The standard militarist, the all-in militarist, and the religious strategy. I will discuss three Craver strategies here. With some of the changes in the patches, the diversity of optimal strategies has increased.
If there is a distant home system that will be difficult to conquer, you can simply destroy it unless it has suitable levels of protection. You can now choose to take important systems, and leave the rest.īuffs: Obliterators make supremacy victories easier. Importantly, systems will never rebel under autocracy, even with huge minus approval.īuffs: Consuming planets rather than having to conquer them means you can manage your system overcolonisation approval far more easily. The law slots will never increase however, and you cannot change government. This gives you two starting law slots, as well as the force law, making it as good as democracy in early game. This is important to know when trying to reduce the number of Cravers (so depletion) on your planets.Īutocracy: Cravers get their own government type – Autocracy. Two minor pops boosted, it will grow at a 2:1 ratio in favour of the minors. With two minor pop types it will also grow at a 1:1 ratio. With a booster on the Haroshems, it will grow at a 1:1 ratio. For example, with no boosters, a planet with a single Craver and Haroshem will grow at a 2:1 ratio respectively.
You can maintain a balance of Craver to non-Craver population by using luxury boosters in the population screen to double the growth rate of minor pops, or by maintaining more than one minor pop on a system. This trait also means Cravers grow twice as fast as any other population. If you move the Craver, the malus no longer takes effect, but nor do the FIDSI bonuses. To be clear, a planet with 1 Craver, and 10 non-Cravers will cause a -100 approval malus. Slave Drivers: This is your faction affinity, and it means that all non-Craver populations on planets with Cravers will produce 50% extra FIDSI, at the cost of -10 approval. This is a serious problem if your planets deplete too soon. Once depleted, a planet will only produce 50% FIDSI. The rate of depletion depends on the size of the planet, the number of Cravers on it, and the game speed, which can make faster game speeds a bit of a struggle if you get a bad start. For luxury resources it controls the number of types of resources.Depletion: Cravers will deplete planets per Craver population on planets. For strategic resources, it controls the total number of each resource in the galaxy. See planet probabilities for details.Ĭontrols the amount of strategic resources and luxury resources in the galaxy. See star system for details.Ĭontrols the average size of planets.
Younger galaxies tend to produce slightly more habitable planets but slightly fewer temples.Īdvanced settings Galaxy density SettingĬontrols the average number of cosmic strings per star.Īverage number of cosmic strings per starĬontrols the average number of wormholes between adjacent constellations.Īverage number of wormholes between adjacent constellationsĬonstellation distance Planets per system Ĭontrols the number of planets per system. This controls the number of players in the game.Īge controls which types of stars are more likely, which in turn affects the probability of planet types. One core constellation, surrounded by a ring of eight constellations One core constellation, surrounded by a ring of four constellations One core constellation, two constellations for each of 2 arms, up to two players per arm constellation One core constellation, two constellations for each of 4 arms, up to one player per arm constellation One core constellation, one constellation for each of 4 arms, up to two players per arm
One core constellation, two constellation for each of 8 arms, one player in core, up to one player per arm One core constellation, one constellation for each of 8 arms, up to one player per arm