Job Recruitment Website - Ranking of immigration countries - Space immigrant land

Space immigrant land

Personally, I think that although the eight original factions of the game have their own characteristics, everyone's style of play is definitely different. Personally, it is impossible to set the ability of the original faction of the game 100% to suit your own gameplay. Of course, you can also change some of your own game ideas to adapt to the original faction's ability combination, but with a custom faction, I prefer to let the faction change its ability to adapt to my own gameplay.

Regarding the difficulty of the game, all the places not specifically mentioned in this article default to endless difficulty.

First of all, I think the central content of this game is climbing technology, and faster and better development, expansion, fighting and so on are inseparable from the improvement of technology, so my custom feature combination is as follows: (1) I usually play small and medium-sized maps, and the number of empires does not exceed six. If it is bigger, it will prolong the game time. Personally, I don't like it. I won't limit the conditions for victory, but they are all ticked. It doesn't matter that pirates are dispensable)

Affinity chooses Sophie affinity.

Eternal War-10 cannot stop fighting with other factions.

Let's start with the 3/3-10-15% efficiency of all spacecraft defense modules.

Isolationists-every 3- 1 trade route

Careless surgeon 2/2 -6 Medical expenses after hero's injury +50%

The powerless warrior 2/2 -6-10 defends every galaxy.

Stardust Loss 2/2 -4 Heroes spend +50% on skills that require stardust.

Optimism 2/2 15 all galaxies +20 satisfaction

Builders spend 3/3, 24-30% on industrial improvement on the Empire.

Scientists have 3/3, 30+30% technology in all galaxies.

Merchant 2/3 of all galaxies have 20 +20% stardust (this is not entirely because 10% is more than 15, which is not cost-effective).

(Actually, I think the above is very good, but there are still 15 points to spend. After careful consideration, I chose the following two. )

Devastator 1/2 10 -25% of the weapon module cost.

Magician 1/2 5 -20% of the cost of defense module and support module (this can also be changed to 5+1 spacecraft speed of the same value).

Let's talk about why I want this combination first.

Those negative effects are just for extra points. I have considered the final choice many times, but I don't think it has much impact.

Although you can't stop fighting, it will only take effect if you fight with others. It doesn't matter whether you go to war or not, it's multi-valued 10.

-15% of the efficiency of all spacecraft defense modules will not take effect until you fight others. Most rounds have no effect at all, and the initial spacecraft can be designed without a defense module, which will not affect your battle at all. When the hero level of the fleet is slightly improved, the defense attribute will easily offset this 15%, 10 point.

-1 trade route depends on personal preference. It's only 3 o'clock. If you like trade, don't click this function. I like to talk with my fists, and I'm too lazy to waste my research points on trade technology.

Hero injured +50% medical expenses, I won't let it happen. Six o'clock is worth it.

-10 defense actually 10 defense is dispensable after the first 10 20 rounds, 6 points, value.

It doesn't matter if the hero uses some skills to increase the cost. It means that if he needs to use stardust-consuming skills to win a war without losing it, he will lose miserably. Generally speaking, this kind of situation will not happen to me, and this 4 points is worth it.

It is worthwhile to exchange these negative characteristics that don't affect you at all in most game time for more advantages that run through the whole game process.

All galaxies are satisfied with +20. I believe most players didn't choose this function when they customized it, right? Try to make every galaxy happy (crazy) and produce the highest output of grain, industry, science and technology and stardust, which is basically what we should strive to do every round.

+30% technology, I believe that few people will not choose this, unless the map is small and the number of empires is large, those who want to compete for territory from the beginning will consider giving up this feature.

-30% of the industrial upgrading cost will work most of the time, especially the +20 industrial site without heroes in the early stage, which is equivalent to saving 30% of the number of construction rounds, leading step by step, which is quite useful. Even if there are one or two, two or three butlers in the later stage, the number of galaxies will definitely far exceed the number of butlers. Especially when the +40 technology per galaxy, +20% technology per galaxy, fanaticism +20% technology per galaxy (this technology is unique to Sauvant) and colonial power are just developed, all galaxies need to be improved immediately, and you will find how useful this is.

