good-neutral-evil, tech choices?

I believe you can get Arnorian battle armor if your empire is 'good'. What other unique techs are available for good-neutral-evil alignments?
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Reply #1 Top
There is an armour in each armour type for good races. The evil races get a matching powerful weapon in each weapon type. The Neutrals get the Neutrality learning centre, which is the best research building available, and can also research a tech to give them 3 extra trade routes.

Each alignment also gets an extra tech at the end of the ethics tree.
Reply #2 Top
If you choose neutral, you get all your planets terraformed at once (even planets you conquer later) to their highest possible PQ.

That together with NLCs makes "neutral" maybe a bit overpowered, evil and its weapons is also an interesting choice and I hope, the new battle system in 1.2 will make good (and therefore armor) more valuable.
Reply #3 Top
That 12 damaged Pisonic beam is just so devastating.
Reply #4 Top
what other benefits for good and evil are there, besides the tech stuff, the armor for good side, weapons for the evil side. and I thought the Neutral guys also got some weapons/armor?

sounds like Neutral is pretty much the best choice to use...
Reply #5 Top
Can't help it I love going to the Evil Side ( Love the weapons) Probably one of the reasons why I also enjoy Evil Genius heheheh..

Now this would be cool. Combine techs to discover really bizarre techs that don't all have to be weapon based. Something along the lines of Beam theory and ship speed theory open up a secluded branch on the tech tree ( sorta a tech shrub) of Teleportaion/Gates for the ships. You could have the contructors go out and build a gate or it could be an add on Module to a starbase so that a fleet can move from starbase to starbase
Reply #6 Top
Evil has free starbase upgrades and taxes trade routes within its influence. Good players have a bonus to diplomacy and more loyal citizens. Good owns.
Reply #7 Top
I believe you can get Arnorian battle armor if your empire is 'good'. What other unique techs are available for good-neutral-evil alignments?


Good Races have two special armor tech for each category in the plain armor it is Arnorian Battle Armor has 6 on absorbsion good against those Psionic Shreaders which is an Evil Tech. That should come after research of Tri-Strontium in the Tree in the Shields category after reaseach of sheilds III there is the Subspace Rebounder absorbtion of 5 and after Barriers III Dynamic Sheilding has an Absorbtion of 6 In the Missile Defense Category there is after ECM III is Telepathic Defenses Absorbtion of 3 kind of week but cheap and size effective really no excellent defenses for missile poor though process on those I think
Reply #8 Top
For your use if some one can link that Galactopedia here that could be useful..
Reply #9 Top
Here it is this has all the techs


https://forums.galciv2.com/?ForumID=162&AID=105605#832644

btw neutral races don't get special weapons they get more trade routes and NLC's
Reply #10 Top
I can't use that galactopedia thing until I get the full game although it does look very useful.
Reply #11 Top
The only thing not mensioned is the Psionic Beam which is pretty popular Psionic Missile and Psionic Shredder.
Reply #12 Top
Neutral races get Neutral Shipping and Neutrality Learning Center which are cheaper and are more effective than Discovery Spheres. These are good enough to offset the weapons and defense bonuses of Evil and Good races.
Reply #13 Top
The free starbase upgrades for Evil can be a very powerful thing if you can crank out Constructors, especially to produce Military starbases. However, I don't see why an Evil race should get free Culture modules. Military and Economy Yes, Culture No. If you are Evil why would you go for a Cultural Victory? Maybe give Good and/or Neutral races free Culture modules for balance?
Reply #14 Top
Hmm I thought the free upgrades refer only to the "starbase battlestations upgrades" that normally cost 200 bc when you add it. These add +1 attack to all 3 categories. Nice to have but not critical. All other modules don't cost anything normally, beyond the cost of the constructor that is.

The Good's ability to forgo inital colony maintance cost for 5 most populated colonies, saves you at best 5*12 = 60 bc per turn. As far as I can tell, the inital colony maintance is always 12 bc regardless of the size of the colony??