Most effective race bonuses?

I have tried quite a few and still haven't made my mind up what race mods to selct. I accpt that the answer is vary them and keep the game fresh but I am intrigued about what works, what doesn't and what works a bit.

I am delaying further experimenrs till the new beta on Thirsday but I am still to see a real, obvious immediate benefit, perhaps except from range mod.

The planet class, population, culture/influence meta-mods see not to have an obvious benefit. I have tried many perms so I am saying that not glibly.

One frustration (one of the BEST bits of the new game as well ) is the shio design. Getting all you need on there is never easy and I have lost campaigns flooging the wrong techs (i.e. miniturisation) to try and get my ships up to the AI).I have tried research and military race bonuses but I cant seem to really see a difference. p.s. Someone on another thread cast suspicion on how the AI pack so much onto their ships
10,047 views 4 replies
Reply #1 Top
I've found that different bonuses affect your playstyle in different ways. Here's what I found as "interesting" starting bonuses:



Racial stats:

+60% to Influence: Before the reduction in starting influence generation, this was an easy way to win. Between that and an influence resource, I once had a game where 2-3 times, I'd flip planets that weren't even in range of my survey ship.

+4 to sensor range: All of a sudden, your colony ships can go out and find their own planets to drop the colonists on.

+??? to research/economy: I can feel the effect overall, but it's not as startlingly obvious as the previous two.

+1 to speed: I haven't actually tried this, but that should let you build a much cheaper colony ship (130BC rather than 155BC that is equal to or superior to the standard starting colony ship design in every way.

+?? to range: Another interesting idea that I haven't played with much.



Techs (all the starting techs are cheap to research, and the ones that aren't take more points than you have to spend, so I dont think that any choice is going to make a big difference).

Hyperdrive/Hyperdrive Plus/Ion Drive: With this combination, you can start creating colony ships that are as fast, have more range, and are cheaper than your starting colony ship design.

Ship design isn't hard once you get used to it, I usually won't pick up more than one level of miniturization before pursuing weapons/defense techs. Heck, even without ship design, you could get lost going down tech branches that you later realized aren't going to be very valuable.
Reply #2 Top
Increases in speed and range are worth far more on the larger map sizes.

Some of the alien races start with miniturization bonuses - that might explain the way they can pack more on a ship, but I haven't tried to analyze it in detail.
Reply #3 Top
Heck, even without ship design, you could get lost going down tech branches that you later realized aren't going to be very valuable.


true, true

Reply #4 Top
Some of the alien races start with miniturization bonuses - that might explain the way they can pack more on a ship, but I haven't tried to analyze it in detail.


Now thats very interesting, any idea of the size of the bonus. Anyone want to join me in the new Anti-Nerf League?