Hello Everyone! For this week’s journal, I want to take a quick look at Executive Orders and Artifacts.
Let's start with Executive Orders:
Executive Orders are your Civilization’s secret weapon: allowing you to issue commands to your civilization for immediate benefits and instant change. You can access your arsenal of Executive Orders by clicking the icon fourth from the left on the main-screen hot bar.
Most Civilizations start turn one with a suite of Executive Orders including: “Draft Colonists,” “Telescope Takeover,” “Print Money,” and “Emergency Speed”.
These Executive Orders can fast-track the growth of your empire in the early game. “Draft Colonists” and “Telescope Takeover” are particularly helpful in early exploration and colony establishment.
Executive Orders can be utilized by selecting one from the list available. Some Executive Orders will activate immediately while others will require you to choose a target. For instance, the order “Draft Colonists” will instantly spawn a Colony ship while the order “Emergency Speed” needs a target fleet to enhance.
But remember, power doesn’t come for free, and Executive Orders require a resource called “Control.” Additionally, Executive Orders have Cooldowns, adding a layer of strategy to when and how they are used. “Draft Colonists,” for example, has a cooldown of 12 Months before it can be deployed again.
In the early game, your main source of Control will be your Capital City which generates 1 Control per month. As empires expand, the “Logistics Array” Orbital and “Coordination Beacon” Improvement can enable players to amass Control and unleash Executive Orders with more frequently.
While the benefits of Executive Orders are immediate and enticing, wield them wisely. Most come with minor drawbacks, such as an Approval debuff for your citizens. While these debuffs are usually manageable, they can become perilous when compounded with other negative effects.
In the early stages of a game, however, the advantages of using an Executive Order often eclipse the drawbacks. A mere two-percent Approval drop from “Draft Colonists” is a small price for an extra Colony Ship on turn one!
Next, let’s talk about Artifacts:
Artifacts are powerful tools similar to Executive Orders but are free-to-use, single-use, and without drawbacks.
They are stored in your “Vault,” accessible via the icon fourth from the right on the main-screen hot bar, ready to be used when you need them most.
Unearthing new Artifacts is an adventure in and of itself, often triggered by Events initiated when Flag Ships successfully Survey Anomalies. These Events usually present the player with a difficult choice: acquire a new Artifact or trade it in for Credits or other resources.
Artifacts have an array of effects useful in an equally wide selection of situations.
These effects include completing current research, increasing a fleet’s weapon damage, raising a planet’s class, purging Pollution, and more.
And while the Events and Artifacts that players can access are random, there are ways to raise the odds of encountering and acquiring them.
The “Hyperwave Radio,” “Emissaries,” and “Interstellar Cabinet” Technologies provide Flag Ships and Commander slots. Having more Flag Ships means you can survey Anomalies and increase the chances of acquiring powerful artifacts. Similarly, the “Anomaly Detection” and “Greater Anomaly Detection” Technologies reveal more Anomalies for players to survey.
Executive Orders and Artifacts are excellent ways to instantly generate momentum in a game that usually depends on turns of buildup and preparation.
Few systems allow you to react to unexpected challenges as swiftly and decisively.
Need a boost? Don’t forget to check your Vault or issue an Executive Order to turn the tide in your favor. With these powerful tools at your disposal, you’ll be ready to tackle any challenge that comes your way!