The Terrans tech tree is the one most similiar to what all civs had back in previous versions. If you don't want to be overwhelmed by all the changes from DA to TA, or overwhelmed as a new player, this is the civ you should start out with. Just because they are easy to start off with doesn't mean that they don't have some of their own advantages. They are an innovative civ that is capable of doing many tricks that the galaxy has yet to see...
Super Ability: The Terrans super ability is Super Diplomats. To state that the Terrans have good diplomacy is something of an understatement. Their super ability provides them with several diplomatic advantages. They can get better deals and they can contact other civs more frequently than what other civs could. As such, it might prove useful to spend points into diplomacy.
Customization: The Terran base abilities give a strong boost to diplomacy, smaller bonuses to speed and trade, and a small penalty to military production. They have a starting logistics score of 6, and have 10 points to spend on customization.
Industry, research, and economics: The Terrans develop at standard progression for industry, research and economics. They start with basic factories, labs, and markets.
Morale, Farming, and Influence: The Terrans progress normally for morale, farming, and influence. They start out with a basic morale building.
Getting Started: The Terrans have no major worries at the start of the game. They have access to a special planet improvement called the "Innovation Complex". Once built, it will give any new ships built on the planet a speed bonus. You might want to built it early (so it aids in the colony rush) or save it for later when you start developing factory world (a high industrial output will build more ships with this advantage).
Military Advice: The Terrans have the tech tree most similiar to what every civ had back in DA. Because of that, most player should find them the easiest to play. However, don't think they are lacking any special or unique techs, because they don't. In fact, they are one of the most innovative civs out there as they posses the largest variety of new ship module types out there. They posses Fleet Warp Bubbles, they have Stellar Folders, they have 3 kinds of HP Boosters, and they have a number of Atlas modules (some fleet support, others ZOC). If you want to do well as them, you should try to experiment with these modules and see what you can do with them.
Innovation Complex: You can only build one of these. This planet improvement has 3 effects. 1st, it provides a small research bonus (insignificant). 2nd, it increases the influence of the planet by 50%. 3rd, it provides a +1 speed bonus to any new ship built by the planet.
Stellar folder: Not much to say except its like a hyperwarp engine, except it costs more, and gives a bigger speed increase (+6 instead of +5).
Atlas Fleet Modules: The Terrans get a few fleet modules. The "Tulon Weapon Focus" gives the affected fleet a bonus to attack. The "Xalax Defense Coordinator" and "Zalon Defense Mainframe" gives a fleet a defensive bonus.
Atlas ZOC Modules: The "Stellar Avenger" is a Terran ZOC attack module. The "Stellar Defender" is a ZOC defense module. These modules only work in your area of influence (Zone Of Control), so they work best when you are trying repel invaders entering your territory.
Fleet Warp Bubbles: Back in DA, there were 2 ways to get ships in fleets to go faster, get a passive speed bonus such as the kind you get by researching techs, or place bulky engines on every ship. However, in TA, a new option exists called fleet warp bubbles. By putting a fleet warp bubble on one of your ships, you can make all ships in a fleet go faster. This bonus ranges from +1 to +3. Only one module in a fleet works at any given time, so there is no point in having several of these ships in a single fleet... though it doesn't hurt to carry a spare.
HP Boosters: The Terrans get the better end of the deal in terms of hit point boosting modules, getting 3 in total.
-The first you probally get is the "Reinforced Hull Point". Though useful for the short term, you can get better.
-The "Hardened Hull Point", is a module common to most civs, is found shortly after Large hulls (see "Hardened Hull Design"). It has a better price to hit point ratio than most modules of its type, and has a fairly good space to hit point ratio as well.
-The IntegrityGrid, the remaining Terran HP boosting module, has a better hit point to space ratio than most other modules of its type, including "Hardened Hull Point", and it has a better HP to price ratio as well. As of TA version 2-02, it might be the best overall HP Booster out there, beating even the Iconian's "Organic Hull Plating".
The Terrans are one of the few civs that get fleet warp bubbles. They also have an inherent speed bonus. As such, the Terrans have an edge when performing hit and run tactics. Use stellar avengers, tulon weapon focus, and fleet warp bubbles to strike at any enemy ship that comes into your territory. Since you are likely to get speeds beyond what you can see, consider adding a sensor ship (I suggest cargo hull + sensor modules) to the fleet, or keep one nearby so you can see far enough ahead to make proper tactical decisions.
Since the Terrans have a talent for speed, consider other ways to boost the speeds of your ships. For instance, you could buy some Arcean navigation centers technologies.
There are better ZOC (Zone Of Control) attack boost modules than what the Terrans get. Consider finding and buying the techs needed to get those atlas modules from other civs.
Fleet warp bubbles are not atlas modules, so you may install a fleet warp bubble along with an atlas module on a single ship. Installing a Tulon weapon focus, and a Fleet warp bubble on a single ship (along with a few weapons) will surely draw the wrath of all enemy forces. Throw on some defenses, and you have a ship that can not only draw fire from the enemy ships, but will be well protected as well.
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