December 27, 2002, 14:38
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#1
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Settler
Local Time: 14:20
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Ljubljana
Posts: 18
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MOO2 Leaders
Can anyone tell me where i can find a list of leaders in moo2?
Which is the best?
LP
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December 27, 2002, 18:10
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#2
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Ok, don't say I never did anything for you.
Experience Level Leader Officer
Level 1 Administrator Commander
Level 2 Commissioner Captain
Level 3 Director Commodore
Level 4 Magistrate Rear-Admiral
Level 5 Governor Admiral
Now here is a long list of leaders and officers I have encountered. Their skills are listed hopefully at their base experience level. Some Leaders and Officers only appear as certain experience levels. An asterisk denotes how I rate them, with five the best. For a list of what their abilities do, scroll up.
Leaders
Administrator Crassis, the Labour Leader (30 BC now, 1 BC maintenance)
Labour Leader +10%
Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance)
Assassin 3%
Spy Master +3%
Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence)
Financial Leader +10%
Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance)
Environmentalist -15%
Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance)
Medicine +15%
Researcher +5RP per turn
Administrator Lydon, the Noble (80 BC now, no maintenance)
Diplomat +10
Famous -60 BC leader and officer hiring costs
Megawealth +10BC per turn
Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance)
Science Leader +10%
Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance)
Farming Leader +20%
Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance)
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Telepath +12%
Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.)
Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance)
Environmentalist -60%
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Director Androgena (~300 BC now, 1 BC maintenance)
Farming Leader +10%
Financial Leader +10%
Labour Leader +10%
Medicine +10%
Director Brainac, Version 1 (880 BC now, no maintenance) may have random skills and levels
Labor Leader +20%
Spiritual Leader +15%
Megawealth +10BC per turn
Spy Master +6%
Telepath +6%
Director Brainac, Version 2 (320 BC now, 4 BC maintenance)
Labour Leader +30%
Medicine +30%
Spiritual Leader +10%
Researcher +10RP per turn
Spy Master +4%
Director Brainac, Version 3 (320 BC now, 3 BC maintence)
Instructor +2 exp. per turn
Spiritual Leader +10%
Commando +4
Tactics +6
Telepath +4%
Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance)
Environmentalist -20%
Spiritual Leader +10%
Diplomat +20
Telepath +6%
Tech Knowledge: Telepathic Training
Director Chug, the Planetologist (200 BC now, 1 BC maintence)
Enviromentalist -20%
Farming Leader +20%
Rearcher +10RP per turn
Tech Knowledge: Terraforming
Director Galin, the Rogue Trader (320 BC now, no maintenance)
Financial Leader +20%
Megawealth +10BC per turn
Trader +30%
Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence)
Science Leader +30%
Researcher +15RP per turn
Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance)
Farming Leader +20%
Labour Leader +20%
Tactics +4
Commando +4
Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance)
Instructor +7 exp. per turn
Labour Leader +75%
Spiritual Leader +37%
Commando +15
Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance)
Farming Leader +45%
Labour Leader +45%
Operations +9
Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance)
Environmentalist -20%
Farming Leader +20%
Spiritual Leader +10%
Telepath +5%
Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance)
Environmentalist -45%
Farming Leader +45%
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December 27, 2002, 18:15
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#3
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Which is best is a situational thing. I like to get Draxx or any Spy type. It is not bad to get Chugg or any science leader. If I get a famous early I will use them for awhile to get others cheaply and them dismiss them.
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December 27, 2002, 18:16
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#4
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Rest of the colony leaders.
Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance)
Financial Leader +45%
Labour Leader +30%
Megawealth +10BC per turn
Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance)
Science Leader +45%
Spiritual Leader +22%
Assassin 6%
Telepath +9%
Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance)
Instructor +3 exp. per turn
Tactics +9
Commando +9
Operations +9
Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance)
Instructor +3 exp. per turn
Medicine +45%
Spiritual Leader +22%
Diplomat +45
Famous -180 BC leader and officer hiring costs
Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance)
Farming Leader +45%
Financial Leader +45%
Labour Leader +45%
Commando +6
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December 27, 2002, 18:17
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#5
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I did not review this list to see if I got them all, maybe later.
