Poll: What colonists do you take with u?

What colonists do you take with u?


  • Total voters
    62
I voted for aristocrats as I plan to build up my military pretty soon in order to clear alien nests. The extra energy theoretically should help with the upkeep cost.
 
I don't know how much of Civ5 translate to this game. Especially:
Is the growth formula the same ?
Is science still a function of population ?
Do science increases as fast as Civ5 and how important are early techs to get ? If yes, 2 science is weak.
Is gold per hammer around the same ratio ? If yes, 2 gold is awful

If it was civ5 I'd pick the 2 hammers I think.
 
lol, tPangolin, all the civs are colonialists. In SPACE!!!!!!
 
Depends on the Faction I´ve been assigned to and what my over all strategy will be.

BUT if I would be leaving for a 1 way trip to Alpha Centauri tomorrow I´d probably want Scientists and Engineers in abundance, rather than Artists or Aristocrats! :P
 
I don't know how much of Civ5 translate to this game. Especially:
Is the growth formula the same ?
Is science still a function of population ?
Do science increases as fast as Civ5 and how important are early techs to get ? If yes, 2 science is weak.
Is gold per hammer around the same ratio ? If yes, 2 gold is awful

If it was civ5 I'd pick the 2 hammers I think.

Science is still at least partially a function of population (last live stream, Brasillia's population went up, so did its science)
 
I'd be taking all the hairdressers, tired TV producers, insurance salesmen, personnel officers, security guards, management consultants, telephone sanitisers and the like with me and such resolving all of earths problems on departure. Take that victory conditions!

But maybe i'd leave the telephone sanitizers behind, just in case payphones make an unexpected comeback.
 
I'd be taking all the hairdressers, tired TV producers, insurance salesmen, personnel officers, security guards, management consultants, telephone sanitisers and the like with me and such resolving all of earths problems on departure. Take that victory conditions!

But maybe i'd leave the telephone sanitizers behind, just in case payphones make an unexpected comeback.

You're all a bunch of useless bloody loonies!
 
Probably engineers. True that we don't know how the game is played yet, but more production has always been useful.
 
I will be taking Lawyers who shall sue those pesky Aliens for their unprovoked attacks on my Terraforming Operations, go ARC :)
 
The new live stream is going to show (hopefully) all the info we need to know about the colonists. I'm going to see it for sure tommorow :)
 
The new live stream is going to show (hopefully) all the info we need to know about the colonists. I'm going to see it for sure tommorow :)

And things like the
Cargo
Hydroponics, (+X food/turn in capital?)
Raw Materials (Free building, stockpile of energy/cash?)
Ship
Fusion Reactor, (+X energy/turn in capital, stockpile of energy/cash)
Tectonic Scanner (Detect -strategic-resources?)

The rest are known/self explanatory (although the details will be nice)


Makes 2 science pretty poor in comparison to 1pop then.
Well its 2 science instead of 1, and your population is one less (which means you will grow the next population faster assuming higher pops need more food to grow) and that free science doesn't cost any health points or food. (although the population will probably get its own food)
 
After 'for' in the poll, I only see ...

Could you please update the OP with how many turns each bonus lasts for?
 
Wow really? I thought it would be limited. Definitely production for me then.

How can refugees be comparable to that at all? Unless all cities start at size 2?
 
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