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When you research 1 tech at a given level, you get all the techs at that level - usually 2 or 3 for the price of one (there are about 6 levels where this does not apply, out of about 80). Incompatible with Uncreative. | When you research 1 tech at a given level, you get all the techs at that level - usually 2 or 3 for the price of one (there are about 6 levels where this does not apply, out of about 80). Incompatible with Uncreative. | ||
''The most controversial and 2-edged option in all of MOO II race design.'' Beginners may use this for a few games to learn the effects of all the technologies. Very difficult to use against good human opponents. Because the cost in Picks is so high, a Creative race has to forgo many early-game advantages in both research and production; so its early colonization and research are slow. But a Creative race that reaches the mid-game unscathed can be deadly. As the mid-game progresses Creative can rival Unitol in production per worker and Demolith in research per head of population; the secret is that Creative races get the morale technologies that Unification can't use | ''The most controversial and 2-edged option in all of MOO II race design.'' Beginners may use this for a few games to learn the effects of all the technologies. Very difficult to use against good human opponents. Because the cost in Picks is so high, a Creative race has to forgo many early-game advantages in both research and production; so its early colonization and research are slow. But a Creative race that reaches the mid-game unscathed can be deadly. As the mid-game progresses Creative can rival Unitol in production per worker and Demolith in research per head of population; the secret is that Creative races get the "morale" technologies that Unification can't use and Demolith usually forgoes in order to get research boosters or better space combat gear, which Creative also gets at no extra cost. | ||
The downside is revealed by the words "rival UniTol in production ''per worker'' and DemoLith in research ''per head of population''": Creatives usually have small populations at the transition from early to middle game and must very quickly chop down their opponents or expand by conquest once they have just a handful of decent warships; otherwise the larger economies of their opponents will grind them down in a war of attrition. | The downside is revealed by the words "rival UniTol in production ''per worker'' and DemoLith in research ''per head of population''": Creatives usually have small populations at the transition from early to middle game and must very quickly chop down their opponents or expand by conquest once they have just a handful of decent warships; otherwise the larger economies of their opponents will grind them down in a war of attrition. |