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Col. Mustard said:
Ok, so take religous and christalline, then just add the rest of the points to what? intelligence for a research bonus, or spaceyard bonus? or maybe another advanced trait?
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Be aware that Crystalline tech is not very useful until you get large ships, on the order of dreadnaughts. Then, you can use 11 or more crystalline armor IIIs to make ships that are practically immune to low damage per shot weapons, and can withstand a huge amount of firepower from higher damage per shot weapons... The crystalline weapons are generally only good against armor-heavy races, such as organic and crystalline races. Normal races, not so useful against... The crystalline facilities are of dubious use.
Religious facilities, other than Nature Shrines, are mostly defensive in nature. If you are fighting your wars in your territories, you are doing something wrong to begin with...

Nature Shrines can, in the long run, really pay off from increasing the planetary values of all of your planets from a single facility in each system. Fate shrines are practically useless... Talismans take a lot of research to develop. Especially in multiplayer games, you have to be very careful in the early game.
Read the min-maxing article that Douglas linked to. It will tell you.

Just be aware that, especially with organics, lowering your organic and radioactive aptitude characteristics below 80 is generally worth it. Races without the Organic Manipulation trait use practically no organics, so your points are better spent being moved into minerals aptitude. Radioactives are used more, but still nowhere near the usage levels of minerals... Generally, you don't want to reduce it quite as much as organics aptitude.