and the over the years, but always end up playing psionics or deadly death robots of death. Most of the time I don't even want to conquer the universe, but I always get attacked and then I am forced to defend myself.

Is there a nice build where I can just sit in my corner of the galaxy, keep to myself and no get bothered by the rest of those nitwits? Maybe a corporation with the ringworld origin? Any ideas? I have to admit, that there are builds that I never tried. Like the void dwellers or any plantoid or lithoid save.

I am not a min maxer, more like a role player, so is there any interesting build that would suit my style? I had hiped Necromages would to the thing, but they play like any other race I guess.
 

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I'm playing an Inward Perfection build right now. It's not super optimal, but it definitely suits the playstyle of "everyone just leave me alone". You'll still get attacked, but can defend yourself and even fight wars of liberation to make your neighbors peaceful isolationists like yourself. So far, it's working well.
 

DeanTheDull

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Hi, I have played the game every now and the over the years, but always end up playing psionics or deadly death robots of death. Most of the time I don't even want to conquer the universe, but I always get attacked and then I am forced to defend myself.

Is there a nice build where I can just sit in my corner of the galaxy, keep to myself and no get bothered by the rest of those nitwits? Maybe a corporation with the ringworld origin? Any ideas? I have to admit, that there are builds that I never tried. Like the void dwellers or any plantoid or lithoid save.

I am not a min maxer, more like a role player, so is there any interesting build that would suit my style? I had hiped Necromages would to the thing, but they play like any other race I guess.

Tree of Life Hivemind, Plantoid with the budding, adaptive and phototropic traits, with the Ascetic, Catalytic Converter, and (Eventually) Empath. Memorialist is a substitute for Catalytic converter if that's banned to you. Take Unyielding as your first Tradition. Go for Mastery of Nature, Hive Worlds, and Voiddweller.


Hivemind because you can use that extra influence to expand faster early, and then parlay it into habitats without worrying about factions. Being forced to use other empires as livestock mitigates some of the expansion appeal. Bio-ascension being the only ascension mitigates both psionics and robotics reliance.

Tree of Life because it has nice happiness/growth bonuses, is hive-mind unique, and combos nicely with catalytic converters. Yes, you can put the saplings on your habitats.

Race

Plantoids for phototropic and budding.

Phototrophic halves food upkeep and shifts the cost to energy. On its own, this would mean that you don't need a farming world early, as starbase hydroponic bays with 10 food would support 20 pops. With 'just' 5 starbases, you could support 100 pops food needs. Meanwhile, Gestalt starbases with solar panels (6 energy each) would support 24 pops each. These numbers scale (slightly) with techs to about 25 pops per tier 1 starbase.
*With Catalytic Converter, this keeps your alloy resource budget high in the early game, and sustainable in the longer game.

Budding because the bio pop assembly stacks with the spawning pools, and these are your only growing pops early game.

Adaptive recommended because without migration pacts/non-livestock aliens until you get bio-ascended, this is a 5% growth and 5% job output on other worlds until it's replaced on ascension. Rapid breeders is also exclusive to budding, but budding and adaptive can co-exist.


Civics

Aescetic for the habitability (and thus growth) buff and amenities saving.

Catalytic Converter. By separating your alloy from your mineral budget, you can afford to build more buildings and employ more scientists earlier without worrying about your mineral economy, while starbase food covers your early-game alloy upkeep needs while letting you use pops for alloy production rather than upkeep. Very, very easy to get exceptionally good alloy production early game to defend yourself from unruly neighbors. Will also combo with Tree of Life's extra farming districts once your pop economy starts snowballing.

Empath: To mitigate diplomacy penalty and improve envoys. Envoys make for friends you don't need to defend yourself against. Also an easier time to make yourself galactic custodian for more influence for more habitats.



Tradition: Unyielding

Unyielding is great for hive minds, who get the most out of early starbases thanks to solar panels. Every tier 1 starbase is worth about 3.5-4 worker drones of farmers/energy workers, and the +4 starbase/-50% upkeep cost makes the worker-to-alloy ratio far superior to early game robots from robot assembly. (It takes well into the first century for robot factories to make the same return on the alloy/energy investment, and hives have bio-assembly from the start). The solar panels/hydroponic bays are even better with the phototropic perk to mitigate the upkeep entirely early-game. The de-facto free pops from +4 starbase economy make the expansion tree a second, rather than first, pick. The +4 hydroponics bays (+40 food a month) also goes a long way in getting your tree-of-life colony ships (which cost far, far more food) up and running.

