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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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# ¿ Feb 27, 2015 02:47 |
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# ¿ Apr 29, 2024 04:25 |
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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. This. The sooner Hutama gets a trade engine rolling the sooner we can start raking in energy(and via that everything else).
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# ¿ Mar 3, 2015 04:47 |
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Standardized Architecture. It's not even a question.
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# ¿ Mar 6, 2015 21:59 |
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Profiteering is literally one of the best Virtue picks Hutama ever gets. Well, at least until Alternative Markets and Magnasanti.
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# ¿ Mar 9, 2015 17:53 |
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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?
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# ¿ Mar 10, 2015 22:06 |
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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 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.
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# ¿ Mar 13, 2015 03:47 |
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Alternative Markets Alternative Markets Alternative Markets Alternative Markets Alternative Markets Alternative Markets
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# ¿ Mar 14, 2015 02:33 |
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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.
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# ¿ Mar 14, 2015 10:03 |
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my dad posted:Food crop, because 4X early game. Echo this. Long-term, the energy won't matter; short term, the food WILL.
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# ¿ Mar 15, 2015 00:12 |
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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. ...or you can delete them for free energy?
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# ¿ Mar 15, 2015 05:29 |
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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.
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# ¿ Mar 15, 2015 05:53 |
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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.
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# ¿ Mar 19, 2015 18:55 |
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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.
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# ¿ Mar 19, 2015 19:27 |
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Neruz posted:It's not actually the same as veterency because veterency applies on defense as well but yes. Yeah, with Brasilia the +10% to attack and defense on all melee units means taking health-ups actually DOES have legs.
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# ¿ Mar 21, 2015 03:39 |
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habeasdorkus posted:Despoil the xenomass and recover the technology! This.
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# ¿ Mar 26, 2015 11:45 |
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Liquidity. We need that Magnasanti.
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# ¿ Apr 5, 2015 23:07 |
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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.
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# ¿ Apr 6, 2015 05:52 |
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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.
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# ¿ Apr 6, 2015 05:59 |
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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. 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.
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# ¿ Apr 15, 2015 06:58 |
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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!
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# ¿ Apr 15, 2015 08:12 |
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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? 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.
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# ¿ Apr 15, 2015 08:21 |
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Allow all citizens to augment and support the artists. Health! Culture! Healthure!
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# ¿ Apr 16, 2015 02:12 |
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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.
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# ¿ Apr 16, 2015 02:18 |
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Destroy it. Take no chances on this one.
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# ¿ Apr 29, 2015 20:31 |
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# ¿ Apr 29, 2024 04:25 |
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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" Purity's would.
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# ¿ May 5, 2015 03:52 |