Logo Platform
logo amplifiers simplified

A How & Why On Factions: Custom Or Vanilla

Reply
Copied to clipboard!
0Send private message
12 years ago
Dec 6, 2012, 12:12:17 AM
Even if old, I found it to help in my gameplay, some parts might be out of date but for the most part it'ss helped me. I wished the OP would've stated the version this was for as I see other Guides listing it now that I've looked at others. xD



Thank you for the heads up!
0Send private message
12 years ago
Dec 5, 2012, 10:30:30 AM
Lunaus wrote:
Are the Automatons under one of the other affinities? I can't find them anywhere on the page(s). Also can you go a bit more indepth with pilgrims (explain the tech trees a bit)? Just from looking over some benefits of being a pilgrim my way of playing has changed me my chances against AI have gone up, instead of me just being left in the dark I'm actually expanded at a better rate and my rank isn't as low as it was when I first started playing. Custom faction or not. So thanks :3




This thread is very old -- the game is in a very different state right now. Automatons were added a few patches back as a new G2G player created species.



The whole idea of Sowers rushing an Administrator industry hero and using conversion to supply everything has taken a huge hit. Not only had Administrators been weakened, but conversion has been halved from the beta.



Almost all of this guide is out of date so I wouldn't suggest reading into any of it. There might be something newer, but this came up with I was trying to figure out what negative traits are fairly minor in the long run.
0Send private message
12 years ago
Dec 5, 2012, 6:38:58 AM
Are the Automatons under one of the other affinities? I can't find them anywhere on the page(s). Also can you go a bit more indepth with pilgrims (explain the tech trees a bit)? Just from looking over some benefits of being a pilgrim my way of playing has changed me my chances against AI have gone up, instead of me just being left in the dark I'm actually expanded at a better rate and my rank isn't as low as it was when I first started playing. Custom faction or not. So thanks :3
0Send private message
12 years ago
Jul 22, 2012, 5:59:16 PM
Regarding sowers, in my opinion black thumbs is very good because the malus is very negligible : all the good sowers planet have low food production or mediocre at best. And i agree focusing only on industry since there are conversions if u need dust and science. Thats why i also take spendtrhifts. Insted i dont like space cadets because u start in a tundra planet with lots of science and also makes magnetic fields generators much less effective, u will want those. Also swap metallic waters with mineral rich + one level of optimistic because they cost the same.



Builders trait is very good for rushing industry improvements and allows u to spend more time converting. Coupled with the industry cost improvemnt also allows for very fast terraform operations. The best endgame sower planet is tundra because it gets bonus with every single imrpovement they have, but u need adamantian to terraform to them. Tolerant is bad because of the happiness penalty early game, u want to keep people estatic to take fids bonus to industry and science. Industry to dust conversion allows you to put taxes at 0%.



And yes the legendary admin hero start is the best : if u take level 1 optimistic, have mineral rich, make your start colony ship colonize the planet and set industry to dust and taxes high enough u can recruit him at turn 2 netting very high industry. Than u can start converting to dust or science as needed or pumping out colony ships almost every turn. Not having him is quite a drawback.



For peace games i also suggest taking nway fusion plants and core mining as traits, they will boost a lot your early game. Against tough opponents instead i advise optimal structure +optimal defense.



And yes i am addicted to them =)



Good work Nycid.
0Send private message
12 years ago
Jul 20, 2012, 10:02:37 PM
Perhaps you should mention that the Legendary Hero trait is a big boost for Sowers in early game
0Send private message
12 years ago
Jul 20, 2012, 5:24:34 PM
Added Sower Affinity guide.



Its likely not complete, If anyone has anything specific questions about sowers please feel free to ask it might help explaining their affinity more concisely.
0Send private message
0Send private message
12 years ago
Jul 18, 2012, 3:34:04 PM
The final number on your Scravers chart should be 32, not 31. On turn 40 the Scravers had 32 total planets. So on turn 80 they should have 32 total bad planets.
0Send private message
12 years ago
Jul 18, 2012, 12:39:43 PM
This is a fantastic thread, deserving of a sticky to the top.



