Erebras
Prince
When I first started playing, it was pretty much a no-brainer to go for the virtues that give you growth, free worker, and free colonist, but lately I've abandoned that in favor of industry and knowledge.
My overall mindset is to amass as much culture as possible. Somehow, to me, the more virtues the better. And I like jumping ahead to get AEGIS units as quickly as possible, so I get a free knowledge advance after unlocking enough Tier I virtues (choosing Augmentation, I think it's called), and then another free advance after building institute (choosing Surrogacy, I think it's called). If I've already chosen enough Might virtues to allow a +20% affinity, then choosing Surrogacy gives me more than one progression in Purity, which is nice.
But as for Health, my strategy has been to NOT cut down any forests except as required by plantations and mines or what have you, and then build biowells everywhere that doesn't benefit from a generator. You end up, with not a single virtue in Growth, with a Health meter of +40 to +60, provided you build all the clinics and gene gardens and all, and each biowell generates culture with the right advance. Why not cut down forest? So that a biowell is more productive foodwise, and continues to produce a NUT (production), and invaders have a harder time of it while stumbling through the trees after your defenders.
Granted, this is a rather passive strategy. You end up with culture, food, and production that better players can amass by clearcutting and devoting well-fed citizens to specialist tasks, but it seems to work for me. The 2 energy per turn doesn't seem to break the bank at all when you get to that point in the game when you have the population and trade routes to deal with the outlay (and magrails should be free by then, too!).
Any thoughts or ideas on what I've just said?
My overall mindset is to amass as much culture as possible. Somehow, to me, the more virtues the better. And I like jumping ahead to get AEGIS units as quickly as possible, so I get a free knowledge advance after unlocking enough Tier I virtues (choosing Augmentation, I think it's called), and then another free advance after building institute (choosing Surrogacy, I think it's called). If I've already chosen enough Might virtues to allow a +20% affinity, then choosing Surrogacy gives me more than one progression in Purity, which is nice.
But as for Health, my strategy has been to NOT cut down any forests except as required by plantations and mines or what have you, and then build biowells everywhere that doesn't benefit from a generator. You end up, with not a single virtue in Growth, with a Health meter of +40 to +60, provided you build all the clinics and gene gardens and all, and each biowell generates culture with the right advance. Why not cut down forest? So that a biowell is more productive foodwise, and continues to produce a NUT (production), and invaders have a harder time of it while stumbling through the trees after your defenders.
Granted, this is a rather passive strategy. You end up with culture, food, and production that better players can amass by clearcutting and devoting well-fed citizens to specialist tasks, but it seems to work for me. The 2 energy per turn doesn't seem to break the bank at all when you get to that point in the game when you have the population and trade routes to deal with the outlay (and magrails should be free by then, too!).
Any thoughts or ideas on what I've just said?