What abilities you can't do with out
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GalCiv2 Forums
When I play an open sand box game I use a custom race I created, I simply call Android. At first I gave them the Super Trader ability and it was a blessing. Early and mid games and most often till end games in smaller map sizes my trade income was the largest income. The Super Trader really helps with giving you lots of money very early in the game. I would find that most of my game if it wasn't for the income coming from trade I would be in the red.
Then I read in these forums on how trading is less and less important in later stages of a game. So I learned to play with out it and doing quite well. I beef up my economy and learn to specialize economy planets to generate cash for me. With that now I use the Super Diplomat skill. It is so helpful negotiating especially when it comes to trading and purchasing technologies. I like to play on the harder difficulties like masochist and obscene and I think it's impossible to match my AI opponents technology gains so I need to use my large cash reserves to buy technologies. Minor races play an important role here as they usually are the best partners to trade tech with. I think I can safely say I am hooked with the Super Diplomat skill.
For my other races bonuses I use the Speed +2, Manufacturing bonus of +50 with some other little bonuses here and there. I can't seem to do with out those two important bonuses. The Speed +2 I find to be so crucial as first it gives you and advantage for the initial colony and resources rush, even on the higher difficulty levels I manage to grab more planets then my opponents thanks to Speed +2. I also see Speed +2 as default engines on my ships, but engines that don't take up space or cost money to include. Not only can I build warships that are innately faster then my opponents I will have more room for weapons and armor and save on building costs, so it's win win all around. Only gripe I have is that Speed +2 is 8 points which takes a little over half my bonus points.. I guess with such a powerful bonus any thing less and it would be broken.
The Manufacturing bonus is a new bonus I can't live with out. This bonus helps with the initial rush for colony and construction ships but that's not all. In mid and late game this bonus helps so much. I can pump out Warships faster then ever and I can't say how nice it is to be pumping out Construction ships like they where candy. I find it easy to use construction ships to build bases and improve existing bases, they flow like water. Speed +2 and Manufacturing +50 are bonuses I don't see myself giving up any time soon.
What about the rest of you, what are your skills and bonuses you come to love and rely on? I would like to especially hear about people who don't used the Speed +2 or Manufacturing +50 but can still beat this game on masochist and beyond.
Then I read in these forums on how trading is less and less important in later stages of a game. So I learned to play with out it and doing quite well. I beef up my economy and learn to specialize economy planets to generate cash for me. With that now I use the Super Diplomat skill. It is so helpful negotiating especially when it comes to trading and purchasing technologies. I like to play on the harder difficulties like masochist and obscene and I think it's impossible to match my AI opponents technology gains so I need to use my large cash reserves to buy technologies. Minor races play an important role here as they usually are the best partners to trade tech with. I think I can safely say I am hooked with the Super Diplomat skill.
For my other races bonuses I use the Speed +2, Manufacturing bonus of +50 with some other little bonuses here and there. I can't seem to do with out those two important bonuses. The Speed +2 I find to be so crucial as first it gives you and advantage for the initial colony and resources rush, even on the higher difficulty levels I manage to grab more planets then my opponents thanks to Speed +2. I also see Speed +2 as default engines on my ships, but engines that don't take up space or cost money to include. Not only can I build warships that are innately faster then my opponents I will have more room for weapons and armor and save on building costs, so it's win win all around. Only gripe I have is that Speed +2 is 8 points which takes a little over half my bonus points.. I guess with such a powerful bonus any thing less and it would be broken.
The Manufacturing bonus is a new bonus I can't live with out. This bonus helps with the initial rush for colony and construction ships but that's not all. In mid and late game this bonus helps so much. I can pump out Warships faster then ever and I can't say how nice it is to be pumping out Construction ships like they where candy. I find it easy to use construction ships to build bases and improve existing bases, they flow like water. Speed +2 and Manufacturing +50 are bonuses I don't see myself giving up any time soon.
What about the rest of you, what are your skills and bonuses you come to love and rely on? I would like to especially hear about people who don't used the Speed +2 or Manufacturing +50 but can still beat this game on masochist and beyond.

I'm always dying to spend AP on Repair. Don't you enjoy that play style where you go around with Large Hulled ships taking damage just so you can take advantage of that Repair bonus?