Best bonuses for custom race?

What bonuses do you typically give to a custom race?

I have been putting points into economics (+30%), planet quality (+10% for 3 pts), pop growth (+10% for 1 pt), +10 morale, +10 social production. But I am a newbie and don't know what is best. I do tend to prefer approaches that offer good economy and/or research. What do you prefer for your custom race and why?

For parties, I have always gone federalist. The party with the tech bonus also looks attractive as comparable tech bonuses are more expensive when chosen as racial traits rather than as the party bonus. Any other choices widely used by players?
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Reply #1 Top
What bonuses do you typically give to a custom race?


Any other choices widely used by players?


There r lots of different starting race choices/strategies. It is probably one of the most important choices in the game how to spend yr 10 pts. The best of advice is to choose yr strategy for winning the game, then spend yr points to maximise yr chances.

Some ones I like r +70% pop. growth, +25%luck, rest in morale/economics.

Another is maxium military production (also choose industrial party), u can very early in the game have +100% in military production (churn those ships out). Additional points in +25% luck, pop. growth or economics.

Another is maxium soldiering, +25% luck, rest in pop.growth. Choose war party, come and invade me if u think yr hard enough.

As u can see I value luck highly, best 1 pt u can spend. Sometimes I have Universalists just to have +50% luck, +80% pop. growth. Those games rock, but r far too easy too play.

There r loads more.

Reply #2 Top
I get the best sensors. (great for finding those planets early, just plot a course NEAR to a few systems) I also go for research, creativity and luck. For some reason I always seem to get free logistics and free soldiering too. Even when I clear the default skills, those remain.
Reply #3 Top
Usually I pick 50% Military and Social, and 25% luck, and then the Industrialist Party, that way I can pump out ships and buildings really fast! Perfect for my rush tactics... Though I sometimes do have a problem with Economy...
Reply #4 Top
Interesting to see people choosing luck. I've always found it near useless...the only effect I've ever seen is those lucky ranger ships, which are OK but too slow. I do play on rare anomalies as it's too easy to take advantage of the AI with anything else, but even there, I did a test a while back and didn't notice any real differences between the "quality" of the anomalies with and without luck bonuses. That included modding in a ludicrous x00% racial luck bonus. What am I missing?
Reply #5 Top
although i want to chose militairy things, i cannot
being able to produce 2x as fast as the IA (or equal when playing on high difficulty) is nice, but your economy has to be up for it.
that is usually my weakest point at 1.31, my economy has a hard time starting up so i put all my points into economy/moral stuff, also i have the +20 economics party.
Reply #6 Top
I never could figure out how to start out right- Lately I pick, Luck, Morale, Economics (Max it), Diplomancy(Max it) and I think Loyalty- Seems to work for what ever I do- I always play the good old American way- Economics, Economics, Economics. Then lately I've piced the Fed Party- (Populist Party seems to work well too) Use to do Technolgists, but for some reason, it just doesn't work for me anymore. (Since 1.2) Thou I have to give you props Falconhurst- excellent question. I look foward to reading the other answers and thoughts
Reply #7 Top
ays seem to get free logistics


This is because the Logistics is more-or-less hardcoded (as hardcoded as race statistics ever are in this game), and cannot be modified with the Ability picks. Neither can Miniaturization, for that matter. There's a few others I've seen not being included in the Abilities menu that show up in the Overview tab.

Interesting to see people choosing luck. I've always found it near useless...the only effect I've ever seen is those lucky ranger ships, which are OK but too slow. I do play on rare anomalies as it's too easy to take advantage of the AI with anything else, but even there, I did a test a while back and didn't notice any real differences between the "quality" of the anomalies with and without luck bonuses. That included modding in a ludicrous x00% racial luck bonus. What am I missing?


I have used a 100% luck bonus, as well (in the same manner as you), and saw that nearly every planet I colonize pops up a moral dilemma. Before, it was only occasional - I dare say it was rare. Perhaps I'm mistaken on the frequency of these events, but I feel it does increase with luck. Which, if you're a good race, would totally screw you as you get all sorts of penalties for staying Good- though I suppose one could go with a number of Neutral options and it'd still be okay.

i have the +20 economics party.


That's the Federalist party, which is default for every race.



