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Psy is considers not worth it due to RNG
It's generally better then Psi unless you get lucky with the shroud rolls.
As far as i know the general consensus is that Synth is the best ascension path, Bio is second best and Psi worst (mostly thanks to its randomness).
Obviously that is just the general consensus, there are arguments to be made for each.
Cyborg ascension, synth ascension, and synth modification require you to stall your engineering for a couple of decades. Not a problem in SP where the AI is dumb as rocks, but a serious issue in in an MP setting.
Mind Over Matter and Transcendance instantly confer bonuses to pops and leaders as well--further widening the gap. And the time they spend unlocking the shroud comes from society research--which is also significantly shorter than ascension and pop modification of synths.
By the time you get your synths ascended and modified, your psionic opponent already has x-slotted battleships with t3 strike craft, t4/t5 armor, t4 engines, and t2 photon torpedoes.
you will need to hold on hard in order for your synths to eventually outproduce, outresearch, and outpopulate the psionics--assuming they haven't conquered enough colonies to simply swamp your economy with theirs
So short term = psionic, long term = synth.
This is why bio is so yuck compared to the two. You will still need to sink decades of research into unlocking Genetic Resequencing along with modifying your founder species.
Granted society is not as important as engineering when it comes to ships and weaponry, but that's still a block that holds back the progression of your empire--and all to come up with pops that produce significantly fewer resources than ascended synths.
Unless RNGesus loves you :D
a) Min-Maxing leaders. It may seem rather trivial but with long lifespans and high xp gain you can get to level 10 leaders rather quickly and level 10 bonuses are comparable to psionic leader bonuses in terms of yield. This makes Bio a solid choice for Necrophages, especially since nerve-stapled slaves don't need a psi corp to keep them in line. While psi is good for Necrophages too, bio makes the empire run a lot smoother as a matter of course.
b) Flexibility. Bio, especially once you get deeper into it, allows you to change an entire species completely on a dime. One year you have a certain species geared for worker job production, and the next you can have them geared for unity/science. If you are xenophobic you could theoretically engineer a species to be a bioweapon (all negative traits with Fertile) and then kick them out of your empire to let them infect other nations and hopefully bog those empires down economically. The sheer flexibility of Bio is its strength. Its the "Jack of all Trades" path
c) Habitability. I know you can always go down the terraforming tech path and such, but the ability to have 100% habitability on any planet type can be a distinct advantage. There are some pretty powerful planetary modifiers that vanish with terraforming, so just turning every planet into a gaia world isn't entirely optimal. As a side bonus, having a separate sub-species for each planet type allows you to essentially force other nations to grow pops of your own species over their own through migration treaties. I had one playthrough where I got something like 4000 of my founder species in the galaxy (nobody else got higher either) by game's end because every other nation spent most of their time growing my pops which could live anywhere and were Fertile to boot. It was crazy. My species ended up being represented in the ruling elite of every other country in the galaxy because our galactic population was the highest.
d) Gene Soldiers. If you put aside the whole "Armies=irrelevant" thing, Gene Warrior armies give you the most bang for your buck. I remember testing them vs psionic armies and they did really well despite the whole issues with morale. Can't remember who won though. Essentially if you are concerned about efficiency in all things, Bio may be best because of its trait-modding and gene soldiers being worth 3-4 regular armies each.
e) The ability to make any species look like something else. Its more cosmetic than meta-gamey, but I personally always found it fun to turn the Ketlings into the fox-furries and give them "Charismatic."
but overall.. "when is..... good" when you find it fun. if you want to genetically alter some beings, go for it... or if you want to turn them into cyborgs / droids go for that.
"do what you enjoy as long as it doesn't hurt anyone else" (besides xeno scum, feel free to hurt or alter them)
Honestly though, immortal synths with the Learning Algorithms trait and Capacity Boosters leader enhancement does pretty much the same--all while your founder species gets the native +25% output that synths get.
Point B is not valid, as you can do the same with synths. You can create templates that specialize in mining/energy/tech/unity, then apply them on a colony that specializes in mining/energy/tech/unity. If you assimilate all organics that emigrate willingly or are conquered by force, you can even cut out farmers--freeing up even more pops for other jobs.
Point C is null as well, since Terraforming, Habitability Modification, and Migration Treaties solve that problem even without the Bio ascension perks. Gaia terraforming will only remove a select number of modifiers (bleak, irradiated, wild storms, hostile fauna, and hazardous weather) but a flat 100% habitability, 10% job output, and 10% bio happiness is honestly much better than what any of those modifiers can give. Except maybe hazardous weather, which will give 10% more energy output and 4 more energy districts than what a gaia world can provide.
Point D has some merit. Although if i'm being honest, you just need to bring a larger army than the garrison. Robotic Assault armies deal half the damage of Gene Warriors, but they cost half the minerals and half the energy maintenance. Robots also have 400 hp, so two robot armies have a total health pool of 800 health--300 more than a single Gene Warrior.
Point E is the only one I won't argue with. Furry fox slaves are definitely the superior choice over large rats that constantly scratch themselves.
If you really want to cheese it up, you can go bio and get psionic cyborg superpops with a little creativity.
There's more modifiers than that that are removed with terraforming. Titanic Life is one of the biggest, especially when tech rushing, and you forgot it. +25% society research is pretty powerful regardless of whether you make it a tech or culture world, and if you were to terraform it first you would lose out on the event that allows you to hunt the Titans for significant amounts of food.
You also went through my post "nullifying" (discounting) the advantages I listed when that's not what the OP was about. The OP asked what advantages Bio had, not how it compared to Synths. While there are some advantages that both synth and bio have, there are advantages bio has that a hypothetical player may want to have alongside the advantages it shares with synth.
I could argue with you about the advantages of bio-maxed leaders over synth-maxed leaders, but it seems that's what you want so I'm not going to give it to you.