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  #11  
Old February 10th, 2001, 07:13 PM

DaveMan DaveMan is offline
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Default 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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  #12  
Old February 10th, 2001, 07:53 PM

Drake Drake is offline
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Default 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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  #13  
Old February 10th, 2001, 10:13 PM
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Daynarr Daynarr is offline
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Default 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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  #14  
Old February 11th, 2001, 08:33 AM

Drake Drake is offline
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Default 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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  #15  
Old February 11th, 2001, 06:50 PM
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Default 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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  #16  
Old February 11th, 2001, 10:15 PM

bmills bmills is offline
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Default 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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  #17  
Old February 11th, 2001, 10:54 PM

Drake Drake is offline
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Default Re: Race characteristics - what\'s hot... what\'s not

Whether or not religious is a good pick depends on the other special tech areas you might take. Religious overlaps in a number of areas.

While the nature shrine is a cheap way to get a nice early boost, since planetary engineering facilities stack, you can compensate by building more per planet.

I used religious tech for the TG contest, but think that ended up being a mistake. I'll have to try some games against other players and reevaluate it then.

-Drake
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  #18  
Old February 11th, 2001, 11:46 PM

Tomgs Tomgs is offline
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Default Re: Race characteristics - what\'s hot... what\'s not

I like the religious tech area because it is not all powerful but does have some good infrastructure effects. The war shrine and death shrine aren't that useful yet but if the AI gets more powerful they might be very useful. The Religious Talisman is very powerful for Beam weapons making them at least considered over missles in the mid to late game especially on the larger ships that can use larger mounts. Its not an offensive powerhouse like Organic (which also has some good infrastructure and armor making it IMO the most powerful of the racial picks). But I don't always want to have the most powerful race in the game sometimes its better to play the race that has to capture aliens to sacrifice to its death shrines (they should make a negative population growth modifier for the death shrine facility).
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  #19  
Old February 12th, 2001, 01:18 AM

Marty Ward Marty Ward is offline
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Default Re: Race characteristics - what\'s hot... what\'s not

I have a question about the racial traits and the bonus traits.
If you pick the advanced trait that boosts your shipyard rate by 25% and then boost the shipyard rate on the characteristic screen by 10% what is your net effect, 137% or 135%?
Is it worth doing this?
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  #20  
Old February 12th, 2001, 01:28 AM

Drake Drake is offline
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Default Re: Race characteristics - what\'s hot... what\'s not

It'd be +35% for planetary SYs and +10% for ship SYs. I like to boost the construction rate, because the faster I can build, the faster I expand.

You're better off deciding what you will usually build, and tailoring your construction rate to best take advantage of that IMO.

-Drake
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