I've learned a lot from your various posts that has made me a much more capable player. Wish I could bribe you to write the Sowers affinity guide next...
0Send private message
12 years ago
Jul 18, 2012, 11:38:28 AM
Just amazing iam realy a fan of your work ; ) very professional too



Iam looking forward and also realy Excited about In depth faction analysis of the Sowers cause i personally use them quite often and do experiments with them.
0Send private message
12 years ago
Jul 18, 2012, 6:17:34 AM
Actually it was requested of me to recreate the thread because they couldn't fix it but basically the same thing. smiley: smile
0Send private message
12 years ago
Jul 17, 2012, 10:18:39 PM
The problem is that the original thread developed some database problem and could no longer be viewed. So, Nycidian created a duplicate thread and requested the moderators to put the original broken thread out of its misery. Moderators can delete any thread, but normally either by request of the OP or due to some TOS violation.
0Send private message
12 years ago
Jul 17, 2012, 3:43:16 PM
I was not aware threads could be deleted, which if true is annoying. Actually I do not think it should be possible to delete a thread with replies.
0Send private message
12 years ago
Jul 17, 2012, 11:00:50 AM
Shivetya wrote:
Where did the other thread by this name go?




I had to remake it because the old one's second page was irreversibly borked



SpaceVC wrote:
Amazing work. Thanks, Nycidian! smiley: smile




Your welcome, hope it helps. smiley: smile
0Send private message
0Send private message
12 years ago
Jul 17, 2012, 9:49:23 AM
Before we go over all of the affinities and traits, everyone needs to be on the same page when it comes to what it is we want to get out of a faction.



Winning



What is it you want to do in this game? The simple answer most likely is to win, but how do you define or even achieve winning is a much more complicated matter. First off realize that because this often is a long game, and if you are playing in a multi-player(MP) game, you likely will never formally win. What is much more likely to occur is, others will concede or you will quit when you are so far ahead of those left that it gets boring.



This does not mean it is not possible to win as the game defines it, but because humans are not AI's your human opponents will often give up long before you have achieved victory even though it may be quite obvious who would have won.



Population



Another point that must be realized is that no matter what form of victory you seek the bedrock of that victory is your population. This is obvious in most types of victory, i.e. without a population base to develop science from you can not win a scientific victory, without a population base to build ships from you can not win a supremacy victory, etc.



One type of victory where it may not seem to be the case is a diplomatic victory. Population is as important for this type of victory as any other, however. To maintain a good relation with others you must be useful but at the same time somewhat dangerous. This is because if you are not useful then you are a dead weight and not worth allying with, but if you are useful but weak then it is far better to dominate you than to ally with you.



There is one exception to this and that is is you manage to become a science broker you could conceivably maintain a safe position even as a weak power because your usefulness comes from the fact you are a 3[SUP]rd[/SUP] party. This usefulness however ends when you are no longer needed, and if at that time you are not dangerous enough to be worth allying with then your alliance will end as well.



So again, remember the key to victory is population and because of that the growth of that population.



This means that with little exception maluses to population growth are likely to be the worst choice one can make if you want to win.



Contrary to this is that bonuses to growth are exceedingly useful as they help any type of victory.



On Exponential Growth



The last thing to remember is growth of most things in this game is exponential, this means at anytime if one item in the game impacts the next then a small change can and likely will over many turns be magnified may times over.



For example, Rich Soil gives +3 smiley: food per smiley: stickouttongueopulation: to your home world. This bonus is a decent amount even without exponential growth but because all FIDS are derived from population, which grows from food this means exponential growth. This extra growth (even if it only effects your home world) puts you many turns ahead of others. Even if it only gives you a one turn boost (likely much more), 300 turns later you still will be those turns ahead, that means turns of a what a massive empire can produce, thousands upon thousands of smiley: fids ahead.



Out of the FIDS and Approval some are more exponential than others.



Food directly grows population which in turn increases Food, this cycle causes Food to be one of the most important FIDS in the game, at least until you max population and can no longer build colony ships to siphon off excess population.



Industry is almost as important, in that you need it to build all the system improvement that increase your other FIDS.



Approval is as important but in another way, as it is a direct multiplier on all FIDS because of the way taxes and approval work.



Science and Dust also grow exponentially, but because they do not directly feed into the other FIDS they are not quite as important, though still not to be discounted.





[HR][/HR]The following is a list of affinities and traits sorted by those most beneficial and least detrimental to types of victories.















I will not be addressing Wonder victories as this can be done if enabled by using almost any other type of victory method with possibly the exception of diplomatic.

[HR][/HR]

How Come Sucks?



Short answer, um... well your wrong.



Here's the long answer...



Chatting in MP or perusing the forums, a very common opinion you will encounter is that certain factions suck, or if they understand the game a bit better, more specifically certain affinities suck.



These people are right, not because the affinities are inherently bad but because the players don't now how to use those affinities to minimize their drawbacks and maximize their bonuses.



So I'm going to go over each Affinity and go a bit more in depth into not only what is your best strategy with affinities but why.



