I'll try to keep this list up as I'm able, adding new things as I discover them or people post them. If credit isn't given, it's something I added myself.
- Shift-clicking when giving orders adds that order to a queue, so you won't interrupt what you're doing. Ctrl-shift-clicking adds the order to the top of the pile, so they'll go do the new things first and then resume the queue.
- Leaders can teleport between ships almost instantaneously (10 days travel time IIRC) so keep your leaders busy by moving empty ships to the destination and then teleport the leader over. This is especially useful for swapping in a scientist with Carefree (+33% anomaly research speed) to speed up anomaly investigations. (Credit: sillyrobot)
- You can start a game as Life Seeded with Sol system and always have 2-3 guaranteed Gaias in the immediate systems. [Note from Tyro: This is an acknowledged bug, but works as of 2.2] (Credit: Etrutian)
- This may be extremely basic, but I think it's worth mentioning that the tutorial doesn't actually tell you that you need to land armies to take a planet. New players beware! (Credit: Thinkamancer)
- Assorted observations, mostly on specialization:
-Ecumenopoleis [yes, that is the proper Greek plural, though in English ecumenopoli and ecumenopolises are also correct -Tyro] are far more efficient at producing alloys/cgs than the respective buildings.
-Two size ten ecus produce more advanced resources than a 50/50 size 20, because of specialization.
-Strategic resource extractors on a refinery world don't get the bonus to production. You are better off making a world without special resources into a refinery, to not use slots for extractors.
-Advanced buildings should only replace the basic ones if you run out of slots.
-Once you have enough planets/resources to do it, you're better off moving the production of a resource (including working pops) to one specialized planet. Careful not to lose it, though.
-If you go heavy on specialization, remember that the capital and habitats don't get specced. [Note from Tyro: You can move your capital for a flat Influence cost; the button is in the top right of the planet view]
-If your ethics allow it, a large poor world can be a good place for a great number of livestock pops. Keep an eye on stability.
-Event ships generally don't suppress piracy, but don't cost maintenance. [Note from Tyro: You also can't upgrade them, so they aren't very useful long term. I generally disband them, but they can handle minor nuisances without taking your corvettes off pirate patrol, & they can make good cannon fodder to soften up a tough target.]
- You absolutely need an upgraded starbase in your capital system to collect any trade.
- Only trade routes, not trade collection, generate piracy.
- Pirates never spawn in systems with an upgraded starbase.
- Alternatively, having a gateway in every collecting system guarantees 0 piracy, because the routes go through them. Should at least be done for extreme value end-game routes.
- Habitats have been nerfed in 2.2, but get great additional use as a place to build fortresses on, raising naval cap and securing systems.
(all credit: Thinkamancer) - Trade Value & Amenities aren't counted as resources, so for example bonuses to "worker resource production" (rural world) won't help Clerks, even though they're Worker stratum. Unity *is* a resource in this sense, however.
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