

You're looking for nice bits of loot to sell, but you're also looking for weapon/protection modules. Also sneak your way into ownership of the "exceptionally good" systems that are towards the "no-man's-land" part of the galaxy, in addition to those that are near your rivals you'll be able to get there first, and set up settlements before they get the tech to reach out there. Bully your way into ownership of the "exceptionally good" systems near you. Not coincidentally you have a fairly fast colony ship (in part due to immediate availability of hyperium drives, and two engine slots). Scope out the nearby constellation, and see if there are some "exceptionally good" systems nearby many factions have to settle for a reasonably good system within a few jumps of their home to not waste time, but you've got decent odds of finding some excellent 4 or 5 planet systems nearby - either before an enemy detects them at all, or at that critical juncture where an opponent is too heavily invested in another system to try and reach for it. Implications of having excellent early explorationīecause your prowess at exploration hits extremely early, you have some affordance to scope out the lay of the land before committing to initial settlement. You will also "debase" the value of these commodities on the market, so that other factions get considerably weaker payoffs from running the same strategy, once they have access. You can use these to rapidly ramp up your home system, and your first few expansions.

Do this as soon as it's possible - within the first few turns of the game, you'll have a hero with a colossal vision range, and you'll be able to fly around exploring curiosities, selling your finds for dust, and buying out improvements.

However - you also have the market, and you've got the tech to equip hyperium probes (and engines) on her ship immediately at the start of the game. Your starting hero, Morya Kupas, is an excellent explorer hero she's a Seeker with the Nakalim skill tree, so she has access within the first four levels to both a skill that boosts off-hyperlane movement (+1 vision on each level), and a Nakalim skill that boosts vision by +6. One critical combo it gives you access to is the tools to explore curiosities, typically netting a nice gain of strategic/luxury resource loots, as well as access to the market in order to sell these loots, and the technology to issue buyouts. Rather than treating this as a "passive down-payment" on your tech gain, you need to specifically exploit the unique capabilities this gives you. The Nakalim start with the first two tiers of technology already researched. the Sophons, who frequently will discover new construction options (ships, buildings, etc), but struggle to have the industrial output to put them to use.

If they keep their science gain up, they'll generally have the means to act on this new knowledge fairly easily, which is a stark contrast with i.e. Furthermore, their influence gain, thanks to their Temple improvements, is a contender for "best in the game". With a modest effort, they can unlock a 15% bonus, empire-wide, to all Food, Dust, Industry, and Influence, and in the lategame, they can boost this to 30%. Bit by bit you'll just be weaker than your opponents, and fall behind.Ī helpful thing for the Nakalim is that, in all other respects but science, they're a faction with excellent FIDSI production. The ones that will genuinely sink you are smaller and more subtle - they'll be the lack of certain industry buildings, planetary colonization techs, ship designs, and anything that gives unique capabilities (wormhole usage, hero buying, government change). That's a bit of a contrived example, but it's a really cut-and-dry case of "you can't do something awesome because of tech limitations". but to make earnest, fleetwide use of this, you need the technology to mine orichalcix - for most factions, this might be a 12-15 turn pivot on their science goals, but on a poorly prepared Nakalim faction, it could be hundreds of turns away (i.e. For example, you might discover a wonderful, game-changing weapon in a curiosity site (say, orichalcix missiles). The reason for this is that - moreso than any other faction, they're at an extreme risk of being bottlenecked by low science gain. In order to excel with them, you have to spend a great deal of care and focus on your science gain, whereas for most other factions, you can passively put a bit of work into it, and then let it take care of itself. The Nakalim are best understood as a "science-oriented" faction, but in a negative, rather than positive sense.
