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Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
My votes go to Industry for sweet, sweet production speed and energy bonuses, and Genetics for the Pharmalab. It really cannot be overstated how important Health is in this game, the bonuses it gives are amazing.

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Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Nekomimi-Maiden posted:

We're Polystralia and have one or potentially two trading partners in arm's reach. I don't think we have a choice other than a Trade Depot and some Trade Convoys to go with it.

I also am a fan of granting transhumanist folks refuge. Maybe we can trade them medical supplies for the secrets of their cybernetic bits, mwahaha.

This. The sooner Hutama gets a trade engine rolling the sooner we can start raking in energy(and via that everything else).

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Standardized Architecture. It's not even a question.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Profiteering is literally one of the best Virtue picks Hutama ever gets. Well, at least until Alternative Markets and Magnasanti.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Continue Research. With the constant threats of this world's wildlife, we can't afford to look away from anything that could help keep our people leading normal, functional lives in the event of serious injury. If the Augmented are offering their research and insight into artificial limb replacements, then I see no reason not to accept that offer. More to the point, stripping them of their augmentations would be an egregious violation of their rights as individuals. Do we really want to be known as a nation of people who disrespect the rights of immigrant citizens solely because we don't like their ways?

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Neruz posted:

I like to build wonders because of that one Virtue that gives +7 culture from every wonder you have. When you've been spamming every wonder you can because you're the PAC once you pick up that Virtue it usually triples or more your culture per turn :v:

Yeah, an Industry/Knowledge-specced PAC is essentially a Wonder Engine. With the buffs Wonders have gotten I expect the PAC to become a LOT more competitive.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Alternative Markets Alternative Markets Alternative Markets Alternative Markets Alternative Markets Alternative Markets

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

AmishSpecialForces posted:

Where the hell is the tech that lets you build them? I'm playing a purity game right now and can't for the life of me find it. I don't know the name of the unit so I can't Civ-o-pedia it either. I just want to grind everyone into dust, damnit.

It's the LEV Destroyer, you get that from the Tactical LEV tech.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

my dad posted:

Food crop, because 4X early game.
Recycler, because production from trade routes sounds great. Would be nice to grab another colonist after that.

I guess we have a free exploration unit?

Echo this. Long-term, the energy won't matter; short term, the food WILL.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Neruz posted:

Most of the aliens are pretty useless in player hands; they can't get XP, can't get upgrades and can't even fortify until healed, requiring you to use the 'sleep' command and just fuckin remember to check on them. Worse still just standing in miasma doesn't seem to heal player owned alien units, I have no idea what is going on there.

The only alien type I like to get are the flyers; getting one of those early is super useful for scouting and snapping up supply pods. If i get any other kinds of aliens I usually try and get them killed asap.

...or you can delete them for free energy?

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Captain Bravo posted:

How much does a Colonist cost?

Surprisingly little, I think it's like 640? For 'buying a new city outright' it's not bad.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Interdependence Network to take advantage of our budding cities, and better attack because +5 to healing compared to +15% offense isn't even really a question. Dead enemies don't shoot back.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

my dad posted:

Hm... From what little I've seen of the game, it's a lot easier to find attack boosts than healing boosts, so heal better is the better option.

The problem is largely that +5 to a given round of healing is very little compared to a +15% attack multiplier on infantry, forever. As we progress up the affinity tree and their base attack power increases, that bonus gets better and better and better, but 5 HP is always 5 HP and little else. The comparative equivalent of a veterancy-and-a-half FOREVER on ALL infantry is amazing.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Neruz posted:

It's not actually the same as veterency because veterency applies on defense as well but yes.

That said taking Brasilia and stacking +healing bonuses lets you end up with dudes who heal like 50 hp a turn which is pretty neat :v:

Yeah, with Brasilia the +10% to attack and defense on all melee units means taking health-ups actually DOES have legs.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

habeasdorkus posted:

Despoil the xenomass and recover the technology!

Investment is awesome once you have a lot of cash... which we're well on our way to doing.

This.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Liquidity. We need that Magnasanti.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

GhostStalker posted:

Sounds good. I take it you won't be using Domes all that much since Terrascapes are so much better and we have the economy to support them? Also, what are your thoughts on building Academies?

Academies are so rarely useful that I absolutely cannot imagine building one INSTEAD OF a Biowell unless I'm already at like 30+ Health empire-wide, given the multiplicative effect on Science output high Health has. Health is always going to be your highest maintenance priority for maximizing outputs. It's the same reason Manufactories are a fool's gold investment due to the health penalties.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Cythereal posted:

Health is trivial to get heaps of without biowells once you get certain techs/policies, though. Academies are a good investment later in the game.

Yeah. It really depends on what kind of build you're going for, but as a rule I usually prefer to research science-booster buildings and use those, and reserve tile improvements for food, health, and money benefits. The nice thing is that any given choice is 'viable,' I've just never gotten a lot of use out of Academies personally.

I retain my position that Manufactories are a chump option, though.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Captain Bravo posted:

How easy is it to settle across an ocean? If nobody is there yet, claiming that continent seems like a fun idea. :v:

The main problem with ocean-crossing is protecting your colonist from sea monsters. If you have a couple gunboats/cruisers/whatever as an escort you're usually fine, but colonists are defenseless even on land and even moreso on water. You also need to scout ahead to make sure it's actually WORTH IT to plop a colonist across the sea in terms of resources, so it requires some commitment.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
It's worth it to have coastal cities anyway because once you start getting into late affinity progress, naval units are incredibly, almost gamebreakingly powerful. Shell coastal cities from outside the range of their guns and sneak in melee units before they can mount an offense! Lay waste to aliens at a distance for free XP and science whenever you drat well please! Move up to like 9 spaces in a single turn and then fire, because why the hell not!

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Klingon w Bowl Cut posted:

Also, ocean trade routes are more profitable than land routes. Let's do it. COLONIZATION OF NEW CONTINENT IS A GO. What should we call our glorious new cybertopian cities there?

Here is a picture of it, by the way:


It's not exactly bursting with resources or anything, but those two Floatstone fields in the middle have 7-8 units each. Not that we'd use it for much, but we could trade the extra or something.

Does anyone else want to weigh in on the Virtue vote before I play the update?

I'd snag the spot in the bottom-left, if it were me. Resilin, coral, oil, tubers, AND firaxite all in easy reach? CHA-CHING.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Allow all citizens to augment and support the artists. Health! Culture! Healthure!

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

my dad posted:

Does the free virtue increase the price of the next virtue? If it doesn't, we might actually gain more total virtues by the end by taking that instead of a culture boost..

It does. All virtues taken increase the total culture needed for the next.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Destroy it. Take no chances on this one.

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Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

ousire posted:

To be fair, you're not exactly going to see some sort of Utopian victory message that says "eat poo poo and die" :v:

Purity's would. :v:

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