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So I have been playing this game for a while as abandonware (mostly vanilla) but I could never really get over the learning curve. The AI just always seem to have so so so many more units and cities than I do and always just outproduce me massively soo..I was wondering if anyone in here had some tips and tricks to get ahead in the game? Besides modding it tho I have had some fun with Hyperion
The AI always uses the universal warehouse. So if you've turned that off then you're only handicapping yourself, for starters.
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Offic3rHotpants: The AI always uses the universal warehouse. So if you've turned that off then you're only handicapping yourself, for starters.
How about city spamming? do you just spam out stuff like resource gathering cities (farms wells etc) and factories/forts for extra income?:3 How about techs? I understand the archive is a pseudo tech tree but it still confuses me a tad!
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Offic3rHotpants: The AI always uses the universal warehouse. So if you've turned that off then you're only handicapping yourself, for starters.
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blodfox112: How about city spamming? do you just spam out stuff like resource gathering cities (farms wells etc) and factories/forts for extra income?:3 How about techs? I understand the archive is a pseudo tech tree but it still confuses me a tad!
I'm not an expert at the game in spite of all my years playing it and I'm a turtler when playing strategy games, so bear those in mind. I like to lock down my current location first and then move on. In EFS that takes the form of exterminating the local resistance on my homeworld, getting a solid infrastructure in place and then repeating on a neighbor.

So what I do is I build a few farms, mines and wells to get a steady supply of primary resources (food, metal, etc) flowing. Next is to get three militia and a pair of anti-air and artillery in all my new or understaffed cities for defense against rebels. Then I build a few factories for simple tank (and occasionally ship) production. Once I've got two or three stacks of basic tanks (usually 4 med, 2 each of artillery and anti-air), I subdue my homeworld. Capture every city, plunder every ruin. Don't forget to use your cruiser to soften more powerful rebel stacks during this period (back out of an attack on a ruin if it's full of tanks and hit it with the cruiser first, for example). After that I start pumping out engineers for more primary resources, secondary resources (electronics & chems) and one or two labs. Try to place your labs so that they're surrounded on all sides to protect them from trouble down the line, and remember that labs are expensive (so don't crank out 20 of them at the start).

Forts, in my experience, aren't as useful early on. They're only really good for officers until you have some solid infantry tech. The basic infantry you can unlock for them near the beginning aren't really any better than militia unless you build a massive stack of them. Officers will slow down your tank stacks if they're moved with them but their bonuses are useful. What I do, then, is build one or two of them and then use landers to add them to the tank stacks when they're adjacent to the enemy. In this way you can ship the same officer around between multiple fronts as needed.

With regard to resource production cities, for the early game it's sufficient to just have 2-3 each of chem & electronics cities, adjusting as your needs demand. Just monitor your trace & energy harvesting to make sure you don't exceed them. Once you have access to arboriums food production gets easier and you can afford to feed more cities. You may consider taking a "green" world if you're playing as house Li-Halan since they start on a desert planet. Later on, when you're producing tertiary resources like ceramsteel and singularities, remember that the rule is that one city can supply one city. One electronics city (after it's had a few turns to reach full health and thus full production) will supply one fusorium, for example. I'd advise focusing most heavily on ceramsteel and, to a lesser extent, monopols once you reach that stage. Biochems and wetware, while useful, aren't used as widely (and wetware is expensive as hell to produce, requiring four supporting cities plus a lot of food, energy and trace to supply them all). Singularities are only used for interstellar craft so you can go for a while without worrying about those as long as you take care of the ships you start with. Just remember to pull your freighter from Byzantium II to your homeworld and to avoid landing on open terrain with your non-lander ships unless it's important to get a mass of units into place fast (though they can handle one or two landings fine as long as you station them in a city to heal afterwards). When you start moving to other worlds, try to avoid landing within about 6 hexes of large clusters of cities as there will almost always be PTS units stationed in them who'll take shots at your ships as they descend.

As for technology, the archive is, indeed, your tech tree. Jump to the end of a given entry and it'll tell you which currently available technologies you'll need to research to reach it. Just be advised that a lot of tech--particularly unit tech--comes at the end of a LONG web of research, and several of the links in the web will be proscribed (red). Don't go researching proscribed techs unless you're confident that you can defend your labs (and world).

On a side note, NEVER trade a map of your homeworld to anyone. If you've researched proscribed tech in a lab on that map, and that map gets into the hands of the church, they'll know. On the other hand, you can give maps showing the locations of other houses' labs to the church to potentially sic the inquisition on them.

And as a final note, don't be afraid to set the AI to a harder difficulty than yourself. If you leave them on beginner, they'll get a bunch of advantages in addition to whatever "corrective measures" they're given under-the-hood to bolster their strength (like free units).
Post edited September 03, 2022 by Offic3rHotpants
Oooh thats so cool! Didnt know about a ot of this stuff defo going to conserve my maps for the next game and try out that tank production line!!
What are militias good for?
Which huse do you recommend? I like Li Halan even though food is an issue and the Hazat seems pretty decent to me.
Diplomacy also seems really..podd to me..like getting the church on your side voting for you seems to be almost impossible even as li hala!
thanks for helping a gal out! :3
Militias are good for holding because they're cheap, available in every city and take a single turn to crank out, but not so good for taking because they're slow and weak. I'll rarely pull them from a few cities connected by roads and mass them for an attack if I'm desperate or right on the cusp of victory, or when a city loses its defenders to an attack, but otherwise they stay put wherever I recruited them.