0Send private message
12 years ago
Jul 17, 2012, 10:01:09 AM
Sowers Affinity



Key To The Affinity's Success

Industry Focus & Administration Heroes.



What Makes The Affinity Fail

Exploiting anything other than Industry, *Spending 40 Points on Tolerant*



On Food & Growth



Something one must understand about Sowers is that because of the way their affinity works by focusing on industry they get a significant boost to Food this means they naturally get two for one when it comes to FIDS and industry. Exploiting any other thing other than Industry is counter productive for Sowers, never, ever, exploit anything other than Industry.



Now the consequence of this is that many planets that are far from ideal are very good for a faction with the Sower Affinity. For example Desert has very little Food meaning it is not that good early on for most races, but for a Sower it is very nice indeed.



I am a huge proponent of the Growth trait but for this one faction I have to say that it's just not worth the investment as because of how the math works you don't get a 10% per level to food but half that amount. Some even suggest using Black thumb as instead of a -10% per level this too is half the effect, I don't suggest getting this malus personally but I can see why some would.



On Tolerant



Tolerant is a very strange trait in that even at its best, it makes it so you can colonize systems while hindering those same systems growth as you have an innate -25% to FIDS until you could colonize them through tech. Whats worse is because as systems get harder to colonize they have worse approval for each planet, this means that tolerant allows you to colonize a planet that might give you a -20 approval and -25% FIDS on top of the reduction you will get from unhappiness. The only way to fix these problems is to spend research or traits to reverse these problems.



Alternatively, you could avoid Tolerant and instead get 3 techs for your faction that total 35 points (5 less than the 40 point Tolerant) Arid Epigenetics, Xenobotony, and Compact Fusion reactors. One of the Few advantages to Tolerant is that it allows early expansion to every system, with these 3 technologies while every system may not be open to you very few will not be. On top of this you get the advantage of +2 movement to your ships immediately and being one tech away from wormhole travel. Alternatively you could avoid Compact Fusion Reactors and get the Tech that opens up Deserts(+5 Industry per Population).



So, why do the base Faction of Sowers get Tolerant, and why does it seem to work for them? Well its not that its not useful at all, colonizing a system at the very least blocks another faction from gaining a foothold there and in all but a few rare cases even a bad system will have some population growth. So tolerant isn't really bad but it's arguably not worth 40 points. Another advantage Sowers have is that, in most harder to colonize planets they are heavy in Industry and weak in Food which is actually beneficial to Sowers.



On Planets



Remember food does you little good ( +4 food is actually only +2 for Sowers), you want to be looking for planets that are heavy in industry,planets like Desert, Jungle, and Lava. Also keep in mind that technology changes what planets are good for you, tundra with some minor tech research starts becoming very good indeed.



Finally don't forget Approval, Methane might look real good but without tech to reverse the huge disapproval hit, it's likely not worth colonizing.



On Dust / Science



So I tell you not to exploit anything other than Industry, you get Food from Industry, but what about Science and Dust?



Simply juggle Industry to Dust or Industry to Science, the reason is that if you exploit Science or Dust you won't get any food while if you exploit industry and then convert you get Food and either Science or Dust.



Affinity Technology



Sower get the tech "Persistent Bodies", with this tech you can build the system improvement "Extreme Infrastructure." This system improvement is a relatively cheap system improvement(450) that completely changes most planets to be more favorable towards Industry.



Also make sure you are building Elegant Networks for the 25% Industry bonus on ecstatic, even if your systems don't need the approval boost.
0Send private message
0Send private message0Send private message0Send private message0Send private message0Send private message
12 years ago
Jul 17, 2012, 9:55:28 AM
Pilgrim Affinity



Key To The Affinity's Success

Quick Industry Infrastructure & Administration Heroes.



What Makes The Affinity Fail

Ignoring Evacuation, or using Evacuation solely as a defensive measure during war.



Few realize the potential of Evacuation as a building tool. Though the reason is not hard to understand, as the name "Evacuation" conjures up the use of Evacuating a planet if its threatened during war. While this is a possible use, using Evacuation as a building and offensive tool is very effective.



For example Evacuating a prebuilt and massive star system and colonizing a system behind enemy lines using warp drive or by boring a hole through your opponents defenses, can allow you to "set up shop" in the worst possible place for your enemies, even in multiple star systems simultaneously.



Evacuation



  • Que Fleet Errant(Evacuation).
  • Upon Fleet Errants completion these events occur:

    [LIST=1]
  • The Fleet Errant ship created.
  • All population minus one population per colonized planet are packed into that ship.
  • All System Improvements are packed into that ship (moon surveying and exploitations remain, as does terraforming).
  • Any population Increase for the coming turn is then applied.
  • Any industry not used in the previous turn is saved and applied to the coming turns production.

