what do you think of the racial techs?
okay, this topic has been bantered about before, but lets break it down tech by tech. i have been getting frustrated with them lately, and here is how I see their value:
Temporal: i used to like it for the increased production, but you get faster production out of organic tech, and the temporal weapons are good, but not as nice as some of the standard weapons or as some of the organic weapons. the facilities are the best thing about it, but are mostly usefull for a defensive play style when you have a long time to establish your empire
organic: fast production, good weapons, the best population reproduction in the game (especially good for making small portions of alien population multiply quickly) and the best armor.
crystal: an organic killer. weapons are not the best, but you really put those organic player in check with the crystal shards. also, the resource facilities are (only) good in an ancient-game. other than those two things, this tech has no use.
psych: A-subverters are great for abusing the AI, or even human players that you meet late in the game and catch with their pants down if they are not aware that there is a psychic player out there. the training facilities are nice, but not worth the cost of the trait. the other psych weapons are nowhere near as good as standard weapons.
religious: good as a counterpart to another trait, the talisman is handy as an addition to some of the other racial trait superweapons, or even with just standard weapons. the facilities are usefull since they are cheaper than their standard counterparts, but will eventually be obsolete as research progresses. this is a nice utilitarian tech tree.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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