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Re: LRTs Sun, 26 October 2008 04:59 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1364
Registered: May 2008
IFE: Fuel Miser wins until midgame, and Galaxy Scoop is the best engine in the entire game, full stop. Increased efficiency's good too. Essential for non-IT, non-HE races.

TT: Extremely good for CAs because it's cheaper than widening your hab by 15. Good for ARs as well because terraforming is their factories. Also a possibility on SD because of decent Bio requirements for minefields.

ARM: Good for AR, sucks for everyone else. Why? The main advantage is gateability. You can't have a gate on a world that you're remote mining, unless you're AR. But wins for them.

ISB: Must-have for HE, good for most fast-expansion races. Not as useful for IT due to Orbital Forts' capacity for a gate, which negates the need for refueling. Utterly required for AR due to capacity scaling.

GR: Useful for some, especially SD and TT races. Utterly crap for AR.

UR: One of the most obvious traits for late-gamers, but the most often worked around due to fussiness of using it.

MA: AR would be the best race for this, except for the fact that they have the fountain. So crap, iow.

NRSE: An annoying LRT due to the loss of the best engines in the game, the TGFS, TGMS and GS. Used as a point mine for economy though, due to the relative uselessness of prop tech.

CE: Sucks because it's random, and therefore isn't good for planning, which is essential to Stars!. If it was simply less speed, it'd be OK, especially for IT and AR, the two races that rely on gates the most.

OBRM: Due to the fussiness of remote mining, it's free points for most races, and obviously for tri-immunes or TT CAs.

NAS: Doesn't hurt often, but when it does, you're screwed. There's a reason it gives you 100 points...

LSP: If you can get another point of growth, go for it, you'll be in front after 30 years.

BET: You lose nubs. .'. You lose late game. WM can possibly make decent use of this though.

RS: AR's "awesome" trait, hurts midgame but excels in late game. Especially good for a Mao strategy.

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