Number of weapon slots used doesnt matter there. If you fired them all - it would be doned.Ah, I see. Yeah, I instinctively worked around that by having lots of weapon groups. Make sense...
Your example is pretty weird, if you get the natives, you free your farmers with them, not use them as "bad gold deposites" (you have to use them this way only if you are lithovore, as the only drawback there). You earn money by growing your colonists, not by selling excess food. Straight +0.5 BC (if you mean money bonus racepick) is absolutely incomparable in power with FT, as its a good useful pick actually, especially if used with Democracy (as its the way it usually do). In general you grow a food on a specialized worlds, where food is good (ideally some small poor gaias or so), and use a freighters to ship it elsewhere. The rich on production production planets build a ships, poor worlds do research, small bad planets do housing to ship the produced population to a constantly colonizing new planets (aswell as exceeds from regular growth from "normal" planets). To spend a whooping 4 picks (1\5 of total!) in hope of getting few extra BC from natives is simply nonsense.
Usual research path for non-blitz races is Lab\Autofactory and only after that is coming Soils. Actually the food balance in a game is really bad, as you need to have at least 3 food per colonist at start (if you want a playable race (by playable i mean actually playable, not just "able to win some impossible AI's", as its not a problem at all), and there is only few special races as exclude here). There is simply too few food in game, you cannot rely on selling it, you need it to enable more colonists instead. And by the time of 8-10 food per colonist output is reached - game is over for long-long time ago already. And extra 4-5 BC per colony is simply 2 cents by that time. Fantastic Traders could be used to channel a prod into money using trade goods, but its slightly different thing, and again, worthy about 0.5 picks.
There is some educational video to see how non-blitz moo2 game is playing (proper economic development): http://forums.civfanatics.com/showthread.php?t=534483
I agree on the matter of having specialized planets; though usually with how I use FT in my games there's some extra context to consider. Usually on my Homeworld start I can only get 6-8 production early on before pollution sets in. And with how the game is designed there are almost always odd numbers of food units being produced (9 food when I have 8 aquatic population on a water planet). It may not seem like much, but all that loose change adds up, especially when it's BC that can kick in before a planet is fully grown.
Anyhow, the way I use it is with a massive builder / terraformer style game. I pact and trade treaty every A.I. I meet, get colony governors set up in multiplanet systems ASAP, and Rush Buy. Granted, it might not work so well for an early game warlord; but if you're the type who planet-constructs and rush-terraforms everything then food scarcity is not going to be a problem
P.S. I tried a game recently without the Fantastic Traders on and found that the game rounds down (a rip-off) on the food BC calculation. Therefore the difference for a three food surplus is 3 BC versus 1 BC, so it's not a simple 2x increase but a 3x increase in some cases.
Number of weapon slots used doesnt matter there. If you fired them all - it would be doned.
I think I found the best race with the base game.
Standard negative picks for these, repulsive, -ground combat, -ship defense to get to +20 picks.
Tolerant (10), unified (6), +1 production (3), large home world (1). This is essentially the best production race their is. Being non creative is not a big deal here. For one you need no pollution picks so you can build missiles and fuel cells and armor easily. No real sacrifices in that tree. Then you just crank out battleships with ease. I beat AIs on impossible using phasor while they still have fusion beams sometimes. Tolerant also gives you a lot of extra population. I find subterranean underwhelming now.
That's good too but tolerant gets like 60% of what subterranean does and you don't have to waste tech or production on anti pollution buildings. Although not being repulsive you could probably trade for what you need. I may have to try low g vs repulsive and see how it is.
It works better on lower difficulties. When one is getting attacked a lot by higher tech empires, it would get rough. The AIs usually make well rounded ships, not specialized ships powerful in one area.Feudal creative seems counter intuitive. Creative shines as you research more and feudal researches slower, so they don't really seem to compliment each other at all.
I find production to be the bigger problem for creative as you get so many buildings that to use them all you need very good production or alot of money. Creative need research but because stuff that affect population are summed togther, the morale buildings will greatly reduce the feudal research problem and the science from buildings are unaffected.Feudal creative seems counter intuitive. Creative shines as you research more and feudal researches slower, so they don't really seem to compliment each other at all.
It works better on lower difficulties. When one is getting attacked a lot by higher tech empires, it would get rough. The AIs usually make well rounded ships, not specialized ships powerful in one area.
I've done it on hard for a challenge.
Sounds like it's time for Impossible!I did not find this combo to be all that challeging on hard.