

I will discuss three Craver strategies here.

With some of the changes in the patches, the diversity of optimal strategies has increased. With these factors in mind, we can already get a picture of how Cravers work - it's going to be about population management, approval management, and warfare. The only exception to this is if you have pacifists in your senate. Importantly, systems will never rebel under autocracy, even with huge minus approval.Įternal War: Cravers can almost never be at peace. The law slots will never increase however, and you cannot change government. This gives you two starting law slots, as well as the force law, making it as good as democracy in early game. This is important to know when trying to reduce the number of Cravers (so depletion) on your planets.Īutocracy: Cravers get their own government type - Autocracy. Two minor pops boosted, it will grow at a 2:1 ratio in favour of the minors. With two minor pop types it will also grow at a 1:1 ratio.

With a booster on the Haroshems, it will grow at a 1:1 ratio. For example, with no boosters, a planet with a single Craver and Haroshem will grow at a 2:1 ratio respectively. You can maintain a balance of Craver to non-Craver population by using luxury boosters in the population screen to double the growth rate of minor pops, or by maintaining more than one minor pop on a system. This trait also means Cravers grow twice as fast as any other population. If you move the Craver, the malus no longer takes effect, but nor do the FIDSI bonuses. To be clear, a planet with 1 Craver, and 10 non-Cravers will cause a -100 approval malus. Slave Drivers: This is your faction affinity, and it means that all non-Craver populations on planets with Cravers will produce 50% extra FIDSI, at the cost of -10 approval. This is a serious problem if your planets deplete too soon. Once depleted, a planet will only produce 50% FIDSI. The rate of depletion depends on the size of the planet, the number of Cravers on it, and the game speed, which can make faster game speeds a bit of a struggle if you get a bad start. This means that Cravers can get off to a blinding start compared to other factions, and you should expect to be top of the score board for most of the early game due to this population bonus alone.ĭepletion: Cravers will deplete planets per Craver population on planets. Population: Craver population are politically militarist, and generated 150% FIDSI from non-depleted planets (see next). Cravers, like all the factions in ES2, have several defining features that will heavily affect their game play, so we'll cover these first just so you know what you're getting into.
