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==80 RP: Astro Biology== | ==80 RP: Astro Biology== | ||
;Hydroponic Farm (60 PP; maintenance 2 BC) | ;Hydroponic Farm (60 PP; maintenance 2 BC) | ||
Fully-automated | Fully-automated Building that increases a colony's food production by 2 without needing any farmers. Its main advantage is that its output is not reduced by [[../Feeding your people|blockades]], however it has a high maintenance cost compared to it's output. Like most farming techs, Hydroponic Farm cannot be researched by Lithovores. | ||
;Biospheres (60 PP; maintenance 1 BC) | ;Biospheres (60 PP; maintenance 1 BC) | ||
Building that increases a colony's maximum population by 2. | Building that increases a colony's maximum population by 2. | ||
Best choice for non-Creatives: Biospheres. The 2 extra citizens can produce much more than 2 food, and will pay taxes, instead of having maintenance costs. The | Best choice for non-Creatives: Biospheres. The 2 extra citizens can produce much more than 2 food, and will pay taxes, instead of having maintenance costs. The biospheres also effectively increase population growth, because population growth depends on maximum possible population. Use [[../Growing your population|Housing colonies]] to quickly fill the extra space created by the biospheres. | ||
==400 RP: Advanced Biology== | ==400 RP: Advanced Biology== | ||
;Cloning Center (100 PP; maintenance 2 BC) | ;Cloning Center (100 PP; maintenance 2 BC) | ||
Building that increases a colony's population growth by 100k per turn (a single farmer/worker/scientist icon represents one million people) | Building that increases a colony's population growth by 100k per turn(a single farmer/worker/scientist icon represents one million people) | ||
;Soil Enrichment (120 PP; no maintenance) | ;Soil Enrichment (120 PP; no maintenance) | ||
Construction project that does not produce a building but increases a colony's food output by 1 per farmer | Construction project that does not produce a building but increases a colony's food output by 1 per farmer. Like most farming techs, Soil Enrichment cannot be researched by Lithovores. | ||
;Death Spores | ;Death Spores | ||
Ship Special Weapon, a biological bomb, which can only be dropped on a colony from zero range, | Ship Special Weapon, a biological bomb, which can only be dropped on a colony from zero range, if the attacker does not have [[../Power|Transporters]]. Each Death Spore bomb has a 10% chance of killing a colonist. Your diplomatic relations will suffer severely if you use them, but that seldom matters as Repulsive is the most common negative pick in [[../Race design options|race design]]. | ||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
Best choice for non-Creatives: Lithovores cannot have Soil Enrichment, so Cloning Center is the clear choice here. Other races should usually take Soil Enrichment, since that immediately frees up colonists from farming and provides a permanent bonus, while the Cloning Center's effect takes time and it offers no benefit when your population eventually maxes out. Empires that do not take Cloning Center should make sure they use [[../Growing your population|Housing colonies]]. Cloning Centers, however, are | Best choice for non-Creatives: Lithovores cannot have Soil Enrichment, so Cloning Center is the clear choice here. Other races should usually take Soil Enrichment, since that immediately frees up colonists from farming and provides a permanent bonus, while the Cloning Center's effect takes time and it offers no benefit when your population eventually maxes out. Empires that do not take Cloning Center should make sure they use [[../Growing your population|Housing colonies]]. Cloning Centers, however, are viable option for Unification empires with extra population capacity (aqua, subterranean), because their increased food production can keep pace with rapid population growth until they research weather controllers. Death Spores are not be a serious threat to yourself or your enemies while ships are slow and no-one has [[../Power|Transporters]]. | ||
==900 RP: Genetic Engineering== | ==900 RP: Genetic Engineering== | ||
;Telepathic Training | ;Telepathic Training | ||
Achievement that gives a +5 bounus for both Spies (espionage and sabotage against other empires) and Agents (your counter-intelligence operatives). | Achievement that gives a +5% bounus for both "Spies" (espionage and sabotage against other empires) and "Agents" (your counter-intelligence operatives). | ||
;Microbiotics | ;Microbiotics | ||
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==1500 RP: Macro Genetics== | ==1500 RP: Macro Genetics== | ||
;Subterranean Farms (150 PP; maintenance 4 BC) | ;Subterranean Farms (150 PP; maintenance 4 BC) | ||
Fully-automated building that increases a colony's food production by 4 without needing any farmers. Its main advantage is that its output is not reduced by [[../Feeding your people|blockades]] | Fully-automated building that increases a colony's food production by 4 without needing any farmers. Its main advantage is that its output is not reduced by [[../Feeding your people|blockades]], however it has a high maintenance cost compared to its output. Like most farming techs, Subterranean Farms cannot be researched by Lithovores. | ||
