Deepwrought Scholarate
Codex / OtherTI League stats (global leaderboard)
- Games played
- 13
- Games won
- 4
- Avg VP / game
- 7.9
- Leaderboard rank
- #7
- Trend
- —
Overview
Lore
The Deepwrought Scholarate are civilization centred around research, cooperation, and the advancement of knowledge. Unlike factions like the Universities of Jol-Nar, who hoard technological superiority for their own advantage, the Scholarate believe that technological progress should be shared across civilizations.
In the galaxy, the Scholarate present themselves as friendly collaborators and researchers. Beneath that appearance lies a faction carefully orchestrating the technological development of the entire galaxy to ensure they remain one step ahead.
Play style
The Deepwrought Scholarate are primarily a diplomatic and technology faction. Their strength does not come from early military power, but from their ability to accelerate the technological progress of the entire table while gaining the same benefits themselves.
They play best when the player embraces negotiation and table politics. Many of their abilities give advantages to other players, but those advantages generate indirect value for the Scholarate through commodities, trade goods, additional technologies, and strategic positioning.
Technology path
Suggested pick order. Only techs in the path are shown.
It's tough to advise on a tech path for these guys considering you'll be able to mostly get whatever you want... Blue, green? Probably start with Sarween anyway to get your money's worth
| Technology | Pick 1 | Pick 2 | Pick 3 | Pick 4 | Pick 5 | Pick 6 |
|---|---|---|---|---|---|---|
| Dark Energy Tap | — | — | — | — | — | |
| Sarween Tool | — | — | — | — | — | |
| Antimass Deflectors | — | — | — | — | — | |
| Neural Motivator | — | — | — | — | — | |
| Psychoarchaeology | — | — | — | — | — | |
| Bio-Stims | — | — | — | — | — |
Deepwrought Scholarate Strategy Guide
Early Game
I wouldn't pay too much attention to the technology section above this guide since this faction is likely going to be able to get whatever tech you want.
The goal in your early game should be to establish coexistence and unlock your economic potential while positioning yourself as someone who is beneficial to have as an ally.
The faction begins with a strong home planet (4 resources / 4 influence) but limited starting military presence. You lack defensive infrastructure such as PDS and only start with three infantry, so try to avoid being aggressive. Try to embody the idea of: be useful to everyone.
Early Goals
- Create your first coexistence as soon as possible
- Unlock the commander on round 1
- Get your breakthrough (Visionary Select) as early as possible
- Begin positioning yourself at the table for technology exchange
Your agent is the easiest way to establish early coexistence. Whenever another player researches technology, allow them to ignore a prerequisite and place an infantry into coexistence on one of their planets. This immediately grants an Ocean card, which:
- Unlocks your commander
- Provides 1 resource + 1 influence each round
Your commander then incentivises the entire table to research technology by reducing their cost by 1 resource while generating commodities for you.
At this stage you should actively encourage technology research across the table. The more tech other players research, the more your economy gets going.
Your home planet’s flexibility allows multiple options:
- Follow Technology secondary (4 resources)
- Build additional infantry or carrier capacity
- Convert influence into command counters
But prioritising your breakthrough ability early is important. It has diminishing returns later in the game, but when used early it creates a massive technological boost for both you and the table.
Mid Game
The mid game is when the faction becomes extremely powerful through technology and economy.
Your core strategy now revolves around two mechanics:
- Visionary Select (breakthrough ability)
- Technology sharing
Visionary Select
Visionary Select allows other players to:
- Spend 3 trade goods
- Give you a promissory note
- Research a non-unit technology
You then gain every technology they research through this ability.
In practice this means one activation can result in multiple free technologies.
The ability becomes stronger when you negotiate around it, such as:
- Offering trade goods so players can afford participation
- Require specific technologies be researched
- Threatening to weaponise their promissory notes if they choose undesirable tech
You should try to let the table know before triggering it so they can prepare trade goods. Potentially coordinating with the Trade strategy card player to get more players involved.
Coexistence Strategy
Coexistence should not be used only for Ocean cards.
Instead it should be used to:
- Satisfy public objectives
- Establish neighbours for trading
- Position ground forces in strategic systems
- Threaten control of key planets without open warfare
Remember: You do not control the planet normally, you only count it as control for scoring objectives
End Game
The end game is when the faction stops being purely diplomatic and converts accumulated advantages into victory points.
By this stage you will often possess:
- A large number of technologies
- Strong economic reserves
- Widespread board presence through coexistence
Your objective now is to convert flexibility into scoring plays.
Transition to Force
Even though the faction prefers diplomacy, you may eventually need to break coexistence and seize key planets to stop opponents from scoring. Obviously you'll need to have some fleet strenght here to back up whatever you are doing, depending on the neighbour/opponent.
Because you likely have advanced technologies and strong income, you should be able to suddenly pivot into military action if necessary.
Hero Usage
Your hero removes a technology from the game entirely.
Steps:
- Purge one of your non-unit technologies
- Remove that same technology from all players and decks
- Affected players research a replacement tech
This is mainly a tool to deny other players a play more than anything else.
Prime targets include:
- Lightwave Deflector
- Gravity Drive
- X-89 Bacterial Weapon
Use it when a key opponent’s technology is about to enable a win condition, or about to try to stop you from winning.
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Recent games with Deepwrought Scholarate
No recent games with this faction.