Sto Heir We Go Again Iconian Tech
Galactic Civilizations III
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Guide to the Iconian Tech Tree
An introductory guide to the Iconian tech tree in Gal Civ III - its contents, its strengths and weaknesses, and some suggestions as to how to best use it.
Introduction
This guide is for any players considering playing with the Iconian tech tree and looking to get the most out of it. This includes both playing as the Iconians and as a custom faction using the tech tree. I've included a section specifically for how one might design a faction to best use the tech tree also, but if y'all want to stick to the catechism Iconian faction that section won't apply.
Apologies for the length of the guide, but in that location was but too much information I wanted to include to make information technology much shorter than information technology is. I as well realise I may accept oversaturated it with large images, and if this does present itself as a problem for loading the guide quickly (please leave a annotate letting me know!), I can re-upload them in a lower resolution.
As a small disclaimer, I am a Britain resident, and thus I'm used to writing in British English language. I've attempted to Americanise Americanize this guide because that is consistent with Gal Civ III'southward in-game American English language, just I might have made some mistakes. Apologies in accelerate, and I will fix them if they are pointed out to me.
And another disclaimer: This guide is by no means entirely complete despite its length, nor volition it guarantee your victory. I hope it at to the lowest degree gives some useful information and advice that will assist players new and old. If you've whatsoever suggestions or advice for additions or alterations I'd exist happy to hear them. Thank you in advance!
Brief overview of the tech tree
Tech trees in Gal Civ 3 are differentiated by unique technologies and tech lines which may replace sometime ones or which may be additions to the base tree. In curt, the Iconian tech tree grants access to unique buildings with bonuses to food, product, and research (this is why the tech tree in-game is described equally being for "expansion"), and bonuses to ship hull chapters, manufacturing, and maintenance. The tree also contains unique techs which requite all ships in your empire tactical repair.
The Iconian tech tree contains the Molecular Fabrication line, which includes the unique buildings Molecular Fabricators. These give bonuses to manufacturing, research, and food, which helps you grow your colonies to larger population sizes while maintaining competitive levels of manufacturing and enquiry.
Under Technology, there are unique technologies as role of the Precursor Traditions line, which can increment manufacturing and capacity, and reduce maintenance. Towards the stop of the line is the powerful Living Ships tech which removes all maintenance costs and provides a meaning boost to tactical repair to all your ships.
Finally, at that place is the unique Forerunner Sole technology in Communications. This unmarried technology allows the Player Unique Dream Conclave to be built, raising approval on all worlds and enquiry and influence on its host world.
What is the Iconian tech tree good for?
The Iconian tech tree is a very flexible tech tree. None of the core buildings from the base tech tree - factories, laboratories, markets, farms, etc. - are replaced, meaning you are non necessarily shoehorned into a single strategy. I'll be mentioning this flexibility over and over again throughout the guide simply because it actually is and so good.
The Molecular Fabricator line however is a very powerful techline, with its buildings encouraging colony population growth and efficient colony comeback management in order to best use Molecular Fabricators and their adjacency bonuses. While we're on the topic of adjacency, proceed in mind that while Molecular Fabricators boost and provide adjacency bonuses to manufacturing, enquiry, and food, they can only receive adjacency bonuses from manufacturing as shown in the image below.
One thing the Iconian tech tree does well is a combination of send capacity and armed forces manufacturing. The Precursor Traditions line contains many capacity bonuses for ships. This combined with mass reductions for weapons and other modules allows a faction using the Iconian tech tree to build some of the near heavily-armed big ships later in the game, with all those mass reductions and capacity bonuses adding upward to increase firepower. The military manufacturing bonuses additionally let your shipyards to keep upward with the greater production values associated with more heavily armed ships.
This is coupled with the extremely powerful Living Ships technology, removing all ship maintenance and giving costless strategic repair to all ships. The Iconian tech tree is thus capable of producing some of the most monstrously powerful belatedly-game ships as compared to other tech trees: you will be able to fit more guns on each of your ships than your opponents, not to mention your ships volition repair themselves during battle. This makes edifice heavily armored defensive ships with minimal weaponry highly appealing, as you will surely win a battle of attrition with your strategic repair techs.
