Recommend your custom races for 2.2.1 (mine offered)

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Zenopath

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Hi, as per title, this thread is for recommending custom races with summery of why you recommend it.

So traits:
Core:
Nomadic (Generate free population out of thin air, get faster colony development, must have)
Enduring (Very important for your dictator and leaders to last long enough for techs and tradition picks to kick in and keep em going, rebuilding leaders when they all start dying of old age is a massive pain)

Optional:
Repulsive (with priests you end up with a lot of extra amenities so this doesnt actually hurt you much)
Traditional (even more unity, stacks with the spiritualist +10 and exalted priesthood to give you an amazing 4.8 unity per priest)
Communal (helps you keep enough housing for your pop, which reduces the number of city districts you need early game, which is important because each district is equal to a star system for empire size, and in late game, lets you stack higher max population on your worlds)

Ethics:
Fanatic Authoritarian (the +10% worker output and +1 monthly influence are great, but even better, is stratified economy, which dramatically reduces your consumer good consumption.)
Spiritualist (Requirement for Exalted Priesthood and unlocks priests. Priests replace culture workers and are so much better. With EP civic, they generate 4 unity, 2 social research, and 5 amenities as compared to a culture worker´s sad 2 society 3 unity, which is especially impressive considering they both consume 2 consumer goods to do so. Also, robots are pretty weak in 2.2.1, so you dont lose much by losing them.)

Optional:
You can give up a lvl of Authoritarian for lvl 1 Xenophobe. So lvl 1 in spiritual, authoritarian, and xenophobe. You trade +5% worker and .5 influence per month for -20% starbase influence costs, +10% growth and a population that is a lot chiller with enslaving aliens. Main downside is you can´t get other races to like you, but depending on playstyle, that is not much of a handicap. Also opens up the option of oligarchic government, which has some advantages over dictator.

Civics:
Exalted Priesthood (if you plan on using spiritualist you might as well get this civic, for the free unity, but also High priests lets you trade 3 amenities to 2 unity in every world for free, as they replace an administrator.)
Efficient Bureaucracy (This civic is actually widely undervalued, people dont realize how effective it is. Just remember to pause your expansion at the administrative cap, getting the courtier network for the extra 20 as well, and optionally the imperial prerogative ascension for 30 more, which nets you 100 admin cap. At empire size 100 you sit and fill out your traditions, using your high unity output from your Exalted priests, then when you get the 3rd civic tech, you should go ahead and drop this perk, get something like Mining guild and Cut throat Politics, then start expanding like crazy with all the influence and alloys you´ve saved up and the Interstellar dominion ascension perk)

You will need to pick dictatorship for government type with Exalted Priesthood and Fanatic Authoritarian to work, since your dictator is also enduring, consider restarting a few times until your ruler get traits and agenda that you are happy with.
 
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AlknicTeos

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My base race is:
  • intelligent ( 10% more pop research )
  • quick learners ( 25% more leader xp )
  • enduring ( 20 leader y )
and the bad stuff for the needed trait points
  • Sedentary ( 25% less imigration speed ( imigration is a joke as long as you dont have a planet with massive housing problems )
  • Wasteful ( 10% more consumer goods need )
then I get Engineered Evolution and remove the bad stuff and replace it with
  • Communal ( 10% less housing need )
  • and in this game I havent waited for the 1 extra trait point .. so took natural socialists ( 15% society research from jobs ) instead of Rapid Breeders ( 10% more pop growth )
  • this failure can't be redone as i did, cause i took the red wire and got Social Pheromones ( 5% less housing need )
Ethics:
  • Xenophobe - purge them all .... it's easier to manage
  • Militarist - 10% ship fire rate
  • Authorithian - allows stratified economy, for the first 75-100y until you produce large amounts of consumer goods on arcology worlds, but therefor the little unhappy worker get from the ethics 5 % more job output, and yes the 0.5 influence is also nice
Civics:
  • eff bureaucy: 20 admin cap is always nice
  • byzantine bureaucy : imho really strong. reduces housing and amenties by 10% each ( all together i have now 25% less housing need ;) ), then you get the bureaucratic complex as building with 2 administrators which produce unity and amenties. So basically I never build other amenties building on planets, except on arcologies.
  • police state : 5 stab and enforcer produce 1 unity
gov : oligarchic - the most democratic possible form of gov ;) , and no, corporations aren't democratic ;) .
Still I always want another coporate civ, that builds branches in my worlds .... In my last game I cheated a little. I have vassalized a corporate civ, then integrated, and when I wanted to release them, but in smaller even with the "correct" main race they always start with my ethics and gov, so i switched to their tag, changed to corporate, switched back, feeded them some energy and minerals, and now they spread their branches in my empire. They can only spread with economical pact or federation
 