My own preferences seem to focus on Technology advancement, then whatever I feel is useful after bumping that up (Morale or Economy, for instance). Max Research, maybe Creativity (I've gotten the impression that it doesn't really help as much as it sounds, so I may stop using it), Technologist party...

I just tend to like being more advanced than everybody else, and I usually am.
Reply #8 Top
I tried the +70% pop growth trait, and found that it did not seem to be very helpful to me. My population quickly grew to the max on each world and, after quickly reaching the max, the trait offered no lasting or long-term benefit. I have found traits that offer long-term bonuses -- economy, research, etc. - more helpful with subsequent custom civs, with only a slight population bonus. Nonetheless, I'm a newbie and there may be better ways to capitalize on pop growth.
Reply #9 Top
I tried the +70% pop growth trait, and found that it did not seem to be very helpful to me. My population quickly grew to the max on each world and, after quickly reaching the max, the trait offered no lasting or long-term benefit.


What about the taxes those citizens were paying? Soldiers for invasion/plantary defense anyone? Score more points in the metaverse?
Reply #10 Top
With the changes in the way morale and farms are looked at in 1.3 i find that the +70% pop growth pick is pretty much a waste of points. Seen as planets can only grow to a fraction of what they could there is no real benefit of racing to max.
Reply #11 Top
The best picks really depend on your playing style. I think the main difference is do you want to move fast or build slow?

Maxing out economics allows your planets the most production and research when fully built up (you can support full spending without needing many economic buildings, and the extra labs and factories on those tiles make up for the "lost" race bonus) It also finances colonizing a fair few more planets in the colony grab on larger maps.

The downside is whilst you'll be strong when built up, reaching that stage will be slow. I (eventually!) found this to be a crucial flaw at the top 2 levels.

Production bonuses enable you to get a jump ahead of the competition early on and even at the top levels will allow you to compete in the colony grab, then start pulverizing the AI before it has a chance to get it's massive bonuses up and running. Population growth also helps a great deal with this strategy, since you'll be invading a lot. Soldiering can also be part of this, but I find it more effective to just invade in large numbers. The attacker gets such a large bonus anyway that spending a pick on soldiering isn't necessary IMO.

Research bonuses I'm less bothered about. They're easily replicated by research resources and economic starbases around your key research planets.

I have used a 100% luck bonus, as well (in the same manner as you), and saw that nearly every planet I colonize pops up a moral dilemma. Before, it was only occasional - I dare say it was rare. Perhaps I'm mistaken on the frequency of these events, but I feel it does increase with luck. Which, if you're a good race, would totally screw you as you get all sorts of penalties for staying Good- though I suppose one could go with a number of Neutral options and it'd still be okay.


Yes, that may well be right. I vaguely remember seeing more choices popping up, but I was playing good at the time!
Reply #12 Top
For me the 70% population growth bonus is still the best. Just cann't beat getting all them 3K troop transports filled up before the other civs even have 5K pop on most of their planets.
Reply #13 Top
I go for 70% population, 20% morale, and since I have apoint left over, 25% luck. I get my economic bonus by selecting the Federalist party (20%). This is a change for me from 1.2. I used to grab the economic bonus instead of morale and use the Industrialist party for the social and military production bonus. But, morale is so tough in 1.3, I need the morale bonus instead. As far as techs, stellar cartography and engines.

Reply #14 Top
For specifically the custom race, I would take 70% pop growth (6 points), 20% morale (3 points) and the last point on 25% luck. For party I take the Federalists for the 20% economic bonus.

As far as the other races, I used to play the Drath because they have the best total of "free" bonuses. However, I've come to the opinion that the best choice is Torian (or Drengin) for the "free" 25% morale bonus. To that I add 70% pop growth (6 points) and 30% economic bonus (4 points) and then the Federalists for another 20% economic bonus. The Torians also get a "free" 10% luck and 20% courage.

