On supers and tech trees

I've been playing around with a custom civ that combines the Drath tech tree with the Terran super (diplomat)...and Korx ship design, just for kicks.  This has led me to two questions.

1) diplomat makes your civ more skilled with negotiation, right?  I'd think that would include negotiations to go to war.  Is diplomat less effective than manipulator (or not effective at all) at getting other races to go to war?

2) The Drath tree has been treating me pretty well.  In particular, war profiteering has been amazing.  I really haven't even needed to put a great deal of thought into my economy (just whip up an econ world here and there), because given the natural tedency for there to always be someone fighting during the post-colony-rush phase of a standard game (10 civs, and I've been playing large galaxies), I've been hitting around 100k BC without even trying.  Would you consider this broken/overpowered, or do other civs have access to equally powerful econ strategies that I haven't found yet?

 

Also, this is off topic, but I want peoples' opinions - I enjoy being able to swap playstyles mid-game, being able to culture-bomb, tech efficiently and war/peacemonger.  That said, what would you say is the most versatile tech tree?

3,228 views 4 replies
Reply #1 Top

That Mercenary Academy is pretty cool, use your strong diplomatic ability to put all the races at odds with eachother to pick up a couple thousand bc every turn.  I don't think the Mercenary Academy is overpowered.  If you compare it to the benefit of super breeder, for instance, it's really not an overly huge advantage.  Another fairly big advantage comes to mind.  Some races like the Korx and Thalan (I believe), have tech tech tree access to the discount, similar to what you get with Neutral alignment.  Combine those two, and everything costs half as much.  That's a biggy.

Reply #2 Top

I´ve read this multiple times here in the forums that actually the Terran SA is overpowered, and, in fact, incorporates the Manipulator & Organizer SA as well. Don't know if that's actually really is so - but it seems logical.

Craig is right, it's not overpowered. You could, eg. combine SuperBreeder with an all-econ approach and make way more money. You don't have to built a single ship actually, because your massive economy lets's you buy everything you need from the AI's. There's one guy who presented that as a thread here, works even on suicidal just fine.

To be honest, I haven't played all races in TA yet. Just half of them. My speciality is the Yor, and everytime I play a different race I suck big time, which lets me always return to my favs who makes a suicidal warfight a cakewalk.

One of the reasons I like them is that I can swap between all-lab/all-fac as I need - their improvements are powerful and have a low maint, so having un-used structures on a planet (preserved for later use) is not that costly. Contrary to what's been written here their economy is *overtly* strong - if one takes into account that they can techtrade for alot of civ-wide economic bonuses and improvements (while theirs are untradeable).

Just culture-flipping doesn't really work with them - on the other hand, their ingrained immense +100% loyality let's their planets also never flip, at least, not in my games.

Reply #3 Top

 Or you can play with a custom race, take super breeder as your super ability and use the Drath tech-tree for war profiteering and have both :)

Reply #4 Top

Quoting TorontoRock, reply 3
 Or you can play with a custom race, take super breeder as your super ability and use the Drath tech-tree for war profiteering and have both
End of TorontoRock's quote

 

umm. that's is EXACTLY how I play !!!! The superbreeder helps so much with the low pop growth and the war profiteering heps a lot. I end up become a super manipulator almost so I can get more war money.