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factions and starting bonuses
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Hello,
I've bought the game three days ago and played 3 games so far. One as Populist with bonuses in pop growth, diplomacy and speed, another as Universalist with bonuses in luck, morale, diplomacy and sensors and the last as Federalist with maxed economy and large boost to diplomacy. Since all games had different PQ settings (last with federaleists was at 'rare') I can't exactly said what combo was the best.
As Populist I was getting biggest part of income from tributes due to selling tecs (second lowest difficulty, first game, ya know). As Universalist economy played an important role but ocassionally I could sell tecs for good coin to most opponents (sub-normal). Third one was bit surprising to me. Starting from ~2183-2184, I had my spendings at 100% and still got surplus money on regular basis. Two times went below -500bc due to expensive invasions (normalized in 1-2 turns), and got ~50% from trade by end game.
Questions are:
1. What is the best combo for different strategies (like blitzing in Tiny-Large galaxy, tech superiority in Gigantic world, etc.)?
2. What bonuses are too expensive point-wise? I could think of extra trade routs vs. general economical bonuses.
All answers and suggestions are really welcome.
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Just a few tidbits:
From a pure number-crunching viewpoint, the Technologists are -surprisingly- the worst Party: They give you advantages worth 3 ability pts. while most others give 4.
Speed is very strong, perhaps too strong. As fsk says, it helps on large maps, but it also helps on small ones, which you can quickly dominate. AND it helps -a lot- in tactics: With 1 more Movement Point, you can stay just out of range of an enemy, so itīs your choice to attack, defend or flee. A slight difference in speed can often save -or doom- an entire fleet.
Diplomacy is very good for trading techs and trade goods, and for playing the Ais off against each other.
Morale is a very flexible advantage zhat allows for higher taxes OR a larger population OR less entertainment OR settling lower class planets.
Last, but not least: Join a strong Empire, such as G.R.O.S.S.!
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Thanks everyone for replies. I'll try to play with speed + range +sensors next time just to see how fast i can expand. Btw, industrialists with maxed mil production bonus seems to produce colony ships at double rate than others right at the start.
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#5
by Citizen Ellestar - 5/19/2003 7:16:08 AM
That's my IMHO
+2 Speed is maybe most powerful - too many reports about winning with it on masochistic.
Morale is almost useless - Entertainment Network gives same bonus as gives +200 to empire morale.
Economy gives half of it's bonus to taxes from population. So, +20 economy gives you +10% taxes. Note that you also get revenue from PQ (just set taxes to 0%, and you'll see it), revenue from PQ don't increasing by Econ bonus.
+Production bonus gives only capacity at the start (not sure that happens if you get +Production buildings/starbases). So, you can spend to production more, but you don't get free production.
+Research - same as with +Production, but also you'll get more %free research with this bonus if you have +Research buildings/Resource bonuses, so it's worthwile later too.
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#7
by Citizen Ellestar - 5/19/2003 11:41:02 AM
+70% PopGrowth is good. I'm playing with it now.
//thing I figured out was that you can trade those crappy class-14 and 13 star systems on your home turf //
They'll disband it on next turn in 1.03 patch, and you'll get nothing for them anyways.
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I've played as War party with max bonuses in soldering, some in defence and offence, and +1 speed, tiny map and normal difficulty. It was peace of cake. Most of the time I wasn't investing in techs (after getting star fighters and transports). I think that soldering is more important if one plan large scale invasions. With AI troops advantage 1:6 it was a sure win for me. Only one invasion to Torian home system failed (1b vs. 9.5b, ~2b left).
Now I am playing as Federalist on huge map with +2 speed and +10% economy, normal difficultiy. Got for planets in the sector bordering Altarians which was 4 sectors from Sol.
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