Which are the best Racial Attributes?

Looking at the list, the racial attributes don't sound quite as game-making as the ones in MOO II. Still, I was wondering what people thought the best ones were. Personally, I imagine investing in research and the economy would probably pay the best dividends.
21,210 views 18 replies
Reply #1 Top
Those are two of my favorites, though it really depends on your play style. I'm not a warmonger, so the bonuses to HP or Attack/Defense really wouldn't do me much good. Also, speed/range can be handy at times.
Reply #2 Top
I'll list out the ones NOT to get.

Social Production - Is currently bugged, so Civ-wide social production bonuses have ZERO effect. I don't see them fixing it in the patch notes either.

Pop. Growth - because even with 0 bonuses, you're gonna hit the pop. growth cap (200m/turn) so quickly it doesn't matter anyway.

Morale - it's being heavily nerfed with the new patch. A 100% morale boost will only give an actual 39 boost. Of the 10, 15, and 20 you can pick, it's more like: 6 morale for 1 point, 8 morale for 2 points, 10 morale for 3 points.
Reply #3 Top
I use reasearch and diplomacy.
Reply #4 Top
A couple of my favourite designs are
Research, backed up by creativity and Luck. (the classic, good for all playstyles and more tech = more power no matter your aim)
Morale backed up with economy. (amazing economic power with the right tactics and a little luck)
Planet quality backed up with social construction. (Really shines for boost at the start, but is useless later in the game really, though by then you are expected to get your bonuses elsewhere)
Reply #5 Top
I just played a game with the planet quality attribute, helped out a ton. I would recomend that one at the moment.
Reply #6 Top
I use a modified Yor with the following stats:

+30 Economy
+10 Speed
+10 Logistics
+25 Miniturization

And my political party (Populists) adds:

+20 Morale
+20 Diplomacy
Reply #7 Top
I tend to pick research, economy and depending on how I plan on playing Weapons/Influence
Reply #8 Top
Well I haven't even gotton the game from the mail yet so i personally dont know which attibutes are the best. But I tend on making a extremely intelligent and diplomatic race and a total war race like the drengins . It should be alot of fun.MAN I CANT WAIT TILL THE GAME COMES THATS ALL I CAN THINK ABOUT!!! Hey anyone who has the game and has played it can you please tell me whats it like and what you like best about it. Thanks
Reply #10 Top
I use a custom race with a bunch of small bonuses (particularly in things that are hard to get bonuses to, like Luck). It makes me adaptable.

I recommend you try some different layouts, see what you find yourself lacking in, and adjust as necessary. But yes, research and economy bonuses are always a good idea.
Reply #11 Top
I use diplomacy, research, and planet quality. Couldn't get as far as I did without them!

I'm also a Universalist.
Reply #12 Top
Planet Quality I but not II. The second one is just too pricy.

Economics is always good. Goes great with Federalists.

Research is always good. Combines well with Technologist party.

Diplomacy can be very powerful but you'll have to actively take advantage of it, whereas the above three help no matter what. Populists boost this further, but the morale bonus is iffy now so I'm not sure if I would take them or not. I know in Gal Civ 1 the populists were one of the best choices.

+2 speed is fantastic, but costly.

+Hitpoints, attack and defense can be good but you've got to capitalize on it all by fighting constantly.

Creativity, luck or loyalty can be worth snagging if you end up with a spare point.
Reply #13 Top
I use research, military production andsocial production (although I should really change that one to economics). I then choose the industrialist party for a manufacturing powerhouse.
Reply #14 Top
+50 % Weapons is nice. it means with 2 Attack on my ship the ship will effectively have 3 attack. gets better later on with better weapons and simply gives you a nice edge over equally developed or even advanced civs. of course make sure to always attack yourself. dont let em attack you so you are not forced into taking the first strike.

currently playing with 50% influence. snagged a couple worlds with it easily, but it seems other civs declare war on you just to prevent your influence from taking them over. now only me and Drengin left. Drengin adapted and is starting to build up more influence than me. ^^
need to build some influence starbases now fast.
Reply #15 Top
In my current campaign, I can't help but highly recommend the full Military Production bonuses. If you plan on building a lot of capital ships, or swarming the enemy with small fighters, they're practically a must.
Reply #16 Top
It always depends on the stratagem you employ. Personally, I like combing max economics, with a 20 to 30 per cent military boost (the game is based around ships and military really just means «ships». You could also max out trade as it comes in extremely handy unless you play on either huge or large maps. But if I have a plan in mind before I play, I would cater the attributes to that goal: military: weapons, military production, hit points/defence, repair maybe, etc.; alliance: diplomacy, influence, trade, espionage maybe; influncial: influence, diplomacy, military (because you will have to fight to get big). But you should always use a military production bonus. Also, in Dark Avatar you have 15 points, so PLanet Quality max becomes a very good choice as well.
Reply #17 Top
Wow! An 18 month thread necromancy! This must at least be close to a record.



The Necormancer has a supernatural ability to bring long-dead forum discussion threads back to life. After having been flogged to death the thread may have been deceased for many years, and bringing it back may have scant relevance to the current topic, yet Necromancer will unexpectedly exhume the thread’s rotting corpse, and strike horror in the forum as its grotesque form lurches into the discussion. The monster, instantly recognized by all who knew it in life, seems at first to breathe and have a pulse, but, alas, it is beyond Necromancer’s skill to fully restore the thread’s original vitality. The hideous apparition may frighten away some of the weaker Warriors or Warriors badly wounded in former battles, but the thread is only a shadow of its former self and very quickly expires.

The above is from an amusing site Flame Warriors by Mike Reed that caricatures over 100 Flame Warrior characters. It's actually quite amusing and pretty much everyone could undoubtedly find something listed there that fits their own personality.

BTW Volkolyef, please take this as the good natured ribbing it was intended to be.
Reply #18 Top
It was worth checking the GC II forums today just for that link!

Thanks Mumble!