Starting picks.... specialization?

Okay, so I have always felt in games such as these that racial picks which focus on specializing in one or two areas is better than trying to spread attributes over a number of areas (yeah, yeah, I, too, was a PQ cheese master prior to version 1.3). Anyway, with the end of +15 PQ, I have been looking around for an alternative favorite pick set. I read the earlier post which suggested that +2 speed might be just such an alternative. However, +2 speed costs 9 points. after experimenting, it turns out I can buy quite alot for 9 points.

here is what I am trying it in my new game (just started):
+30 Economics
+10 Trade
+25 Luck
+20 Pop Growth
Government: Universalists (+5 economics +10 pop +10 Defense +25 Luck).

Net Stats:
+35 Economics
+30 Pop Growth
+50 Luck
+10 Defense
+10 Trade

So far my population growth has helped the opening game, as has the extra income. The defense bonus is somewhat worthless, but it comes with the government type. The +10 trade will be of marginal help but I couldn't find a better use for that 1 point.

The real question is the effect of the +50 luck. Those of you who claim it affects starting position are, I am afraid, smoking crack. I have started over 100 games with the +50 luck attribute and the nearby systems are no better or worse than they were without it. Luck also has no affect on what my survey ship finds in anamolies. Again, I have tested this in depth. I can only hope that it WILL give me some awesome random events (like a precusor artifact which boosts planet PQ... something I have NEVER seen in any of my games but which others apparently have.) Anyway, just wanted to throw the above out there for comment. It seems like I should do pretty well. In the long run, my empire will have much better stats and a larger population than an empire with +2 speed.

Time to go find some more natives that I can use both as slaves AND a "good food source"....
412 views 3 replies
Reply #1 Top
Economics is a powerful pick. Currently speed and economics are my favourites. I also chose +50 Luck in my current game and well, I have not really seen any clear evidence of its power yet in this game. However, there is some indication that this ability would be enhanced in subsequent updates (maybe more lucky events?).
Reply #2 Top
Luck stops bad events from happening, as opposed to making good events more likely, from what I've read in other events.
Reply #3 Top
Personally, I find +70 Diplo for 5 points to be a pretty decent bargain. With the AI being much stingier now on tech trades after version 1.03, I find this ability pick allows some of the old trading cheese to still work (at the cost of 5 ability points, though). On smaller maps, I can still have a tribute fueled economy if I pick this.

I've got pretty mixed feelings on population growth. It's great to rebuild your population if you're at war a lot. If you're at peace mostly though, you are going to hit a plateau eventually anyways. I don't find it gives you that much of an early game boost either...but that's just me.

I never choose anything other than:
Range
Speed
Econ
Diplo (either 5 pt or nothing)
Morale (1 pt only max)
Weapons (1 pt only max)

Populists or Federalists only for government.

I find everything else pales in comparision, although I've yet to experiment fully with the production picks now that they work properly. I could see Military production bonuses being nice.