Your Favorite Government & Ability Picks

I'm curious: What is your favorite government party? And what ability picks to you like for your empire?

I like to play as the Universalists for their +25 luck bonus. I then pick it as an ability for another +25 luck (1 pt).

I also pick the +2 speed ability (8 points) as I have found the initial burst of speed is immense help when expanding my empire. Someone has suggested using the +2 speed elsewhere but I dunno what else to pick that would be so useful.

I vary in what I do with my last point. Usually +10 diplomacy but for 1 point I'm not expecting much.

What do you use?

--Aaron
667 views 23 replies
Reply #1 Top
I like Pacifist (Social Prod +20 and Influence +20). Then I boost Influence by +40, Morale +10, and Diplomacy +10.

Works for me. :)
Reply #2 Top
By the way Aaron Lawrence... you looking to join an Empire? The Jedi Republic would welcome you. :)
Reply #3 Top
Populist (Dipl & Morale +20) with Diplo and Morale picks. This is arguably the easiest pick for Maso. I will pick PQ only if I'm playing a map larger than Medium.
Reply #4 Top
Populist (Dipl & Morale +20) with Diplo and Morale picks. This is arguably the easiest pick for Maso.
End of quote


I'll have to try this... hmmmm... Thanks Theoden.
Reply #5 Top
I use Populist as well. As best as I can remember (I'm at work now) I use the +50 diplo, +20 morale, +10 soldiering, and +10 something else. At least that's been my settings for my last two maso games. I like the +10 to soldiering for those early attacks on races that are maybe too close to allow me to develop my empire. If I'm going to attack very early in the game, I launch an assault as soon as I can load a transport. I find the soldiering bonus quite beneficial as I am almost always successful in these early battles. Oh yeah, that reminds me, my other pick is +10 to Population, which is how I have soldiers to attack with in the beginning. :HOT:
Reply #6 Top
Currently playing "Chaos Inc" new mod im testing!(now on third game with no major advantages over major ai's) +25% on Soc Prod, Mil Prod, Research & Economics. picks on diplomacy, sensors and soldiering.

~SDC~
Reply #7 Top
Picks? We don' need no steeking bonus picks. :D

http://sirian.warpcore.org/galciv/no-picks.html


- Sirian
Reply #8 Top
Picks? We don' need no steeking bonus picks
End of quote


Impressive indeed.
Reply #9 Top
PQ 5% is worth 3 points. 7% isn't. I tend to scatter the other 7 depending on my fancy. In this game, PQ is everything.

I recall a previous post stating Universalist and Ability luck don't seem to be additive.

I take War Party for the 50% HP boost. Need the more resistant stations to block attackers in the early game since I don't usually start building my fleet until reaching battleships.
Reply #10 Top
I’m at home now (see #5 above) and my set-up is as follows:

Political Party
Populist = Morale +20
Diplomacy +20

Abilities
Morale +20
Population Growth +20
Diplomacy +50
Soldiering +10

Map Settings
Gigantic Galaxy
Tight Clusters
Common Habitable Planets

Races
Altarian Republic
Alignment = Pure Good
Intelligence = Incredible
Arcean Empire
Alignment = Neutral
Intelligence = Incredible
Drengin Empire
Alignment = Pure Evil
Intelligence = Incredible
Torian Confederation
Alignment = Chaotic Good
Intelligence = Incredible
Yor Collective
Alignment = Chaotic Evil
Intelligence = Incredible

And of course, Greldon strives to make the Terrans a saintly civilization.
:)
Reply #11 Top
On the larger maps I use the Agriculturist party from the Library (+5 PQ, +10 Pop. Growth, +10 Loyalty) and I take +5 PQ, +1 Speed, and +20 Pop. Growth. The 10% PQ bonus lets me colinize planets the AI wouldn't touch and start having them be productive right away, and the speed bonus gives me a slight edge in getting to the planets. This way I usually come out on top in the colonization rush, and it's only a matter of time before I have the most population, which leads to the biggest military and/or the most influence, depending on how I plan to win.

~SDC~
Reply #12 Top
I go universalists . . . that luck bonus comes in handy later on . . . mops up the lengthy end research quite nicely since it seems all my luck must build up? Usualy get about 20 rangers or more late in the game. :D
[Message Edited]
Reply #14 Top
I will have to try the luck thing, sure would be good to have a few more rangers. Has anyone else had trouble of late with the I-League becoming super strong? Kinda weird for a minor race to do that. They had battle hammers with like 120 Hit points. Is that from researching Armor a lot? :notsure:
Reply #15 Top
Federalst with Max Pop Growth Bonus and remainder in Economic Bonus.

In other words, give me money, and give me more people to tax.

~SDC~
Reply #16 Top
Populist Party (+20 Diplo/Morale)
+60 Diplo (5 points)
+20 Morale (2 points)
+5% PQ (3 points.... this one im debating on whether i should change it or not, its not terribly useful)

I use these to make maso games easy, i can trade tech like crazy, along with having a high tax rate because of the morale bonuses so i can pump out ships/tech faster.
Reply #17 Top
I am almost the same as Black Shade above except I get the Technologist Party and research instead of morale.

I hate being behind in Tech.
Reply #18 Top
Populist Party (+20 Diplo/Morale)+60 Diplo (5 points)+20 Morale (2 points)+5% PQ (3 points.... this one im debating on whether i should change it or not, its not terribly useful)
End of quote


I use the same setting I like the PQ bonus it allows me to put a colony on weaker systems.
Reply #19 Top
I am an isolationist, and don't like to deal with other races much. I pick the federalist with +20 social and +20 military, which lets me build colonyships quickly in the begining land run, and helps through out the game. I also max out the research +50 which is almost overkill and spend the rest on some variaton of luck(i think i may get more eithical choices) soldering, PQ or pop. growth. The reaserch and producton bonuses let me develop diplo transalators first which more than makes up for not having any race diplo benefits. After tha i reseaech some crap and trade it to catch up to the other AIs then i am done trading for the most part. I keep what i research, get nearly all of the TGs and don't share them because if not traded then that is just like getting race bonuses too.
Reply #20 Top
As each factions abilities can be created by using the point picks, the first thing I did was to see if all the factions benefits were equal, they are not!

I can't remember the figures (this applies to 1.13) but the Techs were the worst, their abilities were only worth about 3.5 points, The Pacfists and Populists are the best with 5 points worth, all the others have the equivilent of 4 points.

As to which one to choose, I always select the one I can live without because if you loose an election you loose your faction benefits but retain your point allocation benefits.

So my choice is normally a combination giving a boost to Social & Military production, Morale, Technology, Economics & Influence.
[Message Edited]
Reply #21 Top
if you loose an election you loose your faction benefits
End of quote


Keep your morale up and you will not lose elections. :)

Of course you might have to 'encourage them to vote for you. :D
Reply #22 Top
Keep your morale up and you will not lose elections.
End of quote


did I say if I loose an election, my people would never consider electing anyone but me, even if they tried I use Diebold voting machines, so the result is clear long before the election!
Reply #23 Top
I will have to try the luck thing, sure would be good to have a few more rangers
End of quote


Luck is a tremendous help!
I like to play the Universalists & the Technologists. My settings vary because I like to muck around and see what happens! I almost always go for big bonuses in Research and Econ. Creativity in conjunction with Techie prowess also helps get things done faster! And there is nothing like getting to a point in your Espionage skills where the techs stolen from other Civs just come rolling in! :d