1/7/2023 0 Comments Stardrive 2 edit points![]() It makes picking new colonies extremely simple (if it's >=Rich take it) in addition to boosting taxes (food is not taxed), reducing upkeep (no need for farms), boosting research and production (more colonists work on mines and research), giving two free trait points (Polluted home world has no effect), and removing the drawback from Deep Core Mining. ![]() Besides, the fights are usually one on one, in which my mass produced fighters and missile frigates give me plenty of defence until I can push out something more 'elite'.Ĭybernetics is good, maybe even too good. Opteris, Vulfar or Squidies might start some shit, but I'm usually trading or allied to the other races by then. Without compromising my diplomacy I can generally stay on friendly terms with most other races. Cybernetics might be a great skill, but food management isn't that hard and there are no negative traits I'd willingly take to make room for it. You're setting yourself up for more wars and lowering your combat effectiveness. I'd also avoid anything that lowers your fighters stats straight off, and I wouldn't take a combination of both. I like to avoid wars unless I start them. I don't take anything that lowers diplomacy. A bank of those at the front of a frigate grants a punch, and you only need about 4 frigates in the group to easily take out the Remnant forces about the place. Then I research Frigates and Anti-Frigate Missiles. 4 missile racks on a shuttle + 1 small ordnance supply makes for fighters that are cheap and easy to mass produce at any planet, and a decent swarm of them fair well even against cruisers. If I get remnant secret tech then I research that ASAP, the first tier is very powerful and useful even when building late game ships. After that I try to build up my economy, production, and research in that order. Early game the AI will kill you if you don't have a military presence so that's always my first priority. Those 3 traits are core, all of your other positive traits are just bonuses and may not be worth the negatives you are taking for them.ģ.) I rush missiles and start building rocket fighters. Completely worth it when combined with industrious and efficient metabolism. Over the course of a game you gain an economic advantage in fewer freighters (no food) and you can expand to any world regardless of its terrain type. You also gain 2 points from polluted homeworld which is a freebie. You spend 8 points to never worry about food again. Long term I tend to go energy weapons, missiles miss too much but for the early game they are too good to pass up.Ģ.) Cybernetics is in my opinion completely overpowered. Sorry if the formating looks ugly, first post.ġ.) I also go missiles first, 80 rp is cheap for such a massive boost in damage. Now this might be based on NOT having alluring and almost certainly if I do have repulsive. This is just the first question but concerning all tech, What do you prioritize in the early game? depends on your goals, but it seems you WILL come to blows with the vulfar no matter what, only a matter of when, so a militaristic start feels must. Question is: am I over valuing Cybernetics abilities to drop a resource to manage, also though it increases the flexibility when colonizing worlds if I am understanding this resource shift. If not, my empire fails to get off its feet in a meaningful way. ![]() My success with this trait allocation is a straight roll of the dice: is there a habitable super rich planet nearby. But I rarely use either of these much, I train agents purely to defend against other agents. Now I drop my ground combat capabilities down a bit, and my espionage success. Getting the points needed by taking: honest, polluted & small homeworld, timid and ponderous and I think repulsive (not certain, at work now) With this setup I focus on building up an early power house army with corvettes instead building any fighters for military purposes. For possitive traits obviously I get Cybernetic, efficient metabolism, Industrious, skilled engineers, Militaristic and Naval tradition. Traits: is cybernetics amazing or am I sacrificing to much for it? I typically take a lot of negative traits to get the few I consider powerful. The starting weapons feel virtually useless against fast moving fighters that are so previlent in the early game. What is the best weapon tech to research first? My experience is saying missiles, fairly strong against fighter. Also I play with either Draylok or Kulrathi, I feel overall there hull layouts are the the best. I will preface the questions by saying that I have not won a game yet, I keep brute forcing my way around trying to find a best approach to early game and trait allocation. So I have been pondering a few questions and am looking for some input on the matter.
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