
If you do that you should be swimming in massive research income along with massive energy/mineral income once you have the population to fill up all those jobs.

Research techs that give you 20% more energy, go for the rock breaker civic as soon as you can to boost mineral income too.

Personally I'd recommend that you always have your building slots full, preferably with research labs. With robots the energy is far far more efficient than what you'd make per job with trade. Honestly I prefer to play machines as a tech rushing faction and just going on up, but you can pick to just start with a second alloy plant, go down the supremacy traditions, swap your solar panel on the starbase to a second shipyard, and build up a big corvette fleet then just start declaring total war on everything you see over and over again until you're the last one left. Before it was only 8 energy and 12 food like organic empires had, which meant you could make 2 food districts and buy 1 extra food and get 20 energy out of it for 4 jobs while 4 jobs working energy alone would have only gotten you 16 energy. You could just go with building alloy foundries more if you want and just have a super huge naval power from numbers rather than efficient ships and have a huge economy to support the waste.īasically you can focus on building slots a bit more than organics since you don't have to waste time with consumer goods, just go and get that research or alloy while manufacturing focus policy is on.įocus on energy and minerals for districts, food's useless to you and the bio reactor isn't worth using anymore now that robots make 12 energy per energy district rather than 8. I usually tech rush up with them and annihilate whatever I want by 50 years in with battleships.

Lot of ways to play them since they can sorta do whatever you want.
