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  #21  
Old February 12th, 2001, 02:15 AM

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

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  #22  
Old February 12th, 2001, 09:01 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Race characteristics - what\'s hot... what\'s not

I definitely agree on Temporal Tech; in my mind, it's more fun than the other racial techs (and the Temporal Space Yard & Vacation Service are indispensible!). I also put lots of points into research; I also generally take the "Scientists" race. This Last game, I put points into Physical Strength (yeah, an unpopular one, but I like invading planets and it was a way to spend some racial points that wouldn't overbalance the game in my favor). I also increased construction and repair rates. I didn't bother reducing any of the traits, since the AI doesn't do that (again, why overbalance?). Oh yeah, I also always take Propulsion Experts; the extra point of movement is frequently a real bonus in combat (and on the strategic scale too - the AI rarely outruns my ships ).
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  #23  
Old February 12th, 2001, 09:13 PM

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

I bet the most popular choices are increased research and shipyard rates. A lot of the mod races use these two also.
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