Race Name: Araestari
Race Leader: Aras Noera
Homeworld: Arae
Homestar: Arasi
Other Planets: Nora (Class 0), Oro (Class 8), Legaia (Class 10), Tarot (Class 0)
Bonuses:
+10% Research
+25% Loyalty
+25% Luck
+25% Creativity
+30% Population Growth
+10% Diplomacy
Preferred Political Parties: Technologists; Pacifists
Descritption: A psi-capable race, the Araestari worshiped the stars until the advent of the Interstellar Age, which began for them in 2215 when a Human scout ship arrived at their homeworld. The Araestari had probes and sattelites out by this time, and they had even sent a colonial expedition to the nearby world of Legaia. This expedition was found by the Terrans, with dying life support and dwindling supplies. The Terrans ferried it back to Arae and revealled Hyperdrive to the peaceful Araestari.
Eventually, their native religions (almost all based around the stars) were replaced with Terran ones (namely Buddhism), but their old worship of the stars gave them a drive to own the entire sky above their homeworld one day....
my own custom race
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Race name: the Shipnos, a race ("-nos") that builds "ships" (required to win at GC2)
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Starting techs:
50 Hyperdrive
25 New Propulsion
50 Ion Drive
(skip too costly 150 Impulse Drive)
50 Xeno Engineering
20 Xeno Research
(I realize this does not use up all my "starting tech points", but this is the correct order I need to rapidly gain speed and hence ability to rapidly colonize).
First techs pursed are
150 Impulse Drive
25 Stellar Cartography
100 Sensors
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Preferred Political Party:
Industrialists
+20% Social Production
+20% Military Production
Technologists
would be second choice since they have a research bonus
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Ten points of race trait customization:
points trait
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2 +20% Diplomacy
4 +50% Military Production
1 +10% Morale
3 +10% Planet Quality
It was only after playing the first game of GC2 I realized the need for Diplomacy and Morale.
Diplomacy forces all civs without diplomacy bonus to give you favorable trade terms, at least until they pursue the tech that allows them to increase their diplomacy. This allows much more rapid advancement in the tech tree.
Morale allows planet to continue to grow at little more until morale tile improvements have to be made.
Military Production was chosen since its percent jumps quite a bit (from 30% to 50%) from having 3 points to 4 points allocated. Once military is boosted in reality the additonal economy size can be allocated how I see fit. This ability to reallocate additonal economy size is also why I chose the Industrialists political party (see above for bonuses). To pursue economic growth to its max the tech tree path leading to Federation needs to be researched. It boosts Economy, Industry, and Research by an astonishing 75% each. (Since the Federation tech is quite costly, pursue the two lesser overall economy boosters on the same tech tree much earlier in the game.)
Planet Quality helps with developing more of a planet's potential. However to use this trait effectively a strategy is needed that allows newly colonized planets in mid and late game to continue to rapidly prosper. This means NOT researching farm, economy or manufacturing improvements and hoping an alien civ will trade for two levels up on the tech tree for one of these. Due to a glitch in the GC2 code, this allows both the first and third tech to be built until such time as the second tech is discovered (which I would NOT want to do - it is given to me when I conquer an alien planet as an unwanted gift).
Of course by selecting these civ traits I am rejecting others.
Research, Economic Production , and Social Production are all highly desirable, but do not have the huge percentage jump availalble to Military Production. If I were to experiment it would be reallocating points to one of these traits.
Logistics helps with military formations and limits on the number of starbases, but is only available by selecting the appropriate alien (not custom) race. Due to the overwhelming advantages of the other custom traits, I never chose to play as such a race.
Trade is desirable, but in my own games I found trade to an almost inconsequential part of overall income. Trade's primary advantage is that it reduces the chances a civ will randomly attack you (or am I thinking of the Civ series???).
I once chose Creativity, but never knew if I got a free tech out of it. If the creators want us to choose this trait there needs to be an info screen that tells when it actually has benefitted the civ that has it. (For a similar reason I never choose Luck.)
Loyalty is useful if you let another civ build an inflence starbase nearby. I do not let this happen.
The Defense, Hit Points, Range, Repair, and Weapons traits can be compensated for by building the correct type of starship to counter the enemy starship's offense and defense. If you have a strong economy (possilbe by using the traits and political party I did select) this is easily done (at least at the "normal" level of AI intelligence).
The Soldering trait is accomplished by researching the planetary assault tech tree path.
Population Growth is undesirable early in the game since it kicks in Morale limits to a planet's growth. Later when the morale techs have been researched the trade good Aphrodisiac accomplished the same task.
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Description: The Shipnos seek to rapidly colonize and influence the galaxy "by any means necessary". They do not create war for its own sake, but usually for a strategic purpose of capturing a key planet or starbase. They tend to win over the galaxy not by conquest but by extending their "influence" over enough of it with starbases.