gamemaster3000
Warlord
- Joined
- Dec 6, 2005
- Messages
- 169
I wanted to start a discussion on which virtues are best, particularly evaluating the Might virtue that gives more affinity from techs. Does anyone have numbers on that, and has anyone delayed researching affinity techs until they got that virtue, then knocked out a bunch of them?
Also, I wanted to mention that I played a bunch of games before realizing you didn't have to research ALL the virtues with a line pointing to them like Civ 5, you only need ONE of the prerequisites.
Edit: Here's a (possibly outdated) link to the virtues:
http://apolyton.net/showthread.php/...nd-Earth-Virtues-Screen?p=6357183#post6357183
Some of the stronger ones I wanted to mention:
Might:
+25% strength versus aliens - it's not terribly powerful but it is quite easy to get, and clearing out aliens is a significant part of the early game
+20% affinity from techs (above)
+1 free affinity level, which can be quite powerful
-50% unit maintenance: energy isn't terribly hard to come by with trade routes in their current state, but if you have a massive army this is quite useful.
Prosperity:
I personally think this is the weakest tree, because the really good ones aren't until later. Edit: This is because health is being unhealthy, which should be a severe penalty (IMO -20 for a long time should mean that you lose) is really just a slap on the wrist in the vanilla version of this game.
Free Colonist: Best for a strong start, especially getting that first internal trade route going. I think the value of this depends a great deal on your geography. If you have an opponent(s) who could box you in or take a key city site, this is much better. If you're by yourself in a vast wilderness, going deep in another tree faster is probably better.
+3 energy from foreign trade routes: A strong benefit that works very well with trade route Infinite City Spam.
+7 health / +1 health for each basic resource / -25% unhealthiness: Until they patch the game to make unhealthiness more of a penalty, I just don't think these are worth it yet. They do add tons of health...but you don't really need it.
+1 food/hammer/culture per Terrascape: If you spam terrascapes (especially in the city with the +25% culture wonder) you can really crank out a lot of culture with these.
Edit: Some of the weak virtues include 3 extra expedition modules, new cities get +2 population, -25% culture costs for expanding, and 15% worker speed. They aren't terrible, but when you compare them to things like +20% affinity from tech, -40% to the city penalty for beaker costs, and +25% production on any building in the capital, IMO they just can't compete. Not when it's so easy to use internal trade routes for food, buy new tiles with massive energy surpluses, or build a few extra workers.
Knowledge:
Some very strong ones in here, particularly virtues that make it easier to get other virtues:
-40% science costs for number of cities: With Infinite City Spam (ICS) and trade routes being so overpowered (OP) right now, this is arguably the best virtue in the game right now, and is worth thousands of beakers PER TECH.
-40% culture costs for number of cities: As above, this decreases culture costs drastically.
+2 science from academies: I haven't really used these yet, but it would be like 5 beakers per academy right? This might be quite powerful if they nerf trade routes.
-10% science for leaf technologies: Also worth hundreds of beakers in the late game.
Although IMO the tier 3 knowledge ones are kind of weak overall, +7 culture per wonder, +1 spy, and science for 15% of your culture are all kind of underwhelming.
Industry:
Some very solid bonuses in here as well:
+25% production towards buildings in the capital: This is worth hundreds or thousands of hammers, which is very powerful. And it only takes 3 virtues to get.
+15% production towards wonders: Wonders aren't that great in this game, but for how easy this virtue is to get it's not bad.
+25% yield from internal trade routes: Another virtue worth thousands of hammers over the course of a game, especially if you're trying to crank wonders or a massive army.
+2 production from manufactories: I need to try this, but it definitely seems worthwhile
+.2 health from every building: This is worth a massive amount of health by the time you unlock it, and is a good way of getting health without going for Prosperity.
The other ones aren't quite as good, or I'm undervaluing orbital units, (which is completely possible).
Synergy Bonuses:
Free Tech: Very powerful
Free Affinity Level: Very powerful
In conclusion I think the virtues are very good. There's a lot of interesting and valuable virtues that make each game different. I don't want to make conclusions yet about which ones are best, but I would say prosperity is underpowered until unhealthiness is more crippling, the knowledge ones are quite good for ICS, and the industry ones are pretty solid as well. How good Might is really hinges on how key the +20% affinity from technologies is.