Each galaxy +20% stardust actually has an optional feature of increasing stardust, that is, each galaxy generates an extra 1 stardust per population. Theoretically, when the population is not full, it seems that it is more realistic to add 1 stardust per population, and some planetary species do not produce stardust or have low output. How can there be a fixed+65,438+per population growth percentage? But because of the reasons between the expansion and the satisfaction, in fact, more than 95% of our rounds are definitely lowering the tax rate to improve the satisfaction and increase the output of the galaxy. If the characteristic of+1 stardust output per population is selected, if the tax rate is set at 30%, then each population will only increase by 0.3 stardust, and only increase by 65,438 when the tax rate is 100%. In the middle and late stage, I usually keep the tax rate of 5% (most of the galaxy industries are converted into stardust), because the tax reduction of Sophine will increase the percentage of the total output of science and technology. If the tax rate is 5%, the characteristic effect of choosing extra output per population 1 stardust is only 0.05 stardust per population, and 20% more stardust equals 20% more tax. This feature is equivalent to 20% more tax for other races, which makes you less painful to reduce taxes to maintain your satisfaction (negative growth of stardust), while it is 20% more for Sofen (assuming that the imperial stardust is close to negative growth when your tax rate is set at 25%, it can be reduced to 5% after choosing this feature. Since Sofen feature is selected, it is necessary to reduce taxes as much as possible to increase the percentage of total scientific and technological output and the tax of 5%.

In fact, after completing these customized functions, it is no longer challenging for individuals to feel endless difficulties.

Let me talk about another warning.

1. To start the construction of galaxies, we must choose the development of galaxies-transform the soil (at least the three parent star races of earth, forest and ocean, which I think must be the case), and use the above characteristics to complete the construction in four rounds. Sofen's home planet is the earth, and the output of four resources on the earth is relatively good, and food development has the highest bonus to the earth. If the first science and technology studies alien soil botany (that is, the upgrade of food development in the development of galaxies), Sofen affinity took advantage of my above characteristics and came out in the third round. The grain output has directly changed from 3 per population to 7 per population (the change itself is +2 per population, and the earth is +2 more), so the population growth is extremely fast. Whether emigrating to other planets in the same galaxy or building an immigrant spaceship, the population will not be delayed, and it is more cost-effective than the development of the other three galaxies. The earth is rich in four kinds of resources, and each population increase will add three grains (the grain research and development after the 1 technical upgrade is seven grains), two industries, four stardust and two technologies. No matter whether you choose industry, science and technology or stardust transformation, the total income can't catch up with grain transformation in any case, and if you immigrate to another planet in the same galaxy, you can choose grain transformation first, and then switch to the type of resources you want to develop when the population is full. This is the best plan. Of course, there are always exceptions. For example, to produce spacecraft, it is necessary to carry out industrial transformation and choose suitable galaxies (the planet itself has high industrial output, and it is best to have industrial transformation)

2. About building queues, for example, you are building an improvement project with four rounds left in Galaxy. At this time, you suddenly need to build other projects or build a spaceship. The correct way is to click on the project or spacecraft you want to build, make it enter the queue, and then drag it to the top of the queue. In this way, the things you are building before will not waste industrial sites, which may be known by most old birds, but some newcomers may not know, so it is a waste to directly click cancel the things under construction and build other things.

3. As for the hero upgrade, most of the time (except later), you can never stop building things in the galaxy where the hero is located. Of course, in the early and middle stages, your housekeeper will keep switching between galaxies to speed up the construction of necessary improvement projects, but there are always free times. At this time, other galaxies without heroes are of course turning to stardust or technology, but galaxies with heroes can't be so stupid. The experience a hero can gain in a galaxy is 1 per turn. If he builds something (improvement project, spaceship), he will have extra experience. If the industrial point of the Milky Way itself is not high, he can repeatedly transform the development projects of various planets in the Milky Way. For example, if all three planets in a galaxy emigrate, he can turn grain development into scientific and technological development, and scientific and technological development into grain development or stardust. In short, all the migrating planets have been rebuilt and the building queue is full. If the industry is high, you can consider building a spaceship, even if it is not needed, it will be destroyed, especially if it is built with a load of 400 in the later stage. Here's a trick. Don't design the spaceship you use to fight to upgrade the construction of the housekeeper hero. To redesign an empty spaceship, you must choose at least one component. Just choose the 1 armor with the lowest consumption in the industrial site.

4. At the beginning of the game, we must change the design of the three initial ships and add an engine with a speed of +2. It only takes a few industrial sites to build it, but changing the speed of the colonial ship from 4 to 6 is not a small gap, which allows you to colonize some distant galaxies several rounds in advance.