What is the best Race Abilities Mix?

Does speed matter?

Just trying to get a handle on things. Was wondering about customizing a race with speed in the hopes of grabbing up some juicy real estate, but was concerned about the long term impact of that.


You guys are great with the newbs.

Thanks,
JBB
16,292 views 21 replies
Reply #1 Top
I used to add the Speed ability to my custom race but took it out when v1.1 changed the population rules. This sort of thing really boils down to style. My current setup is this:

Econ: 20
Morale: 15
Pop Growth: 20
Inf: 15
Luck: 25

This setup lends itself very well to a diplo or cultural victory. In fact I'm thinking of adjusting it again just because cultural has gotten too easy to obtain.

In terms of the speed trait all I can say is so long as you stay on top of your colonizing as in making sure you have colony ships always headed to star systems even if you haven't scouted them. This is something I think a couple of the AIs do but haven't been able to verify it yet. Just as important don't let a colony ship continue on a path to a planet already taken. The AI is much better now at putting engines on its colony ships. If you research at least to the first Impulse Drive tech then you'll find that you can still keep up with them without needing the extra boost.
Reply #2 Top
Military Prod: +20
Pop Growth: +10
Research: +15
Social Prod: +20

The last two points are placed depending on what play style I'm going for. Same goes for the political party. But I tend to prefer the Industrialist party.
Reply #3 Top
I can't rember what my current mix is, but you can't go wrong with eccomoics, diplomacy and morale bonues.
Reply #5 Top
depends a lot on your style and if you are planning to go for a particular victory condition, or just see where the game goes.

One configuration I quite liked before 1.1 I went for +1 speed, and 50% military prod so I could quickly produce colony ships + grab planets (+ resources when found early) quickly. Could usually grab huge chunks of the map this way even on suicidal, and win.

the other point would go on luck - It seemed to me (dont know for sure tho) that I got more money-giving anomalies this way which can make a huge difference in early game (esp with the way i play). besides, i like being lucky
certainly not the best (I dont think there can be a best), but it worked for me

not had chance to play 1.1 yet, so maybe this won't work so well now. nice thread btw, will be interesting to see all the different tactics people try

Mark

Reply #6 Top
its always good to get a few decent bonuses rather than trying for loads of weak ones:

i use to choose the populists but they've been nerfed too badly so now i'm with the 'techies' - good value for money.

20% economy - I love cash!
15% morale - keep em happy
10% planet quality - Its probably not worth it in the long run...but i can't live without it

the rest is up to the game you is playing:

creative - This is great for researching, once i got 4 techs in a row.


good luck
Reply #7 Top
Really depends on how you play, i find conqeroring my fav. (but hardest)
so i go
50% miltary
50% social
10% moral
and then i go industrialists
20% military
20% social
Reply #8 Top
Currently I play with the Federalists, +30% eco, +20% morale and +30% pop growth.
Keeps the cash rolling in!
Reply #9 Top
A +30% on soldiering can be a lot of fun on smaller maps. Go conquesting early with tir-quan training and you'll slice and dice right through them picking up techs all the way.
Reply #11 Top
Mine's similar to e-stab's, but I add Diplomacy into the mix as well:

Diplomacy: 2 points
Economics: 4 points
Morale: 2 points
Population Growth: 2 points (More meaningful now in v1.1)

Political party: Populists (+20 each to Morale and Diplomacy in v1.0x, +10 each in v1.1)

More people = more taxes; High morale = higher tax rate; High econ bonus * high tax rate = mo money!
Also, this setup allows you to keep your spending rate high while keeping cash flow positive most of the time, and it's more flexible than the production bonuses.

Diplomacy seems to be mostly overlooked; a high diplo rating improves your relations with the other races, while simultaneously helping you get a better deal whenever you tech trade. It's like an upgraded Research resource.
Reply #12 Top
economics, research,military.
I always also get Luck and universalists praty ( another luck bonus) most fo the time very planet i colonice has a minimum +100% monufacturing tiles, and theres nuthing like a nice 16+ class planet with 3 300% research
Reply #13 Top
me personnally i wouldn't take a speed bonus just add more engines i have a constructer and a colony running at 17 just with engines so i get where i want to and my first redign gives me a fast colony and constructer
Reply #14 Top
well mine's tailored... youll see:

50% military prod
50% research
and creativity i think if im missing a few points..

technologists party.

more colonys and ships getting pumped out of those planets.

i always go for the conquest victory!!!

my first mix was +20% planet quality (i loved my pq31) but then it didnt pay off in the short term (well duh, i was dead ) and summin else...

but thats just me. it was just to keep up with the ai in the colonisation game....
Reply #15 Top
Economics and Dilpomacy both maxed out or as close as possible is all you need for any game.

With Economics you can buy the stuff you need from ships to buildings to bribing AI's to attack other AI's. With Diplomacy you can more likely get AI's to do your bidding plus you get more stuff in tech trades. Also lets you talk your way out of wars till you are ready.

I find with the above abilities I can adapt and excel regardless of how the game goes.
Reply #16 Top
I"m with Marshall - I like them diplomacy bonuses. Nothing like selling trade goods for maximal profit to the minor races (who won't get much benefit from them, but who pay top dollar for them).

Plus helps me delay the inevitable hostilities so that I can get my econ cranking.

Reply #17 Top
Currently, Im playing with:

+20 Econ
+20 Military Prod
+10 Morale
+10 Research
+10 Social Prod
+10 Soldiering

Add that to +100 Loyalty & +25 Miniaturization for the Yor, and another +20 Econ from the federalists...Works nicely for me.
Reply #18 Top
Hi!
In 1.1 beta games I used Yor and Thalan with +30 econ and +70% growth and Federalist party. Allowed me to colonize with 500M pop without decreasing pop on my HW, and rolling in cash soon thereafter. Actually I produced much more money I was able to spend with regular production.

Now, with all the changes with final 1.1 version I'll start a large abundant all-AI maso game with Thalans with 30% econ, +10% planet quality, soc&mil production and morale, and with Technologist party.
Why not pop bonus? I'll go after Habitat Improvement ASAP and build the Aphrodisiacs.
BR, Iztok
Reply #19 Top
Unless there was a big change to morale in 1.1 since beta3, if your not taking morale your really shooting yourself in the foot. 10% morale in the begining is just about equal to 20% econ, no joke. Try it yourself, start a game with 20% morale and populists, place the tax rate so your starting planet has 50% approval. Now start a new game with 20% morale and go federalists, do the same thing, put your tax to where your first planet is at 50% approval, you should be making just a bit more than before, but only a bit. So 20% morale is worth 40% econ in the begining. Later when you get a bunch of morale resources and morale wonders this bonus will become not so great, but the begining land grab is the most important time, unless your playing on small and rare I guess.
Reply #20 Top
A +30% on soldiering can be a lot of fun on smaller maps. Go conquesting early with tir-quan training and you'll slice and dice right through them picking up techs all the way.


True. But you also need some form of research bonus because troop transport cost quite a bomb to research...

Kind of like how the dregin are set up actually...

Reply #21 Top
Econ +4
Pop +2
Morale +2
Soldiering +1
Luck +1

Its nice to have rangers and corvettes falling into your lap every year or so, especially early. I find I get those juicy big evil ethic choices like starship or research bonus more often. All for 1 measly point. The soldiering is another great way to spend a point. The rest funds whatever production/research I need. Federalists or Technologists are the parties I like best for this race. +1 sensor is incredibly useful in the early game.