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=====Cybernetic [4] (genetic)===== | =====Cybernetic [4] (genetic)===== | ||
Each population unit consumes 0.5 food and 0.5 production; ships are completely repaired after combat; ships' structure and armor are repaired at 10% per turn during combat; ships' systems (engines, weapons, targeting devices, etc.) are repaired by 5% per turn during combat. You can't be both Cybernetic and a Lithovore.<br /> | Each population unit consumes 0.5 food and 0.5 production; ships are completely repaired after combat; ships' structure and armor are repaired at 10% per turn during combat; ships' systems (engines, weapons, targeting devices, etc.) are repaired by 5% per turn during combat. You can't be both Cybernetic and a Lithovore.<br /> | ||
''One of the best uses, if not the best use, of 4 picks''. On an average planet, each worker will produce 3 pickaxes but farming won't even be possible, and if it is, each farmer will produce only 1 food. Additionally, technologies that increase production are both more common and more powerful than those that produce food; for an example, compare the output of an Automated Factory to that of a Hydroponic Farm. Therefore, the ability to eat production instead of food is a godsend and will greatly accelerate both your early research and early production and colonization. Cybernetic doubles the number of colonists that can be supported on a hydroponic farm before food needs to be shipped in from offworld or colonists need to be assigned to farming, and for colonies that import their food, it halves the number of freighters that you need. A colony experiencing a food shortage will only lose half as many people per turn due to starvation. Meanwhile, the self-repair can single-handedly win protracted battles and turn the tide of a war. Heavy Armor and Reinforced Hull triple the efficacy of self-repair, and it stacks with Automated Repair units. A ship from a cybernetic race featuring all 3 of these systems will be extremely hard to kill. | ''One of the best uses, if not the best use, of 4 picks''. On an average planet, each worker will produce 3 pickaxes but farming won't even be possible, and if it is, each farmer will produce only 1 food. Additionally, technologies that increase production are both more common and more powerful than those that produce food; for an example, compare the output of an Automated Factory to that of a Hydroponic Farm. Therefore, the ability to eat production instead of food is a godsend and will greatly accelerate both your early research and early production and colonization. Cybernetic doubles the number of colonists that can be supported on a hydroponic farm before food needs to be shipped in from offworld or colonists need to be assigned to farming, and for colonies that import their food, it halves the number of freighters that you need. A colony experiencing a food shortage will only lose half as many people per turn due to starvation. Meanwhile, the self-repair can single-handedly win protracted battles and turn the tide of a war. Heavy Armor and Reinforced Hull triple the efficacy of self-repair, and it stacks with Automated Repair units. A ship from a cybernetic race featuring all 3 of these systems will be extremely hard to kill. There are a couple of catches, though. For one, all consumption is rounded up to the nearest whole number; two, freighters cannot transport production. Newly founded colonies that suffer from morale or gravity penalties, and/or are built on poor or ultra-poor worlds, will often see 100% of their production being eaten, resulting in your first automated factory taking 10,000 turns to build until either the population increases by 1 or you plop down the 240 bc to buy the factory. Newly founded colonies will also starve in the absence of freighters because your first population until cannot farm and mine at the same time; however, population growth will still be positive (just very, very low) because starvation penalties are halved. Cybernetic players with OCD can frequently be seen moving colonists around between colonies in a system just to ensure that all colonies have an even number of colonists, to prevent food waste due to rounding. Finally, terraforming makes reduced food consumption practically irrelevant on all but the most inhospitable planets; the benefits of cybernetic are almost exclusively early-game. Overall, cybernetic works best with races that have a production bonus, like unification or +2 prod, and with racial traits that radically increase your population caps on planets where farming is impossible (subterranean and tolerant), since it makes those planets much easier to feed. It also works best in mineral-rich galaxies, obviously. | ||
It depends on planets you get. If you unfortunately got a lot of ultra poor planets low gravity planets, you have to buy automated factory with 240bc, which is a lot in early game. | |||
It depends on | |||
=====Lithovore [10] (genetic)===== | =====Lithovore [10] (genetic)===== |