Also, I wanted to mention that I played a bunch of games before realizing you didn't have to research ALL the virtues with a line pointing to them like Civ 5, you only need ONE of the prerequisites.
Edit: Here's a (possibly outdated) link to the virtues:
http://apolyton.net/showthread.php/...nd-Earth-Virtues-Screen?p=6357183#post6357183
Some of the stronger ones I wanted to mention:
Might:
+25% strength versus aliens - it's not terribly powerful but it is quite easy to get, and clearing out aliens is a significant part of the early game
+20% affinity from techs (above)
+1 free affinity level, which can be quite powerful
-50% unit maintenance: energy isn't terribly hard to come by with trade routes in their current state, but if you have a massive army this is quite useful.
Prosperity:
I personally think this is the weakest tree, because the really good ones aren't until later. Edit: This is because health is being unhealthy, which should be a severe penalty (IMO -20 for a long time should mean that you lose) is really just a slap on the wrist in the vanilla version of this game.
Free Colonist: Best for a strong start, especially getting that first internal trade route going. I think the value of this depends a great deal on your geography. If you have an opponent(s) who could box you in or take a key city site, this is much better. If you're by yourself in a vast wilderness, going deep in another tree faster is probably better.
+3 energy from foreign trade routes: A strong benefit that works very well with trade route Infinite City Spam.
+7 health / +1 health for each basic resource / -25% unhealthiness: Until they patch the game to make unhealthiness more of a penalty, I just don't think these are worth it yet. They do add tons of health...but you don't really need it.
+1 food/hammer/culture per Terrascape: If you spam terrascapes (especially in the city with the +25% culture wonder) you can really crank out a lot of culture with these.
Edit: Some of the weak virtues include 3 extra expedition modules, new cities get +2 population, -25% culture costs for expanding, and 15% worker speed. They aren't terrible, but when you compare them to things like +20% affinity from tech, -40% to the city penalty for beaker costs, and +25% production on any building in the capital, IMO they just can't compete. Not when it's so easy to use internal trade routes for food, buy new tiles with massive energy surpluses, or build a few extra workers.
Knowledge:
Some very strong ones in here, particularly virtues that make it easier to get other virtues:
-40% science costs for number of cities: With Infinite City Spam (ICS) and trade routes being so overpowered (OP) right now, this is arguably the best virtue in the game right now, and is worth thousands of beakers PER TECH.
-40% culture costs for number of cities: As above, this decreases culture costs drastically.
+2 science from academies: I haven't really used these yet, but it would be like 5 beakers per academy right? This might be quite powerful if they nerf trade routes.
-10% science for leaf technologies: Also worth hundreds of beakers in the late game.
Although IMO the tier 3 knowledge ones are kind of weak overall, +7 culture per wonder, +1 spy, and science for 15% of your culture are all kind of underwhelming.
Industry:
Some very solid bonuses in here as well:
+25% production towards buildings in the capital: This is worth hundreds or thousands of hammers, which is very powerful. And it only takes 3 virtues to get.
+15% production towards wonders: Wonders aren't that great in this game, but for how easy this virtue is to get it's not bad.
+25% yield from internal trade routes: Another virtue worth thousands of hammers over the course of a game, especially if you're trying to crank wonders or a massive army.
+2 production from manufactories: I need to try this, but it definitely seems worthwhile
+.2 health from every building: This is worth a massive amount of health by the time you unlock it, and is a good way of getting health without going for Prosperity.
The other ones aren't quite as good, or I'm undervaluing orbital units, (which is completely possible).
Synergy Bonuses:
Free Tech: Very powerful
Free Affinity Level: Very powerful
In conclusion I think the virtues are very good. There's a lot of interesting and valuable virtues that make each game different. I don't want to make conclusions yet about which ones are best, but I would say prosperity is underpowered until unhealthiness is more crippling, the knowledge ones are quite good for ICS, and the industry ones are pretty solid as well. How good Might is really hinges on how key the +20% affinity from technologies is.