| ays seem to get free logistics |
This is because the Logistics is more-or-less hardcoded (as hardcoded as race statistics ever are in this game), and cannot be modified with the Ability picks. Neither can Miniaturization, for that matter. There's a few others I've seen not being included in the Abilities menu that show up in the Overview tab.
| Interesting to see people choosing luck. I've always found it near useless...the only effect I've ever seen is those lucky ranger ships, which are OK but too slow. I do play on rare anomalies as it's too easy to take advantage of the AI with anything else, but even there, I did a test a while back and didn't notice any real differences between the "quality" of the anomalies with and without luck bonuses. That included modding in a ludicrous x00% racial luck bonus. What am I missing? |
I have used a 100% luck bonus, as well (in the same manner as you), and saw that nearly every planet I colonize pops up a moral dilemma. Before, it was only occasional - I dare say it was rare. Perhaps I'm mistaken on the frequency of these events, but I feel it does increase with luck. Which, if you're a good race, would totally screw you as you get all sorts of penalties for staying Good- though I suppose one could go with a number of Neutral options and it'd still be okay.
| i have the +20 economics party. |
That's the Federalist party, which is default for every race.
My own preferences seem to focus on Technology advancement, then whatever I feel is useful after bumping that up (Morale or Economy, for instance). Max Research, maybe Creativity (I've gotten the impression that it doesn't really help as much as it sounds, so I may stop using it), Technologist party...
I just tend to like being more advanced than everybody else, and I usually am.