  • You now have a system with one population per previous colonized planet, plus any population increase from the previous turn. This system already has any terraforming, exploitation, surveys, and hero that it contained before.While this system has no system improvements, it may have a huge surplus of industry, enough to rebuild all industry bonus improvements within 1 to 5 turns even late into the game.
  • On your Fleet Errant colonizing it colonizes the planet you choose. If your population in the Fleet Errant is equal to or greater than that planet, and you have other planets you can colonize in that system, it will randomly colonize another planet. This will happen again if you fill that planet up, etc... All system improvements contained are then offloaded into that system.

  • [/LIST]



    Pilgrim affinity allows a race to not be as constrained by +food and +growth traits. A race with this affinity and an admin hero can grow almost every new system with massive growth bonuses from "seed" worlds powered by admin heroes.



    Another benefit to Evacuation, is that instead of having your weakest planets on your frontier you most often have your strongest planets on your border.





    The drawback of Evacuation is that if a fleet errant ship is destroyed it is a massive blow to your empire.



    Affinity Technology



    The Pilgrim affinity comes with the Pilgrim tech tree. This contains the tech "Factory Missions", with this tech you can build the system improvement "Factories of the Faithful."



    This system improvement is a relatively cheap system improvement(450) that adds a flat 30 industry to the system. This allows pilgrims, even in poor industry systems, to have a much better industry base then most other factions. Even better, this technology is relatively easy and quick to procure, meaning a significant early mid-game industrial advantage.
    0Send private message
    12 years ago
    Jul 17, 2012, 9:54:30 AM
    Craver Affinity



    Key To The Affinity's Success

    Expansion.



    What Makes The Affinity Fail

    Not expanding.



    Allot of people know that Cravers are powerful, but few I talk to really understand how locust points work.



    First to do away with some common misconceptions:

    [LIST=1]
  • Cravers Get weaker over time. Yes, but again no. I'll explain locust point a bit further down but many are under the misconception that Craver's FIDS bonus is empire wide. This is not how it works, so waiting a craver out won't mean he will eventually get weaker just from time passing.
  • There are nice Cravers. While a Craver could not have endless war or could choose not to go to war ever, this is detrimental to this affinity because of how locust points work. For a Craver to be successful they must always expand. Since this is almost always impossible without war at somepoint, a peaceful Craver is likely either lying or going to fail.

  • [/LIST]



    Okay now lets delve into exactly how locust points work. For every turn a Craver faction controls a planet (note: not a system) that planet gets a locust point. Every planet starts with 0 points. This means for the life of a planet, while a craver controlls it:



    • From turn 0 to 40 (41 turns) a Craver gets a +25% FIDS bonus.
    • From turn 41 to 60 (20 Turns) a Craver gets normal FIDS.
    • From turn 61+ (Forever) ANYONE gets -25% FIDS.





    Again these turns are not talking about game turns only how many turns a Craver has controlled that planet. This means you could conquer the Craver home world at Game turn 10 and that Craver could reconquer it at game turn 61 and that planet would still only have 10 locust points because the Craver had only controlled that planet for 10 turns. Also of great importance is a planet that is above 60 locust points will give ANY faction negative FIDS.



    Ok, so your probably saying to yourself that sounds a whole like Cravers start strong and get weak, and wasn't that what I told you doesn't really happen?



    Here is the thing, ES is a 4X game, one of the major factors is this type of game is expansion and like every other 4X game expansion in this game is exponential. I'm going to show a simplistic example that isn't very much like a real game but will show how this growth works and why it really doesn't effect Cravers as long as the keep expanding.



    So lets imagine a very simple and dumbed down version of ES where systems have one planet that can hold one population and are all exactly the same, and building colonies only cost industry not population (so you can build a ship at one population), oh and no tech either so you can only expand by colonizing/conquering new systems. Basically this lets us focus attention on expansion exponential growth and ignore how science and population growth compound this, just to make it easier to understand.



    In our simple game, let us say a normal faction can make a colony every 10 turns. A Scraver (Simple Craver) in the first 39 turns can make one every 8 turns (+25%) then those planets are worthless. This is much worse than for Cravers but it makes the math so much more simpler. Oh and lets just do away with move time so we don't have to worry about that.



    And yes I'm aware this really isn't accurate at all, but since all these factor either equally effect all races or are more detrimental to Cravers it should prove my point.



