After playing the vassal game to death, I've experimented with different builds to minimize Empire size, with a focus on pop then colonies. I'd be interested in your thoughts / adjustments to these builds, as well as your own.
1. Nanotech Guardian Machine Intelligence (System +125, Colony -25, District -85, Pop -100)
This is my current game.
Third Civic: OTA Updates
Traditions: Expansion (System and Colonies), Domination (Districts and Pop), Synchronicity (pop), Nanotech (Colonies), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Origin: Somewhat indifferent, I went with Void, but Ringworld and Resource Consolidation would be good.
Cyber species: Lithoid with Army strength increase - to negate army strength malus from Guardian spawl.
Traits: Final trait that you can't see is one of the free machine traits. Dealers choice.
I believe this is the hardest counter in the game to the malus applied to Guardian civics - especially from Colonies.
I've overkilled on Pop reduction in the above, so I could drop OTA Updates or Domination (Districts are negligible) or Synchronicity.
Pop is further reduced partially due to Cyborg trait.
2. MI Alternatives
Civic: Guardian Matrix, Divided Attention then Subsumed Will.
Traditions: Expansion (System and Colonies), Domination( Pop), Synchronicity (pop), Cybernetics (District and Pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Similar load out to the MI above, with a +25 rather than a -25 on Colony spawl. However Hive Cybernetics lack the pop spawl by its Ruler, but have extra elsewhere from their Cybernetic tradition tree.
Breakdown for Pop Sprawl.
If I were playing the game above I'd be sitting on 537 vs 322.5 from Colonys which adds another 43% to tech/tradition cost. Added to the games 88% this is 131% tech/tradition cost that is reduced to 54% with the Hive's reduction in the effect. So this is more efficient than MI (88%) in this snapshot.
4. Psionic/Cyber Guardian Corporate (System +100, Colony +25, District -60, Pop -80/95)
Civic: Corporate Protectorate, Private Prospectors then Franchising (For branch sprawl?)
Traditions: Expansion (System and Colonies), Domination (Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies), by way of switching after taking it to Corporate.
This megacorp build allows you to play the megacorp game, with a slight System advantage against the other two builds despite being Corporate due to Private Prospecting.
Breakdown for Pop Sprawl.
5a. Fanatic Pacifist Corporate, Individual Machine into Nanotech (System -50, Colony -100, District -10, Pop -60)
5b. Fanatic Pacifist Corporate, Cybernetic (System -50, Colony -75, District -10, Pop -75)
Civic: Private Prospectors then Franchising (For branch sprawl?)
Ethics: Fanatic Pacifist, Spiritualist (for Psi)
Traditions: Expansion (System and Colonies), Domination (Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies), by way of switching after taking it to Corporate.
Dropping Guardian civic lets you run Pacifist, with Fanatic giving -30 to pop spawl. It might not be as good as Guardian's -50 in this respect, but you also do not suffer the malus of the civic. Also worth noting is you're not going to get districts dropping other than the 10 percent by tech without Gestalt or Guardian.
The key points for these are heavy reduction of both Pop and Colony spawl for a wide game, and nowhere near the System malus as Guardian civic. Infact this takes the two most reliable way of reducing system size (Expansion tree and Private Prospectors).
Breakdown for Pop Sprawl.
EDIT: You can achieve -85 on pop reduction on 5b if you switch to this profile after using Under One Rule and the Rebel route for Harmonizing Society
6a. Under One Rule, Fanatic Pacifist, Cybernetic (System -25, Colony -75, District -10, Pop -100)
6b. Fanatic Pacifist, Individual Machine into Nanotech (System -25, Colony -100, District -10, Pop -75)
Civic: Beacon of Liberty
Ethics: Fanatic Pacifist, Egalitarian
Traditions: Expansion (System and Colonies), Domination(Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Aside from the lack of Branch office game, the removal of Corporate gives us a smaller bonus in System size, but you get access to both Beacon of Liberty and Under One Rule. Combined this is another 100 reduction in pop.
