Shipyard Trick with Benevolent Synthetic Races

Start nice. Become evil.

Ok, so one of the major problems with the Yor is slow population growth early game.  So the idea is this:

1.  Be Benevolent initially, and beeline for the tier III bonus that grants automatic 5 population upon colonization.  

2.  Build your shipyards with constructors and PLACE YOUR SHIPYARDS SUFFICIENTLY FAR AWAY FROM YOUR COLONIES so that when they build a colony,  your colony won't provide any population points to it (key idea! When the shipyards are close your colony automatically provides 0.5 pop at min).  

3.  Then colonize worlds with your 0 population colony ships.  Because of the tier III bonus from Benevolence, your colonies automatically start with 5 pop.  

4. Then get Malevolence ideology afterwards for your production bonuses.  

With this trick you won't need to assemble population for a long time.  5 pop is decent eary-mid game.   

 

You start benevolent and kind.  Then become evil.  

6,587 views 3 replies
Reply #1 Top

..... i dont know where you get slow population growth

i colonize the second planet in my solar system

rush buy a sensor ship turn 1 and 2x factorys

adjust the spending to 100% manufacturing

build a second factory on each planet and then churn out assembly projects and colonizers in no time 

i do have the prolific trait which doubles the pop i send on ships but by the time you get your benevolent perk (6-7 additional planets) im churning out a fully loaded colonizer every other turn

Reply #2 Top

i started a new game to test and write my plane

turn 1

colonize the second planet in my solar system

rush buy a sensor ship turn 1 and 2x factorys

adjust the spending to 100% manufacturing

set research to collective manufacturing ( not that it matters with 0 funds going to research)

 

turn 2

rush buy 2 more factory's

start building first colonizer (list time 5 turns)

 

turn 3

start building 2 more factorys

 

turn 5

finished factory on home planet building another

 

turn 6

finished factory on second planet no more tiles left started repeating assembly list time is 8 turns


turn 7

first colonizer built

added 3 cheap constructors to ship que 3 turns each

kept building manufacturing on home planet

 

turn 8 

unfortunate genius got collective manufacturing

 

turn 10

first constructor economic starbase covering both planets

settled second world chose malevolent (research)


turn 12

got second constructor


turn 14 

placed second starbase overlapping 1st 2 worlds

got third constructor

started building colonizers (4 turns each)


turn 17 built second colonizer

adjusted planetary spending to complet upgrades

colonizer moved down to 5 turns each


turn 21

completed 3rd colonizer


turn 22

colonized 3rd extra planet (research)


turn 24

completed 4th colonizer .... i cant see any more worlds to colonize atm oh wel send it to explore tell my scout ship to stop hugging the map edge

colonizers now listed as every 2 turns need to slow them down a bit (partly because there are no worlds to colonize)

 

turn 28

completed 5th colonizer

adjusted spending on home world and second world

colonizer completes every second turn

assembly project completes every second turn on home world

assembly project completes every third turn on second world

 

 

 

across the next 6 turns i will complete 3 colonizers which will be filled with 3 pop each

and 5 assembly projects across my home world and second world leaving me with 1 extra pop per 10 turns 

Reply #3 Top

Turn 1: Colonize neighboring world.  Pragamtism 3 constructor ship ideology.

Upgrade constructor ships to colony ships.  

Turn 2-7: Colonize neighboring worlds.  Gain Benevolence ideology and 1 free colony ship.  

5 colonies by turn 7.  With "Colonizer" super trait, every colony is connected to a shipyard.

Turn 8-14: Spam out 5 more colony ships with minimal population.  Key idea: colonize worlds to get Benevolence Level 3, free 5 population ideology trait. 

Turn 15 onwards: Spam colony ships indefinitely with zero population each by reassigning shipyards around so that when you produce a colony ship, the colony ship is produce with ZERO population (that way you're not taking away population from your low population colonies).  To minimize decay, reassign on the turn before ship is actually built (a lot of micro).

For more production, consider using the Thalan Tech tree with "Hives" which guarantees 4 production in each of your colony regardless of population.  Your first 10 colonies are going to have very low pop especially if you're synthetic.