Decadent is very bad (basically 2 skill points), Stubborn is okayish, Party Animal is very situational. It's the best vice for its value.Ģ point penalties are all global and scaling, making them pretty steep. A bit random, but the mod may be very good, you do get a point, and the penalty doesn't scale. 4 unhappiness is a big global and scaling penalty, especially considering the happiness events.ġ point - Kleptomaniac. Also, a lot of weapons synergize very poorly with Martial Tradition, vehicles as well.ġ point - Cruel. Even from random pickups you can get some. Tier 1 and Tier 2 weapons should be replaced ASAP anyway, and tier 3 items are not hard to get. Sure, it has some scaling returns (15 added resources from colonists), but it seems to struggle beating even 2 free techs in terms of efficiency. About 180 growth and a building you get for free with one of the earliest techs? For 2 points? Eww. It's a good deal in case of higher difficulties and strong T2 skirmisher units, but can also cause issues if it makes your army into exactly 1.5 of a combat stack (too strong together, too weak alone).Ģ points - Colonist cryopods. it is worth about 120 energy + 400 production. It feels like techs are always worth as there is really not much to do to spend energy efficiently early.Ģ points - Military detachment. Thoughts: Not only energy has limited uses early on, early research is not easy to get and opens a lot of opportunities like starting early doctrines or getting movement cost reductions. With tier 4 weapons and good mods, it's basically an extra 6 man stack if not more.ġ point - 2 free techs. Having your strongest unit take two turns is by far biggest army booster. Let me know if you disagree with my thoughts.Įvery single option is dwarfed by Martial Tradition.
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