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Home » news » forums » Space Empires V » Space Empires V FAQs

Creating races

Submitted by bpleshek on Thu, 2007-09-27 18:38. Space Empires V FAQs

Greetings.

I am new to the game having just received it in the mail ordering it direct. There are a ton of options for creating a race. I am curious, which racial features and technologies do you tend to pick and why? Are the costs of racial traits worth the cost? Am I better off choosing two positive -500 choices and leave it at that, or add some penalties to get more bonuses? I realize that some of this is play style, but i'm sure that there are some choices that are better than others. I know in some games you can actually choose some worthless penalties. MOO2's low gravity is one example. You could eventually research tech that would overcome this limitation so picking it was only a short term inconvenience, rather than a race threatening penalty.

THanks,

Brian

‹ Can't play as downloaded race ship designs ›
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Re: Creating races

Submitted by marhawkman on Thu, 2007-09-27 19:56.

Actually Low gravity's combat penalty was NOT circumventable.

the easy way to decide is to play a few games then look at what you didn't find as necessary. I love to build Monoliths, thus I rarely have resource issues. Coorespondingly I use this behavior to offset the penalty of having relatively weak resource production.

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Re: Creating races

Submitted by bpleshek on Thu, 2007-09-27 20:18.

It wasn't circumventable, but by the time i was using ground combat, my technology in that area far surpassed any small decrease i had from the beginning.

Brian

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Re: Creating races

Submitted by madman22 on Sun, 2007-10-28 11:46.

I like to use the propulsion experts(?) trait to give my ships an increased range of 1, great advantage in escaping overwhelming fleets and also rushing up reinforcements. Obviously using the diffent traits such as Crystallurgy and Organics gives you more techs and weapons. I've found that taking the hit on organics and radioactives production as an easy way to free up more trait points. Also increased facility and cargo space is nice.

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Cerberus's picture

Re: Creating races

Submitted by Cerberus on Sun, 2007-10-28 13:38.

Theres not really any traits that are "better" than others. It depends what you want your race to be able to do.
you can have any combination. though its kind of silly to take the bonus and the anti-bonus in one specific area. saaaay the SMART trait (research +5?) and the DUMB trait (research -5?) But say you need 500 extra points for Organic Manipulation trait you take a hit in research or minerals extraction and your good to go.
they best way to figure it out is to just play around with the combos.
the different research areas are pretty sweet. Temporal is one of my favourites as well as crystaline.

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groovyfishguy's picture

Re: Creating races

Submitted by groovyfishguy on Mon, 2007-11-12 13:56.

Cerberus wrote:
Theres not really any traits that are "better" than others. It depends what you want your race to be able to do. you can have any combination. though its kind of silly to take the bonus and the anti-bonus in one specific area. saaaay the SMART trait (research +5?) and the DUMB trait (research -5?) But say you need 500 extra points for Organic Manipulation trait you take a hit in research or minerals extraction and your good to go. they best way to figure it out is to just play around with the combos. the different research areas are pretty sweet. Temporal is one of my favourites as well as crystaline.

I love crystaline as well but there seems to be a large group who dont't so maybe it does just come down to playstyle and roleplaying Smiling

Groovy Baby Yeah!

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Casca's picture

Re: Creating races

Submitted by Casca on Thu, 2008-02-07 18:54.

Like any monkey, I'll downplay my phyiscal side, to uplift my intellectual side. I tend to make my race physically weak, and put the points into research. Because, like Moo2, the tech will offset your downside. By the time you're in ground combat, you've gotten so many tech advantages, that your equal or better than your opponent.

Anyone who says to me that Soviet Soldiers were weaker then American Soldiers can, well kiss my butt. I'm the American Soldier who was there when the wall fell. We out Teched' them. End of story. Maybe.

In any case, making the trade off, in a game where races are so different physically, to downplay physical strength versus mental strength. I think that's a winner.

I might even go so far, depending on my mood, as to make my race 'environmetally' weak. I know I'll get the tech to overcome that shortcoming. And I'm only on my third game. Much like Moo2, but much better!

EDIT: I just thought to add one thing. If you're going to dumb down you physical to get them extra points, then choose a whole new tech tree (Organics, Crystalline) beware! Hell the tech tree is hard enough already. Way more stuff to research then time or money allows. So, if you do that... use it, don't just research applied science, explore the new tech tree... otherwise, it's not worth it!

Woohoo!
Casca
The Immortal Soldier

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Re: Creating races

Submitted by FLiP777 on Mon, 2008-02-11 03:31.

i usually do the same thing, less physical and more research and always pick crystalline technology for the ships with reduced maintenance, as i like the liberty of being able to build a ton of ships without worrying about maintenance so much. i really don't like espionage but sometimes its nessicary i suppose. also like said before in this thread i usually down organics and radioactives for minerals and other things.

natural merchants (saves some space and build time on new planets) and especially hardy industrialists (space yard prod +25%!!!) are a few favorites.

i have yet to try the balance mod so i dont know if any of this is different with it

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Re: Creating races

Submitted by moloch on Thu, 2008-02-14 12:55.

When setting these created races to AI controlled, what AI scripts do they use?

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Mod Designer

Re: Creating races

Submitted by unnamed on Thu, 2008-02-14 14:57.

Should be the default AI scripts.

-Unnamed

Unnamed Mod

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Re: Creating races

Submitted by s3n0r p3ligr0 on Thu, 2008-03-20 22:46.

I usually put all my points into manufacturing and faster shipyard construction rates, with my race type being industrialists. I love being able to pump out ships, replace my losses faster than my enemy, and produce lots and lots of resources to support large assault fleets.

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