JetJaguar wrote:
Which victory condition(s) are The Terra Salvum best suited for? Clearly The Noxium Corporation is best suited for economic victory and Togra University is best for scientific victory, but The Terra Salvum.... I'm not sure.
How should The Terra Salvum handle aliens and their nests differently from the other factions (if differently at all)?
Also, you mentioned that The Terra Salvum's weak units make an early rush difficult. Which factions are the best late-game factions? Which are the best early-game? Which ones are the worst for early, military rushes?
Thanks again.
With Terra Salvum I usually go for Science-Victory. But If there is a good opportunity for a land-grab I wouldn't neglect it either.
I handle nests when I can do so without taking losses. This might be a little later for Terra-Salvum. If you can level a Flamethrower-soldier just enough, he will also be able to get 100% against the queen.
Late-Game-Faction is a little hard to say that way. Usually how you get out of the early-and middle-game determines how good your lategame is.
I also think that Zak0r is better qualified to answer this question.
I think Noxium Corporation might be the best Late-Game-Faction. When good tiles run out, credits become more and more important since their generation only depends on quantity of population regardless of quality of the surrounding land.
Rushing production with credits becomes more and more common throughout the game.
They get more credits and cheaper purchases. This translates to a huge boost to their production, which can help them with science, economy and military.
Solar Dynasty also is supposedely very strong in the late-game. Pop-growth is exponential and if their massive pollution doesn't stop them, they should exponentially pull ahead.
Often I also see Divine Ascension dominate in the late game. Not because their late-game is particularly strong but because they are just very hard to stop once they get rollin'. Snowball-effect is very fitting here.
Early-Game I'd clearly say Terra Salvum and Divine Ascension.
Terra Salvum because they have no problems getting all the production they want without suffering much from pollution. That makes it much easier to handle your cities and grow an onlasting economical advantage.
Divine Ascension, well, very straight-forward. Morale-Bonus + Cheaper and Stronger Units simply is very powerfull. You barely notice the lack in science early-on.
The worst for Rushes clearly are Togra and Ambassadors.
The Ambassadors aren't particularly bad for that but they just diminish their own faction-bonus if they conquer someone early on since it means one faction less to benefit from their trading. So rushing is kinda counter-intuitive with them.
Togra usually has to first solve their inital Morale-Problem, which usually means less cash due to lower Taxes. But cash is pretty important for them since their secondary-bonus is cheaper upgrades.
They become pretty good once their economy stabilizes but early on they always somewhat struggle.