Iconians in beta 4C
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GalCiv2 Forums
Settings: Large, abundant everything, slow, tough, 9 opponents (no Krynn, and no Thalans since they lose horribly in every game I’ve played so far), tech trading on. I took the economics and morale bonuses. I normally take Creativity to help during the crunch, but the Iconians only get 7 points. 7 felt awfully low since most races have 8-10 and the bonuses the Iconians have aren’t that great compared to some other races like the Krynn (espionage and morale AND diplomacy AND influence) or Torians (morale AND growth) that have similar bonuses. The super ability was fairly useful in that it allowed me to get an extra 5-6 planets during the colony rush phase.
Starting positions:
Yor: 11 o’clock
Altarians: 9 o’clock
Terrans: 8 o’clock
Iconians: 7 o’clock
Drengins: 5 o’clock
Korath: 4 o’ clock
Torians: 3 o’clock
Drath: 2 o’clock
Korx: center
Arceans: center
I built a Precursor Library and Archive on every planet. With the tech rate at slow (I normally play on normal) and no Creativity, my research was flying by discoveries every few turns. I never even bothered to research any other research buildings. I traded for Advanced Computer at some point, but never built the Technology Capital anywhere since I never needed it.
I built a second ship for finding anomalies (a survey module, an ion drive, maybe a sensor, and then a lot of life support). I did not have much of an economic crunch in the beginning, which I think is partially because of the second survey ship. For reference, I ran my production at 100% and my morale at 100% until my homeworld starting to grow to the point where I couldn’t maintain 100% morale, then jumped my tax rate up to around 59% to keep the deficits manageable while I grew out and looked for anomalies. My morale also stayed pretty high since I built a Dream Conclave on a blue drop on my homeworld, so my population grew fast enough to get out of the crunch fairly soon. Despite being "crippled", I didn’t have much of a problem with my economy in this game. My research was flying by just with the Precursor buildings, so I filled every blank tile on every world with the Iconian econ buildings at first, and then eventually with stock exchanges once I managed to get that tech.
One theme that I saw with the Iconians is that they are set up so that you don’t really need much research into infrastructure. Their starting buildings are quite good. The Precursor buildings gave all the research that I would ever need and the Dream Conclave was good enough for my morale. I was almost never able to run close to 100% (I am at 96% now, but that includes Harmony Crystals, Frictionless Clothing, and then stealing through spying/invasion a few techs that boost morale like Xeno Entertainment and Slaughteroriums), but 80% was enough to run a nice surplus.
Their starting factory is pretty weak, but the maintenance is cheap and with 3 on a planet, you produce most of those starting buildings pretty quickly. The OPP factory is very good, since it outproduces an Industrial Sector (16 production vs. 12) and only costs 690 BC to buy outright and their "power plant" beats the quantum power plant by almost twice as much. On planets with a production bonus tile, I’d build one of those immediately and have the planet built up and ready to produce ships very quickly. Their upgraded factories are pretty bad, since they cost more than the corresponding factories in the base tech tree.
On a planet with the bonus industry tile, one of those OPP factories, the initial colony, and the molecular fabricator will provide 72 production (16 for initial colony, 16+16 for the interstellar refinery, 24 for the molecular fabricator). To produce the same amount using manufacturing centers, you would need to take up 3 additional tiles (16+20+10+10+10+10) and cost you 30 BC (both sides build the initial colony, so I’m not counting that) compared to 18 BC for the Iconian setup. Industrial Sector would take 2 extra tiles (16+24+12+12+12) and cost 40 BC.
The economic buildings are not as crippled as they appear on paper. On a planet where you plan to build 3 economic buildings (for example, a lot of my shipbuilding planets), 3 stock exchanges would give +75% economics, while 1 Merchant Trade Center and 2 Merchant Emporiums would give +78% economics. Obviously, replacing those Merchant Emporiums with stock exchanges would be better, but using the unique techs, you are actually ahead here. Combined with those industrial techs, the Iconians are actually pretty good at making good use of marginal worlds.
