Good Race Idea?

I've been experimenting with different races since day 1, and this seems to be a pretty good one, but I figured I'd check the metaverse for feedback. I start with the Yor, and edit them with: Economics+30, Luck+25, Creative+25, and Military production+30 along with the Yor's natural Loyalty+100, Logistics+8 (I think), and Miniturization+25. One thing I also want to know, is the luck and creativity worth the 2 points? Now the feedback part happens. Thanx

The very instant you show your weakness, your downfall will begin!



4,860 views 9 replies
Reply #1 Top
I've never seen luck as very helpful (but I play DL), and creativity, well it makes events happen more often (I think), so it only gives you bonuses if you're evil.

The answer to your question is NO!
Reply #2 Top
Well, it all depends on what type of victory you're going for. Personally I would swap the Creativity and Luck for Morale and Diplomacy. But thats just me.
Reply #3 Top
Hi!
Economics+30, Luck+25, Creative+25, and Military production+30

Just trade Creativity for +10% Morale and you're good to go for a conquest victory. If you're playing DA, leave Luck at 25%.

BR, Iztok
Reply #4 Top
Why is luck so good in DA? (I don't have it yet, but am getting it soon...) Also, why is morale so important? I know for taxes, but I just add at least one entertainment center to some of my bigger planets.

The very instant you show your weakness, your downfall will begin!



Reply #5 Top
Luck +25 helps me in the initial phases because it increases the frequency of those delicious 1000bc and 2500bc anomalies. I'd keep the point for luck just for that. Scrap the creativity bonus, though, and put it on something more useful.
Reply #6 Top
Hi!
Luck +25 helps me in the initial phases because it increases the frequency of those delicious 1000bc and 2500bc anomalies.

I'm affraid that's not true. Anomalies have a FIXED bonus. In DA Luck ability increases the lowest roll for your weapons by stated percent. So with luck of 25% the weapon that could roll an attack from 0 to 4 will roll from 1 to 4 (lowest limit + 25% of highest), increasing the average damage the ship can deal by 12.5%.

Also, why is morale so important? I know for taxes, but I just add at least one entertainment center to some of my bigger planets.

High morale gives:
1) more taxes at the same approval level, or
2) better approval --> faster pop growth at the same tax level.
One entertainment building means 1 less econ (or some other building) on a planet. +10% morale ability is free for ALL planets.

BR, Iztok


Reply #7 Top
Another thing I thought, is that with the Yor's +100 Loyalty, does that mean they can never be infuenced to revolt? Its never happened to me, so I'm not sure. If that is true, can't you have your tax rate higher than normal because there is no fear in revolt? And creativity, does it increase the chance of those good,neutral,evil events happening? Also, is it smart to have at least on farming thing on every planet? I do that because of the dang UP, cause otherwise they walk all over me...

The very instant you show your weakness, your downfall will begin!



Reply #8 Top
to question 1 yes they can revolt i once took down there intire(spelling?) empire of half of a gigantic galaxy on challenging but you need alot of influence stabases and sometimes you need to go to war to get the citizens mad at there (aka) owner. in your case the yor.

question 2 never put taxs to high because it lowers morale and peiple get upset which sometimes tips the balance to other civs and your planets are more likely to revolt .......most of the time. i only do it when my bc is in the -hundreds

question 3 .......I have no idea ....... yet!!!!
Reply #9 Top
there intire(spelling?)


their entire

Your welcome for the spelling check, spartan2209.

Another thing I thought, is that with the Yor's +100 Loyalty, does that mean they can never be infuenced to revolt?


I play the Yor frequently myself, so I know that a +100 loyalty will not prevent planets from culture flipping. From my experience, it just makes your planets only about as half as likely flip in any given turn. Given that culture flipping occurs randomly, I suggest that you play as though you didn't have that bonus. It might save you a little trouble.

Also, is it smart to have at least on farming thing on every planet? I do that because of the dang UP, cause otherwise they walk all over me...


I never put them on home worlds (they already have large population capacity) or planets that will never get a PQ of 11 or higher (morale bonus for PQs of 11 or higher).