    Turn Normal Total Scraver Good Systems Scraver Bad Systems
    1 1 1 0
    8 1 2 0
    10 2 2 0
    16 2 4 0
    20 4 4 0
    24 4 8 0
    30 8 8 0
    32 8 16 0
    40 16 31 1
    48 16 61 2
    50 32 61 2
    56 32 120 4
    60 64 120 4
    64 64 236 8
    70 128 236 8
    72 128 464 16
    80 256 913 32
















    As you can see even with a super simplified model that penalizes our Scravers much more than the game penalizes Cravers, the Scravers while expanding still outgrow a normal race.



    This is because of how exponential growth works, and is quite complicated, and frankly can be counter intuitive at times. but all you really need to know is if you keep expanding as a Craver you will never go down hill.



    Conversely, when fighting against a Craver, assuming they will get worse with time is not a sound strategy.
    0Send private message
    12 years ago
    Jul 17, 2012, 9:53:46 AM
    When building a custom faction you may focus on a single type of victory but it can be more advantageous to pick two complimentary modes of victory. In either case make sure to choose some of your traits from the All table as it will benefit any play style.





    Choose maluses that have little impact using first those from the All table then non conflicting ones from your chosen victory modes, then choose any maluses that are left remaining that are not crippling and finally if you have to have more points choose the least damaging crippling maluses but consider removing bonuses instead.





    Example Custom Faction





    Thinking about what might make a neat race I decide I can improve on the idea of Sophons by making a race of pacifistic expansionists scientists





    Victory Modes: Science, Non military Expansion





    These are what I choose before having to make tough decisions

    [TABLE="width:100%"]



    [TD="width:86%"] Beneficial Affinities

    [/TD]

    [TD="width:14%"] Points

    [/TD]





    [TD="width:86%"] Sophon

    [/TD]

    [TD="width:14%"] 65

    [/TD]





    [TD="width:86%"]



    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Beneficial Traits

    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Isolation Shields

    [/TD]

    [TD="width:14%"] 10

    [/TD]





    [TD="width:86%"] Huygens Rings

    [/TD]

    [TD="width:14%"] 10

    [/TD]





    [TD="width:86%"] Scientists

    [/TD]

    [TD="width:14%"] 30

    [/TD]





    [TD="width:86%"] Strong Alloys

    [/TD]

    [TD="width:14%"] 20

    [/TD]





    [TD="width:86%"] Blockade Breakers

    [/TD]

    [TD="width:14%"] 6

    [/TD]





    [TD="width:86%"] Merchants

    [/TD]

    [TD="width:14%"] 12

    [/TD]





    [TD="width:86%"] Optimistic

    [/TD]

    [TD="width:14%"] 15

    [/TD]





    [TD="width:86%"] Masters Of Illusions

    [/TD]

    [TD="width:14%"] 10

    [/TD]





    [TD="width:86%"] Optimal Structure

    [/TD]

    [TD="width:14%"] 20

    [/TD]





    [TD="width:86%"] Militarists

    [/TD]

    [TD="width:14%"] 24

    [/TD]





    [TD="width:86%"] Optimal Defense

    [/TD]

    [TD="width:14%"] 15

    [/TD]





    [TD="width:86%"] Maluses

    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Humane Weapons

    [/TD]

    [TD="width:14%"] -10

    [/TD]





    [TD="width:86%"] Spray n' Pray

    [/TD]

    [TD="width:14%"] -10

    [/TD]





    [TD="width:86%"] Dust Impaired

    [/TD]

    [TD="width:14%"] -4

    [/TD]





    [TD="width:86%"] Sloppy Sawbones

    [/TD]

    [TD="width:14%"] -6

    [/TD]





    [TD="width:86%"] Feeble warriors

    [/TD]

    [TD="width:14%"] -6

    [/TD]





    [TD="width:86%"] Total

    [/TD]

    [TD="width:14%"] 136

    [/TD]



    [/TABLE]





    Obviously need to winnow it down.





    The most important parts are IMO are the ideas of defensive ships that don't attack and being science focused





    [TABLE="width:100%"]



    [TD="width:86%"] Beneficial Affinities

    [/TD]

    [TD="width:14%"] Points

    [/TD]





    [TD="width:86%"] Sophon

    [/TD]

    [TD="width:14%"] 65

    [/TD]





    [TD="width:86%"]



    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Beneficial Traits

    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Scientists

    [/TD]

    [TD="width:14%"] 30

    [/TD]





    [TD="width:86%"] Strong Alloys

    [/TD]

    [TD="width:14%"] 20

    [/TD]





    [TD="width:86%"] Blockade Breakers

    [/TD]

    [TD="width:14%"] 6

    [/TD]





    [TD="width:86%"] Optimistic

    [/TD]

    [TD="width:14%"] 6

    [/TD]