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December 27, 2002, 19:35
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#6
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Settler
Local Time: 14:20
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Ljubljana
Posts: 18
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vmxa1 thank you very much!
I think you've earned yourself a beer!
Well since i see you're well informed about these things.
What's with this mystic x leader, he appeared in several games i think he was also a hero/champion in Master of Magic. I know I've seen him in some other game but i don't remember now.
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December 28, 2002, 00:01
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#7
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Deity
Local Time: 21:20
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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vmxa1,
You miss a few colony leaders. Off the top of my head there are the Elder Sensei, the Warlord, and the Technomancer for starters. There's also a Legendary Scientist and Blackrazor.
MetalKing,
MysticX is a ship leader with random abilities.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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December 28, 2002, 01:34
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#8
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Emperor
Local Time: 08:20
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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If you have the Corion editor, you can get the full leader list, their abilities, and their starting levels.
...and change them!
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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December 28, 2002, 04:16
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#9
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Urban Ranger
vmxa1,
You miss a few colony leaders. Off the top of my head there are the Elder Sensei, the Warlord, and the Technomancer for starters. There's also a Legendary Scientist and Blackrazor.
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Yota (elder sensei is an Instructor and I believe a Ship leader.
Looks like I did leave Black Razor out. He is an enforcer.
Spy master, Assissin, farming leadr, and finacial leader.
I need to go over my list soon to make it more complete.
Mentox is the legendary Sciencist.
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December 28, 2002, 10:39
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#10
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Deity
Local Time: 21:20
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Yota the Elder Sensei is a colony leader IIRC. I like leaders with the Instructor ability. I'd try to keep one if I can.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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December 28, 2002, 15:10
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#11
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Next week I will go over my list and see if I can get it completed and accurate. I think you are correct, usually Instructors are colony leaders. I tend not to use them as I prefer to get sci boost or spy or economy. I figure that the ships can be replaced so I am not so interested in the leaders and the space academy can boost them.
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December 28, 2002, 23:49
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#12
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Deity
Local Time: 21:20
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Instructors also increase the experience of your other leaders as well, which is what I am after. You can also have space adademy and an instructor at a colony, quickly boosting your ships to elite status.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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December 29, 2002, 01:05
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#13
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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TRue and I will use them, but if I get a leader with sci or spy traits, I prefer them.
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December 29, 2002, 01:09
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#14
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Ok, I finished another run at Might and Magic VII and did some work on the list. I order it by alpha instead of rank. Leaders are colony while Officers are ships.
This may still have some errors, so post anything that is not correct if you would. Remember the stats are for starting and will change later in the game as even those not in the game seem to be promoted over time. This makes sense, as otherwise who would want a level leader after the game was 3/4 over.
