![]() Although it's possible to design a "good-enough-in-all-situations" race, such "jack-of-all-trades, master-of-none" races will initially be outperformed by other, more specialized races in various fields, like production, research, or combat capabilities. In standard MOO2 it's impossible to design a "best-in-all-situations" race. That's why picks that either increase food production per farmer, like Unification, Aquatic, or +1 and +2 Farming, or that cut down on the need to support pops with food, like Cybernetic and Lithovore (though they'd still require pops to consume minerals instead of food, so mineral-production-boosting picks like Unification or +1 or +2 Production are recommended alongside those picks), are alternatives to the other population-boosting picks, like Aquatic, Subterranean, and Tolerant, despite not increasing maximum population less need for farming (and mining for Cybernetic and Lithovore races) means you will have more population in production and research, and won't have to build as many freighters or pay as much in transport costs.Īll race designs take a gamble on something ![]() ![]() Farming is not an objective it's a requirement in order to support your workers and scientists. More precisely, research + production = power. More people = more money and some combination of more research and more production. This is a common saying among MOO2 players and it's 99% true. This summarizes the main points in the discussion of race design options. 3 Non-Creative races for the medium to long term.2.9 Creative Democracies and other Research-Heavy Creatives (Basically Psilon 2.0 Builds).1.2 All race designs take a gamble on something.
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