Muramas

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Comie Space farmer

Traits:
-Agrarian (food)
-Ingenious (energy)
-Fleeting
-Deviants

Government:
-Authoritarian
-Pacifist
-Xenophobe

Civics:
-Agrarian Idyll
-Inwardly perfection

Stratify your pops, Focus on building all food districts first then energy and ignore minerals. Sell all food on the market for a premium. Buy all minerals.

Attempt to quickly get the tradition that lowers market fee.

On each planet buy a food processor for extra +15% food, governor for +10%, your pops produce tons of happiness so around 10~20% and your base trait for +15%


Late game switch off inwardly perfection and have one of the strongest ecos in the game. This build is effected by market prices but inwardly perfection protects you from it.
 

Zenopath

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@Alknic Teos
I have played builds similar to yours and they work well, Military ethics took a bit of a Nerf in 2.2 though, imo, which is why I stopped using it, specifically, the militarist faction is way harder to please as taking supremacy tradition doesn't make them happy anymore. This compares poorly to authoritarians and spiritualists factions that are super easy to keep happy and both those ethics have better bonuses now than they used to, imo. I disagree with you on sedentary though, even if you dont take nomadic, which, i think you could replace with rapid breeders or just do without, sedentary has this effect of killing your migrating population mid-flight which is annoying. I havent bought the megacorp expansion yet, so can´t try byzantine, but it sounds OP. Might try that next, its also incompatible with Exalted Priesthood, which is probably why you didnt go spiritualist, that and the sweet cyborg ascension, I guess :p.

@Comie Space farmer
I agree the combination of -Agrarian Idyll -Inwardly perfection is extremely powerful, i just can´t handle the pacifist gamestyle, true that you can switch off pacifism later on, but it sort of nerfs you for having 1 less working civic. I might try this build out again, but my previous experience has sort of been that it leads to dull gameplay, lol. Hadn´t thought of trying to sell off excess food though, thats an interesting way to make those farmers really work for you.
 
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AlknicTeos

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@Alknic Teos
I have played builds similar to yours and they work well, Military ethics took a bit of a Nerf in 2.2 though, imo, which is why I stopped using it, specifically, the militarist faction is way harder to please as taking supremacist tradition doesn't make them happy anymore. This compares poorly to authoritarians and spiritualists factions that are super easy to keep happy and both those ethics have better bonuses now than they used to, imo. I disagree with you on sedentary though, even if you dont take nomadic, which, i think you could replace with rapid breeders or just do without, sedentary has this effect of killing your migrating population mid-flight which is annoying.
hm, maybe I will try spiriutal next game. Anyway I don't understand that mgiration pops die mid-flight ? do you mean -15% factor ? my emigration is practically everywhere 0 at begin, so no imigration somewhere else. you get only huge amount of emigration when housing needs aren't met. I believe 25 points for each one. So the end status of a finished planet is something about -3,-4,-5 housing and still jobs, as unemployed cause only little emigration. And at this point I've removed this trait
 
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Zenopath

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hm, maybe I will try spiriutal next game. Anyway I don't understand that mgiration pops die mid-flight ? do you mean -25% factor ? my emigration is practically everywhere 0 at begin, so no imigration somewhere else. you get only huge amount of emigration when housing needs aren't met. I believe 25 points for each one. So the end status of a finished planet is something about -3,-4,-5 housing and still jobs, as unemployed cause only little emigration. And at this point I've removed this trait

Up until you upgrade your ¨reassembled ship shelter¨ into a plantary admin building at pop 10, your colonies suffer a -50% population growth. To compensate, they get a big pull of immigration. Normally, for every unit of population gained by immigration, thats 1 unit of growth lost on a devolved world.

