In my games so far I've stuck pretty heavily to Prosperity, Knowledge and Industry. The Might tree just seems too situational, and of the first 5 virtues only the +15% production to military units looks 'generically' useful.
Here's the list of Might virtues for reference:
Now, if you're going for domination or something like that then I'm sure the Might tree is probably quite useful, but even then for early-game growth (which is most critical to having a good late-game position), the other trees seem better.
I think what happens is I always look at the first few virtues, then look at what is available in the other trees and think "those things are more useful to me right now", so as a result I never actually start on the might tree, so some of those later virtues which do look quite tasty never get a look once you only get virtues every 10-15 turns it seems like a big investment to have to pick up 3-4 'useless' starting ones before you get to the good middle and late ones.
One idea I had that could improve these virtues is if the first one gave a free soldier unit, like the prosperity tree gives a free worker/colonist. Or maybe even a free soldier + a free explorer! If you land in an area thats chock-full of aliens, then an extra soldier for free at the start is probably going to be more appealing than +50% XP, and it leads on to the increased alien damage virtue. The Liberation Army virtue seems the weakest of the opening set, since it's very situational and even if you are in a military position to take over an outpost, you may not actually be in an economic position to support it, or it may be in enemy territory and far from your capital so as to be indefensible, so that one could be dropped and the others moved around to make way for the free soldier one I'm suggesting.
This would overlap quite a bit with the starting cargo, where one of the options is a free soldier. That cargo could be made more interesting by giving a free Marine (1st soldier upgrade), or a free Ranger, both units that would take quite a while to get otherwise and are quite a bit more tactically useful than a soldier, who can often have trouble taking on a single wolf-beetle and can be killed by a 2nd or 3rd one easily.
Good idea? Bad idea? Other ideas? Is Might really useful and I'm just a noob?
Here's the list of Might virtues for reference:
Tier I (Synergy bonus: +5% combat strength and +5% ranged strength for all units)
Adaptive Tactics: +50% XP from combat.
Survivalism: +25% Strength and Ranged Strength against alien life forms.
Liberation Army: After conquering an enemy Outpost, automatically found an Outpost of your own in its place.
Military-Industrial Complex: +15% Production towards military units
Public Security: +0.25 Health for every Military Unit under your command
Tier II (Synergy bonus: +5% combat strength and +5% ranged strength for all units)
Scavenging: Earn 100% of an alien lifeform's strength as Science after killing it Earn 30 Science from destroying alien nests
Adaptive Sciences: +20% Affinity earned from researching technologies
Special Service: +40% Intrigue from Covert Operations
Army Engineering Corps: +1 Production, +1 Energy from every Strategic Resource
Martial Meditations: Choose 1 Free Affinity Level
Tier III (Synergy bonus: 1 free Affinity level)
Brutal Efficiency: +50% quantity from sources of strategic resources
Integrated Arms: +10% Production towards a Unit for each upgrade it has
Joint Operations: +3 Orbital coverage by stations you trade with
Democratized Quartering: -50% maintenance for Units
Channeled Wrath: +10% Strength and ranged strength for all units
Now, if you're going for domination or something like that then I'm sure the Might tree is probably quite useful, but even then for early-game growth (which is most critical to having a good late-game position), the other trees seem better.
I think what happens is I always look at the first few virtues, then look at what is available in the other trees and think "those things are more useful to me right now", so as a result I never actually start on the might tree, so some of those later virtues which do look quite tasty never get a look once you only get virtues every 10-15 turns it seems like a big investment to have to pick up 3-4 'useless' starting ones before you get to the good middle and late ones.
One idea I had that could improve these virtues is if the first one gave a free soldier unit, like the prosperity tree gives a free worker/colonist. Or maybe even a free soldier + a free explorer! If you land in an area thats chock-full of aliens, then an extra soldier for free at the start is probably going to be more appealing than +50% XP, and it leads on to the increased alien damage virtue. The Liberation Army virtue seems the weakest of the opening set, since it's very situational and even if you are in a military position to take over an outpost, you may not actually be in an economic position to support it, or it may be in enemy territory and far from your capital so as to be indefensible, so that one could be dropped and the others moved around to make way for the free soldier one I'm suggesting.
This would overlap quite a bit with the starting cargo, where one of the options is a free soldier. That cargo could be made more interesting by giving a free Marine (1st soldier upgrade), or a free Ranger, both units that would take quite a while to get otherwise and are quite a bit more tactically useful than a soldier, who can often have trouble taking on a single wolf-beetle and can be killed by a 2nd or 3rd one easily.
Good idea? Bad idea? Other ideas? Is Might really useful and I'm just a noob?