    [TD="width:86%"] Masters Of Illusions

    [/TD]

    [TD="width:14%"] 10

    [/TD]





    [TD="width:86%"] Optimal Structure

    [/TD]

    [TD="width:14%"] 20

    [/TD]





    [TD="width:86%"] Optimal Defense

    [/TD]

    [TD="width:14%"] 15

    [/TD]





    [TD="width:86%"] Maluses

    [/TD]

    [TD="width:14%"]



    [/TD]





    [TD="width:86%"] Humane Weapons

    [/TD]

    [TD="width:14%"] -10

    [/TD]





    [TD="width:86%"] Deep Roots

    [/TD]

    [TD="width:14%"] -6

    [/TD]





    [TD="width:86%"] Spray n' Pray

    [/TD]

    [TD="width:14%"] -10

    [/TD]





    [TD="width:86%"] Dust Impaired

    [/TD]

    [TD="width:14%"] -4

    [/TD]





    [TD="width:86%"] Sloppy Sawbones

    [/TD]

    [TD="width:14%"] -6

    [/TD]





    [TD="width:86%"] Feeble warriors

    [/TD]

    [TD="width:14%"] -6

    [/TD]





    [TD="width:86%"] Total

    [/TD]

    [TD="width:14%"] 65

    [/TD]



    [/TABLE]





    Now all I need is a name... I imagine meditating Zen aliens for some reason so I think I will name them, Tao Sophon .
    0Send private message
    12 years ago
    Jul 17, 2012, 9:53:11 AM
    Applicable to Diplomatic Victories









    [TABLE="width:100%"]



    [TD="width:26%"] Beneficial Affinities

    [/TD]

    [TD="width:13%"] Exponential

    [/TD]

    [TD="width:61%"] Notes

    [/TD]





    [TD="width:26%"] Ameoba

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Easy to see where togo to as quickly as possible establish relations

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Beneficial Traits

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Compact Fusion Reactors

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Faster travel to get to contacting

    [/TD]





    [TD="width:26%"] Merchants

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Diplomats

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Naive

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Symbiosis

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Maluses w/ Little Impact

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Deep Roots

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Anarchists*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Fragile Hulls*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Wasted Space*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Humane Weapons*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Offense First*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] Spray n' Pray*

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If played right you will not be conquered or conquering

    [/TD]





    [TD="width:26%"] *If your opponents pay attention these can very well cost you the game

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Crippling Maluses

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Endless War

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Worse than crippling and in fact even effects you badly if on others

    [/TD]





    [TD="width:26%"] Isolationist

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]



    [/TABLE]
    0Send private message
    12 years ago
    Jul 17, 2012, 9:52:36 AM
    Applicable to Scientific Victories









    [TABLE="width:100%"]

    [TD="width:26%"] Beneficial Affinities[/TD]

    [TD="width:13%"] Exponential[/TD]

    [TD="width:61%"] Notes[/TD]

    [TD="width:26%"] Sophon[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] [/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Beneficial Traits[/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Isolation Shields[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Neural Robotics[/TD]

    [TD="width:13%"] No[/TD]

    [TD="width:61%"] Only useful in that it gets you closer to Nonbaryonic Particles and +40 science per system[/TD]

    [TD="width:26%"] Huygens Rings[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Knowledge Gathering[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Very quick way to get science early on but is not very useful late game. If you are relying on this for science early game you may have problems if your stuck behind a wormhole[/TD]

    [TD="width:26%"] Scientists[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Best science trait[/TD]

    [TD="width:26%"] Merchants[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Builders

    [/TD]

    [TD="width:13%"]Yes

    [/TD]

    [TD="width:61%"]Very useful for building all the expensive tech you researched

    [/TD]

    [TD="width:26%"][/TD]

    [TD="width:13%"][/TD]

    [TD="width:61%"][/TD]

    [TD="width:26%"] Maluses w/ Little Impact[/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Spend thrifts[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Only if you plan on having a good deal of trade route then this malus should be offset[/TD]

    [TD="width:26%"] Anti-Expansionist[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Can be offset by superior technology but will have a decent impact early on[/TD]

    [TD="width:26%"] Humane Weapons

    [/TD]

    [TD="width:13%"] ??[/TD]

    [TD="width:61%"] Can be offset by superior technology but will have a decent impact early on

    [/TD]

    [TD="width:26%"][/TD]

    [TD="width:13%"][/TD]

    [TD="width:61%"][/TD]

    [TD="width:26%"] Crippling Maluses [/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Space Cadets[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Worst science malus[/TD]

