View Single Post
  #5  
Old February 8th, 2005, 07:18 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Jumping in at the deep end

Minmax guide? You mean this?

For a minmaxed race in the stock game, berzerkers is essential for its combat bonus. Aggressiveness and Defensiveness at at least 120% are also critical (exception: religious races, see below in racial techs section). Without super-high racial combat bonuses, your ships will get creamed.

Next in importance is maintenance aptitude, which should always be at least 110%, preferably higher if you have the points. Maintenance aptitude is unusual in that you actually get more benefit out of each extra point as you raise it higher. You see, the real benefit of maintenance aptitude isn't how much you save on maintenance; it's how many more ships you can afford to maintain. 110% compared to 100%, for a 10% difference you can support 67% more ships. 120% compared to 110%, for a 10% difference you can support THREE TIMES as many ships, or FIVE TIMES as many as with 100%.

Next up, take advanced storage. 20% more facility space is like a 20% bonus to ALL production.

Next up, construction rates. To really take advantage of high maintenance aptitude, you'll have to be able to build all those ships quickly. That means high construction aptitude, usually with hardy industrialists added on. Note that hardy industrialist is worthless if you don't also raise construction aptitude, since you can get the same effect for planets and a greater effect for base/ship space yards for the same cost by raising construction aptitude to 125%. If you do both, however, they stack and you have effectively raised the threshold of increased cost for construction aptitude by 20%.

After that, increase intelligence and mining aptitude as much as you can afford. None of the other characteristics are really important, and you can lower them a lot without much concern. Refining aptitude and, depending on your play style, repair aptitude should be dropped less than the rest, and be careful not to lower the combination of environmental resistance and reproduction so low that you get 0% population growth. Typically, drop environmental resistance to 51% and raise reproduction a few points to compensate.

Racial techs:

Deeply Religious:
If it isn't banned and you expect the game to be fairly long with some time to develop before first contact, ALWAYS take this. If you do, you may want to drop aggressiveness to 80%, or even 75%, as it will become irrelevant as soon as you research Religious Technology 4. Doing this is a bit of a risk in games with smaller galaxies and earlier encounters, though, as it will really hurt before you get the Talisman, and give an extra incentive to take you out early.

Crystalline:
Take it if you feel like it. If you do, ignore the weapons and just get the crystalline armor. It's almost as powerful as shields for protection in the late game, and is a lot cheaper. It's also highly vulnerable to shield generator destroying weapons, so watch out for anyone using those.

Organic:
Can be good. Weapons aren't powerful, but they're cheap and cost mostly or all organics, which speeds up build times. The armor is very good until you get decent phased shields, then it becomes obsolete. I take it mainly for the replicant centers.

Psychic:
The system-wide training facilities can be good, not much use otherwise.

Temporal:
Weapons rip through shields astoundingly fast, but they cost much more radioactives than standard weapons. Temporal space yards are great in the late game for really fast construction.


About stockpiles, don't worry about them in the early game, but once you get resource converters or start doing a lot of retrofitting, remember that both of those can only use what's in storage.
Reply With Quote