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AlanC9

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Are holotheaters actually worth it? A couple percent doesn't strike me as being worth the slot.
 

TheDungen

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gene clinic and the job efficiency increase one for what that world mainly produces, I usually go with districts before buildings though. Unless I for some reason need a building.
 

ComradeIan

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I have terrible OCD so all my planets have to have the same. Latest run though with a spiritualist megacorp has gene clinic, temple, authcthon monument (can't recall what it's renamed to). Love me some unity!
 

Hecktor

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Farm and Mineraldistricts in that order (no generatordistricts - they are not worth it). Always Geneclinic, monument and commercial building. I change my trade policy to 0.5 credits and 0.15 unity. Later i go for 0.5 credits and 0.25 consumer goods (After a certain amount of ascencion percs unlocked). I pick labs over alloy foundries. Depends on gamestate.

Starbases always to cover all trade income in an intelligent way. Means 2-3 tradehub only starbases to cover my empire and inbetween naval-starbases to my capital.

I dont see a point in early wars conquering with the current system. +2 admincap on each system is pretty high if you consider just +2 resources in those system. This has to be adjusted before i consider playing wide again.
 

Apophenia

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Are holotheaters actually worth it? A couple percent doesn't strike me as being worth the slot.

20 amenities and 4 unity can be good. Especially for worlds with low amounts of city districts since you don't have the extra clerk jobs. Plus they get prioritized since they are specialist jobs so you don't have to worry about your clerks changing to miners and messing up your amenities.
 

redharo

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Farm and Mineraldistricts in that order (no generatordistricts - they are not worth it). Always Geneclinic, monument and commercial building. I change my trade policy to 0.5 credits and 0.15 unity. Later i go for 0.5 credits and 0.25 consumer goods (After a certain amount of ascencion percs unlocked). I pick labs over alloy foundries. Depends on gamestate.

Starbases always to cover all trade income in an intelligent way. Means 2-3 tradehub only starbases to cover my empire and inbetween naval-starbases to my capital.

I dont see a point in early wars conquering with the current system. +2 admincap on each system is pretty high if you consider just +2 resources in those system. This has to be adjusted before i consider playing wide again.
You've been missing out, if you think early wars is not viable. Its literally the meta. The meta build is:
fan militarist/xenophobe, distinguished admirality, life-seeded.

3 alloys, Supremacy tradition, nihilistic aquisition. Demand tribute on the first weak person you see. If declined, claim capital and go to war for tributization. If accepted, pick on the next weakest one.

Rinse and repeat and snowball until the whole galaxy is conquered and/or tributized.

If they rebel, its great for you, because you get free claims on all their systems, and don't have to waste influence.
 
Last edited:

TurtleShroom

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* Pulls up chair and sits on it backwards, tips back cowboy hat, spits into spittoon *

Ah'ight boy, let me tell ya'll how I get goin' in "Stell-arr-ruhs"*.

  1. When ya lay down yer first colony, ya'll 'gotta start with a Gene Clinic. You c'ain't get the jobs a-runnin' without folks to run 'em. That there twenty per-see-ent boost's critical to the expansion of a new home. You'll reap the benefits immediately, 'cause ya Pop growth will be exponential. Couple that with some good eatin' (I always choose me some good "Nutritional Plentitude" at the start of any game) and enact the food giveaway Planet Decision.
  2. If you got that old time religion, the next buildin' ya'll are gone need is a Temple. This may seem odd, but Temples are actually real good at givin' Amenities, which will free up buildin' slots down the road and provide gov'mint loyalty and Ethics Attraction. You don't ever need no Theater. All Amenities should be spawned through other buildin's. Non-religious Em-pars* can build them Autochlthon Monuments or Corporate Cul-chuh Offices instead, and get both Amenities
  3. Lastly, ya'll will need to get more resources to increase self-sufficiency on a newfound planet. I recommend dedicatin' the third slot to either Civilian Factories, Alloy Forges, or Robot Assembly Yards. If Rare Resources are to be found, build special Rare Resource Buildin's instead. If ya'll play wide, like this space cowboy does, you will be thankful ya did down the road. From there specialize based on the needs of your planet.
That's 'bout it. Do this and ya'll wil lbe on yer way to a better fu-chuh and intergalactic dominance.

Happy trails.




* = With my accent, I actually pronounce it like this.
 

AmpsterMan

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Robot Factory, Autocthon, Holo building. No matter the specialty, I need amenities, unity, and cheap labor.

I want to experiment with luxury residences, but I'm not really sure where or how I should use those, tbh.
 

Slynx

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as a spiritualist megacorp - Temple, Alloy (replace consumer good building) and either Alloy or Monument.
as materialist(and probably anyone other) - switch temple to research lab