    [TD="width:26%"] Isolationist[/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] Heavily impacts trade routes which are a good source of science[/TD]

    [TD="width:26%"] Eternal War[/TD]

    [TD="width:13%"] ??[/TD]

    [TD="width:61%"] No tech trading or trade routes[/TD]

    [/TABLE]
    0Send private message
    12 years ago
    Jul 17, 2012, 9:52:03 AM
    Applicable to Economy Victories





    Economy victories are about focusing on smiley: dust so you can buyout and rapidly refit your military





    [TABLE="width:100%"]



    [TD="width:26%"] Beneficial Affinities

    [/TD]

    [TD="width:13%"] Exponential

    [/TD]

    [TD="width:61%"] Notes

    [/TD]





    [TD="width:26%"] United Empire

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Allows for high tax rate without crippling industry

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Beneficial Traits

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Xenology

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Allows you to get more dust from exploitation

    [/TD]





    [TD="width:26%"] Dust Lode

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Power Masters

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Only if you plan on throwing dust into combat a lot

    [/TD]





    [TD="width:26%"] Businessmen

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Tied for best Economy trait

    [/TD]





    [TD="width:26%"] Entrepreneurs

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Tied for best Economy trait

    [/TD]





    [TD="width:26%"] Blockade Breakers

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Merchants

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Dust Recyclers

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Debatable usefulness

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Maluses w/ Little Impact

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Unskilled Builders

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Buyout?

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Crippling Maluses

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Dust Impaired

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"] Only if you plan on throwing dust into combat a lot

    [/TD]





    [TD="width:26%"] Spendthrifts

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"] Worst malus

    [/TD]



    [/TABLE]
    0Send private message
    12 years ago
    Jul 17, 2012, 9:51:30 AM
    Applicable to Expansion Victories





    Expansion is very similar to Supremacy but is less focused and does not necessarily focus on conquest but all forms of gaining planets.





    The following table is for non military Expansion see the Supremacy table for military Expansion, any item listed twice is done so because it has a different effect in application to non military Expansion.





    [TABLE="width:100%"]



    [TD="width:26%"] Beneficial Affinities

    [/TD]

    [TD="width:13%"] Exponential

    [/TD]

    [TD="width:61%"] Notes

    [/TD]





    [TD="width:26%"] Craver

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Locust points allow for quick expansion but require constant growth to allow for depleted systems

    [/TD]





    [TD="width:26%"] Pilgrim

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Smart use of heroes allow fast expansion by seeding full grown colonies from a central point

    [/TD]





    [TD="width:26%"] Ameoba

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Can be be useful to allow for optimal expansion

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Beneficial Traits

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Fast travelers

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Allows for faster expansion

    [/TD]





    [TD="width:26%"] Tolerant

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Very expensive but can be quite useful early game, useless late game

    [/TD]





    [TD="width:26%"] Crowded Planets

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Makes smaller planets worth colonizing

    [/TD]





    [TD="width:26%"] Cloning

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Expensive

    [/TD]





    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Maluses w/ Little Impact

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Deep Roots

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Does not effect non military Expansion, crippling to military expansion

    [/TD]





    [TD="width:26%"] Stellar Guardians

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Easy way to control territory

    [/TD]





    [TD="width:26%"] Crippling Maluses

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]





    [TD="width:26%"] Nothing specific



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]



    [/TABLE]
    0Send private message
    12 years ago
    Jul 17, 2012, 9:50:59 AM
    Applicable to Supremacy Victories





    Many of the following items are arguably exponential or not because they rely on being used properly, better ships may make it much faster to conquer giving you more territory which in turn allows you to conquer faster, but only if you have a good strategy to begin with.









    [TABLE="width:100%"]

    [TD="width:26%"] Beneficial Affinities

    [/TD]

    [TD="width:13%"] Exponential

    [/TD]

    [TD="width:61%"] Notes

    [/TD]

    [TD="width:26%"] Hissho

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Bushido if you can stack and maintain it is insane allowing for more damage, conquest and ship building

    [/TD]

    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Beneficial Traits

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Rebellion

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Power Masters

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] If you plan on using the hero combat cards this can make it much more affordable such that you can constantly use them

    [/TD]

    [TD="width:26%"] Big Fleets

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Fast travelers

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Mobility can allow faster response, good for defense and attack

    [/TD]

    [TD="width:26%"] Masters of Illusion

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Allows for massive all defensive guard ships on your planets along with cheap support ships

    [/TD]

    [TD="width:26%"] Militarists

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Not just for military, but also helps to colonize faster





    [/TD]

    [TD="width:26%"] Optimal Structure

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Strong Alloys

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Deadly Weapons

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Knowledge Gathering

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Very quick way to get science early on but is not very useful late game. If you are relying on this for science early game you may have problems if your stuck behind a wormhole

    [/TD]

    [TD="width:26%"] Optimal Defense

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Snipers

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Best Supremacy Trait

    [/TD]

    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Maluses w/ Little Impact

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Fragile Hulls

    [/TD]

    [TD="width:13%"] No

    [/TD]

    [TD="width:61%"] Use an expendable ship strategy with cheap ships with all weapons.