Breakdown for Pop Sprawl.
Despoiler is harder. It would best work as FM, Auth start, shifting to M, FE after the civil war. The next move would be to switch to Pacifist. Xenophobic Militant also works and you gain faster pop growth and claim reduction, but your post civil war you will end up as either FE/M or FE/Xenophobe, and the later may be harder to shift to Pacifist as Militant is directly opposite and will be lost on ethics shift.
7a. Machine Intelligence into Nanotech (System -25, Colony -100, District -35, Pop -75)
7b. Driven Assminator into Cybernetic (System -25, Colony -75, District -35, Pop -85)
Civic: OTA Updates, Driven Assiminator (for Cyber)
Traditions: Expansion (System and Colonies), Domination(Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Breakdown for Pop Sprawl.
Final Thoughts
Pop size will be the biggest effect towards the late game, so the builds with these at -100 would traditonally be the best.
As an alternative thought, the 100 reduction in colonies might be viable if you heavily lean into Habitat spam, with a Cosmogenesis and Nanotech build, specifically the Nanite and Fallen Empire buildings have large static outputs that don't require pop to work on them. You could ramp up exceedlingly quickly as a result.
Other than my current games build, I am wanting to try 6a - the Under One Rule Barbaric Despoiler rush (although Inward would be easier), rebel and then shift to Fanatic Pacifist.
1. Nanotech Guardian Machine Intelligence (System +125, Colony -25, District -85, Pop -100)
This is my current game.

Third Civic: OTA Updates
Traditions: Expansion (System and Colonies), Domination (Districts and Pop), Synchronicity (pop), Nanotech (Colonies), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Origin: Somewhat indifferent, I went with Void, but Ringworld and Resource Consolidation would be good.
Cyber species: Lithoid with Army strength increase - to negate army strength malus from Guardian spawl.
Traits: Final trait that you can't see is one of the free machine traits. Dealers choice.

I believe this is the hardest counter in the game to the malus applied to Guardian civics - especially from Colonies.
I've overkilled on Pop reduction in the above, so I could drop OTA Updates or Domination (Districts are negligible) or Synchronicity.
Pop is further reduced partially due to Cyborg trait.
2. MI Alternatives
- The above build but going Cyber Ascension with DA. You won't get the colony reduction from Nanotech, but you can squeeze another 10% Pop reduction by Memory Aggregator govenment, which opens your options for tradition trees further.
- Exterminators with pop via Mechromancy.
Civic: Guardian Matrix, Divided Attention then Subsumed Will.
Traditions: Expansion (System and Colonies), Domination( Pop), Synchronicity (pop), Cybernetics (District and Pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Similar load out to the MI above, with a +25 rather than a -25 on Colony spawl. However Hive Cybernetics lack the pop spawl by its Ruler, but have extra elsewhere from their Cybernetic tradition tree.
Breakdown for Pop Sprawl.
- -50 Guardian
- -10 Dom Tree
- -10 Synchronocity Tree
- -10 (Psionic Theory)
- -20 Subsumed Will
If I were playing the game above I'd be sitting on 537 vs 322.5 from Colonys which adds another 43% to tech/tradition cost. Added to the games 88% this is 131% tech/tradition cost that is reduced to 54% with the Hive's reduction in the effect. So this is more efficient than MI (88%) in this snapshot.
4. Psionic/Cyber Guardian Corporate (System +100, Colony +25, District -60, Pop -80/95)
Civic: Corporate Protectorate, Private Prospectors then Franchising (For branch sprawl?)
Traditions: Expansion (System and Colonies), Domination (Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies), by way of switching after taking it to Corporate.
This megacorp build allows you to play the megacorp game, with a slight System advantage against the other two builds despite being Corporate due to Private Prospecting.
Breakdown for Pop Sprawl.
