If you feel really greedy, you can research a few others before (like the tech for commercial company), but the AI will attack you if you don't have any ship, so I recommend to make a good fleet before turn 30-40. Then the same tech as the aggresive build order. Try to make 1 or 2 wonder, you generally have the most production so you can. I invade the pirate lair if it's somewhere I want to colonize, otherwise I'll try to attack my neighbours and invade anything I can to have a defensible border.Įukariotyc sap (+5/+10 approval per planet) I will then make 1 fleets of 2 attacker and 1 defender and a small invasion fleet (scout ship with manpower module) Then military tech to get the manpower module and then tank and command points. Then both tech for Medium hulls (I really dislike the small riftborn hull and you have enough science to skip them) Xeno industrial + drone network if needed (will depends on the planet type in your "dump" system. Your system start at 25 industry, so you can easily reach 50 per turn to make them in 1 turn. I then "group" system by pair that are nearby.īecause the 1st riftborn pop only cost 50 industry, it's best to craft it, then ship it. Once you have the new probe module, seitch one module for a 2nd engine and replace the probe with the titanium one (refresh 2 probe every turn)Ĭolonize everything you can, even crap systems. I generally grap a system before pirate spawn (turn 12 on normal speed) on a system I really don't want the pirates to spawn. You have no hurry to drop the 1st outpost. Scout with colony ship first as far as you can. If you scout that you won't have space for 7 colony, remove the Drone network and colony ship) Interplanetary transport (industry per pop)Ģnd scout ship (should have the titanium probe by then) System dust buyout (don't remember the name) Nothing at first, then put the colony law when you start your 1st outpost.Īdd the +Science -Dust when possible (after the 2nd election) Scout: 2 missile, 1 engine and 2 probes modules.Īfter the 1st colony ship is upgrade, remove all module from the design It is fairly easy to reach 50 industry in an empty system so you should be producing most Riftborn this way and shipping them with the spaceport. Which mean that a system with 0 riftborn pop can create a new one for 50 production only. Here's a copy paste of my general riftborn early game plan:
playing on fast gamemode also helps since by turn 30, people start fighting each other and even from alliances. However if you have someone aggressive near you, or want to be aggressive yourself, you can build military early on to take some enemy capitals or at least force them into peace treaties for extra dust. If you prefer to be more chill, it can get boring as you play empire management. Midgame kinda depends on your play style and your neighbor. Also, if making a new pop is taking 4-5 turns, building early buildings before pop can be more beneficial early on. Look for systems with lava/desert planets since they give the most industry. The general tactic for Riftborn is to have one planet as a population producer where you ship them to other, newly made systems. Best I can say is play the game to get a better understanding.
#RIFTBORN ENDLESS SPACE 2 GUIDE UPDATE#
Wiki is also lacking since expansions made less people happy over time so less desire to update them. Depending on how you play, you can sit all day to get an econ/science victory or start fighting early on to take enemy capitals.Ī lot of the guides and videos are outdated unfortunately. Hissho and UC home system are the peak production since they are "tall" empires and Horatio can have lots of bonuses from splicing etc. In vanilla, you can stack economy behemoths to get ridiculous industry bonuses. Most of those production number comes from high optimization. I'd say if Isyander's Gambit has started, you are in endgame, although it's possible to beat the game before that even triggers.