    [/TD]

    [TD="width:26%"] Wasted space

    [/TD]

    [TD="width:13%"] No

    [/TD]

    [TD="width:61%"] Again use expendable ships with all weapon, less room has small impact

    [/TD]

    [TD="width:26%"] Offense First

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] When used on expendable ships it makes no difference.

    [/TD]

    [TD="width:26%"] Space Cadets

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Only offset if combined with Knowledge Gathering

    [/TD]

    [TD="width:26%"] Eternal War

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Not like you were planning on peace

    [/TD]

    [TD="width:26%"]



    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Crippling Maluses

    [/TD]

    [TD="width:13%"]



    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Deep Roots

    [/TD]

    [TD="width:13%"] Yes

    [/TD]

    [TD="width:61%"] Makes it much harder to keep and use territory

    [/TD]

    [TD="width:26%"] Humane Weapons

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"]



    [/TD]

    [TD="width:26%"] Spray n' Pray

    [/TD]

    [TD="width:13%"] ??

    [/TD]

    [TD="width:61%"] Horrible, since most combat is decided at long ranges before missiles even hit ships, a negative to accuracy severely impacts ships.

    [/TD]

    [/TABLE]
    0Send private message
    12 years ago
    Jul 17, 2012, 9:50:20 AM
    Applicable to All Victories





    This is the catch all category any affinity or trait that is always greatly beneficial. Also listed are maluses that have either little impact or are crippling if taken.





    Note: I place any smiley: food / smiley: industry / smiley: approval increases under the All category for the following reasons:







    • Food grows population, this increases all FIDS.
    • Industry allows faster expansion and building system improvements which increase FIDS.
    • Approval allows you to have higher happiness which increases FIDS.











    [TABLE="width:100%"]

    [TD="width:26%"] Beneficial Affinities[/TD]

    [TD="width:13%"] Exponential[/TD]

    [TD="width:61%"] Notes[/TD]

    [TD="width:26%"] Horatio[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Allows for better control of heroes and for more heroes[/TD]

    [TD="width:26%"] Sower[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Allows to specialize in industry while having little impact on food[/TD]

    [TD="width:26%"] [/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Beneficial Traits[/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] N-Way Fusion Plants[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Soil Xenobiology[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Increases food output from food exploitation[/TD]

    [TD="width:26%"] Metallic Waters[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Mineral Rich[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Rich Soil[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Legendary Heroes[/TD]

    [TD="width:13%"] Yes*[/TD]

    [TD="width:61%"] IF you get an admin hero will allow for immediate +25 industry.[/TD]

    [TD="width:26%"] Blockade Breakers + Merchants[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] While this does not give industry or food the combination far

    out weighs its point value for any type of faction.

    [/TD]

    [TD="width:26%"] Growth Plan

    [/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Possibly the best trait.[/TD]

    [TD="width:26%"] Optimistic[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"]

    [/TD]

    [TD="width:26%"] [/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Maluses w/ Little Impact[/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Feeble Warriors[/TD]

    [TD="width:13%"] No[/TD]

    [TD="width:61%"] Because this malus is a straight amount that never scales it might be detrimental early on but has little effect later in the game[/TD]

    [TD="width:26%"] Sloppy Sawbones[/TD]

    [TD="width:13%"] No[/TD]

    [TD="width:61%"] Has little impact on the game[/TD]

    [TD="width:26%"] Crippling Maluses [/TD]

    [TD="width:13%"] [/TD]

    [TD="width:61%"] [/TD]

    [TD="width:26%"] Poor Soil[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"]

    [/TD]

    [TD="width:26%"] Mineral Poor[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"]

    [/TD]

    [TD="width:26%"] Black Thumbs[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Quite possibly the worst malus in the game[/TD]

    [TD="width:26%"] Pessimistic[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"]

    [/TD]

    [TD="width:26%"] Unskilled Builders[/TD]

    [TD="width:13%"] Yes[/TD]

    [TD="width:61%"] Not as bad as some maluses but still not a good idea[/TD]

    [/TABLE]
    0Send private message
    ?

    Click here to login

    Reply
    Comment