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Note game settings affect trait power, e.g. adaptable is much more valuable if you max out extreme planets etc. I don't play maps bigger than 'large', and have an early game bias. Also all of these assume Crusade.
aquatic -- afaik it is a straight upgrade over carbon
+ more planet types
+ buildable anywhere farms (hydroponics)
+ learning center adjacency bonus +1 raw research (insane when paired with xenophobic)
xenophobic: +200% sci and social is really really good. The penalties attached are significant, It is worth at least 1 point for influence & maxing out the military bonus to help reverse the penalties as it does more (relatively) for the xenophobe than normal (e.g. since the xenophobe starts out at -50% military it only take +50% to double that output).
Rough trait power scale:
++ Engineers (w/ neutral ideology)
++ Vigilant
++ Diplomatic
++ Ancient (Intrigue)
++ Wealthy (mercs)
++ Bureaucrats (Intrigue)
+ Certain
+ Inventive
-- Conquerors
-- Sneaky
-- Experienced
-- Paranoid
-- Angry
-- Resourceful
-- Scavengers
-- Unwavering
Generic Traits:
++ Fast
++ Likable
++ Dense
++ Observant
++ Militant
+ Content
+ Productive
+ Clever
+ Influential
-- Brutal
-- Courageous
- Resilient
ancient (healing hulls very early)
time travel (large hulls as soon as you can produce them)
--farming (don't eat)
-- morale (100% all the time)
-- fertile (don't reproduce this way)
-- likeable (gonna kill em anyway, who cares)
-- resil (heal, full HP after fight usually)
-- courage (I don't station legions, I station ships)
++production
++ econ
++ handy
++ clever
++fast
++militant
++tourism ** new, for intrigue
++ one more, still working on it with new rules
and I think +1 for that one odd point, also TBD.
Now the kicker. Just get a gov't that lets you use the market. BUY the stuff to make population. OP??
I disagree a little and why (but, I am militaristic in nature)
Xenophobic (required to get extra influence double ticker in the general section now) -- its hard to think of something stronger than teching up every round and filling all your planets out nearly instantly then doing .. you got it .. R&D every 5 rounds on every planet...
Ancient (Intrigue) -- it is simply OP to grab hull heals so early and free. You can hit the
precursor anomalies and win all fights until late game with just that and not much else.
Time travel: soon as you have production, you can make big hulls with big engines. If they also heal, its game over. Even a space rocket, a troop transport, healing hull large ship with 20 moves can sack an entire AI faction on like turn 50.
Devout -- so many butt kicking traits. So good at killing. The most OP AI faction I have made to date uses devout & certain. But I banned xeno from everyone (including myself) for now.
Vigilant -- high health modules and larger starbase, required for tiny hull spam. But not really OP. I have it on my swarm faction which isnt OP.
Certain -- this is nerfed in intrigue. The slower rate of ideology means less free tech. It used to keep up with xenophobic for a while and leave the AI in the dust, but not now.
Inventive --nerfed so bad, you get like 1 free tech. That lets you maybe push democratic govt early for more planets, but is that OP?
I vote for Cybernetic. I picked it once and never look at it again. It just add a new type of citizen that increase your ship speed by percentage. Doesn't seem to worth to use precious citizen where you only get them once every 10 turn.
My 'races' are just copies of what's in the game. I didnt fool with backstory etc. I have remade all the AI factions to be stronger, but not different in name or story or images, and I have made about 3 for myself to play. One is using the images in game, a race of insects (mostly bees) that exploit the game mechanics to make stupidly OP tiny ships. One is a uber version of the synthetics, as described above. And one is an in progress pirate race that uses a lot of privateers to keep the AI sides weak.
If you are looking for custom images and story, you have the wrong guy. If you want to tweak on the AI or human side factions, we can talk about the ability page and for AI factions, the personality page as well...
I highly advise holding out for republic so you can get the market and buy the stuff to build population. If you have plenty of mining, then you can try something else.
Ultimate goal is to beeline for owner aristocracy and sit there until you have something significantly better and know where the game is going for the ending.
I don't use xeno, its too strong, but if you play above gifted OR want to be even better swap time traveler for xeno and just grab the techs it would have given naturally.
Government is one of the biggest variables in your game. Depending on what happens, you can pick one that helps you deal with the problems you face in THIS game. Don't try to have a rigid goal on it going in, but adapt it as needed. If its going well, you can stick to your general purpose best plan one, but don't feel forced to do that.
Hard question, probably determined bc it's current bonus is boring as well as weak so it could be completely replaced.
Scavengers, is a runner up bc I like the concept but it isn't very practical as it only helps once you are winning battles, which you are already doing decisively if you are doing it right... and I think it should interact with the salvage missions. Of course, that may be mixing DLC concepts :(
Don't forget their +5 construction special gov type ship they can pick up on turn two if they rush a colony :D
Hrm, I'm surprised a single rocket is enough :p Some tier 1 mercs are pretty powerful. I really do think that home worlds should all start out with a single legion already garrisoned to prevent the kill the galaxy with a single transport thing.
I haven't tried devout. I discounted it bc IMHO influence while really good mid game influence takes too long to get going to be top tier, but maybe Devout is enough of a boost to make it significant early game. (Note, while influence has seen a huge boost, I believe they toned influence down from the 3.0 beta where it was a significant early game factor. I liked it, but a number of ppl were complaining.)
Agreed, not the best trait, but its among the top, and has so many uses the AI doesn't know how to use. Also note this wasn't intended to be a list of OP traits as much as a list of powerful and weaker ones. Though, xeno is OP, and there should be some reason to pick carbon over aquatic.
It also gives +2 influence which is pretty good.
Just took another look. Yeah, I think I missed the nerf, so not that powerful.
Tear: I hit stuff :) I really don't care about influence much. I do offset the new xeno penalty with ++influential because culture flip, but honestly, if the AI has a base or planet that is annoying me, I just smash/take it. For anything other than a conquest win, my picks are not going to be ideal.