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=====Warlord [4]===== | =====Warlord [4]===== | ||
Races with the warlord special ability can support larger fleets as each colony (whether it has a starbase or not) provides 2 extra command points. All warship crews are one experience level higher than normal: they begin as Regular Crews and max out at Ultra Elite, while normal crews begin as Green Crew and max out at Elite | Races with the warlord special ability can support larger fleets as each colony (whether it has a starbase or not) provides 2 extra command points. All warship crews are one experience level higher than normal: they begin as Regular Crews and max out at Ultra Elite, while normal crews begin as Green Crew and max out at Elite. Legendary officers and leaders in the service of warlords can reach the maximum attainable skill level (6). Furthermore, Marine and Armor Barracks can support twice the normal number of ground troops. | ||
''Nice choice for rush strategies'', as the extra | ''Nice choice for both rush strategies and early-game defense alike'', as the extra CP bonuses allows you to build a strong fleet far more quickly than you could ever hope without it. The increase in command points is significant in the early game, when empires don't have enough star bases (which would normally be painfully-slow to build, and expensive to buy, on colonies that lacked the kind of strong industrial output required to build colony ships in a timely fashion), command point techs (like Tachyon Communications), or the finances to support a large fleet. Lots of small ships are cheaper to produce and provide more firepower than a few large ships at the same tech level, but they consume more command points compared to a few large ships, so only warlords can afford to use the early firepower advantage that lots of small ships can quickly provide. | ||
Rushing works | Rushing works best in small galaxies where there are vulnerable colonies nearby, and there's no single totally-out-of-range empire building up an economic and technological lead. The improved skill of ship crews is slightly weaker than the +25 Ship Defense and +20 Ship Attack together, but that combination costs 5 Picks. On the other hand if a rush fails or there are no vulnerable colonies within range (unlikely: out of range when using Deuterium Fuel Cells + Extended Fuel Tanks is pretty dang far), the 4 Picks would have been better spent elsewhere. | ||
Warlord is a good pick after the Evolutionary Mutation research, since it requires exactly 4 picks and the extra command points and experience bonuses would allow a bigger and more powerful fleet, while research or production bonuses would not make as much of a difference as in the early game, because of the research/production boosting tech you already have (i.e. +1 research when a scientist normally makes 3 is 33% more, +1 research when a scientist makes 10 is just 10% more). | Warlord is a good pick after the Evolutionary Mutation research, since it requires exactly 4 picks and the extra command points and experience bonuses would allow a bigger and more powerful fleet, while research or production bonuses would not make as much of a difference as in the early game, because of the research/production boosting tech you already have (i.e. +1 research when a scientist normally makes 3 is 33% more, +1 research when a scientist makes 10 is just 10% more). |