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Once a system is fully depleted consider shipping Craver population to other locations and shipping in minor factions to keep key systems producing larger numbers. Senator Heros and one of the quest buildings (the name escapes me) will lock a system's approval at 100% and mitigate the Slave Driver approval penalty while still reaping the benefit if you can keep a single Craver per planet in system.
War is your biggest asset with Cravers. Via militarist laws, various modules that further boost gains and tactics cards like Take Trophies and Science from Scrap you can gain thousands of Dust, Science and Influence just from starting brawls with anything not controlled by you. Leverage that, demolishing buildings that start to get very expensive as the game goes on to keep yourself from going bankrupt should the need arise.
As for early to mid game it can be worth it to micro manage populations, segregating Craver populations away from undepleted planets and using minor populations to keep output as high as possible. Once you can begin expanding without restriction start spreading Cravers around to maximize depletion to take advantage of their firepower bonuses.
Lastly, and your mileage may vary, prioritize collecting as many titanium deposits as possible. Paired up with Craver depletion and the titanium weapons tech you will be head and shoulders above the military capacity of any other faction based on map size. The largest maps can give a Craver Fleet more power than another fleet with a hero attached and the extra accuracy of titanium missiles in mass can rapidly decimate targets at range while titanium slugs offer very respectable damage as well, plus protection from squadrons should the need arise.
I actually started over on a new map and had much more success once I actually had even a single neighbor to pillage. XD
I'm in the endgame now, finished the Academy quest, over halfway through the turn limit and I'm in the process of smushing my enemies with the 50 Craver pop bonus and swarms of basic ships with Titanium weapons.
It's mildly annoying that my foes keep re-settling planets that I've already ransacked into the ground, but I'm making good progress extinctifying my second enemy empire. I have 2 juggernauts (one more coming) that's making my fleets scary enough that my enemies often retreat rather than fight. :P
One other bit of key advice I can offer is that once you hit a point you feel fairly unstoppable is to actually go to war with the Academy. Their fleet is often worth hundreds of thousands of dust, science and/or influence on it's own. Pair this with the fact you can take over their home system and force Isyander to spawn an additional fleet every turn or two in an attempt to reclaim the system and you will never need worry about the FIDSI you are farming him for, if you happen to build a proper fleet to counter him and heal up between waves.
Don't be afraid to let a faction or two beg you for a truce before your Faction Quest ends either. AI can sometimes offer you fantastic deals to stop punching them in the face, then turn around and declare war on you again anyway so your approval won't dip much in the grander scheme of things. Don't forget to keep pumping out those lovely, super cheap scout hulls either. Sprinkling them across your empire and into larger fleets with anti-cloaking modules will keep Craver worlds nice and safe as you will be able to see incoming fleets that slip past your front lines for counter attacks. I personally feel cloaking against AI to be rather worthless so an engine, probe of choice and anticloaker will give you more than enough map information to move your fleets around. Meat grinder raiding and attacks will often be your best play to keep a defensive stance, striking at fringe colonies till you want to aim for a win condition.
I could maybe have turned it around, but not in like 30 turns. :P I really hadn't quite moved fast enough in the mid-game, and also neglected Adamatium enough that it prevented me from getting upgrades I needed later on.
Still, Cravers were fun, thank you for your advice! Will save it for next time I give them a try!
Honestly, in a 4X game? Valid response. XD
It's so weird seeing the Vaulters be so aggressive, when I myself played them super defensively. But it makes sense they can be, with so many sneaky attack options, allowing for a Deep Strike like that.
Huh, I had a slightly different experience with the Hisso in my Vaulter Run. They expanded all over the place, and declared ceremonial wars on me like 5 times (twice when I was already busy with the Horatio who just wanted to murderize me for being not even that close to them. XD After the fourth time, I just tried my best to finish them off.
Same with the UE. They're almost always reliable allies to me (then again I never started next to them). Vodyani meanwhile just typically get bullied into obsolescence before the midgame most of the time I play.
...Maybe it's the AI tweaks mod I downloaded?
But I hear you on being really weirded how the Cravers aren't the most aggressive faction. Like, they really should be, no?
I imagine the Cravers are actually aggressive when it suits them. Getting spread thin between all the war they may or may not actually be involved with does tend to split the AI's focus alot since wider scale conflict is not usually viable until late mid-game at the earliest for a player that has a decent hold on the game but still learning the faction.
I agree with the points made above that having depleted planets can maximize your damage in war.
However, there is an economic way to play cravers that makes them supremely strong...but it has the downside of being more micro-intense ( they are the most micro-intensive civ in endless space 2).
You use your space port to continually move your cravers to newly conquered worlds. You play wide. This has three benefits:
1 - You are leaving behind mature worlds (max improvements) to move populations you want to them ( think haroshem for sterile worlds for example).
2 - You are always benefiting from the cravers bonus to slavery and undepleted worlds. This can really snowball your economy.
3 - You are not losing any worlds FIDSI bonus to depletion. This makes sure your economy does not collapse in the late game when you need everything to come together for your victory..especially if you are playing on a large map where a quick conquest is not an option.
For an example of how to play this way, I show it off in my largest galaxy playthrough of the Cravers -
https://www.youtube.com/watch?v=yCrAEpKJrlY
Something to keep in mind is that you don't need to steal systems and push yourself past the cap. Raids and pillaging often gives you a ton of resources without the need to full on capture those systems. My last game with Cravers had very low resources, forcing me to raid nearby systems for luxury so I could even hope to utilize Autonomous Administration. Fortunately my starting constellation was chock full of minor civs to war with and by the time I was depleting systems I could shove the slaves around to bolster the systems that needed it most.
Hey thanks man!
Yeah Autonomous Administration is always a beast to get rolling in the end game.
But your low-resource start with the Cravers definitely showcases the strength of that Civ. Well done on overcoming a hard start!