I usually pick max speed +2 and diplomacy +20. Speed helps greatly in colonizing and later in the middle of the game once the war starts. I can usually move my damaged ships back to a planet for repairs much faster than they can chase me. Diplomacy and the Diplomatic Translators make my bargaining much easier.
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I always take at least +1spd as that doubles transport speed off the bat. On bigger maps, +2spd is the way to go as the value of grabbing all those systems would far outweigh any advantage that other picks give you. You can replicate most picks with corresponding tech and social goods.
After speed, I go either for econ, pop growth or soldering. Econ and pop growth is always useful. Soldering helps me to rush and save precious early pop.
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Forget about courage, vincible. It apparantly gives you a soldering like bonus when defending against invasion. You wouldn't want to be in this situation in the first place.
I like Diplo on Maso too. On lower difficulties where it isn't so cutthroat, it is less critical.
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#5
by Citizen Bhazel - 6/24/2003 12:32:55 PM
It's definately worth it to try different starting abilities. It adds a lot of variety when the game starts to get routine. I've recently been playing with sensors set to the max. I had been play with no points there and the difference is amazing.
It's also fun to try at least one game with diplomacy set to the max.
I tried setting all the aliens to saintly in one game with the goal of getting an alliance victory before anyone was eliminated. I almost made it, but I couldn't get one alien race to get to close.
I've also tried setting all the aliens to pure evil and was surprised at how well everyone got along. I also got to see some new dialog from the aliens.
I'm ready to start another game. I really should try something totally different.
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Ralegh,
I'm interested to know why you like Weapons+30 so much (which you also mentioned in Unofficial Strat Guide). It would seem that +30 would only help ships with attack 4 and above and that pretty much discounts all the early era ships. Unless you are combining it with the +weapons techs?
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I understand that, LDICesare, but the stage where deterrance is needed most is also the stage where early ships can't really benefit by +30 isn't it?
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I enjoy a more balanced approach to my games. I use the Industrialists party (+20 to Military and Social Production), +20 Economics, +20 Research, and +50 Diplomacy.
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Vanillia all the way. I hate myself for it, but it's a too basically good combo. Federalist+ maxed out econ and pop groth leading to +50 econ and +70 pop.
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#18
by Citizen Efthimios - 7/13/2003 7:42:08 PM
My favourite tactic so far (I basicaly play on Med size with varying difficulty and scattered clusters and rare good planets, is to use the War Party plus various military bonuses. The 50+ hitpoints is great. WIth all these military bonuses I go usualy for a pacifist approach. I build just enough ships to have some good numbers for defense. Which together with the military bonuses work quite good from protectic my almost always small empire.
When I feel like expanding much and being a bit of warmonger I try to get either Federalists, War Party or Industrialists. And industrial and cultural bonuses.
Whenever I can afford to I get the luck bonus. I just like it.
Damn I love this game!
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#20
by Citizen Efthimios - 7/13/2003 11:19:29 PM
Are you saying that if you choose to have extra luck you don't get as many random events?
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What's the advantage of maxed out sensors? Can you see what types of stars and their PQ at a greater distance? That would save time on deciding where to send your colonists.
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