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You’ll find that in diplomatic empires, as soon as you get your criminal office removed, a legit megacorp swoops in to establish a permanent branch office and you’re cut off from reestablishing your own.Īt this point, things will get a little more tense. If you’re a criminal megacorp, you want to target isolationist empires with your branch offices. First building in every branch should be the one that increases profits from the branch.
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If you’re a megacorp and you manage to ally with neighbours, establish commercial pacts asap and build branch offices primarily on their main planet. This is an easy ticket for a burst of insane expansion. This will really make any other empire think twice about attacking you, even if you have 0 fleets. I find the best strategy though is to form a defensive pact with a neighbour, especially if you’re a megacorp. Though this is still an economic boost, it’s much less worthwhile at this point than the 25% EC subsidiaries (megacorp vassals) give their overlord. This would be a considerable strategy for any empire ethics that are generally hated.Īddendum: Regular empires get 20% fleet cap instead, apparently, I just read. If you have scaling difficulty on, your neighbours will be weakling, dumping excess resources into the market and quickly gathering a fleet and a small army is easy at this point, it’s entirely possible to vassalize a neighbouring empire early on, which would give you a huge economical boost. This is a bit more touchy, there’s few different approaches you can take there. There is also a super neat policy… Not sure many players know about it. Try to go for techs that will boost your research even more, even indirectly, like pop growth or such. You just can’t get around research, mid-game economy doesn’t keep up without it. This is a common trait amongst all empires. You need as much research as you can get as early as you can, not to mention there is some benefits to being cutting edge. Maybe research tanks your early game economy, but it makes your mid to late game economy. Research, research, research, research, research. I will touch on trade route management in the mid-game section. Even massive patrols have problems dealing with that.
#STELLARIS APOCALYPSE CAPTURE STARBASE UPGRADE#
Eventually when you have 4500+ trade value circulating along your trade route, you will want to upgrade every starbase along the way. Also important to consider that any system that has an upgraded starbase has very reduced to no piracy. Try to lay down your trade starbases so they make the shortest and simplest path along your empire. This is especially important to consider early on as your trade routes can be a mess when you have 30+ starports. Only the trade routes between starbases do. This means a trade starbase picks up trade value from up to 6 jumps away, and the travel between the colony and the starbase does not generate piracy. The way it works is that any starbase will pick up all the trade value in their host system, and with each trade port, the distance they pick up value extends by 1 jump. Make sure you grab every trade value you can. I find I rarely need fleet at this point. =)īuild fleets only if you need at this point ie: an event forces you to. Building tall only worked prior to apocalypse, for the old timers that remember the 1 planet science nexus rush. You might be considering building tall at this point, but I don’t consider it a valid strategy even for megacorps, building wide > tall in 99% of situations. If you have slots and don’t need consumer goods, start thinking about specializing a planet into research. Alloys aren’t a priority for now, and as long as you keep in the positive, you’ll be fine. Your first few planetside buildings for the first 50 years will likely be civilian industries, consumer goods upkeep is harsh when your empire starts growing. Making a few more science vessels will usually help you expand faster, I find I do well with 2 cons ships and 3~4 science vessels. Resources shouldn’t be a problem at this point. Again, admin cap does not matter, it matters most mid-game, if it matters at all. You want to capture value territory before your opponents do. Colonizing is not necessarily a priority but I can most often colonize as soon as I find a colonizable planet.