The "nerfed" economy and weak factories were also less of an issue than they would appear because of the focus on building small ships. The extra +15 miniaturization and the 8 extra hit points from their organic plating made my small ships quite formidable when I was fighting the Drengins. My small ships would have 2/0/0 attack and 1/0/1 defense with 16 HP against their Super Dominator Corvettes. This let them survive wave after wave and gain tons of levels to the point where they were getting up to around level 20, at which point they had almost 50 HP each. I researched up to medium ships, but my small ones were always so strong that I rarely built medium ships and just stuck with small ships that I would upgrade after they gained levels.
While I was able to gain space superiority over the Drengins easily, ground combat is a huge weakness for the Iconians. I had Planetary Bombardment, Space Marines, and Tir-Quan Training (and the invader bonus) for a total of +50 soldiering. The Drengins, meanwhile had about 100 soldiering (they had researched up to Ultimate Shock Troops). This made the invasion process incredibly slow-going, since I needed to send troops at about a 2:3 ratio in order to invade. My logistics was only 16 for a while, since a fleet of 5 small ships was strong enough to win battles, but I had to go up to 25 in order to get enough transports together to take large planets like their homeworld. Fortunately, their morale was awful so I could use information warfare to make the invasions more like 4000 to 5000 rather than 3000 to 6000. Once I managed to buy Tidal Disruption from someone (and eventually steal Planetary Defense and Advanced Planetary Defense in invasions), my advantage changed to about 80 to 110. Tidal Disruption is a huge tech for the Iconians since they use so many unique buildings that you’ll end up destroying just about every building but the starbase and recruiting center anyway when you invade. I haven’t been able to get anyone to sell me it, but Advanced Troop Mod would also help a ton here buy allowing you to stuff enough soldiers into each transport to give you a larger number of soldiers per point of logistics for each transport fleet. At this point though, it probably doesn’t matter since my logistics are something like 49 right now.
The other glaring weakness that I found was that their starbases suck. I ended up buying the factory techs from other races entirely to make my starbases non-useless. I think they only get up to +14 using the Iconian tech tree. Maybe they should get a module added to each of their industry techs? Their starbases would still be underpowered compared to the other races (they’d be say, +29), but not by so much.
Currently, I am trying to start the slow process of killing off the evil races so I can get a diplomatic victory. The Drengins are almost dead, then I’ll begin on the Korath and eventually the Yor.
Strengths: Good early techs, good synergy between techs
Weaknesses: Awful soldiering (not even advanced troop mod!), awful starbases, very weak racial abilities, low number of bonus race points
Starting positions:
Yor: 11 o’clock
Altarians: 9 o’clock
Terrans: 8 o’clock
Iconians: 7 o’clock
Drengins: 5 o’clock
Korath: 4 o’ clock
Torians: 3 o’clock
Drath: 2 o’clock
Korx: center
Arceans: center
I built a Precursor Library and Archive on every planet. With the tech rate at slow (I normally play on normal) and no Creativity, my research was flying by discoveries every few turns. I never even bothered to research any other research buildings. I traded for Advanced Computer at some point, but never built the Technology Capital anywhere since I never needed it.
I built a second ship for finding anomalies (a survey module, an ion drive, maybe a sensor, and then a lot of life support). I did not have much of an economic crunch in the beginning, which I think is partially because of the second survey ship. For reference, I ran my production at 100% and my morale at 100% until my homeworld starting to grow to the point where I couldn’t maintain 100% morale, then jumped my tax rate up to around 59% to keep the deficits manageable while I grew out and looked for anomalies. My morale also stayed pretty high since I built a Dream Conclave on a blue drop on my homeworld, so my population grew fast enough to get out of the crunch fairly soon. Despite being "crippled", I didn’t have much of a problem with my economy in this game. My research was flying by just with the Precursor buildings, so I filled every blank tile on every world with the Iconian econ buildings at first, and then eventually with stock exchanges once I managed to get that tech.
One theme that I saw with the Iconians is that they are set up so that you don’t really need much research into infrastructure. Their starting buildings are quite good. The Precursor buildings gave all the research that I would ever need and the Dream Conclave was good enough for my morale. I was almost never able to run close to 100% (I am at 96% now, but that includes Harmony Crystals, Frictionless Clothing, and then stealing through spying/invasion a few techs that boost morale like Xeno Entertainment and Slaughteroriums), but 80% was enough to run a nice surplus.
