4 ms·
I enjoy taking the opposite approach. Advanced start, impossible, Elerians, or any race with full negative picks plus telepathy. Rush out some cheap ships with
by jkoudys 7y ago
I enjoy taking the opposite approach. Advanced start, impossible, Elerians, or any race with full negative picks plus telepathy. Rush out some cheap ships with no shields and piles of MIRVing nukes. Straight to the silicoid or sakkra (anyone with a good species and weak government), blast their starbase and mind control the colony. Immediately start shipping the population around using freighters, and the impossible difficulty works in your advantage, since you know have a super-species under your control. Properly managed you can outgrow anyone now. Keep the momentum up and steamroll anyone else who you can't be friends with and keep harmless.
- SkyMarshal 7y agoThat's a great hack of impossible difficulty, love it.
- conanbatt 7y agoTelepathy is such a broken trait. Mind control is way too powerful, and assimilation way too difficult to have it any other way.
- jkoudys 7y agoDon't forget the advantage in negotiations, too. It's basically charismatic without the leader recruitment bonus. It also lets you control ships (including star bases) after you capture them, making a battleship full of assault shuttles often enough to take a whole planet. Just the mind control of the planets alone would be worth at least 6 picks, and it's buffed on top of that. Yet still, many players happily spend 8 picks so they don't have to choose between planetary missile base and automated factories.