Traditional Culture Encyclopedia - Traditional customs - The group star war points 100 points of mind
The group star war points 100 points of mind
The following is the content:
Ideology: fanatical militarism + materialism
Political system: the Scientific Council
Traits selected +130 life expectancy
The opening three teams of ships in three directions to explore the road, and quickly discover other countries. For the first three you encounter, choose the third for communication method, and then just hang on to the enemy to earn influence. The later encountered, the communication method to choose the second, some countries can through the non-aggression pact to require him to pay tribute.
Open policy +10% full research efficiency, +10 moral disagreement, and sociology research subsidy (equivalent to focusing on sociology tech).
Prioritize mining, energy can last up to -3, save up ore to pop research ships, and prioritize building outposts in neighboring galaxies that are rich in minerals.
Resource balance and did not find a suitable colony planet on the rapid four research ships, it is best to recruit an archaeologist, in the event of abnormal weather can be deployed.
Then, you should lay colonies and outposts to expand your sphere of influence. It should be noted that the first colony planet is best to choose the continent, and more grids of high-quality planets.
Sociological research prioritizes technologies that remove obstacles and increase the variety of colonies. While the research ship is exploring the map, some quests will appear, but doing the quests will stop the related research, so the related techs that can be used quickly should wait until the research and development is completed first, such as solar panels.
Physics prioritize the research of +food and unlock +6 power station technology, engineering only research a weapon quickly rise to the second level, maintain about 300 combat power can beat most also off.
Then there is the tedious physical work, explore the map around to survey the galaxy. In addition about the early exploration, because the active avoidance, may be the vast majority of people will have encountered the research ship ran to a galaxy immediately back again. Here there are two options to increase efficiency, one is to turn off the research ship's active avoidance of enemy ships, and the other is to step on the route that the army has traveled without enemy ships, except for the Lost Empire, all the other AI declared war with reference to two values, namely, the relationship and the combat power. In order to conserve resources, it is recommended to expand the army only after every set of war technology is developed. By one set, I mean energy devices, weapons, and shields. Weapons and shields are only one kind in the early stage, and when they are out, you can upgrade the space station.
The focus of the star area is set to ore, and it doesn't matter if the star area or even the direct area has a negative energy gain, as long as the country as a whole has a negative gain within a manageable range. It's the same reason we prioritized mining in the beginning, because there were enough energy reserves that the power generation facilities were replenished before anything went wrong.
Lastly, let's talk about the war system, with allies, most of the allies' armies will follow you. Unless it gets to the Federation stage, where a few allies are too far away and they just gather in the other direction for a unified action to come. And on normal difficulty, the AI has very limited intelligence and always has two choices, go straight to your home planet or concentrate their forces on their home planet and wait for you. On the first day of playing, I've also run into AI jerks where a few ships were flying around, but that's rare now.
The advantage of picking Fanatical Militarism is that influence goes up fast, you can have all three grants on without compromising development, and with the +10 policy, you've got a 30% base bonus to research efficiency.
Technology lead in the case, coupled with the early expansion of fast even if the entire federation alone is very difficult to lose. It is important to note that the fleet and the army are separate, the fleet can beat the planet to 0 blood, but without sending the army can not occupy. And once the army occupies a planet, it can't get it back. It's hard to take a planet to 0 blood with low combat power in the early stages. It's just like the fortress system in eu4, the fortresses will automatically siege back if no one is around and no armies are stationed in the neighboring cities. So leaving a fleet to bombard a home planet gets you just as many war points, but that war score only comes into play if the enemy fleet is completely destroyed.
To summarize, there are two options for hitting 100 points in war, blockade all enemy planets at the same time or occupy part of them to blockade the rest.
Of course, land forces topping fortifications and garrisons against engagements is also an option, but it hurts the economy to fight that way upfront.
Well, the above is the content of this time, I hope to help players.
Groups of stars (Stellaris) integrated full DLC Collection Edition v1.6.1
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