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Re: Tech Discussion
Seriously, back to original questions:
What traits to choose? A number of AI take the Advanced Storage; gives you extra room for facilities - a good bonus There's a trait that makes it so you don't need spaceports - decent bonus, as the effect is 1 extra facility slot per system Propulsion Experts: 1 bonus movement point for your ships. Something I learned back in my Star Fleet Battle days: never give up the initiative (i.e., move faster than your opponent). Or, as my father put it when teaching me how to drive - "He who hesitates is lost" (again, move faster than the other guy). Personally, I like to increase both research and build rates. So I take the scientist culture, take the trait that lets planetary spaceyards build at 125% normal rate, increase spaceyard rate and research by 20% each, and then take Temporal Knowledge. (Temporal not only gives you better shipyards at the upper levels of the tech, you get the best happiness-increasing facility - and you'll soon learn how important it is to keep the populace happy). Oh, and round off with Propulsion Experts. But everyone has their own opinion - play a while and figure out what you like. |
Re: Tech Discussion
Also try to align your traits with you culture.( IF you like the role playing )
But the most useless traits are 1. Repair rate 2. Tolerance 3. Ground combat 4. Trade Bump up your mineral production, maintence and the advanced storage trait is a huge advantage. I think the spaceport one is a waste of 1000 points since it is only saving you one facility per system. And if you lose it it takes 2 turns to build another. Most important facility from the advanced techs. Organic Replicant Centre or the temperal space yards. or the .... all depends on your style. I would play a few games with the 5000 and many advanced traits on until your used to stuff ( just go 100 turns or so ) and then play some games at 2000 and find out what you miss the most. |
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