After the colony phase, this combos very nicely with catalytic converter's food-to-alloy potential, as the hydroponics bays of those starbases easily feeds the early-game alloy workers without needing to spend a pop in job upkeep like a mineral-alloy worker. This means you can employ more alloy workers early, affording these starbases and modules early. Even just 4 extra alloy workers in the first decades will add up to considerable alloy stockpiles.

The unity-for-fortress buildings can make easy use of early building slot openings for a very low investment. No pops required, just ~400 minerals for a 3-unity-for-one-energy conversion. This can easily drive your early-game unity production to get into your second tree before your Tree of Life colony ships are reasonably affordable, meaning you won't be missing out on the colony ship pops for most of your stuff.


Ascensions:

Not a meta-build, but for a pop-build.

Mastery of Nature and Void Dweller are about getting the most size out of your planets. More available districts = more pop growth potential. Hive world is where these pops go.

Depending on how early you rival someone, you can easily reach influence over-flow in the early game if you aren't claiming enemy systems. Mastery of Nature is a good influence sink for that, letting your influence go to a productive use rather than wasting it after you Executive Vigor +2 edicts trait but before habitats become a thing.


A Ascension route could be-

Executive Vigor- 2 Civics (Use of Farming and Energy worker edicts for maximum effect)

Mastery of Nature - For larger planets in your 'tall' empire once expansion stops

Voidborne - Habitats for internal development. 100% habitability, and thus growth.

Bio Ascension 1 - Clone Labs

Bio Ascension 2 - The full deal. Super-breeder and super-smart.

Hive Worlds - 100% habitability, and better growth.

Galactic Wonders - Get dose mega-structures

Master Builders - Get more of dose mega-structures (including habitat spam)





All together, you should-

-Have a strong catalytic food-or-alloy balance flexible enough to support early fleets, early expansion, or early starbases that provide food/energy for the economy.

-A strong starting worker economy (without workers) as +4 starbases and -50% starbase upgrade cost means you get 8 T1 starbases for the price of 4, and with hydroponics/solar panels can get +80 food/+96 energy pop-free in the first two decades.

-A strong starting science economy as starbases cover food/energy needs early on, freeing up those drones to be scientists. And with catalytic, because don't need miners for alloys, scientist drones are competing for less of the mineral budget, which lets you build buildings earlier and fewer early-game reductions to your mineral income.

-Exceptional pop growth snowballing, as the growth boost from Tree of Life and habitability is paralleled by spawning pool and budding and clone vats and hive worlds. Even more when habitats start being constructed regularly.

-Exceptional alloy production capability. While you need to delay it to get the high-food-cost colony ships, with the starbase 80 food you can afford a lot more alloys early on, more than normal organics (or alloy-eating robot-producers especially).

-Great food production. Tree of life's natural farming districts mean that planets are a lot less limited in planet RNG for districts. Adaptive tradition also opens building slots for more hydroponic farm buildings. Much easier to afford the cloning building food upkeep. When hive worlds come online, food districts are limited solely to planet size.

-Pure 100% habitability late game between hive worlds and habitats.
 
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Bezborg

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I do a Dwarf isolationist technocracy.

I usually go for egalitarian and fanatic materialist. For this I never take any migration treaties, as I can't lock my pop growth to be Dwarf only. Sometimes I go for xenophobe, and drop down from fanatic materialist.

But I normally go for egalitarian and fanatic materialist, as I also have a pre-made Elf empire, which are authoritarian and fanatic spiritualist. I designed the Elves and Dwarfs as polar opposites of each other. The Dwarfs are an egalitarian technocratic meritocratic oligarchy.

I only take a handful of systems, start with 3 planets, homeworld + 2 guaranteed ones. Maybe I take about 10 systems tops. Sometimes if I feel like it, I'll use the console commands to give "terraforming candidate" to a few barren world around my territory, but rarely. The max I will do this is to have 7 inhabited systems with 1 planet each. I find this idea of the 7 dwarfs amusing.

Usually I am for one "access" system to my cluster, and there I bunker up. I try to have a black hole somewhere in my territory, preferably the access gate system itself. I will restart many times until I get what I deem ok for my small and tall empire. I will need one black hole for sure.

