They can also be used to establish control over strategic resources although you might not currently have the technology to exploit them. For example, establishing control at a chokepoint or system with a strategic resource may be more vital to your empire’s overall strategy than worrying about the loss of 1 energy credit per month.Ī good use for outposts is to block opponents and to control habitable planets. Building an outpost in a system with at least 2 energy is a fair tradeoff since the net gain will be 1 but that’s not always possible. Building an outpost will require 1 energy credit per month for upkeep. Most empires start out with a steady income of 3 per month. Influence is needed to build frontier outposts, which is how an empire expands. Maintain at least a +2 in influence income. Read More: Is the Razer Viper 8K mouse worth it? Read the review on this website. They don’t have to be fulfilled but they will usually provide huge bonuses in Unity.ĭuring the early game, at least for the first 50 years, also construct buildings that focus on civilian industries like consumer goods to help offset the steep upkeep costs of your pops. Depending on what type of leader comes into power, they may demand things like building a set amount of mineral mining stations. If your empire has leader mandates pay attention to them. This will help you build up stockpiles so you can handle those unforeseen spikes in energy and mineral costs. Try to keep your energy income at +15 and minerals at +25 per month. Not only does this help a new colony world grow but it can also reduce overpopulation problems on older, more established worlds. This decision is at the planetary level and costs 1,000 food to enact, so make sure you have enough food stockpiled in your empire to cover it.Īnother option for newly established colonies is to resettle pops there. Keep factions and pops happy to avoid civil unrest and to prevent wasting building space on Precinct Houses.Īt the start of a game and for most new colony words you’ll want to enact the “Encourage Growth” decision. Planetary districts are limited and you can sometimes be rewarded with bonuses if a planet specializes in something, like energy or minerals. Of course, if you have a lot of room for mineral districts on a planet and very few energy, you should build those at that planet instead.
Build as many generator districts as feasible and if you have the pops to support it. Although you will get a lower sell price versus a buy price the trade-off is almost always worth it if your empire’s growth is being hampered by an energy credit shortage.Īs previously mentioned, energy is usually the biggest shortage for a rapidly expanding empire.
For a regular empire energy always seems to be at a premium so building up your mineral stockpile is a good idea.
When it becomes available use The Galactic Market to sell surplus goods so you can buy other resources to make up for a deficit, like selling minerals so you can buy energy credits. These are the basic resources that get your fledgling empire growing. On the other hand, if you have unemployed pops, then build what’s needed, usually districts for workers and buildings for specialists.įocus on minerals and energy at the beginning of a game. They use up energy as upkeep costs and won’t give any benefits or may contribute to a resource that you don’t need more of. Especially in the early game it’s best to build mining stations instead of mineral related buildings since they don’t require pops.Īlso, don’t build districts or buildings you don’t need. Don’t build structures that require pops to work them that you don’t have, the buildings will remain idle until the colony produces enough pops to work them. Invest your resources, such as minerals, wisely. Don’t let yourself become an easy target. Build up your Military to at least match any neighboring AI’s military strength.Use diplomacy to make friends so you can pick and choose your fights.Place a modest fleet nearby to provide assistance if needed. Position your strongest starbases at chokepoints.When at war take out enemy starbases first, it reduces his capacity for building ships and gives you a forward base to repair your ships.Assign an Admiral to your fleet ASAP so the Admiral can start gaining experience points.Pay attention to your Scientist’s talents, match projects to his or her skills.You’ll need it to build outposts for expansion. These are the basic resources you’ll need most. Focus on minerals and energy at the beginning of a game.