Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,395
I have been thinking a lot about what I think will be the new Rising Tide go-to strategy. Here's my prediction of what will be ideal (for Singleplayer):
Sponsor: Al Falah (+200% Yields from City Processes)
I thought +200% from City Processes was extremely strong the moment I saw it and I still think it is. SO much science conversion in the mid-game and the Option to quickly boost growth in new cities or to blast through a few extra virtues. The other traits don't seem as strong to me. Pan Asia sounds interesting, but honestly... due to the lack of strong developmental wonders.. don't think they can keep up either. They MAY be more of a choice if it's possible to reliably get the new wonders early on by spamming Explorers. (That's assuming they're really being released with the "Free Wonder"-Trait)
Colonists: Pioneers (build Explorers/Colonists twice as fast)
Pioneer-Strategies could ALMOST keep up with Artists in Beyond Earth, I'd argue for people who play with delayed starts it already did. In Rising Tide there will be more Resource Pods and Excarvations on the map, and according to the devs the density of them has also been increased. The marvel quests also have very strong and useful effects, completing them early will be SO powerful. Of course, more Space on Water should also allow me to spam more cities on average.
The one downside of this strategy is of course the extremely low Culture Income early on. No Artists. No free Relic. As far as I can tell no diplomatic Trait that gives Flat Culture. I assume this shouldn't be too problematic though, given that 50% faster Colonist Production rate allows me to skip the Free Colonist from Prosperity completely - instead I can instantly go down Industry and should still get the important traits once I need them.
So I predict being able to boost out Explorer after Explorer before "mass"-expanding (~7 Cities) will be the new go-to strategy.
Spacecraft: Electromagnetic Sensor (Reveal Artifacts)
I'll build tons of Explorers, so what's better than instantly knowing where to send them? I'd say this one is mendatory for pretty much any Pioneers-Build.
Cargo: Machinery (Free Worker)
No surprise here.
Virtues: Industry
...will probably still be the strongest choice. As I said, I'll skip the free Settler from Prosperity. I assume Knowledge will overtake Might as my Late-game tree, given that 1-2 Health Traits from Diplomacy should allow me to reliable stay in Positive Health.
...sooo... yeah. That's the setup I'll be running after the first few Games.
Does anyone think another setup will be stronger?
Sponsor: Al Falah (+200% Yields from City Processes)
I thought +200% from City Processes was extremely strong the moment I saw it and I still think it is. SO much science conversion in the mid-game and the Option to quickly boost growth in new cities or to blast through a few extra virtues. The other traits don't seem as strong to me. Pan Asia sounds interesting, but honestly... due to the lack of strong developmental wonders.. don't think they can keep up either. They MAY be more of a choice if it's possible to reliably get the new wonders early on by spamming Explorers. (That's assuming they're really being released with the "Free Wonder"-Trait)
Colonists: Pioneers (build Explorers/Colonists twice as fast)
Pioneer-Strategies could ALMOST keep up with Artists in Beyond Earth, I'd argue for people who play with delayed starts it already did. In Rising Tide there will be more Resource Pods and Excarvations on the map, and according to the devs the density of them has also been increased. The marvel quests also have very strong and useful effects, completing them early will be SO powerful. Of course, more Space on Water should also allow me to spam more cities on average.
The one downside of this strategy is of course the extremely low Culture Income early on. No Artists. No free Relic. As far as I can tell no diplomatic Trait that gives Flat Culture. I assume this shouldn't be too problematic though, given that 50% faster Colonist Production rate allows me to skip the Free Colonist from Prosperity completely - instead I can instantly go down Industry and should still get the important traits once I need them.
So I predict being able to boost out Explorer after Explorer before "mass"-expanding (~7 Cities) will be the new go-to strategy.
Spacecraft: Electromagnetic Sensor (Reveal Artifacts)
I'll build tons of Explorers, so what's better than instantly knowing where to send them? I'd say this one is mendatory for pretty much any Pioneers-Build.
Cargo: Machinery (Free Worker)
No surprise here.
Virtues: Industry
...will probably still be the strongest choice. As I said, I'll skip the free Settler from Prosperity. I assume Knowledge will overtake Might as my Late-game tree, given that 1-2 Health Traits from Diplomacy should allow me to reliable stay in Positive Health.
...sooo... yeah. That's the setup I'll be running after the first few Games.
Does anyone think another setup will be stronger?