Leaders
Director Ailis, the Gifted (100 BC now, 2 BC maintenance)
Environmentalist -20%
Medicine +30%
Spiritual Leader +10%
Director Androgena (~300 BC now, 1 BC maintenance)
Farming Leader +10%
Financial Leader +10%
Labour Leader +10%
Medicine +10%
Director Black Razor, the Enforcer (190 BC now, 4 BC maintenance)
Assassin +6%
Spy Master +6%
Farming Leader +20%
Labor Leader +20%
Financial Leader +20%
Director Brainac, Version 1 (880 BC now, no maintenance) may have random skills and levels
Labor Leader +20%
Spiritual Leader +15%
Megawealth +10BC per turn
Spy Master +6%
Telepath +6%
Director Brainac, Version 2 (320 BC now, 4 BC maintenance)
Labour Leader +30%
Medicine +30%
Spiritual Leader +10%
Researcher +10RP per turn
Spy Master +4%
Director Brainac, Version 3 (320 BC now, 3 BC maintence)
Instructor +2 exp. per turn
Spiritual Leader +10%
Commando +4
Tactics +6
Telepath +4%
Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance)
Environmentalist -20%
Spiritual Leader +10%
Diplomat +20
Telepath +6%
Tech Knowledge: Telepathic Training
Director Chug, the Planetologist (200 BC now, 1 BC maintence)
Enviromentalist -20%
Farming Leader +20%
Rearcher +10RP per turn
Tech Knowledge: Terraforming
Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance)
Farming Leader +45%
Labour Leader +45%
Operations +9
Administrator Crassis, the Labor Leader (30 BC now, 1 BC maintenance)
Labor Leader +10%
Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance)
Assassin 3%
Spy Master +3%
Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance)
Environmentalist -20%
Farming Leader +20%
Spiritual Leader +10%
Telepath +5%
Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance)
Science Leader +10%
Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance)
Environmentalist -45%
Farming Leader +45%
Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence)
Financial Leader +10%
Director Galin, the Rogue Trader (320 BC now, no maintenance)
Financial Leader +20%
Megawealth +10BC per turn
Trader +30%
Administrator Garron, the Ambassador (80 BC now, no maintenance)
Diplomat +15
Famous -60 BC
Megawealth +10BC per turn
Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance)
Financial Leader +45%
Labour Leader +30%
Megawealth +10BC per turn
Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance)
Environmentalist -15%
Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance)
Farming Leader +20%
Labour Leader +20%
Tactics +4
Commando +4
Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance)
Farming Leader +20%
Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence)
Science Leader +30%
Researcher +15RP per turn
Administrator Lydon, the Noble (80 BC now, no maintenance)
Diplomat +10
Famous -60 BC leader and officer hiring costs
Megawealth +10BC per turn
Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance)
Instructor +7 exp. per turn
Labour Leader +75%
Spiritual Leader +37%
Commando +15
Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance)
Science Leader +45%
Spiritual Leader +22%
Assassin 6%
Telepath +9%
Magistrate Mentox, the Legendary Scientist (170 BC now, 3 BC maintenance)
* comes with knowledge of research lab and auto labs
Science Leader +45%
Researcher +45%
Famous
Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance)
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Telepath +12%
Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance)
Instructor +3 exp. per turn
Tactics +9
Commando +9
Operations +9
Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance)
Instructor +3 exp. per turn
Medicine +45%
Spiritual Leader +22%
Diplomat +45
Famous -180 BC leader and officer hiring costs
Commissioner Ralleia, the Siren (120 BC now, 1 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Director Rash-Iki, the Warlord (110 BC now, 2 BC maintenance)
Tactics +4
Labor Leader +30%
Instructor +3%
Commando +4
Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.)
Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance)
Farming Leader +45%
Financial Leader +45%
Labour Leader +45%
Commando +6
Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance)
Medicine +15%
Researcher +5RP per turn
Director Vallin, the Rogue Trader (140 BC now, no maintenance)
Megawealth 10BC
Financial Leader +20%
Trader +30%
Magistrate Vott, the Technomancer (380 BC now, no maintenance)
Science Leader +45%
Financial Leader +20%
Researcher +22%
Megawealth 10 BC
Administrator Yoda, the Elder Sensei (60 BC now, 1 BC maintenance)
