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I came up with a hilarious synergy, Syncretic Evolution with a Machine main species and an organic secondary species. Civic is Death Cult.

You sacrifice all your organic pops to accelerate yourself to a virtual ascension (at which point you immediately generate all missing pops)
 
you might just as well go the whole way with going tomb world origin and radiotrophic.
there is one small problem with tomb world + relentless industrialists--you don't start the "deterioration" situation until you have a non-tomb world with one on for at least 30 years. That might actually take you a long time.

You sacrifice all your organic pops to accelerate yourself to a virtual ascension (at which point you immediately generate all missing pops)
even better if its a lithoid secondary for mineral livestock post virtual ascension
 
Replaced Overtuned synergy from Hive Mind to Lithoid. Lithoid is even better at mitigating the lifespan penalties. But more importantly, normally Lithoid blocks Adaptive and Extremely Adaptive to avoid trivializing habitability even further. It doesn't block the Excessive Endurance, letting you have perfect habitability everywhere.
 
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Replaced Overtuned synergy from Hive Mind to Lithoid. Lithoid is even better at mitigating the lifespan penalties. But more importantly, normally Lithoid blocks Adaptive and Extremely Adaptive to avoid trivializing habitability even further. It doesn't block the Excessive Endurance, letting you have perfect habitability everywhere.
Why not both? You can play overtuned lithoid hiveminds.
 
Remnants + Planetscapers

You can use your decision on your homeworld with no penalties, and it's a fast-track Ecu capital so the +3 districts become +3 super-districts.

Also, having extra green research is lovely when it's early and you're rushing a blocker-clearing tech.
 
Remnants + Planetscapers

You can use your decision on your homeworld with no penalties, and it's a fast-track Ecu capital so the +3 districts become +3 super-districts.

Also, having extra green research is lovely when it's early and you're rushing a blocker-clearing tech.
Can't, they're mutually exclusive :/
 
Primal calling + Fanatic Pacifist + Augmentation Baazars.

This is the "max trade value from living standards" build.

Primal calling => infinite Fanatic pacifist culture workers

Augmentation baazars => we are forced to be cybernetics and megacorp for the corporate neurocommerce government anyway, and augmentation baazars will grant around 600% trade value on the planet with cosmogenesis and merchant building. It implies not building the unity cosmogenesis building, so the last ethic point is probably egalitarian for housing usage reduction (and utopian abondance, but livestocks would have been better).

Put all the galaxy pop on the planet as utopian abondance, put robots for more, and enjoy the money comming from people just being here.

It's 1 culture worker per 20 pop, so each pop increase trade value from all pops on the planet by 0.5%, which is then multiplied by your other trade value modifiers.
 
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Lately I've been enjoying Machine + Slingshot to the Stars + Tactical Algorithms/Genesis Guides.
  1. Slingshot is (in my estimation) the most useful Machine Origin, so it almost gets selected by default. The -75% distance influence penalty means you can easily rush to grab chokepoints/planets, and the extra catapult accuracy works all game.
  2. Genesis Guides gives stupid unity and influence to power said expansion and rush to Modularity. You can't use the free pops for much, but once you get Machine Worlds, you can terraform and turn all those Pre-sapients into Organic Slurry deposits (+15 free food per colony).
  3. Early food usually trades to AI for minerals/energy at greater than 1:1. Since you start with an agriculture district you can even usually roll hydroponics as your first or second tech, which is a massive economic boost.
  4. Early contacts means more admirals to trade; corvettes with penetrating autocannons are absurdly efficient since 25% of autocannon damage to hull is still more than a disruptor. Late-game, Riddle Escorts with penetrating Kinetic Artillery can kite anything.
 
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