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Orkonkel

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So, looking through the available technologies, are there any that you feel you would pick regardless of which other choices appear (barring super rare ones) in a specific situation, or will everything be situational?

The ones that really stood out to me as 'must-have technology' are increased FTL range, research alternatives +1 (this just seems sooo good), and colonization of decently high habitability worlds. Most other choices could be better or worse depending on the situation, but these just seem too good to pass up.

Did anything specific stick out in your mind as something far better than most other alternatives?
 
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hjarg

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Colony ships are a must.
Rest can be situational.
 
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Oscot

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The ones that really stood out to me as 'must-have technology' are increased FTL range
Hyperlanes. Therefore, your point is invalid.

I don't think "research alternatives +1" is even a tech, it's a government type.

I will obsessively grab every colonization-enabling tech that I see, but that's because I am an obsessive colonizer, not because I am under any illusions that this choice will actually be useful to me when I'm playing xenophobes and I don't have the diversity to sustain said planets.

Personally I expect to be running out of money all the time, because I'll be spamming frontier outposts, because I've played too much Civ for too many hours to be able to sleep at night if my borders don't extend over the maximum number of tiles star systems as possible. So for me it's gonna be all about the $$$ and the border radius.
 
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Chaos_TLW

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I don't think "research alternatives +1" is even a tech, it's a government type.
It is also a tech, Self-Aware Logic, if I recall correctly.
 

Oscot

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yafeshan

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It is also a tech, Self-Aware Logic, if I recall correctly.

That sounds even better if you also have the government type.

I think defense outpost is quite necessary. I do not think anyone will ignore it while most people can ignore battleships since there is a nice balance between ships.
 

Dark Shadow NNN

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This two are still situational, but hard to skip from my point of view:


Galactic Ambitions 600
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Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.

Galactic Administration 1200
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vipic

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Honestly, I love these threads. No one has played the game yet but everyone is commenting "Ohhhhh yes, most technologies are situational, you need increased warpdrive range, ect." Its like the threads where people are talking about, ohhh ya militarist governments can keep up in tech by salvaging wrecks, How do you guys even know? You've watched one stream of the beta Blorg build and now you're the masters of Stellaris?

No one has any idea until the game comes out and we have time to put 500+ hours in.

I mean this is like me watching the beta of Europa Universalis and going, "Ohhhhh yes, its very important that you keep up to date in admin tech" (Minus the new corruption patch, but lets not go there)
 
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goliard20

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Honestly, I love these threads. No one has played the game yet but everyone is commenting "Ohhhhh yes, most technologies are situational, you need increased warpdrive range, ect." Its like the threads where people are talking about, ohhh ya militarist governments can keep up in tech by salvaging wrecks, How do you guys even know? You've watched one stream of the beta Blorg build and now your the masters of Stellaris?

No one has any idea until the game comes out and we have time to put 500+ hours in.

I mean this is like me watching the beta of Europa Universalis and going, "Ohhhhh yes, its very important that you keep up to date in admin tech" (Minus the new corruption patch, but lets not go there)


u call it hype :)
 

Chaos_TLW

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That sounds even better if you also have the government type.

I think defense outpost is quite necessary. I do not think anyone will ignore it while most people can ignore battleships since there is a nice balance between ships.
Yeah it can be pretty powerful if you stack the two, although it suffers from diminishing returns. I'm not sure I'd take a third or fourth +1 Research Alternatives. First one gives you +33%(!!!) chance of drawing a rare tech, second one gives you +25%(!) chance of drawing rare techs, the third one only gives you +20% bonus to drawing rares, and a fourth only +16.7%. It is a pretty quick decline, IMO. Still a pretty big bonus, sure, but at 5 cards per draw with 3 draws for the different tech types you can be swimming in rare techs(comparatively, of course) by the end of the game.
 

Dark Shadow NNN

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Honestly, I love these threads. No one has played the game yet but everyone is commenting "Ohhhhh yes, most technologies are situational, you need increased warpdrive range, ect." Its like the threads where people are talking about, ohhh ya militarist governments can keep up in tech by salvaging wrecks, How do you guys even know? You've watched one stream of the beta Blorg build and now you're the masters of Stellaris?

No one has any idea until the game comes out and we have time to put 500+ hours in.

I mean this is like me watching the beta of Europa Universalis and going, "Ohhhhh yes, its very important that you keep up to date in admin tech" (Minus the new corruption patch, but lets not go there)


The thread opener ask about feeling and I answered about feeling. This tread its not about best minmaxing choice, but about stuff you really want to try in your first game. I answered whit two criteria:

- games I already played
- fluff I enjoy in scifi in general, novels, movies, games, no matter.

If you dont want to talk about this stuff just dont post and maybe click "Respectufully Disagree" on the open post. :p
 

Oscot

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Honestly, I love these threads. No one has played the game yet but everyone is commenting "Ohhhhh yes, most technologies are situational, you need increased warpdrive range, ect." Its like the threads where people are talking about, ohhh ya militarist governments can keep up in tech by salvaging wrecks, How do you guys even know? You've watched one stream of the beta Blorg build and now you're the masters of Stellaris?
Yes.
 
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