Detailed alighment benefits?

Can anyone list complete benefits of different alignment choices with Xeno Ethics?
Since the one listed in the game don't seem complete of exact (weapon/armor tech for neutral?)

The more detail the better, like how big is approval bonus for Netural races, what exact tech and buildings different alignment get and so.
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Reply #1 Top
There are no extra weapons or defenses for Neutral. You get the Neutrality Learning Center, all upgrade tiles made available on planets, and a discount when you buy ships outright instead of building them.

The NLC's makes extra weapons and techs unnecessary though, since they increase research ability so much you will be getting better weapons and all other techs faster. And the extra weapons and defenses from the Good and Evil alignments are not as powerfull as the most advanced weapons and defenses. The Evil races seldom research past their bonus weapons, so surpassing them is pretty easily done.

Just make sure you research up to them early enough to really make a difference. The time spent early in the game to get it pays off real quick once you start building te NLC's. Techs that used to take 10-12 turns will only take 3-4.

You also get the Temple of Neutrality, which gives you a portion of all the other races tourism money.

The other alignmets I don't know as much about. I dismissed them long ago in favour of Neutral's research ability. That alone makes it worth more than everything the others get combined.

Knowledge is power, especially in this game.
Reply #2 Top
Hi!
Can anyone list complete benefits of different alignment choices with Xeno Ethics?

In my recent two games when playing as a neutral I noticed I got also a 25% interest bonus. I don't remember I got any event that would give it, so it is probably a bonus for neutrals.

The list you get from game is very likely incomplete. I doubt even all developers know what exactly the game gives for a particular alignment.

BR, Iztok
Reply #3 Top
Netural also gets a 10% approval.morale bonus the last time I checked.

Good gets a loyalty bonus which is far less useful. And instead of free tile upgrades you get a saving
of 12*5=60 bc per turn assuming you have 5 or more colonies (excluding homeworld)

You also get the Temple of Neutrality, which gives you a portion of all the other races tourism money.


I think the text says of all netural races, so it's not very useful.
Reply #4 Top
Evil gives you free upgrades for your starbases. it also opens the oppurinity for free invasion tactics, so you can use say, mini soldiers, each and every time for free, saving you a lot of money which would be better used developing planets or buying out techs from the neutral races. As for good, I never played good... (choosing the good ethical options are just too... well, its like stabbing yourself in the leg )
Reply #5 Top
On higher difficulty levels potentially the biggest benefit you can gain from alignment choice is making freinds with potentially dangerous rivals and getting an alliance.
For instance in my last masochist game I had the drengies and the korxx as neighbours plus the thalians somehow became evil and the yor were in the game too. Guess what alignment I chose
Reply #6 Top
Just choose netural or evil options and then pay for good!

Heck I typically choose evil toptions then pay for netural!

Good has that empathy center so races are twice as likely to surrender to you (not sure if it works properly)

and another one that gives all your ships 20% defensive bonus.

Try the Drath Legion they have an inherent 50% defense bonus, then pick good, research defensive techs and use one of their specialised defense, you can quickly get a pretty huge defensive bonus ship... Having one military resource mine helps too!
Reply #8 Top
not for much longer the next upgrade is changing it because defence sucks at the moment or is at least underpowered
Reply #9 Top
yea, the Evil alignment sounds like a good one for warmongers and conquerers.

don't the Neutral alignment get some other weapons and defense? because in the online manual that came with the demo, it says the Neutral get some tech stuff. of course though it could easily be outdated.
Reply #10 Top
The diplomatic benefits of alignments are huge depending on your situation and the way you play. If you are a diplomatic player you can choose the alignment that will make the AI eat out of your hand. If you are neutral the Arceans will die for you. They literally love neutrality. If you are good, you can bribe the Altarians to cuss their mama and if you are evil the drengi will prop up their feet and let you have the galaxy.

maybe I'm exagerating a bit but that's it in a nutshell.

