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http://steamcommunity.com/sharedfiles/filedetails/?id=812827373
For now .... I assume this one will get updates then?
Yep, that's the one.
The 'when' is still unknown. The 'what' is also unknown, but definitely includes a few Technocracy fixes and the Progenitor lifestyle.
+Frugal
+Nimble
+Animated
+Capitalism
-Sublight
+Ancient Workshop
Devout
Devout give free shields for ships and +1 max population per planet level. More peoples - more money. Even lvl 1 planet with Megafarm and Hydrogenerator have positive money income. If we will upgrade homeworld for lvl 5, we will upkeep 500 peoples with altar. Enought to forgot about altars forever :)
Capitalism for Materialism Attitude. Don't like Generosity, its for diplomats. "We are warriors, not merchants."
Ancient workshops for Solar Engines. More energy - more artefacts, More artefatcts, more planets, solar systems and floating continents.
Animated for taking second attitude at start.
Nimble to faster ships.
Frugal for upgade planets.
Sublight...Yes, We are slow, but with tonns of money, fast start colonisation, good research income (i build research labs at lvl 2-3 planets, i have enought money and income for it). "Hippo bad spots, but it's not his problem" :)
P.S. Sorry for my English ;)
+Innovative
+Animated
-Paranoid
Jump Drives
Either Empire or Communisms for vanilla goverments
Evangelist
FTL: Gates (Labor and FTL cost reduction on any linked systems means it's equivalent to building wherever you base your homeworld, also instant defense network)
+Innovative (I hate waiting for unlocks)
-Paranoid (Usually you get enough influence generation to offset this)
+Frugal (One less planet for levelling Mechanoid worlds, or three for normal races [-1 food, water, level 1 resource])
Alternate: Ancient Workshop (Early Solar Generators can mean lots of energy income, and easily level a Reverant attitude)
Government: Theocracy vanilla (Starting scouts and instant 250 FTL can give a boost on those first colonies, vital for Mechanoids)
Technocracy in RS (Because it simplifies the tech tree a lot in some ways, and brutal technological efficiency fits what I imagine Mechanoids would tend towards)
If I really want to min-max I might go Inefficient (25% supply increase is easy to compensate for on carrier designs) and Industrious or Moon Base, for the extra labor/space potential.
I sort of wish there was something to ensure your home world started at an above-average number of tiles, as the Industrious bonus only working on your homeworld is somewhat disappointing.
The first is that they tend to be slower to expand, since they have limited sources of colonization (motherships) and they have to travel to colonize. Getting multiple motherships out helps a lot. Illyia likes to build massive sublight speed colonization sleds for travel, the other option is to use FTL like the AI does - lots of little hops between planets within a system even to cut down travel time. The latter may require you to invest in an early FTL storage (or two) and capitilize on FTL Shard asteroids or an FTL planet (if you're lucky).
The other problem with Star Children is that they only get population growth on the mothership, whereas other races have growth going on simultaneously on all their planets. That means they have less population to "deploy" for colonization. Having multiple motherships helps here as well. On the plus side, it means their economy doesn't dip and swing nearly as much as others because their planet income stays consistent.
It's a more micro intensive playstyle and tends to leave you at a disadvantage in the early game. You're spending more resources on motherships and FTL (if you go that route) to fuel expansion. If you manage it well though, I think they tend to do fine and have certain advantages once established.
If you're interested, DOF currently has implemented two different takes on "mothership" races - the Goa'uld and the Wraith. Each has its own take on the concept and ways of addressing the underlying problems of motherships. The Goa'uld have easier access to more motherships and some FTL boosts while the Wraith have a radically different economic model and simple (automatic) planet management. I personally don't think they're as difficult to manage as the Star Children, in fact I'd say the Wraith are on the easy side of things since their style plays directly into making them quite strong. Playing either of them might be good prep for trying your hand at Star Children. You'll get the hang of managing ship based colonization but without some of the other drawbacks of the stock mothership race.
It appears it will drain from the highest pop planet you have (which hurts your econ a lot more) first then moves to another. Also means expansion can be that bit slower.
With Nylei the main learning curve is generally Colonisation or Labour production.
Colonisation honestly it is all about getting that second and third mothership out ASAP which does mean going for such a silly design as nothing but engines and 3 seperate control cores. Otherwise only mono without an FTL planet or asteroids will expand slower than you. You'll still be slow and fairly open in PvP to get your econ wrecked by raids (though more resitant than the mono to that, in PvP mono can be insta-loss depending on who your against).
You can attempt to use more "normal" mothership designs but you need to use them at Size 500 not the size 1000 the default design is or else your not getting it out anytime soon and will be too far behind.
In terms of labour production, you can stack every single ounce of labour that you have into one shipyard thats been tractored into deepspace in order to keep it safe. Generally you'll be fine on labour during the expansion phase and once you've got past that use two of the motherships to chrun up other size 500 cheap mothership and move them into deepspsace. Have all of them export to the shipyard and you'll be looking at labour levels that rival the mono capabilities. A size 500 mothership thats not using loads of power, support or supply hexes will cost you $0 maintence when at max pop on it. Just takes a bit to get to it.
If you have the DLC, collectivism can be a huge boon to th Nylei since free asteroids means free resources and in turn free resource stacking. Expect to make good use of this bit, you might not get the ship bonus HP from factories with Colelctivism but for the Nylei getting the chance every 5 minutes for another research, energy or labour source is very very good,
As for your Dec. 8th request, I normaly play the human races, more for the fact that things are more the same as in the Teck tree ect, ect. I most always play DOF mod. Right now I have been playing as "Goa'uld, a little slow in colonizing at start, (they have Motherships that do the colonizing), It seems that you do the Teck tree a little faster too, (reserch instant, if you have the points).
You only have to build a single size 300 ftl station in any given galaxy. Just a simple design with nothing but ftl. That design will reach anywhere in the galaxy for between 1-200 ftl depending on distance. On top of that the slipstream stays open for 11ish minutes, while it drives down the ftl cost of colonization. Ultimately it's extremely cost efficient, and can remove one of the big stopgaps to expansion.
On top of that, they synergize insanely well with phasite. (Phasite gives research based on planet pop) since they can easily overpopulate a planet with little consequence, you can use phasite to massively overclock your research. I wouldn't do this too much, given the economic ramifications of non-contributing pops, but directing all your phasite to your primary pop-building planet will have a single planet easily providing 4 research per turn.