I focus on just sitting there and advancing, developing my planets and habitats, and go for galactic wonders.

I go for a ringworld, and specialize segments:
1) Commercium: trade segment
2) Agrarium: Food segment, feeding my empire
3) Laboratorium: Focusing on research
4) Manufactorum: Alloys and consumer goods

Ideally I'll get the Cybrex precursor, but it never happens to me. I'm very unlucky with that.

I do a matter decompressor and dyson sphere as well, one of each. All long-term goals.

Usually my capitol is either the starting planet of Karak Khazad (I mix Lotr and Warhammer Dwarf lore), or I make a single habitat and keep it as a non-specialized. I imagine it to be a meeting place of the technocratic oligarchy that rules the Dwarves, and since every Karak (planet) has their own proud history and culture, having a capitol on any one of them seems inappropriate. A neutral place needs to be made, A habitat fits that perfectly.

My origin is Mechanist. I do only one type of robot, the Golems, and they have that generic +5% on resources.
Sometimes I do specialized robots for the ringworld segments. Most notably, an Harvester Golem, Cogitator Golem and Fabricator Golem. Sometimes I do a Servitor Golem for the Commercium, which is a domestic servitude Golem. Rarely.

Most often, I just do one type of Golem and produce it on all planets.

I contemplated making syncretic evolution, and have an actual Golem species in the form of Lithoids, but I find robots to be more in accordance with the lore of Golems being made, not an enslaved species. So I kept the Lithoids as a pre-made species of the Giants. I have a lot of these tropes in my pre-made species list.

For ascension, I do only 1 step of the synth path, and go up to cyborg. Never all the way.

I use only mass driver weapons, never energy weapons, no matter the foe. Only artillery, wherever possible. I make one exception with Titans, but I resent the lack of a projectile Titan weapon, Elvish forest fairy energy weapons offend me.

I focus on being completely inpenetrable and weathering out the universe itself, in my little corner :)
 
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IanReSc

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Thanks for the input.
I think one of my problems is that I always end up conquering more systems, because the AI steals habitable planets from me and refuse to hadn them over.
 

Lykus Cerebros

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Refuge of Jeff

Portrait: Jeff

Origin: Mechanist

Ethics: Pacifist, Xenophobe, Materialist

Civics: Inward Perfection, Memorialist

Story:
Some Jeffs escaped the necrophage takeover of their homeworld. They found a new planet to live on and created robots to deal with the labour shortage. They grew xenophobic and isolationist for obvious reasons.
The idea is to not give the robots any rights, incite an uprising later and then exterminate all Jeff's. I like the idea of them making basically the same mistake twice.
 
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MateuszS

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Gamers: IP + Pleasure Seekers. "Leave us alone, we want to play games!". 100% internal development.

For less isolationist build, try eco-friendly shared burdens spiritualist Void Dvellers. Screw everyone else by pursuing Ecological Protection, Divinity of Life and Greater Good. You may even swap regular authority for corporate one with gospel of masses.

Aaand there's also evil corp: fmat authoritarian mechanist with corporate hedonism and masterraft inc.
 
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IanReSc

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So, I ended up playing a Megacrop and everyone around me also happened to be one. WHy is the game like that? That sucks :D I can't build an office anywhere, because either there is already one or they are corps.

So, another appraoch it is. Probably some eradicator thing to punish the previous game for disobeying me.
 
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Tsavong

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Yeah , something like that always happens. Wanted to play a peaceful game yesterday and of course started next to a genocidal .those starts as pacifist tend to have more war in it then my games as xenophobe militarists ...
 

Dr. B

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Pacifism is no good, you have to expand out of fear of being boxed in.

No my friend, do as I do and play Militarist Xenophobes. Then you can play nice and slow, with nooo pressure about having to expand this or that way. You can simply stay put and do your own thing until some inferior alien genetic misunderstanding "civilization" annoys you too much, and then annihilate them at your leisure.
 

Lykus Cerebros

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So, I ended up playing a Megacrop and everyone around me also happened to be one. WHy is the game like that? That sucks :D I can't build an office anywhere, because either there is already one or they are corps.

So, another appraoch it is. Probably some eradicator thing to punish the previous game for disobeying me.
Yeah the game intends to challenge you. Meaning it will spawn other megacorps nearby.


A workaround is starting as a normal empire and then transforming into a megacorp later.
 
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