I almost always go Hawkwood, as much for lore reasons as for the fact that I just like them. Plus Delphi starts with a well, is one contiguous landmass and has several gem deposits. House Decados has a pretty good starting planet, too, though.

Diplomacy is a joke unless you're playing with one of the fixer mods. The church will NEVER accept a deal, the League only rarely and the other houses are downright schizophrenic. Sometimes they'll give you money for nothing. Sometimes they'll offer to trade a map of one of their worlds for a map of a world you've never even orbited (and thus have zero information on). The other day Hyram of House Decaods asked me to join him in a war pact against... Hyram of House Decados. Back in the day I would rarely get a trade offer of nothing for nothing. Game's good but good god, was it broken on release.

And no problem. I'm no master of this game by any stretch but I love it and I'm still stoked that GoG brought it back from the dead for a second chance at life. Just a shame the animations don't work.



Oh! Just remembered an old trick! You can ask the other houses for maps of any world you're interested in right from turn one for dirt cheap (100fb usually suffices). You'll get a basic all-fog map of the world. Useful for when you're looking for a barren world to mine trace from, or a green world to serve as a breadbasket. Saves you the trouble of having to roam around for 10 turns trying to figure out where you want to go. Particularly useful when you're playing a randomized galaxy and the majority of the worlds have random surfaces.
Post edited November 21, 2020 by Offic3rHotpants
I usually post 1 or 2 militias for just guarding cities and keeping loyalty in check never really used them for much else. Usually end up mass producing infantry legions from a fort or two to act as cannon fodder troops they cost the same as militias but are just better:

Tried Hawkwook and besides having a lttle food issue the first few trsnt hey seem to be quite nice! And the dony have hte crippling lack of metal the Hazat starts with! Never played teh Decados so I am going to give those a swing see what hteir starting situration is like!.

Yea the Leauge can sometimes be convinced but..yea the church is just downright wierd..got them to acccept a deal ONCE which was me trading planetary maps for future favour (whatever that means)...

Oh yea I saw your post! That was..wierd.. i had a game where Li Halan offered me peace after I spent 10 turns using the Imperial navy to bomb all their farms into oblivion. When I said no and asked them a turn later they frefused even when I gifted them tech..its a little wierd..

Its nice to have someone to talk to about this mess! I have been fascinated by this game for a couple of years now but I couldnt drag any of my friends into it-too esoteric and all that


ooohhh thats a nice trick! I usually play on historical but I gotta try that!

Whsts your opinion on the Imperial Offices? I find the Imperial Fleet to be immensely useful but I understand that the Stigmata garrison can actually be something of an economic advantage? Not sure what to make of the Eye though..Getting map info to sell to the church/Vau sounds nice but it just lacks the same scale that the other two offices have.
Infantry are better than militia, for sure. They're just not good enough to justify a bunch of forts in place of factories, in my opinion. I like my tanks.

And I'm glad to be of some kind of help, and certainly enjoy having someone to talk to about the game for the first time in ever. I first played this game as a little kid and just fell in love with the setting. Everyone else had 40k or Dune. I had Fading Suns.

The offices are interesting. The Eye isn't particularly powerful but they can cause problems by ratting you out to the church or, potentially worse, sacking the League Agora on your planet (USUALLY only happens if the League declares the Third Republic). I like to station a token force of units surrounding their fort, both to keep them locked in & prevent them from exploring or going after the Agora and to keep them from building an attack force. Even if the current minister doesn't plan on using it against you, you're one unlucky election away from someone you're at war with getting nominated and immediately hitting you with those stacks. Usually I simply wipe out the Eye's fort before anyone can win an election to eliminate the problem. A little tough at times but quite doable. Otherwise I'll generally end up giving myself the position unless I'm desperate for fleet power.

The Imperial Fleet is probably the most immediately useful as they get a substantial fleet of ships. I've found that the AI usually uses them to guard the worlds it's busy taking rather than sending them after me. Not always but usually. I tend to give the Fleet to either an ally or, more often, whoever is furthest away from me (so usually House Decados)