Their starting factory is pretty weak, but the maintenance is cheap and with 3 on a planet, you produce most of those starting buildings pretty quickly. The OPP factory is very good, since it outproduces an Industrial Sector (16 production vs. 12) and only costs 690 BC to buy outright and their "power plant" beats the quantum power plant by almost twice as much. On planets with a production bonus tile, I’d build one of those immediately and have the planet built up and ready to produce ships very quickly. Their upgraded factories are pretty bad, since they cost more than the corresponding factories in the base tech tree.
On a planet with the bonus industry tile, one of those OPP factories, the initial colony, and the molecular fabricator will provide 72 production (16 for initial colony, 16+16 for the interstellar refinery, 24 for the molecular fabricator). To produce the same amount using manufacturing centers, you would need to take up 3 additional tiles (16+20+10+10+10+10) and cost you 30 BC (both sides build the initial colony, so I’m not counting that) compared to 18 BC for the Iconian setup. Industrial Sector would take 2 extra tiles (16+24+12+12+12) and cost 40 BC.
The economic buildings are not as crippled as they appear on paper. On a planet where you plan to build 3 economic buildings (for example, a lot of my shipbuilding planets), 3 stock exchanges would give +75% economics, while 1 Merchant Trade Center and 2 Merchant Emporiums would give +78% economics. Obviously, replacing those Merchant Emporiums with stock exchanges would be better, but using the unique techs, you are actually ahead here. Combined with those industrial techs, the Iconians are actually pretty good at making good use of marginal worlds.
The "nerfed" economy and weak factories were also less of an issue than they would appear because of the focus on building small ships. The extra +15 miniaturization and the 8 extra hit points from their organic plating made my small ships quite formidable when I was fighting the Drengins. My small ships would have 2/0/0 attack and 1/0/1 defense with 16 HP against their Super Dominator Corvettes. This let them survive wave after wave and gain tons of levels to the point where they were getting up to around level 20, at which point they had almost 50 HP each. I researched up to medium ships, but my small ones were always so strong that I rarely built medium ships and just stuck with small ships that I would upgrade after they gained levels.
While I was able to gain space superiority over the Drengins easily, ground combat is a huge weakness for the Iconians. I had Planetary Bombardment, Space Marines, and Tir-Quan Training (and the invader bonus) for a total of +50 soldiering. The Drengins, meanwhile had about 100 soldiering (they had researched up to Ultimate Shock Troops). This made the invasion process incredibly slow-going, since I needed to send troops at about a 2:3 ratio in order to invade. My logistics was only 16 for a while, since a fleet of 5 small ships was strong enough to win battles, but I had to go up to 25 in order to get enough transports together to take large planets like their homeworld. Fortunately, their morale was awful so I could use information warfare to make the invasions more like 4000 to 5000 rather than 3000 to 6000. Once I managed to buy Tidal Disruption from someone (and eventually steal Planetary Defense and Advanced Planetary Defense in invasions), my advantage changed to about 80 to 110. Tidal Disruption is a huge tech for the Iconians since they use so many unique buildings that you’ll end up destroying just about every building but the starbase and recruiting center anyway when you invade. I haven’t been able to get anyone to sell me it, but Advanced Troop Mod would also help a ton here buy allowing you to stuff enough soldiers into each transport to give you a larger number of soldiers per point of logistics for each transport fleet. At this point though, it probably doesn’t matter since my logistics are something like 49 right now.
The other glaring weakness that I found was that their starbases suck. I ended up buying the factory techs from other races entirely to make my starbases non-useless. I think they only get up to +14 using the Iconian tech tree. Maybe they should get a module added to each of their industry techs? Their starbases would still be underpowered compared to the other races (they’d be say, +29), but not by so much.
Currently, I am trying to start the slow process of killing off the evil races so I can get a diplomatic victory. The Drengins are almost dead, then I’ll begin on the Korath and eventually the Yor.
Strengths: Good early techs, good synergy between techs
Weaknesses: Awful soldiering (not even advanced troop mod!), awful starbases, very weak racial abilities, low number of bonus race points