Evolutionary Bonuses Deconstructed

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Zazazu:
Plenty 'o' room in the cargo bay. As for the terraforming...I don't think I touched the planet in any way. I'll have to double check when I'm home. The mission isn't registering as done. Yeah, I have three or four other colonies already, but I didn't use atmosphere generators on any of them.

Paperbladder:
Other than starting in Civilization stage, you can also get it by starting in Cell stage and having the first three cards of some combination of Red, Green, and Blue.  They cancel each other out, making the result of the Civilization stage the "+1".

Gus Smedstad:
You were right, J.M.  I took the primitive carnivore spaceship out for a spin, blasted some pirates who were destroying my cities (not merely stealing, the bastards), and the basic mini-proton missile did 30 points a pop.  No damage bonus for being a Carnivore.

Too bad there's no way to get a concrete number on energy storage.  That'd cinch whether there was an energy bonus, and if so, how much.

 - Gus

J. M. Pescado:
Fire your lazor until the energy tank is empty, then see how much it takes to recharge at a domestic colony.

Gus Smedstad:
It appears the energy bonus for Carnivore is substantial, +50%.  On completely empty tanks and Hard, a Carnivore cost $1500 to refill, and a Herbivore cost $1000.  Firing a minimal blast of the mini-laser is $5, so it's probably 300 energy vs. 200.

The health bonus is +50% as well, not +25%.  The Herbivore's ship has 300 HP vs. the Carnivore's 451 HP.  I'm not sure where the 1 came from.

That said, if you're conducting a battle correctly, energy isn't critical.  Oh, sure, in my first game I was constantly running out of energy when trying to fight, but I sucked.  I didn't hire mercs to occupy the enemy ships, and trying to take on a T2 or T3's defense fleet by yourself will run your tanks dry pretty quickly.

Once Energy Mega Packs become available, this bonus loses most of its importance, but it's still not shabby.

 - Gus

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