Fuedalism
Posted: Wed Feb 15, 2006 12:33 am
Ok I've been trying to make this government into a viable option that can compete with uni or demo. Unfortunately my real problem is getting the techs that -50% science really hurts. Now I've found some partial solutions to this however here they are.
building and scoutlab rp isn't affected by the 50% cut so
First grab every planet you can even tiny ultra-poor. these can still hold
research labs, supercomps, and autolabs if you get that far.
Second research rlabs then scout labs.
With the 33% cheaper ships you can build a battleship with only
scoutlabs on it for fairly cheap and it gives 8rp
with warlord and lots of small colonies having rlabs you can average about 9 rp per colony just off ships and rlabs And when you need warships later you can just refit the battleships instead of building new ones this makes later army building real quick.
I've found my best so far to be lithovore, +2prod, warlord (allows all 8 pop on home planet to research rlabs (12rp about 15-17 turns), and gives spectacluar production.
The advantage over unification for fuedalism is that the + to uni prod doesn't include any building production or leader bonuses, and uni can't get morale. Whereas the fuedalism ship bonus includes morale, leader, and building prod, and morale can give a huge bonus. So late game ship building is enourmously fast. Also the ship bonus include colony ships so early expansion is quicker. + you get a huge difference in race picks cost which straight out allows the +2 prod further increasing the production bonus.
Unfortunately I'm pretty sure that leaders come less frequently if your repulsive and you really want decent leaders to help science, give morale, and cut pollution. And getting your other race penalties Often ends up hurting somewhat 2 are fairly minor with -2 ground combat but whats a good -4 pick? I ussually use -.5 taxes but this cuts your money down a lot its not too bad but is there a better one?
And can someone think of a better set of race picks? I've thought of tolerant, but that exclude lith and you still only get 4 workers to start on science which delays rlabs by another 15 turns. And I've tried spying style to gain science, but even with lots of spies its very slow (Against comp AI's) and I doubt it would be quick against players with unif as they get +15 def spies. Warlords is a must those command points are a huge bonus+helps with ship exp. And dropping the +2 prod may be possible but not sure what to change it too. Sub would increase pops late game by a lot but not help early game, Aqua would give some colonies higher early pops, but most colonies just need the r-labs and to give command points anyway. tolerant and lithovore would be great together but this excludes warlordwhich kills you fleet size. I can actually see charismatic and +1 prod or char/RW/Lhw being good but have to get a some luck with the leaders you get for that to pan out.
The real hurdle I have is getting to rlabs fast If someone can find a solution to that this might be a more playable government style and that diversity would make the game more fun I think. Unfortunately even at 15-17 turns that just kills you.
building and scoutlab rp isn't affected by the 50% cut so
First grab every planet you can even tiny ultra-poor. these can still hold
research labs, supercomps, and autolabs if you get that far.
Second research rlabs then scout labs.
With the 33% cheaper ships you can build a battleship with only
scoutlabs on it for fairly cheap and it gives 8rp
with warlord and lots of small colonies having rlabs you can average about 9 rp per colony just off ships and rlabs And when you need warships later you can just refit the battleships instead of building new ones this makes later army building real quick.
I've found my best so far to be lithovore, +2prod, warlord (allows all 8 pop on home planet to research rlabs (12rp about 15-17 turns), and gives spectacluar production.
The advantage over unification for fuedalism is that the + to uni prod doesn't include any building production or leader bonuses, and uni can't get morale. Whereas the fuedalism ship bonus includes morale, leader, and building prod, and morale can give a huge bonus. So late game ship building is enourmously fast. Also the ship bonus include colony ships so early expansion is quicker. + you get a huge difference in race picks cost which straight out allows the +2 prod further increasing the production bonus.
Unfortunately I'm pretty sure that leaders come less frequently if your repulsive and you really want decent leaders to help science, give morale, and cut pollution. And getting your other race penalties Often ends up hurting somewhat 2 are fairly minor with -2 ground combat but whats a good -4 pick? I ussually use -.5 taxes but this cuts your money down a lot its not too bad but is there a better one?
And can someone think of a better set of race picks? I've thought of tolerant, but that exclude lith and you still only get 4 workers to start on science which delays rlabs by another 15 turns. And I've tried spying style to gain science, but even with lots of spies its very slow (Against comp AI's) and I doubt it would be quick against players with unif as they get +15 def spies. Warlords is a must those command points are a huge bonus+helps with ship exp. And dropping the +2 prod may be possible but not sure what to change it too. Sub would increase pops late game by a lot but not help early game, Aqua would give some colonies higher early pops, but most colonies just need the r-labs and to give command points anyway. tolerant and lithovore would be great together but this excludes warlordwhich kills you fleet size. I can actually see charismatic and +1 prod or char/RW/Lhw being good but have to get a some luck with the leaders you get for that to pan out.
The real hurdle I have is getting to rlabs fast If someone can find a solution to that this might be a more playable government style and that diversity would make the game more fun I think. Unfortunately even at 15-17 turns that just kills you.