Stigmata Garrison can be a hassle at first if you're playing with the universal warehouse off. Which is fun, sometimes. Makes taking new planets harder and makes it important to fully develop ALL your worlds rather than just one or two. Otherwise it may cut into your finances a bit due to the sudden influx of troops to pay for but it's mostly a boon. They're SUPPOSED to serve as the shield against the Symbiots but in the game's unmodded form the Symbiots don't push into the Known Worlds like they're supposed to. At least one of the mods fixes that but I don't remember which one it was. As a result, the Stigmata Garrison is essentially a free modestly developed planet with a HUGE army of ground units, some of which are fairly advanced (and typically a stack of officers if the ministry has sat empty for a few elections). If you can get a basic economy up and running to pump out a few transports then you've get a proper invasion force ready and waiting to be deployed. I tend to use them to help take Nowhere, Absolution, Daishan and Chernobog, myself, since they're one jump away and the other houses tend to ignore all of them save Nowhere (Al-Malik REALLY likes that planet, in my experience). The trick is to never actually take any of the cities with your forces. Lure them out, wreck them with the ministry forces and then move your own House forces in to actually take the real estate. if you accidentally take something, and it's important enough to care about (like a palace), just pull back and let the rebels retake it. It doesn't really matter who you give this ministry to if you don't take it for yourself, though. The AI doesn't really have the strategic capacity to make good use of it. They'll move some of the units out over time but mostly just token forces onto one or two nearby worlds.

All of my advice, I should add, is based on the assumption that you're playing unmodded. I dabbled with the mods years ago but I mostly play vanilla.
Post edited November 22, 2020 by Offic3rHotpants
I recently got to play around with some of the late-game infantry such as the Armored Legions and Dervishes! Those things kicks ASS in groups! And I also got to use something called a "star legion" which looks interesting.

hmm didnt figure the Agora thing with The Eye unless you just declared war on the Leauge from the get go. The Fleet is amazing always got good results when I get the fleet office.
Didint figure about the Stigmata garrison..always saw it as better than the Eye but worse than the Fleet due to the fleets usefulness especially if you give the fleet transports..those armored legions and star legions are not to be trifled with!

Oh thats good to know I only play in vanila too! Tho I have considered mods but I feel like I need to actually..you know..win a game vanila before I start modding stuff!

Got myself a nice hawkwood game tho I admit to have fallen behind when ships started becoming relevant..never really ran out of singularities but the chain with electronics and cermasteel was the bottleneck >< Gotta practice some more!

and it is reall nice havin someone to talk about this game with! A lot of my other friends who do play 4x games or simillar know what hte game is but dont wanna give it a try due to its.difficulty..and I get them a lot
Oh yeah. Once you get later into the game the infantry units become considerably more appealing. And pyschic units are always a beast. If memory serves, I believe psychic attacks hit every unit type.

The League will declare war on everyone if they found the Third Republic. Not really a big issue since you can usually buy peace with them for a few thousand firebirds but if it happens, you can bet on whomever holds the ministry of the Eye making straight for the agora.

Yeah. I tend to fall behind on ships, too. Eventually you just have to queue an engineer in every city and double your infrastructure with them. Best to do it on the homeworld where you can leave cities mostly unguarded once all rebel forces are subdued. Remember that you can produce space fighters & bombers for local defense. Cheaper to mass produce than jump-capable ships and faster, too (only the frigate finishes as fast). Starbases, too, but if you have the resources for those then you're probably going to want to produce cruisers or dreadnoughts instead. They're mostly for when your gem production is too low to supply singularities for fleets.

Hopefully more people will pick it up now that it's so accessible.
Post edited November 25, 2020 by Offic3rHotpants
Just playing this for the first time. great game!
Is anyone else having problems with EFS crashing on them either playing the vanilla game after turn 200+ (single game and AI sprawling all over). Just trying out the Reality Mod to stop that just got crashed back to windows after about 50 turns and all my saved files seem to be corrupted (had 4 with 2 of them being the auto save).

Would like any help to make this game play without the crashes. Stopped playing Bethesda because of that. I am using Windows 7 64 bit.

Thx
David
It is crashing after year 5148. I can load up the year 5148 and then when i load any year after 5148 (5149, 5150, etc) it will no longer load and will crash to the desk top.

Any help would be appreciated.
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ironnails: It is crashing after year 5148. I can load up the year 5148 and then when i load any year after 5148 (5149, 5150, etc) it will no longer load and will crash to the desk top.

Any help would be appreciated.
Do you have a saved game from right before it crashes? Glad you enjoyed playing it for that long
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ironnails: It is crashing after year 5148. I can load up the year 5148 and then when i load any year after 5148 (5149, 5150, etc) it will no longer load and will crash to the desk top.

Any help would be appreciated.
Historically, save files can become corrupted in EOFS. I believe that one of the main mods (Emperor Wars and/or Reality and/or Hyperion) has a fix for this issue. Not sure if the GoG version has incorporated any of the fixes some of the mods made, but I've run into similar save corruption before while running mods on abandonware copies. There was one mod that fixed a similar (identical?) roadblock I encountered but I don't recall which one- apologies, and good luck, but your save is probably broken. Now that I've been typing this ponderous reply, you may even be able to edit the save file if you're dedicated enough, I believe the crash typically relates to some sort of irregular unit placement- i.e. a spaceship somehow landed on water and needs to be deleted because a spaceship can't land on water. Something like that, these are years-old memories of how I (eventually) overcame the problem described.

Best of luck, I'm sure you've started a new game by now, but I think they are trying to do some patching for the GoG version, so hopefully this and other issues will be addressed. This game is a diamond in the rough; a modern fleshed out version incorporating mod fixes and balancing with some UI and graphics enhancements would be a triumph.