So, as a conclusion to this section: the Iconian tech tree is very flexible, encouraging population growth and late-game military. If there is any particular weakness of the tech tree, its that information technology struggles to specialise in whatsoever i surface area and tin can be subject field to a slower commencement compared to other tech trees, as the power of Molecular Fabricators and Living Ships come towards the end game.
Designing a faction to use the tech tree
The canon Iconian faction are designed relatively well to apply their tech tree anyway, so practice non feel obliged to create your ain civilisation in order to utilize the Iconian tech tree. If you lot are playing as the canon Iconians, feel free to skip this section of the guide. If you practise want to eek out all the potential y'all can get from the tech tree though, read on.
Traits
I already mentioned that the canon Iconians make good use of their tech tree, and that is considering they posess ii of the most effective traits for it, namely Fertile and Farmers. Molecular Fabricators encourage population growth on your colonies, so it's good to play to that force. Furthermore, population affects base levels of resources such every bit production, enquiry, and income, then a higher population volition be practiced all round for your civilization.
Dumbo is the next trait that the Iconian tech tree has synergy with, as the tech tree has a scattering of opportunities to improve hull capacity. Stacking all those together along with the Dense trait is an effective way to produce powerful ships - both back up and combat - that other civs could only dream of. Refunding points by taking Craven is something I'd recommend for whatsoever competitively-designed civilization, equally by the time your planets are being invaded, you lot've probably already lost.
Across those three traits, at that place's very little that is necessary. The Iconian tech tree is pretty flexible, so choose traits that reflect victory conditions and playstyles that you prefer. I like to put a single point into Content - the higher up image shows what this looks like - because it synergises well with the high population colonies that Farmers and Molecular Fabricators encourage.
If you're a militaristic player, Militant is very good. Scientists will probably want to take Clever, diplomats might like Likeable, Handy reduces maintenance for a stronger economy across a large empire - really, any other modifications are your option. Y'all don't demand Fertile and Farmers both with 2 points, so you could also refund some points there. Merely exist careful not to cripple yourself also much by refunding points in other areas that might hurt y'all.
Abilities
Again the flexiblity of the Iconian tech tree is its greatest force here, as whatsoever ability aside from Constructed is viable (Synthetic absolutely requires the Yor tech tree, and it would waste the food bonus from your Molecular Fabricators anyway). Abilities that encourage expansion are always welcome. I similar Starfaring because I'm a big fan of Starbases, and Prolific allows your colonies to commencement with higher population, making them constructive faster.
You can realistically take whatever suits you lot here. Prolific is arguably mediocre as your low population colonies volition grow quickly with the Fertile trait. Ancient is extremely powerful for enquiry-based empires. Patriotic'southward usefulness increases with the size of map you play on, but any morale boost is good for a civilisation intent on population growth. The new Snathi ability Scavengers is an interesting choice for a militaristic civilization, and Intuitive can give you an incredibly strong showtime to a game.
Ideology option
For an ideological choice of civilizations using the Iconian tech tree, I once once more find myself recommending whichever best suits your civilization. Each of the three ideological trees has tenets which are potentially beneficial, but it depends on what you are building your civilization for. Of course, you could always adopt tenets from multiple ideologies if that's your thing, and indeed that can be very effective if there are plenty of worlds to colonize and develop with the diverse idelology betoken generating buildings.
Benevolent
The benevolent credo favours cultural and scientific civilizations the most with the Prominence and Enlightenment lines. Affinity is besides a potential contender, as its morale boosts could potentially free up tiles that would have otherwise held approving buildings. Regardless, information technology is recommended that you open the Benevolent ideology with Eminence every bit you can generate a lot of ideology points by spamming the Missionary Center, as it is colony unique rather than the Height Foundation which is player unique.
Pragmatic
Businesslike is the best ideology for civilizations wanting diplomatic power, with both Traders and Negotiator encouraging diplomatic play. Consider also the Builder line if yous are a big fan of starbase spam, as information technology is a very powerful line to improve that. Again, open up with the tenent that gives you an ideology point generating building, which in this example is Prepared. An exception to this is a clever niggling play a trick on you can do to rapidly colonize multiple worlds: Open up the Pragmatic with Builder, and then upgrade the constructors to colonizers. This will hit your treasury hard, but will give you a very fast start.