I have tried all three and forgetting about the diplomatic factor, for the bonuses, nothing touches neutral imo. The NLC is big time and so are the planet upgrades. The free stuff you get from evil and good are nothing special in a game where you should be clearing thousands of bc per turn 4-5 years into the game. If you need free starbase upgrades you are probably going to lose.
Reply #11 Top
(Repeating a few things)

All alignments:

- Harmony Crystals trade good. Pretty good morale boost.

EVIL:

- All upgrades to a starbase, which normally costs money, are free.
- Free invasion tactics when you build "no mercy invasion" project.
- Collect a small toll from alien freighters passing through your area of influence.
- Mind control thing, which I didn't realize boosted economy (never built it).
- Hugely powerful weapon techs become available. Psionic beams are second only to doom rays IMHO (expensive as hell though).
- Artificial Slave Center, which gives a nice boost to military production capacity on every world in your empire.
- Everybody hates you, especially Altarians and Torians.

Neutral:

- Morale boost.
- Temple of Neutrality (steals background tourism money from other neutral civs).
- Neutral shipping adds 2 new trade routes (the text saying 3 is incorrect) and adds +10 to your trade income.
- Neutrality Learning Centers, which are the most powerful research buildings in the game.
- All planet tiles that can be upgraded with enhancement are instantly useable. Extremely useful.

Good:
- Loyalty bonus.
- Temple of Righteousness, which steals background trade money from other good civs.
- Hall of empathy, which supposedly doubles the chances that a defeated civ will surrender to you.
- Empathic Tactical Defense, which boosts warship defenses by 20% (or is it +20?).
- Four new defense techs are available. You can install them as modules or not (expensive), but researching three of them increases the defensive strength of your warships. The fourth slightly increases the hit points of all your ships.
- Good and neutral civs like you. Evil races hate you even more than they did before.

I think that's all of them.
Reply #12 Top
Well Evil is the best way to go as I see it. The weaponry alone makes it great. The Free upgrades and the free invasion are worth it. But you have to play it smart. As for the Altarians and Torians ( sp?) simply form an alliance with them then build up a couple of super starbases by their largest planets. 18+ or better. Then once you've researched the tech up enuff to get the psionic stuff and especially the shredder tech, you invade those worlds all at the same time. I generally do not get the little message "I see you building up a fleet in my space yadda yadda.." and before they can react you control some fast producing planets and can just go and squash the rest at your leisure. Just keep a huge Shredder ship docked at the starbase until the area is all yours. Use up to about 21 constructors to build each military base. 5 planets for 21 turns with an ION or Warp drive upgraded constructor producting plant gets them where you want them fast.
Reply #13 Top
That's not going to work on tough or higher. One or the other (or both) will declare war before you've even finished colonizing. They _hate_ evil civs. H A T E. The neutral civs will ally with you, but definitely not the good ones. The best you can do with them is frighten them into submission with a larger military.

And no civ is going to let you build a military base near their world. They assume you're going to attack and they'll preempt you.
Reply #14 Top
mikeswi (swi= spywareinfo?) , fancy seeing you here lol...

Nice list, but for 'Good' you missed out the saving on maintance of the initial colony for first 5 colonies. That saves you 5*`12= 60 bc a week.
Reply #15 Top
swi = first 3 letters of my last name.
Reply #16 Top
all upgrade tiles made available on planets


which anyone can get regardless by researching Terraforming and building the Orbital terraformer

in general i choose evil, mostly for the free starbase modules and invasion tactics
Reply #17 Top
I need to play a few good ethics games to get an idea on how they go, but I find neutral the neutral morale boost (higher taxes), terraforming boost (more buildings on every planet right away), and research boost the most appealing. Evil has good weapons but the other races tend to be very cross with you. I think it is better on small galaxies where you only have a few planets and a few other races to play against, which mitigates the alliances of your foes. (2 on 1 is easier than 5 on 1.)
Reply #18 Top
The thing about the special weapon techs for evil is that their advantages don't last, cos in the long run you can research better weapons in the normal line. So the evil race has to strike soon, before the netural race runs away with the game with NLCs.