;Weather Controller (200 PP; maintenance 3 BC) | ;Weather Controller (200 PP; maintenance 3 BC) | ||
A building that increases a colony's food output by 2 per farmer. This tech can be researched by Lithovores, probably just so they don't get a free pass to the next level of Biology. | A building that increases a colony's food output by 2 per farmer. This tech can be researched by Lithovores, probably just so they don't get a free pass to the next level of Biology. | ||
Best choice for non-Creatives: For colonies with less | Best choice for non-Creatives: For colonies with less then 12 max population or worse then swamp - choose Subterranean Farms. Otherwise choose Weather Controller, as it has lower maintenance and increases food output by more. By this stage you should be able to destroy or chase away pesky little solo blockaders. | ||
==2750 RP: Evolutionary Genetics== | ==2750 RP: Evolutionary Genetics== | ||
;Psionics | ;Psionics | ||
Achievement that gives a +10 bounus for both Spies (espionage and sabotage against other empires) and Agents (your counter-intelligence operatives). | Achievement that gives a +10% bounus for both "Spies" (espionage and sabotage against other empires) and "Agents" (your counter-intelligence operatives). | ||
Also increases morale by +10% for Feudal and Dictatorship governments and their advanced forms (the in-game tooltip lists only Dictatorship/Imperium, but Feudal/Confederation | Also increases morale by +10% for Feudal and Dictatorship governments and their advanced forms (the in-game tooltip lists only Dictatorship/Imperium, but Feudal/Confederation receive the bonus as well; it does not affect Democracy/Federation). | ||
;Heightened Intelligence | ;Heightened Intelligence | ||
Achievement that increases by 1 RP the research ability of all | Achievement that increases by 1 RP the research ability of all scientist ''of your race''; does not apply to captured colonists of other races, nor to [[../Computers|Android Scientists]]. | ||
Best choice for non-Creatives: the keys are your government type and the limitations of Heightened Intelligence: | Best choice for non-Creatives: the keys are your government type and the limitations of Heightened Intelligence: | ||
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==4500 RP: Artificial Life== | ==4500 RP: Artificial Life== | ||
;Bio Terminator | ;Bio Terminator | ||
Ship Special Weapon, a type of biological bomb that, like other bombs, can only be dropped on a colony from zero range | Ship Special Weapon, a type of biological "bomb" that, like other bombs, can only be dropped on a colony from zero range if the attacker does not have [[../Power|Transporters]]. Each Bio Terminator "bomb" dropped has a 20% chance of killing a colonist. Your diplomatic relations will suffer severely if you use them, but that seldom matters as Repulsive is the commonest negative pick in [[../Race design options|race design]]. | ||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
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==7500 RP: Trans Genetics== | ==7500 RP: Trans Genetics== | ||
;Biomorphic Fungi | ;Biomorphic Fungi | ||
Achievement that increases food production on Toxic, Radiated and Barren planets from 0 (i.e. no farming) to 1 per farmer. The manual states that it increases food production on all planets, but that's not the case in-game, so the tech is fairly useless. By this point most of your planets have been terraformed and there should be surplus food | Achievement that increases food production on Toxic, Radiated and Barren planets from 0(i.e. no farming) to 1 per farmer. The manual states that it increases food production on all planets, but that's not the case in-game, so the tech is fairly useless. Like most farming techs, Biomorphic Fungi cannot be researched by Lithovores. By this point, most of your planets have been terraformed, and there should be surplus food and fleets of freighters equipped w/ good FTL drives. | ||
;Gaia Transformation (500 PP; no maintenance) | ;Gaia Transformation (500 PP; no maintenance) | ||
Construction project that upgrades a Terran-class planet into a Gaia-class planet, increasing the food production and size limit. The effects vary depending on the inhabitants' race | Construction project that upgrades a a Terran-class planet into a Gaia-class planet, increasing the food production and size limit. The effects vary on the depending on the inhabitants' race, see [[../Growing your population|Growing your population]] and [[../Feeding your people|Feeding your people]] for details. | ||
;Evolutionary Mutation | ;Evolutionary Mutation | ||
Achievement that allows you to use 4 extra [[../Race design options|race design | Achievement that allows you to use 4 extra [[../Race design options|race design Picks]] however you like, except you cannot alter your current picks and you cannot choose additional penalties. | ||
Best choice for non-Creatives: competitive games do not usually last long enough to reach this, especially as there are higher research priorities (mostly military) including Hyper-advanced research in subjects with strong military benefits. | Best choice for non-Creatives: competitive games do not usually last long enough to reach this, especially as there are higher research priorities (mostly military) including Hyper-advanced research in subjects with strong military benefits. |