Custom Races

Starting abilities

Ok, so what's are people's favorite starting abilities for when making custom races?

I like Planet Quality(8 points) and Population Growth(2 points).

I just love seeing extra tiles on my planets.
8,847 views 11 replies
Reply #1 Top
You can allways hack your savegame-files and "make" some more tiles

How about some research?


I know, thats pretty lame
Reply #3 Top
@Mrcrush is that the mystical mega research bonus tile? i've never ever seen it in a game....wow! and a class 72 planet.

populists

20% economics
10% morale
10% planet
10% research

and whatever i fancy after that.
Reply #4 Top
hey mrcrush, you missed one (3rd from right bottom)

I like:

speed +1
luck +25
military prod +50%

and universalists

I know - pretty strange choices, but they work for me!
Reply #5 Top
Hi!
speed +1

? What's that good for? Research one level in prop, an you get room for an additional engine on colonizer.
BR, Iztok
Reply #6 Top
say, what exactly does luck do?

+noob , i really don't know.
Reply #7 Top
I play suicide and huge galaxies now and have switched to max econ and pop
4 for econ
and 6 for pop.

Since people are the key to money and money is the key to the game then this works good. 30% econ bonus combined with 70% growth allows me to keep up with the game at suicide level.
Any other bonuses are situation specific or can be research.
examples:
The speed can be researched.
social, research, military are only good if you are using that field. I mean research is pretty useless when you are at close to 100% social or military to build your factories or pump out ships.

money and population are always active. THe only problem I have is micro managing. I have to build fleets of troop ships to transfer my population around my planets instead of using them for conquest.

It matters based on siz of galaxy and difficulty level. At suicide the econ bonus is insane so the only way to keep up is to over pop them.
Reply #8 Top
Ummmm hints on hacking save game and stuff for so many useable tiles????
Reply #9 Top
The setup that works best for me is:

Populists

2 points in diplomacy
4 points in economics
2 points in morale
2 points in pouplation growth

I worked this out prior to v1.1. The Populists' morale and diplo bonuses have been cut in half (much more balanced now, I think), but it's still a decent bonus.

In previous versions of the game, Research bonuses only gave half of the stated value, so I quit putting points into research. This has changed in 1.1, so I've been experimenting with taking one or both points out of diplomacy and putting them in research. I'll continue to keep at least the Populists' 10% diplmacy bonus, though, because it helps generate cash in trade and it improves your relations with the other races.
Reply #10 Top
Hi!
speed +1

? What's that good for? Research one level in prop, an you get room for an additional engine on colonizer.


yeah i research the extra prop tech too, still +1 speed gives a good 10-20% speed bonus early on, which i recon gets me maybe 10% extra empire (planets, resources) - i figure this is at least as good as any other bonus u can get for 5 points!



Reply #11 Top
I turn pop growth to 30%, Economist politics, usually an econ and research boost, maybe a social prod boost.

I no longer use influence boosts because they tend to make winning too easy if you combine them with starbases, resources and embassy-type buildings...the AI doesnt' have much chance then, after you get your econ rolling.

Also I stay away from diplomatic advantages in race selection options, because once that tech tree is developed you already have a fairly ridiculous advantage in any case since the AI doesn't seem to ever care about this tech line at all. You can finish a whole game without seeing them even research Advanced Diplomacy. It's like they are making an effort to shoot themselves in the foot.