The 70% pop growth seems to be reasonably popular and IMHO is probably the most powerful selection. One reason is that you quickly replenish population on planets used as a source of either colonists or troops. The second and more important reason is that your initial colonies become profitable faster. Both effects allow you to colonise at a faster rate than you otherwise could. Since overall development in the game is exponentional, getting a good start is essential.
Reply #15 Top
I tend to go for anything that improves my military and research. The population growth is okay, but I find it hard to keep em all happy all the time. No need for me to waste the early stages trying to keep everyone happy. I raise my taxes just till my approval goes red and then back it off until it turns yellow. My priority at this early point is planet/resource/anomaly grabbing. I always control what my survey ship is doing, never auto search. Then I buy as many colony ships as I can, although after the first two or three I need to start financing. Obviously, I seek out the higher pq planets but I have found that those five thru eight pq planets can sometimes have excellent resource tile bonuses on them, so to all of those who say never colonize a planet with less than 10 pq, nonsense. Admittedly early in the game you wouldn't want to waste your time with them but after you get your economy going, splurge and take those 5 thru 8 pq planets, you might be suprised. I almost always put my research to 100% during the beginning of my game, just to get the good stuff. My way may not work for most players as I really never focus on trading techs. I will however pick an "ally", even if I don't do this in the game, and begin to give that civilization a bone or two throughout the game. Hell, I've even colonised planets in another civs "system" just to give it to them so that no one else would grab it. Granted, my difficulty setting hasn't gone above normal, so my strategy could be useless at higher diffs. Once I get all the research done, it's time to adjust my sliders and rake in the cash, which usually amounts to about 13k-15k a turn with my tax rate around sixty to seventy percent.
Reply #16 Top
Usually I pick 50% Military and Social, and 25% luck, and then the Industrialist Party, that way I can pump out ships and buildings really fast! Perfect for my rush tactics... Though I sometimes do have a problem with Economy...


being able to produce 2x as fast as the IA (or equal when playing on high difficulty) is nice, but your economy has to be up for it.
that is usually my weakest point at 1.31, my economy has a hard time starting up


Yeah I agree, usually I need to place like 2 market before I can build anything else then that would mean I would have to waste precious research time on those economy techs but, my playing style which is on challenging since im afriad to go any higher as of yet. But yeah it fits my tactics pretty well which is to rush build handfuls of fighters that are either 1 or 2 attacks and just overwhelm the AI with so many ships that they cant possibly do anything else but counter with more ships.
Reply #17 Top
Im with the "Dont ask" (+70%) Population bonus, it works sooo well in my mind, coz it's better than the econ bonus in every way. People = Econ, so yeah winner for pop!

Fate,
Reply #18 Top
I have been trying a few strats, the one i found the most successful was +3 trade routes and +10% trade, reaserch trade early on and make trade routes as soon as possable.
Reply #19 Top


Personaly I never design my own race. If I want something different I just moddify one of the existing races.

Take the Yor for instance. If you were to make a race with all of thier abilites, you may get close, but not quite. The yor get a 100% loyalty(can't get that high normaly). You also get the Yor's 8 logistics and 25 minituization. All of these can not be changed and why would you.

If you want to design a new race, take the Yor. Then clear their stats to get the 10 credits and change apperices, names and traits to suit what you want. That way you are getting more that 10 credits worth.


Another advantage is that custom races get 1 class ten planet. The origanal races usally get a class 10 and then a 3,4,or 5. If you are only going to get one planet, modify the Thalans because their homeworld is class 15.

There is just not a lot of logic to designing an new race from scratch.
Reply #20 Top
custom race
PQ +20%
Morale +15
Neutral (as soon as you can, hugue morale bonus, all tiles availlable)

custom tech:
remove hyperdrive (takes 2 turn to research at research 100%, no lab)
add sensors (allow you to quickly build 4+ very fast survey vessels/scouts)
BUY factories, focus on military/research
as soon as you reach 1 ship/turn...
you can move to the standard 33% unfocused
focus research on fast drive technology and range
(as long as it's reasonable)

and: only colonize really big planets early on ...

before you count to 3 you'll be a super power

(on top of scouting planets those survey vessels grabs all the anomalies... heaps of cash and bonus... 1% x 100 = ??? )

the important factor is to have a coherent strategy, this is by no mean the only possible strategy, but I love it. anything painfull and under is a total joke.


Reply #21 Top
Pop growth, morale, and economy. Money truely makes the galaxy go round, and these three traits make sure you're producing as much as possible as soon as possible. Once you've got the money coming in, it's easy to turn it into production or research, or all the other things mney can get you.