Evolutionary Bonuses Deconstructed

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Zazazu:
We all know Pescado prefers most of the red-path bonuses. I just did a cell-civ run aiming for a combination I thought would be best (Knight). What are your opinions? What of the stage bonuses do you find most useful, and what do you think should be avoided in all situations?

Cell Stage
Carnivore:    Power Management - Increased Energy Capacity (approx. 50%, thanks Gus)
Herbivore:    Social Suave - Cheaper Social Tools
Omnivore:    Generalist - Cheaper Passive Tools

Creature Stage
Predator:    Prime Specimen - Increased Health  (approx. 50%, thanks Gus)
Social:    Performance - Less Unhappiness from Disasters
Adaptable:    Speed Demon - Faster Galactic Travel

Tribal Stage
Aggressive:    Arms Dealer - Cheaper Combat Tools
Friendly:    Gracious Greeting - Better initial relationships
Industrious:    Colony Craze - Cheaper colonization tools

Civilization Stage
Military:    Pirates-B-Gone - Less Frequent Pirate Raids
Religious:    Green Keeper - Less Frequent Biodisasters
Economic:    Spice Savant - Increased Spice Production


And last but not least, I'm not finding any explanation of what combinations give each final space-faring trait. What have you found?
Traits of Spacefaring Civilizations:
Bard:    Soothing Song - Calming effect on other races
2 Blue, 2 mix2 Blue, 1 Green or Red (creature start)2 Blue (tribal start)1 Blue (civ start)Ecologist:    Safari Vacuum - Abduct multiple animals from planet
2 Green, 2 mix2 Green, 1 Blue or Red (creature start)2 Green (tribal start)1 Green (civ start)Zealot:    Fanatical Frenzy - Take over a Planet Religiously
2 Red, 2 Green2 Red, 1 Green (creature start1 Red, 2 Green (creature start)1 Red, 1 Green (tribal start)Diplomat:    Static Cling - Stun all ships and turrets on a planet
2 Green, 2 Blue2 Green, 1 Blue (creature start)1 Green, 2 Blue (creature start)1 Green, 1 Blue (tribal start)Scientist:    Graviton Wave - Destroy all structures on a planet
2 Red, 2 Blue2 Red, 1 Blue (creature start) 1 Red, 2 Blue (creature start)1 Red, 1 Blue (tribal start)Trader:    Cash Infusion - Buy any planet you're trading with
At least 3 BlueShaman:    Return Ticket - Instantly return to your home system
At least 3 GreenWarrior:    Raider Rally - Flood an enemy planet with pirates
At least 3 RedKnight:    Summon Mini-U - Warp in a friendly spaceship to help
2 Red, 2 mix2 Red, 1 Blue or Green (creature start)2 Red (tribal start)1 Red (civ start)Wanderer:    None - Default trait if you start in the Space game


EDIT: Updating as new info is provided.

Soggy Fox:
You can also get Shaman with this - (Omnivore - Social - Friendly - Religious)

Solowren:
Soggy took the words out of my mouth.

I mean fingers.

J. M. Pescado:
I believe the bonii aren't dependent on WHEN you get the red/blue/green scores, but simply on how many you get.

The BEST bonii, therefore, are so far:
Cell Stage: Nothing especially noteworthy, but you need to be red or blue to get bite-5, as herbivores can only reach bite-3 max.
Creature Stage: PRIME SPECIMEN. No contest. +25% HP to your ship is way better than the other attributes, which are basically useless, although Speed at least does SOMETHING. "Less Colony Revolts" does NOTHING because I have NEVER, EVER, seen a colony revolt! Plus, all the other creature-stage creatures invariably hate me and either annoy me by doing things I can't do, or just reject the things I can do. :P They must die. You don't get any points or parts just for leaving them be.
Tribal: Gracious Greeting edges out the others because "cheaper anything" is meaningless as everything you buy domestic is massively overpriced and you can get it for half cost elsewhere, so you basically never buy domestically. The Gracious Greeting power will improve your ability to buy Made in China.
Civilization: Pirates-B-Gone edges out Spice Savant by a small margin. "Less Disasters" is useless because it reduces your ability to work up your Eco Hero level, and you can already eliminate disasters just by plopping the anti-eco-disaster tools on your planet. I have never seen an eco disaster on a planet with one installed. While pirates are merely a nuisance that can be ignored, the fact that your colonies frequently refuse to identify them means that those false alarms are extremely annoying in wartime when you're trying to defend against REAL attacks.

So far, I have unlocked the following:
Scientist: Red, Red, Blue, Blue
Zealot: Green, Red, Green, Red
Trader: Bllue, Red, Blue, Blue

So it looks like Scientist is Red/Blue, Zealot is Green/Red, Trader is 75% blue, Diplomat is Green/Blue, Shaman is 75% Green, Knight is 50% Red, 25% other each.
If the powers function as advertised, the best power appears to be Zealot, which is basically "Eat Colony For Free". Note that while racial superpowers have an alleged cooldown time, saving and reloading your game instantly refreshes them!

Zazazu:
Won't pirates be basically eliminated as a threat once you get the super turrets? That was my thought...eventually I'm not going to have to worry about pirates anyways. Whereas early extra money from spice is yummy. I've been keeping close to home this run, just trying to up my badges and unlock the good tools. I'm up to Interstellar 3 with 6 colony packs in the hopper (keep finding them at $75k), basic weapons, medium cargo hold, 2nd level battery, and almost a million sporebucks to spare.

To my mind, all the prevention bonii are counter-productive. They aren't 100% effective, but the unlockables are, and by the time you go after the Grox what do you want? A 25% reduction or 100%? There is the time factor, though.

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