While not the main part of teachers of the shroud, the research, and EC output is really helpful. There's no other better civics for normal empires. The build is in line with most Bio empire builds, masterful crafters, and meritocracy. Allright enough rambling, onto the build! You get 10% everything for the rest of the game, nearly 30 unity if you have shroud teachings and 0 crime if there's a criminal syndicate.Ĭombined with Masterful crafters and a few other good bonuses, this build gets powerful. Psi corps are only unlock-able when you have a level 3 capital so you will need to research that tech but when you do. Governors are also noteworthy but only give 5 stability and 10% unity from jobsīut the final, truly powerful thing about teachers of the shroud is Psi corps. The Psionic trait gives 10% damage and 15% evasion for ships, for research It's just a flat 10%. The leaders themselves add a lot of different buffs but what we focus on is the ships and research buffs. But what makes it better than PU is the leaders. Teachers of the shroud itself does not give much more than PU. It's basically like starting with Mind over matter, some leaders are psychic and your pops get the Psionic trait. Teachers of the Shroud is an unexpectedly amazing Origin. Today, we'll talk about 1, teachers of the shroud. Influence is the only resource in the whole game that never adapts to fit different paces of gameplay and can't be tinkered with, even in galaxy generation.With the new DLC for Stellaris, Overlord added 5 new origins. Sure, most megastructure no longers cost influence, and that's a huge relief, but now there's hyper relays and orbital rings that cost even more, relatively. Research agreements and trade pacts are something I do mainly for my dominant factions and sometimes for what they offer me, when they are particularly good.Įlections are never an option to spend influence on either. And even with such cost reductions, I'm forced to play xenophobe, authoritarian, fanatic militarist with lots of empires or genocidal.Īdding to that, GC and favors has never ever been something to be considered and, now that it costs influence, espionnage is the same. Interstellar Dominion, on the opposite, is an absolute necessity and is always the first or second AP I take (depending on how fast I get the first AP). It gives very little buffs compared to getting numerous planets through expansion or claims, even though I often play with few habitable worlds (0.5 or 0.25 most of the time). I actually NEVER build habitats (just once since 2.0, when void dwellers came out) and very rarely restore Ecumenopleis (and never take the perk), because I feel it's a huge waste of influence. I didn't get to try much of the shroudwalkers stuff as of now for the exact reasons Nerisande said : influence is dreadfully hard to get when playing any kind of non-sluggish empire, once you get experienced enough. AIs are spamming me with NAP requests for decades and I'm forced to witness this spam because I can't afford losing 0.25 precious mana per month. Very limited sources of getting it punishes fast science/tradition/economic development, while the small influence cap is punishing players, who play with increased tech/tradition cost or just develop their economy slowly.ģ commercial pacts and 1 research pact, lol. So why the infuence overall is bad mechanic. There is a lot of people, who plays better than me and they will struggle with influence even more. That someone will have twice more mana (because it doesn't scale as literally every other resource in this game) and will have quite less problems with it. I've got hyper relays and habitats techs in 2240, orbital rings in 2260, ecumenopoli AP in 2264 and mega-engineering in 2280.Īnd I know that for someone it will take twice more time to reach the same technological and industrial level. If we return to the original topic, this means that next time I should forget about shroudwalker coven because it delayed another stuff for something like a decade. All previous influence was spent to outposts, hyper relays, shroudwalker roulette, for one habitat and for one mercenary enclave. And within 1 month I'll finish 4th tradition tree, which means that I should have 200 more influence to turn my capital into ecumenopolis. Upgrade, of course, requires influence, as most of Overlord features. I don't even mention that T1 ring is quite useless for boosting planetary production. But the mana income (+3.95, that isn't so bad) says that I can build only one. That means that I can build something like two orbital rings per year. but my abilities are very limited because of mana.įor example, in 2263.12.09 my alloy income was +192. I got enough science and resources to build hyper relays in every system and build ring on every planet, turn the half of them into ecumenopoli.
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