Malevolent
Oh male child, Malevolent. Contrary to appearances, this ideology tree need not be used exclusively by "evil" factions or races. Probably the biggest reason to take Malevolent is the Motivation line, which includes massive bonuses to production, and is conveniently opened with the credo betoken generator of Malevolent, namely the Intimidation Center. It's likewise the only ideology betoken producing building that can by itself improve the morale of multiple colonies. At that place'southward also the Greed line which is very effective for economic civilizations.
How to play with the Iconian tech tree
The following sections of this guide are for specific advice regarding what you should enquiry as the game goes on. Information technology'south a bit lengthy in total, simply I've split it into relevant sections that you can refer to as you lot become. Just keep in mind that, generally, you should do as many early game techs every bit you lot can that are relevant to your culture earlier moving on to mid game techs, and the same for transitioning into the late game. For the purposes of this guide, early game refers to the Age of Expansion, mid game the Age of State of war, and late game the Historic period of Ascension and onwards.
Over again dearest reader practise proceed in heed that the specific needs of your civilization and your game might come up before the recommendations of this guide. This is but a very general guideline as to which technologies y'all might desire to research in a full general order of importance - I tin't know the specifics of every game in enough detail to say that any i move is absolutely always best.
Please as well remember not to over or underinvest in whatever one tech tree! All four are of import to the development of a well-balanced culture. The exception to this is Warfare, which can be neglected in the very early stages of the game while you build up your infrastructure and economy. That doesn't mean your shipyard should necessarily be shutdown though - call back to build colonizers, constructors, and trade vessels equally necessary.
Early game: Colonization
Xeno Industrialisation will be one of if not the first applied science you lot research in order to speedily better your product and research. After Xeno Industrialisation, Planetary Improvement into Planetary Specialization is a strong move particularly if you specialize in Enhanced Production as the +one raw production is very good early game to get your colonies rolling.
In one case you have Molecular Fabricators online, you lot may want to focus on growing your colonies a petty, which will probably require dipping into Communications for Entertainment Centres to proceed your morale high. Specialize in Manufacturing or Research for Industrial Specialisation, and then whatever y'all prefer from Molecular Specialization.
Following that, take whatever upgrades to your infrastructure yous need once your colonies are set up to upgrade their buildings. Specialize in whatever way is relevant to your plans, with a circumspection to not take more food bonuses than you need, and call up to keep your morale high as your population grows. You desire your population to constantly grow provided it does not compromise your approval.
Early on game: Applied science
Interstellar Travel is a highly recommended early game tech every bit information technology improves the speed of all your ships, allowing you to sentry and secure resource and habitable planets faster. For Interstellar Specialization, I highly recommend Transportation Specialization - most of the fourth dimension mass reductions will be recommended over other specialization choices - in order to stack with Dense, which tin can later lead to being able to exercise things similar stack more Construction modules on constructors than would otherwise exist possible.
Take Precursor Traditions when y'all desire to design ships for mass-product - probably constructors with as many Constructor modules as you can reasonably squeeze on - and then I'd recommend specializing in Healing Hulls at some signal. This volition farther emphasize the unique tactical repair aspect of Iconian tech ships once yous kickoff fighting. As you transition into the mid game, tech into the Xeno Archeology line if yous are researching Precursor relics.
Finally, don't forget to research larger hull sizes as the game goes on in order to keep your military upwards to date. In that location are a few opportunities to specialize in increasing hull chapters at the bottom of the tree too which I'd recommend over the alternatives nearly of the time.
Early game: Communication
Xeno Commerce volition be the first engineering science y'all'll want from the Communications tree for both wealth and morale. Information technology is a skilful idea to option it up early for acces to Commerce Specialization where you should specialize in Supportive Population to synergize with the loftier population cap encouraged past Molecular Fabricators.
Universal Translator volition get a desirable tech as soon as you start coming together other races, and you lot should progress downwards that tree as much as yous require for your affairs, whether that exist minimal for trading purposes or all the way for a diplomatic victory. Specializations where yous can directly increment your diplomacy score are recommended equally you lot might non have room for embassies on all your planets.
Finally, keep your civilization'south economic system running in whatever mode you notice nigh appropriate. The Xeno Economics line is recommended if you have a very large empire equally you can easily dedicate one of your worlds to building mostly economic buildings. Tourism is recommended merely for highly influential civilizations, and Trade for those seeking practiced diplomatic relations.
