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February 10th, 2001, 06:54 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Race characteristics - what\'s hot... what\'s not
My normal 2K mix: Organic, +20% research / espionage / pop growth or so. Possibly small bonuses to production. Deeply Religious is another trait I've experimented with and liked.
My current 5k experiment: Organic, Emotionless, no maintenance, slight research bonus; penalties to trade, ground combat, happiness. It's rough in even-odds combat because the AIs have put quite a few points into att/def, but towards the end it can build vast armadas... when you've over 450 worlds, have been systematically converting atmospheres, and don't need to pay maintenance you can put a LOT of resources into infrastructure and ship construction. Plus, if an AI surrenders, *poof* instant assimilation with no need to relegate hundreds of ships for garrison duty.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 10th, 2001, 07:13 PM
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Private
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Join Date: Dec 2000
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Re: Race characteristics - what\'s hot... what\'s not
Me its 2000-3000 racial points and I get Temporal Knowledge (Temporal space yard facility) and then I boost out construction and maintenance, that way, I get massive fleets to get the rest of the quadrant for myself, Whahahahahahahahaha...Hahahahaha....
(I'm so selfish  )
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David, Emperor of the Konyan Empire
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February 10th, 2001, 07:53 PM
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Sergeant
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Join Date: Jan 2001
Location: Wheaton, IL
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Re: Race characteristics - what\'s hot... what\'s not
quote: Originally posted by Daynarr:
The Emotionless races have ALWAYS Jubilant population.
Whoa, I screwed up on that big time, sorry. I should know better than to assume the description was accurate.
Although...I'm wondering if what it really does is make your happiness level never change. If that's the case, when the new patch comes and and happiness level starts at 'happy', you'll be stuck there.
Sorry again for the wrong info!
-Drake
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February 10th, 2001, 10:13 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Race characteristics - what\'s hot... what\'s not
quote: Originally posted by Drake:
Although...I'm wondering if what it really does is make your happiness level never change. If that's the case, when the new patch comes and and happiness level starts at 'happy', you'll be stuck there.
That is a good question! I guess we will have to wait and see. 
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February 11th, 2001, 08:33 AM
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Sergeant
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Join Date: Jan 2001
Location: Wheaton, IL
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Re: Race characteristics - what\'s hot... what\'s not
It turns out that if you pick emotionless, whatever happiness state you start out on with a planet is the one you're stuck with. Your happiness state wil display 'emotionless', but the game is storing your actual value, just not applying any changes to it.
This is fine for new planets that you colonize, but can cause you problems if you tend to blockade enemy planets before capturing them, or other similar situations where you're taking over an angry populace. Once they've been 'assimilated', they don't become 'emotionless', they just stay ticked off.
With the future change in new population happiness, I think the point cost for emotionless should definitely be lowered.
-Drake
BTW, that does makes the description accurate I suppose, if not what one would expect.
[This message has been edited by Drake (edited 11 February 2001).]
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February 11th, 2001, 06:50 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Race characteristics - what\'s hot... what\'s not
Agreed with the happiness levels not changing under Emotionless. The third non-neutral empire assimilated in a game actually had a fairly large number of colonies that must have been rioting... Bugger.
At least it didn't seem to spread, but yup -- it's a nasty little feature/bug.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 11th, 2001, 10:15 PM
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Private
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Join Date: Jan 2001
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Re: Race characteristics - what\'s hot... what\'s not
I am currently experimenting with the "highly religious" thingy, and am surprised that no one has mentioned it. You get some really powerful facilities, most of which exert their effects system-wide. You get facilities which boost population growth, happiness, production, combat, and the nature shrine improves *all* resource values on *all* planets in its system! I have planets with resource Ratings ranging from 150% to 201%.
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