- -50 Guardian
- -10 Dom Tree
- -10 Harmony Tree
- -10 Tech (Psionic Theory)
- -15 Cybernetic Government
5a. Fanatic Pacifist Corporate, Individual Machine into Nanotech (System -50, Colony -100, District -10, Pop -60)
5b. Fanatic Pacifist Corporate, Cybernetic (System -50, Colony -75, District -10, Pop -75)
Civic: Private Prospectors then Franchising (For branch sprawl?)
Ethics: Fanatic Pacifist, Spiritualist (for Psi)
Traditions: Expansion (System and Colonies), Domination (Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies), by way of switching after taking it to Corporate.
Dropping Guardian civic lets you run Pacifist, with Fanatic giving -30 to pop spawl. It might not be as good as Guardian's -50 in this respect, but you also do not suffer the malus of the civic. Also worth noting is you're not going to get districts dropping other than the 10 percent by tech without Gestalt or Guardian.
The key points for these are heavy reduction of both Pop and Colony spawl for a wide game, and nowhere near the System malus as Guardian civic. Infact this takes the two most reliable way of reducing system size (Expansion tree and Private Prospectors).
Breakdown for Pop Sprawl.
- -30 Fanatic Pacifist
- -10 Dom Tree
- -10 Harmony Tree
- -10 Tech (Psionic Theory)
- -15 Cybernetic Government
EDIT: You can achieve -85 on pop reduction on 5b if you switch to this profile after using Under One Rule and the Rebel route for Harmonizing Society
6a. Under One Rule, Fanatic Pacifist, Cybernetic (System -25, Colony -75, District -10, Pop -100)
6b. Fanatic Pacifist, Individual Machine into Nanotech (System -25, Colony -100, District -10, Pop -75)
Civic: Beacon of Liberty
Ethics: Fanatic Pacifist, Egalitarian
Traditions: Expansion (System and Colonies), Domination(Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Aside from the lack of Branch office game, the removal of Corporate gives us a smaller bonus in System size, but you get access to both Beacon of Liberty and Under One Rule. Combined this is another 100 reduction in pop.
Breakdown for Pop Sprawl.
- -30 Fanatic Pacifist
- -10 Dom Tree
- -10 Harmony Tree
- -10 Tech (Psionic Theory)
- -15 Cybernetic Government (for Cybernetic)
- -15 Beacon of Liberty
- -10 Harmonized Society (from the UoR)
Despoiler is harder. It would best work as FM, Auth start, shifting to M, FE after the civil war. The next move would be to switch to Pacifist. Xenophobic Militant also works and you gain faster pop growth and claim reduction, but your post civil war you will end up as either FE/M or FE/Xenophobe, and the later may be harder to shift to Pacifist as Militant is directly opposite and will be lost on ethics shift.
7a. Machine Intelligence into Nanotech (System -25, Colony -100, District -35, Pop -75)
7b. Driven Assminator into Cybernetic (System -25, Colony -75, District -35, Pop -85)
Civic: OTA Updates, Driven Assiminator (for Cyber)
Traditions: Expansion (System and Colonies), Domination(Pop), Harmony(pop), Statecraft (Overall).
Perks: Imperial Perogative (Colonies)
Breakdown for Pop Sprawl.
- -30 Level 10 MI Leader
- -10 Dom Tree
- -10 Harmony Tree
- -10 Psionic Theory
- -10 Cybernetic Government (for Cybernetic)
- -15 OTA Updates
Final Thoughts
Pop size will be the biggest effect towards the late game, so the builds with these at -100 would traditonally be the best.
As an alternative thought, the 100 reduction in colonies might be viable if you heavily lean into Habitat spam, with a Cosmogenesis and Nanotech build, specifically the Nanite and Fallen Empire buildings have large static outputs that don't require pop to work on them. You could ramp up exceedlingly quickly as a result.
Other than my current games build, I am wanting to try 6a - the Under One Rule Barbaric Despoiler rush (although Inward would be easier), rebel and then shift to Fanatic Pacifist.
Last edited:
- 4
- 4