A Guide to Thulun (Or why Thulun is the best Faction)
Jul 21, 2014 21:35:08 GMT -5
ncaoa, lazarus, and 1 more like this
Post by azedenkae on Jul 21, 2014 21:35:08 GMT -5
Hi guys! So I am by no means a pro or anything, but I do like to offer my own insights, as I always do. :3
Today, I will offer my insights on the House of Thulun, and why I think it is the best house.
To start of with, my play style may (or may not) be very different from how most people play. I focus on one faction, the rest I settle on their 'Prime'/'Prima'/whatever and that's that for them. I like to focus on one type of... 'buff', I guess.
And that's how I came to this conclusion.
The bonus for House Thulun is +2 CP (when building) OR +2 RP (when idle). That makes them the best choice. How is that so? How is it isn't.
The significance here is the 'or'. And that is the make or break of it all. Especially because it's one of the two most important choices, in my opinion.
Let's start with +2 CP.
Thulun shares this with the Cadar Syndicate. What is the significance of the +2 CP? +2 CP means that right off the bat, any colony will have 3 CP, rather than 1 CP. That means it takes them 4 turns to build a Hab, rather than 10. That's a significant boost. Additionally, it's 3 CP that is generated with ONE population, not three. So even with a slow growing system (or slower than preferable, at first), you are still generating those Upgrades faster. In fact, you can even skip Factories initially if you like, saving time. Plus, that's at least equal to subsidizing, for most upgrades. Imagine what it's like WITH subsidize.
So you're pumping out all these upgrades, and that's amazing.
But what makes Thulun BETTER than Cadar Syndicate. What happens when you run out of upgrades to build? Maybe you've gotten enough mines. Maybe your quality has hindered your build rate. Maybe your population has stopped growing and... well, no need for more Habs/Factories. And of course, your economy does not allow you to willy nilly build ships.
This is a problem you will likely run into early game, especially if you don't focus on the Construction Research Path. Oh and especially if it's on a harder difficulty.
So suddenly you have a bunch of idle CP points... generating *some* credits. But really, it's a waste.
Luckily, as Thulun, your bonus swaps to +2 RP, and lo and behold, you're mimicking Syndicate Richart (minus the EP bonus).
Well, how is this of any significance. It is of significance because chances are, if you ran out of things to build, you'll want to research more things to build. Defences, palaces, spice halls, exchanges, or any improvements, really. Or anything else. That you may think of.
Research is very important, as it opens up new pathways to allow yourself to streamline your upgrades, making everything more efficient, and of course, being able to access better stuff.
By being able to switch back and forth, you're always going down the path you need. Imagine you have 10 colonies, all busy at work. Five of them then goes idle, providing +10 RP. If you had 20 RP before, now you have 30 RP. You're researching 1.5x faster. Instead of 15 turns, you're now 10 turns away.
So there we have it. The fact that Thulun switches bonuses when they need it most, is definitely why I find them to be the most powerful.
It is important to be able to advance along the tech tree, and get all your upgrades as soon as possible. Thulun is good at both.
Today, I will offer my insights on the House of Thulun, and why I think it is the best house.
To start of with, my play style may (or may not) be very different from how most people play. I focus on one faction, the rest I settle on their 'Prime'/'Prima'/whatever and that's that for them. I like to focus on one type of... 'buff', I guess.
And that's how I came to this conclusion.
The bonus for House Thulun is +2 CP (when building) OR +2 RP (when idle). That makes them the best choice. How is that so? How is it isn't.
The significance here is the 'or'. And that is the make or break of it all. Especially because it's one of the two most important choices, in my opinion.
Let's start with +2 CP.
Thulun shares this with the Cadar Syndicate. What is the significance of the +2 CP? +2 CP means that right off the bat, any colony will have 3 CP, rather than 1 CP. That means it takes them 4 turns to build a Hab, rather than 10. That's a significant boost. Additionally, it's 3 CP that is generated with ONE population, not three. So even with a slow growing system (or slower than preferable, at first), you are still generating those Upgrades faster. In fact, you can even skip Factories initially if you like, saving time. Plus, that's at least equal to subsidizing, for most upgrades. Imagine what it's like WITH subsidize.
So you're pumping out all these upgrades, and that's amazing.
But what makes Thulun BETTER than Cadar Syndicate. What happens when you run out of upgrades to build? Maybe you've gotten enough mines. Maybe your quality has hindered your build rate. Maybe your population has stopped growing and... well, no need for more Habs/Factories. And of course, your economy does not allow you to willy nilly build ships.
This is a problem you will likely run into early game, especially if you don't focus on the Construction Research Path. Oh and especially if it's on a harder difficulty.
So suddenly you have a bunch of idle CP points... generating *some* credits. But really, it's a waste.
Luckily, as Thulun, your bonus swaps to +2 RP, and lo and behold, you're mimicking Syndicate Richart (minus the EP bonus).
Well, how is this of any significance. It is of significance because chances are, if you ran out of things to build, you'll want to research more things to build. Defences, palaces, spice halls, exchanges, or any improvements, really. Or anything else. That you may think of.
Research is very important, as it opens up new pathways to allow yourself to streamline your upgrades, making everything more efficient, and of course, being able to access better stuff.
By being able to switch back and forth, you're always going down the path you need. Imagine you have 10 colonies, all busy at work. Five of them then goes idle, providing +10 RP. If you had 20 RP before, now you have 30 RP. You're researching 1.5x faster. Instead of 15 turns, you're now 10 turns away.
So there we have it. The fact that Thulun switches bonuses when they need it most, is definitely why I find them to be the most powerful.
It is important to be able to advance along the tech tree, and get all your upgrades as soon as possible. Thulun is good at both.