Belivers main weakness:
#1 No reseach points prior to 2110.
#2 -2 Knowledge
#3 -1 Planet
Offset #1 by for the first ten turns of the game set Economy to whichever value gives you the most energy. (Due to efficency, depends upon your bases.)
Offset #2 by beeling to Foil Probe Teams. Build lots and Go out and steal tech!
#3 Results in nothing produced from fungus until late in the game unless you go green. So after you can build Foil Probe Teams set your reserach to beeline to Centauri Empathy to allow the Green economy to cancel out the planet penalty . As a side effect, you'll get native mind worms that are just as good attacking high tech units as low ones. And the same tech allows Biolabs which is both a cheap way to increase science output, especally for a small base, and enhances your life forms.
Main strength: +1 Probe. Complement by the building of foil probe teams.
As for best social choices for Belivers when not pop booming and assuming you don't have cloning vacts: Democracy (Fundie would give you a -4 Knowelge rating at which point you might as well turn reserach off unless you have a lot more cities than anyone else) + Green + Wealth (You don't want to add a crippled construction of units that power would give you to your knowlege handicap).
#1 No reseach points prior to 2110.
#2 -2 Knowledge
#3 -1 Planet
Offset #1 by for the first ten turns of the game set Economy to whichever value gives you the most energy. (Due to efficency, depends upon your bases.)
Offset #2 by beeling to Foil Probe Teams. Build lots and Go out and steal tech!
#3 Results in nothing produced from fungus until late in the game unless you go green. So after you can build Foil Probe Teams set your reserach to beeline to Centauri Empathy to allow the Green economy to cancel out the planet penalty . As a side effect, you'll get native mind worms that are just as good attacking high tech units as low ones. And the same tech allows Biolabs which is both a cheap way to increase science output, especally for a small base, and enhances your life forms.
Main strength: +1 Probe. Complement by the building of foil probe teams.
As for best social choices for Belivers when not pop booming and assuming you don't have cloning vacts: Democracy (Fundie would give you a -4 Knowelge rating at which point you might as well turn reserach off unless you have a lot more cities than anyone else) + Green + Wealth (You don't want to add a crippled construction of units that power would give you to your knowlege handicap).
Originally posted by Curiosity
Of the original seven, I would definitely say Miriam is the weakest. Her early game tech is abysmal, and there's a real disadvantage in not having formers for that long. Then, by the time she actually has the tech to go out conquering she's going to be facing very stiff opposition. It's not so bad starting near to someone, but on an island... there's not much hope for her.
Of the original seven, I would definitely say Miriam is the weakest. Her early game tech is abysmal, and there's a real disadvantage in not having formers for that long. Then, by the time she actually has the tech to go out conquering she's going to be facing very stiff opposition. It's not so bad starting near to someone, but on an island... there's not much hope for her.
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