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Might Virtues

Discussion in 'CivBE - Strategy & Tips' started by Some_tall_guy, Oct 15, 2015.

  1. Some_tall_guy

    Some_tall_guy Chieftain

    Joined:
    Oct 15, 2015
    Messages:
    1
    Hey everyone,

    Long time lurker, first time poster.

    I've played a few games of RT now, and I've noticed that some of my best starts have been with the Might tree. I find that with the Military trait that gives science on kill, on top of the Might trait that does the same with aliens, I can get huge bonuses to science and food by taking out aliens and their nests.

    I'm wondering if anyone has had any luck figuring out some strong strategies opening like this. I'm contemplating trying a game where I rush for academies, similar to pre RT, but haven't had the chance to do so yet.

    Any thoughts?
     
  2. Evgenij

    Evgenij Chieftain

    Joined:
    Nov 12, 2007
    Messages:
    20
    If you can get good quality artifact with culture bonus, and use it to imitatively get to lvl 3 might, then yes - it offers large advantage in science in early game.
     
  3. Promethian

    Promethian Chieftain

    Joined:
    Oct 23, 2014
    Messages:
    282
    I have been liking Might more and more as I experiment with it.

    The extra affinity from techs really pays out with the affinity on stem techs. All those 7s become 9s.

    The 50% unit maintenance virtue I find is a powerful energy virtue. I no longer go straight to solar collectors (after cognition, of course) to cover maintenance when I am going Might. I have played a few games now where my energy per turn shifted by more than 50 when picking up this virtue.

    The extra strategic resources virtue also strongly pays out. More units and more buildings that use the resources are a big deal. With the new units and satellites we have more things to spend strategic resources on. Even if you don't like the new units, strategic resource buildings are generally very strong (ahem Hypercore).

    On top of all of this you pick up a very significant straight bonus to unit combat strength through the might volume bonuses and the virtue at the "end" of the tree.
     
  4. ansa

    ansa Chieftain

    Joined:
    Jul 23, 2011
    Messages:
    51
    Well, it is the same crappy tree as before without any noticeable health bonuses in lategame, but...
    The thing is, you are so behind on tech on Apollo, it is pretty much required to take to try and keep up with AIs, unless you luck out 2-3 levels of affinity from expeditions alone
     
  5. Evgenij

    Evgenij Chieftain

    Joined:
    Nov 12, 2007
    Messages:
    20
    You can take that diplomatic trait, that adds +12 science per deal you make. Make 5 deals and that's +60 science per turn. I've got it by the time I had like 10 science per turn, increasing my science by a freaking 6x. Combine it with PAC leader and you can get every single wonder before AI can on apollo (unless AI also have PAC).
     
  6. Blue Emu

    Blue Emu GroFAZ

    Joined:
    Oct 21, 2006
    Messages:
    294
    Location:
    New Brunswick, Canada
    The fact that there are now alternative ways to get Health tends to somewhat devalue the Prosperity and (to a lesser extent) Industry trees, making the Might and Knowledge trees more competitive.
     
  7. CaptMikeP

    CaptMikeP Purity's Finest Warrior

    Joined:
    Mar 17, 2015
    Messages:
    122
    I agree dude, might is instrumental in winning games. the affinity boosts and free affinity are great, so is the health for military units, alien boosts, ect
     

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