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번역 관련 문제 보고
And they're workers so - slavery output bonus, and smaller pop upkeep than specialists.
https://steamcommunity.com/sharedfiles/filedetails/?id=2662041094
Everything in this pack seems to be "X but better". Why play life seeded when you have life seeded but you can colonise other planets because you're not at 0% habitability anyway. And it takes a whopping early game tech to turn a world that's unsuitable into a suitable one along with 10k credits, whoo... Challenging... Whoa..
6.8k is absolutely going to stop anything dumb enough to rush you, and could be used against things like Amoeba roamers to secure a choke point if that dragon is movable.
I got to 221 trade value on my homeworld by 2217, making 60 unity a month. Burn through the tradition trees and get a trade federation set up. You’ll be set for energy credits, consumer goods and unity. It’s ridiculous just how high you can push trade value at the start of the game. And should the game give you ocean, continental or tropical worlds nearby, its going to be interesting.
-No version of Anglers available for hiveminds, the empire type that actually uses food a lot.
-Aquatic being 1 point, 1 pick despite its good benefits requiring an origin, ascension perk or specific civics.
-30 size planet origin with Gaia-ish modifiers that doesnt remove preference (aka: a better life-seeded), in a game version where size only matters up to a certain, much lower extend.
-Trade Value and Consumer Goods.. why does every recent addition seem to have these? If Angler didnt exist on including those, it would be a much better Civic.. and also make more sense.
-Angler description says it gives the trait, but it actually requires it, rather then giving it for free.
-With Angler requiring Aquatic, which requires an Oceanic preference.. a lot of origins cant pick the Civic. This also means that for mechanical reasons its a Locked Civic.. which further limits the Civic. I can see this Civic as being a good middle of the game pick, except with it being locked thats not possible.
How much of that is down to the other parts of the build? I'm guessing most of it.
I would make the argument that the trait is good on its own, all it really "requires" is using a ocean world as the home system.
It's +20% Habitability (so 100% Habitability right away in the early game), -10% housing usage and +10% worker output on at least 3 worlds assuming you don't use a origin that replaces guaranteed habitable worlds and use the default guaranteed habitable world settings. For 1 trait point that isn't bad at all and i imagine it would be a auto pick for most empire types if it was free (not all, but many).
That said, it off course come with the downside of not liking "dry and frozen" worlds having worse habitability on them. Depending on RNG this can be a huge issue or a non issue.
Megacorp + Fanatic Xenophile + Egalitarian (swap with pacifist if you want more trade value, I went for something where I could declare war if I needed to expand) + Anglers Civic + Free Traders Civic + Thrifty trait + Ocean Paradise
It beat my previous maximised trade value empire, which was basically the same except it swapped out Ocean Paradise for void dwellers, by about 20 trade value at game start.
Comparison between the two builds is that the Angler/Ocean Paradise can be a bit more starved for extra habitable surfaces (and pop growth) compared to the void dwellers, they're not struggling against unemployement and overcrowding in the first 20-30 years on their 3 habitats. Once they get terraforming or habitats themselves, I'd rate the ocean paradise as better, since they can start to explosively expand.
And, because fanatic xenophile, AI relations aren't that hard as you'll have 4 envoys to chuck at them.
If you manage to find another world (which isn't hard because you don't lose your habitability that much) as ocean paradise, you can move your capital and turn it into a forge world. Giving you.. yeah. A saucy alloy production.And again, you don't lose your habitability that much and you can terraform. Then with ascension perk make your big world even bigger.
The bigger the world, the more pops can be used in production and basic necessities like amneties or ruler (that will leave unemployment for a while if you close up those jobs)
Yeah, thats just a trade value build. Nothing new. Trade Value builds are very strong currently. I dont know if Anglers really adds much value to it.
If you entered a Trade League, your Pearl Diver jobs would become useless.
I wouldnt consider it an auto pick, since the same can be said about Lithoids.
Lithoids downside are global and so are their upsides(which are also a lot more powerful), so easier to manage despite rng. And its a 0 trait pick/slot. A lot of the origins cant even use the Aquatic trait, so its a much more limited pick too.
Lithoids gives you reduced population growth, the amount of pops you have is directly translated to the output you have ingame.
Lithoids +habitability and the ability to ignore food is nice, but the trait also has worst downside of any trait in the game. That is what makes it not a automatic pick.
The aquatic trait's downside is a non issue in comparison.
By the time reduced growth potential starts making a difference, you can easily already have other species to make up for that.
Its an easy automatic pick because it also gives the incredibly strong ability to start with +1 sensor range and access to crystals (or one of the other two strategics) at the cost of +2 points and 1 pick.