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Unfortunately, if you compare the dps difference of weapon upgrades, its not actually that large. Militarist makes weapon techs more likely. It doesn't matter if you take an extra month or two. When you are bombarding their homeworld you have already won - they have no spaceport and/or fleet. Army strength is NOT ship strength! 6-9 troops with weak trait, equipped with a few drones and no general mop up any homeworld defenses on normal. What im saying is, any extra influence per turn or two make absolutely no difference in winning an early war. Sinking enough minerals into outposts to make influence a problem means you are not growing your military at all for early war. There is enough influence for 2+ outposts early-game if you want to grab mineral rich systems. For all intents and purposes you win BEFORE you declare war - you could be producing 0 minerals. You go to war because you have a fleet that wins in one fell swoop. War happiness utterly irrelevant because when you go to war you are already done producing ships - there are no attrition wars early-game. I have played early game with the goal of early conquer over 50 times now to optimize and test my methods.įirst, DO NOT PICK MILITARIST. If you take the slower but safer route of two planets, two spaceports, max fleet cap you have an overwhelming military and nothing can stop you in years 20-25. With that said, I play on insane and can help out there if needed. Going over the fleet cap is OK as long as you will have finished combat before (if) credits dip into negative.
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Don't build any research stations except nodes of 4+, minerals first, then energy. Pick every military tech you are offered, take every +10% fleet cap in society.
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