So what broken new Empires have you come up with?

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The5lacker

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Does it? I could have swore I researched it.

Oh, my bad. Did I not know how to play the content before I had a chance to experience the content?
I mean you should be able to do some basic cause-and-effect reasoning. "If I set my leaders to -80 lifespan, it might make my game a bit difficult."
 
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Dementor4

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Does it? I could have swore I researched it.

Oh, my bad. Did I not know how to play the content before I had a chance to experience the content?
It's not hidden stuff that tripped you up, bro. -50 years to a species lifespan does exactly what it says on the box. "I will have to replace my leaders far too often to be practical" was the logical consequence of this. Plenty of other people saw the description of the origin and came to this conclusion weeks ago without ever touching the game.

I have no issue with game developers designing a game with certain expectations about the player. Basic math and the ability to think ahead exactly one step feels like a really low bar to me
 
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Quinzal

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I've been busy the past few days, but one that I really want to try is Subterranean + Incubators(?) + Charismatic + Radiotrophic + Relentless Industrialists + Master Crafters. The combination sounds completely broken.

The way I see it going is:
  • Subterranean will give easier minerals to offset the Industrial District stacking
  • Incubators will cover the pop-growth issues until I unlock robots
  • Master Crafters will help cover the upkeep for everything, especially when I start selling the overabundance of Consumer Goods I'll likely have
  • When my worlds start becoming Tomb Worlds, Subterranean will bottom out the habitability higher, and Charismatic and Radiotrophic will lessen the blow from what I do lose
So it's endless Alloys and Consumer Goods, in an empire of excessively wealthy Tomb Worlds.

I feel like I'm still missing something, but I guess I won't know until I try it out. Might need to switch off to Post-Apoc if the habitability maluses are still too much.

EDIT: Nope, Subterranean wasn't enough, and it's Pop Growth malus combined with RI's is a bit much. Post-Apoc it is.
 
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DYNIA

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- fanatic xenophobe
-materialist

-pre-planned growth
- aquatic
- inteligent
- any -1 traint
- Unruly

-Meritocracy
-Masterful Crafters
-3rd Mining Guilds

Oligarchic goverment for 10% bufs every 20 years

for 1st tradition we pick discavery 1st for +10% Research speed and +1 Research alternatives and Technological Ascendancy for 1st perk

we got that way insane pop growth speed and research speed + faster terraforming tech from aquatic and faster robot research for robots from materialist

 
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Hunnuli

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So just for fun I threw together a Lithoid Overtuned. Excessive Endurance. Even with an arctic start desert planets are 100% habitable. Nice. I also just really doubled down on the mining theme. Dedicated Miner, Industrious, Mining Guilds, and Relentless Industrialists. I'll live everywhere and tirelessly stripmine everything to the bones. Sadly Megacorp doesn't have a Mining Guilds equivalent so I am not a Megacorp, though I suppose I could have gone with Mastercraft(certianly would be the more powerful option).

I have more minerals than I know what to do with.
 

Dementor4

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I added the noxious trait to my subterranean terravore crisis rush. The extra army strength is tight, since I don't build fleets early and rely entirely on being uninvadable for defense. I have 80% habitability on all my planets even when I've eaten them down to nubs. The strategy is to rush colonize a bunch of planets early on, spam unity structures to rush to the crisis perk, eat every planet down to ALMOST nothing, then complete eating the planets right as soon as I get the perk, which counts toward my menace and gets me menacing corvettes right away.

From there it's a matter of taking my absurd mineral production and mass producing menacing corvettes WAY before the galaxy is ready to handle it. Eat all the planets, get all the menace, eat the stars, then eat reality.
 
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Slaughter

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That would be the OPPOSITE of Overtuned's flavor text. :p
Overtune your species to have INCREASED lifespan at the cost of DECREASED lifespan! Uhhhhhh...

Wait, I think it could work: Just make the random chance of death with age higher. So your overtuned leader will live longer... unless he unlucks out and his modifications kill him.
 
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The5lacker

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Is it possible to use those overturned traits on the sync evolution origin? Stack servant species with overtuned traits and main species without them to produce leaders?
Overtuned is an Origin, and Syncretic Evolution is an Origin, so... no.
 
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klopkr

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I am disappointed there is no overtuned trait to add leader lifespan while diminishing something else, or increasing pop upkeep.
It would be fun if it made the pops stupid so they're kinda like zombie later in life.