Gives 1 extra point which opens up some new builds, not specced out in this doc. Esp good for rush and science
Players - Allied (no recco)
Gives 1 extra point which opens up some new builds, not specced out in this doc. Esp good for rush and science
Combinations of combat/growth/early production
Generally thrifty is very penalizing and should not be picked on longer games. Only if it can be fixed with farming or tech, incl potential ruins
At least some money - prosperous, unless super fast rush before leaders (40-60 turns)
Keep leaders forever, max money and growth important. Lender required, even BB/lender on quick large galaxy
Fight Timing - Protracted
HG helps early game and get Exo 1 for leaders. HG really hurts in long high-pop full-tech games without early engagements. On advanced empire age, the Arid planet loses ~15 prod/turn = no go
HG is risky gamble on spirals (can get stuck) or fast tech maps where PGG comes early
HG best in non-rush, relatively early engagement, slow burn, leader games (Exo 1 instead of PGG)
Fast explore center. Combat traits become good esp CP
Tech tree is messed up in settings 1 and 2
Tech tree super clean in setting 1. BR still helps a lot with crowded astro tree with leaders.
Science at disadvantage on ruins or leaders, and severely underpowered on most reasonably sized maps