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e.g. social or ship production? it's great that will benefit a large percentage of your worlds. But research or money will only really affect worlds specialized for those things. Especially with research I ussualy have 1 or 2 big worlds that provide the bulk of my research, I think it's better to settle down a scientist then to invest 5 leaders for the same effect.
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That said their ability to be re-allocated makes them worth a looooot even if their % was lower.
My thought process ussualy goes like this:
1. Do i need admin points in the next 10 turns?
2. Is there a big specialized world that I want to buff?
3. Do I urgently need a offensive spy/commander/general/other specific need?
4. Choose leader. (most of my picks end up being leader)
Also, since most buildings only give percentage boosts anyway, a 30% bonus isn't actually that strong. Its just adding to a small base.
Also, you're assuming every planet is the same. Using things like the central bank or computer core, or the mines or the elevator with adjacency bonuses increase base outputs, sometimes a lot. Plus cities. Not every planet is suited for increased population. If one already has bonuses then you'll likely try and bring up the base. And if you bring up the base then there's more reason to put bonuses there. A colony being one of six doesn't mean it's 1/6th of your empire.
Lastly, you can't get six colonies in the first ten turns, nor can you get access to leaders in ten turns.
Note to some extent it depends on your civ type. My Dregans have much less an uber home word than non-slaving races did.
Also note uber home worlds are easy to create if you direct your entire-empire's asteroid production to one planet and go down the neutral builders line just a little, before switching to evil production :D
Sad, I am still getting astroid decay, despite the Engineer trait and the decay reduction from the Builder line (no shipyard decay, so that part working). Will have to look into that ....
Personally I agree leaders are great, but I think there is a sweet spot for their midgame use, after which you should get some specialists in case you need them for a war or something (e.g. spy and general). Should not wait until the war has begun before before recruiting these (naturally we can usually see a war coming).
Not sure the sweet spot though.... 3 or 4 maybe? So that when war orr crisiis comes you can quickly give 18-24 % boost... seems enough.
So my logic for what I do with citizens over time follows the 4X name (generally): administrations; development specialists (e.g. scientists); leaders; conflict specialists (e.g. generals).
I use Celebrities and especially Engineers
of course I also use Leaders but there are only 10 slots in each area.
There is a cap I believe for the unassigned citizens, after you have like 10 you have to start assigning some to planets before you can get more of that citizen type. You can also stack citizens on planets, I'm not sure if multiple of the same type work (Edit: They do). I haven't played much yet so I'm just going off what I've heard other people talk about. So you'll want a mix of citizen types regardless, especially with how fast they are generated.