Early-mid game: Warfare
The Iconian tech tree doesn't do early game assailment all as well well, only regardless you should maintain a defensive armed services should you have aggressive opponents in your game. Miniturization Specialization is recommended, and while you lot'll ultimately research all weapon types, missiles and beams are near effective early on.
While information technology is tempting to miniaturize all of your weapons, I would Not always recommend that. In fact, reducing the cooldown of missiles and increasing kinetic range are far more of import than mass reductions, so specialize according to that mantra where relevant.
Research and build defenses every bit necessary. Expect out for combat ships of other players and take peeks at what they've specialized in by trading with them in social club to determine what yous need to defend against nigh. Specialize in the strength of your defenses or in mass reduction depending on whether y'all desire to put fewer or greater numbers of defense modules on your ships.
Mid-belatedly game: Colonization
In that location's nothing in particular in Colonization that you'll demand every bit the game goes on, aside from perhaps upgrading your Molecular Fabricators to Industrial Replicators.
Other than that, tech for upgrades to your infrastructure as required - once your colonies take nothing to produce, research something new so that they can upgrade - and effort to manage your food and population to allow for abiding growth.
Mid-tardily game: Engineering
Engineering starts to get more heady for Iconians as the game goes on. Take minimal tech in Drives, Sensors, and Life Support and then that you can focus on increasing hull sizes bachelor. Again if you are researching Precursor artifacts, take the relevant techs to upgrade your starbases.
Don't forget to take capacity upgrades where possible, and aim to complete Living Ships shortly after you enter the Age of Ascent so that your fleets all get healing and are maintenance-free. Speaking of fleets, have logistical techs as you build bigger and bigger ships in club to further increase your belatedly military advantage.
Mid-late game: Communication
Keeping your diplomacy high throughout the mid game is good for maintaining healthy relationships with the not overly aggressive races such as the Altarians and the Terrans that might otherwise threaten yous militarily. The Politics line at the top of the tree is something to consider in order to keep the production of your planets competitive.
However, probably the well-nigh of import part of Advice as the game progresses - peculiarly for a race with Fertile and Farmers - is access to approval buildings. Always try to keep your population and morale in residuum, as excess of either is wasteful. One of the all-time ways to ameliorate civilisation-broad morale is the Dream Conclave from the Forerunner Sole tech. Put information technology on one of your research-focused planets for all-time furnishings.
Tardily game: Warfare
Here's where the fun starts for all you destructomaniacs. Iconian tardily game Warfare is truly devestating. Provided you lot've kept up in product, research, and economic system - which should be entirely reasonable given your superb population - the ships you will unleash on your enemies at this stage of the game will be tremendously more powerful than those that other factions will have access to. You might not have been building upward a military all game similar the Drengins or the Snathi, only any armed forces y'all build now ought to vastly exceed that of your competitors.
Tech into all 3 weapon kinds. It's an piece of cake mistake to make - taking but your favourite kind of weapon and simply spamming it - merely all three kinds are of import. Missiles are best at taking out smaller ships, beams hit effectively against even defensive ships, and kinetics accept pound-for-pound the all-time DPS. Also, exercise not forget to inquiry and build augments for your weapons if you have the resources - they're very powerful.
Research and build defenses as are relevant. Equally the game goes on and you confront more enemies who are diversifying their weapons, yous volition probably find that you want all of them anyhow. You can abuse the Living Ships tech past building super tanky ships with just enough firepower to suspension your opponents' defenses, as your ships can heal damage that they take over fourth dimension. If yous are aiming for domination, or only wiping out a race that'southward irritating you, Militarize, amass your fleets, and pummel your opponents with your better-equipped ships.
Conclusion
In conclusion, the Iconian tech tree rewards good management and patient players in it for the long haul - simply then over again, plough-based strategy in general rewards those traits. Whether you use it to arise to the next plane of existence by discovering the ultimate technological breakthrough, to build the largest about weapons-packed ships possible, or for whatever else y'all might want, is up yous!
Thanks for reading, and I wish you and your empire all the best. I am by no means a Gal Civ veteran, and so information technology'south likely this guide is in some ways inadequate. Feedback of all kinds is appreciated.
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