But with sedentary this immigration suffers -15% growth rate from sedentary, but, that -15% doesnt mean you have less immigrants, your developed colonies still lose same amount of people, rather, 15% of all immigrants just die. So you lose 1 unit of population growth on a developed world but only get 0.85 unit growth on destination. Conversely, nomadic gives you 15% extra population whenever someone moves from world to world, so lose 1 unit from one world, gain 1.15 unit on destination. I guess they just breed midflight, idk.

(edit) sedentary is really bad early game and pretty minor late game, if anything, you should be adding this drawback late game for the free point if you need it, rather than vice versa
 
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AlknicTeos

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Check your colonies how much imigration they got. I got in total on 94 planets one with -0.4 and the colonies get about 0.05 . and that's the whole emigration / imigration. yes, and now know what you meant with die. I know, that there are peope get lost. And emigration starts around 2400-2450, when the first planet are full developed. And then I have this trait already removed. And in the colonial phase, I resettle pops to the colonies, to get rid off the -50% growth modifier. And an arcology has with some jobs free, has a much higher input pull.
Check the numbers
 

Zenopath

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@Alknic Teos
Like i said, it matters more in early game. If you make a habit of resettling pops to fill your colonies, you wont get so many pops dying through sedentary growth losses, but you do end up spending more energy to move people around. I just think its a bad value for 1 point.
Fleeting or Deviants are probably less damaging if you plan to get rid of them later anyways. But its not a huge deal. i have actually reconsidered my build already just by tinkering around with the math of consumer benefits trade policy and think thrifty might be a better way to go than nomadic.
 

westamastaflash

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I played this and had no trouble on the lower difficulty levels. Leaders last forever and can yield some great bonuses as time goes by. Also a hyper-stable build after a few years I never had planets with less than 95% stability. Added police state and deep space black sites and managed 100% stability for that sweet 30% bonus.

The Covenant of Space Turtles

Ocean World
Dictatorial
Inward Perfection, Exalted Priesthood

Spiritual, Xenophobe, Pacifist

Venerable, Traditional, Talented, Slow Breeders, Nonadaptive
 

kolpo

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Am currently playing benevolent Syncretics

Holy Symbiotic Union

Fanatic egalitarian, spiritualistic

Main race: Elwans weak, deviant, Thrifty, Conservationist, Communal
Second race: Slosi Very Strong, Slow Learners
Civics: Syncretic Evolution, Mining Guilds
Utopian living standards for both races
Trade set to consumer goods
No refugees or immigration pacts(just want those 2 races)
 

AlknicTeos

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@Alknic Teos
Like i said, it matters more in early game. If you make a habit of resettling pops to fill your colonies, you wont get so many pops dying through sedentary growth losses, but you do end up spending more energy to move people around. I just think its a bad value for 1 point.
Fleeting or Deviants are probably less damaging if you plan to get rid of them later anyways. But its not a huge deal. i have actually reconsidered my build already just by tinkering around with the math of consumer benefits trade policy and think thrifty might be a better way to go than nomadic.
the energy cost for resettling are low, the 25% more cost is insignificant
I don't know exactly the result of deviants - I don't really know what it does in detail , but I guess it harms more
Fleeting can't be chosen as enduring ;) - I like enduring and with my trait to gain 25% more xp, and the edicts, and the techs, I believe you get 100% more leader xp, which allows lvl 10 scientists at begin and also governeurs reach lvl 8, need some extra leader span still.
 

Sayakus

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Synth evolution
Empire
Fanatic Materialist, Xenophile
Civics: Post Apocalyptic, Meritocracy and Feudal Society
Traits: Adaptive, Intelligent, Deviants and Fleeting (Once cyborgs or habi tech swap Adaptive for Thrifty)

This build allows You for planet rush, with some luck beeline robots to help with growth.
If You want to hold leaders until synth evo, use wasteful instead of fleeting.
Empire and Feudal Society can be swapped if You don't use vassals.