Instructor +1
Famous -90BC
Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance)
Environmentalist -60%
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Not sure Zog, th Gnolam Capitalist (180 BC now, no maintenance)
Financial Leader +nn%
Labor Leader +nn%
Megawealth 10BC
(Zog is listed in my guide, but does not show up in Coroion)
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December 29, 2002, 01:10
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#15
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Officers
Commander Altos, the Alkari Pilot (120 BC now, 2 BC maintenance)
Fighter Pilot +5 +5 per level
Helmsman +7 +8 per level
Navigator +1 +0.5 per level
Commander Aquasarrious, the Trilarian Navigator (90 BC now, 1 BC maintence)
Helmsman +5
Navigator +1
Weaponry +5
(Really Long Name +5)
Captain Caern, the Tulosian Mercenary (240 BC now, 2 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Security +4
Weaponry +10
Commander Cyr, the Fighter Ace (50 BC now, 1 BC maintenance)
Fighter Pilot +5
Dalan
Dantos
Captain Diablo, the Cyber Marauder (160 BC now, 2 BC maintenance)
Ordnance +10
Weaponry +10
Assassin 4%
Commando +4
Spy Master +4%
Grak
Commander Gizmo, the Gadgeteer (50 BC now, 1 BC maintence)
Engineer 2%
Researcher +5RP per turn
Commander Grumm, the Armsman (40 BC now, 1 BC maintenance)
Security +2
Commando +2
Commander Hawk, the Astrogator (80 BC now, 1 BC maintenance)
Helmsman +5
Navigator +1
Jarrad
Commodore Karg, the Pirate Captain (780 BC now, 6 BC maintenance)
Galactic Lore +22
Helmsman +22
Navigator +3
Ordnance +22
Weaponry +22
Captain Kher, the Smuggler (200 BC now, 2 BC maintenance)
Helmsman +10 +5 per level
Navigator +1 +1 per level
Weaponry +10 +5 per level
Trader +20% +5% per level
Commodore Kronos, the Ancient Spacefarer (390 BC now, 4 BC per turn)
Galactic Lore +22
Helmsman +15
Navigator +3
Kytryl
Admiral Loknar, the Last Orion (Gain from beating the Orion Guardian, no maintence)
Fighter Pilot +37
Galactic Lore +37
Helmsman +37
Ordnance +37
Weaponry +37
Captain Mukirr, the Mrrshan Warrior (180 BC now, 1 BC maintence)
Weaponry +15
Commando +4
Mystic X
Captain Nhagg, the Armsmaster (~100 BC now, 1 BC maintenance)
Ordnance +15
Weaponry +10
Commando +6
Captain Nile, the Forsaken Warrior (160 BC now, 2 BC maintenance)
Security +6
Weaponry +15
Commando +6
Commander Ruola, the Weapons Officer (30 BC now, 1 BC maintenance)
Weaponry +5 +5 per level
Commodore Skaine, the Legendary Pilot (660 BC now, 5 BC maintenance)
Fighter Pilot +22
Helmsman +22
Navigator +2
Weaponry +15
Famous -270 BC leader and officer hiring costs
Admiral Slag, the Armsdealer (1540 BC now, no maintenance)
Helmsman +25
Navigator +2
Weaponry +25
Megawealth +10BC per turn
Trader +75%
Captain Slith, the Rebel Pilot (~100 BC now, 1 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Weaponry +10
Captain Sparky, the Meklar Cybernaut (140 BC now, 2 BC maintenance)
Engineer 6%
Ordnance +10
Tech Knowledge: Advanced Damage Control
Admiral Tellik, the Legendary Engineer (1500 BC now, 8 BC maintenance)
Engineer 15%
Ordnance +37
Famous -480 BC leader and officer hiring costs
Operations +15
Researcher +37
Commodore Tulock, the Bounty Hunter (600 BC now, 5 BC maintenance)
Helmsman +22
Navigator +2
Weaponry +22
Assassin 6%
Commando +6
Captain Tyranous, the Sakkra Armsman (80 BC now, 1 BC maintenance)
Security +4
Weaponry +10
Commando +4
Commander V'Larr, the Idependant Trader? (240 BC now, no maintence)
Helsman +5 +5 per level
Navigator +1 +0.5 per level
Weaponry +5 +5 per level
Megawealth +10BC per turn
Overlord Xyphys, the Antarian Warrior, the Leader of the Antarans (he's the leader of the Antaran Star Fortress) nnn BC now, 14 maintenance
Fighter Pilot +37
Helmsmen +37
Ordnance +37
Weapon +37
Security +15
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December 29, 2002, 01:11
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#16
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I have not finished the Officers yet, too lazy.
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December 29, 2002, 14:38
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#17
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King
Local Time: 14:20
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
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Stellar effort there, vmxa, if you forgive the pun.
Anyway, did you forget to asterisk them according to percieved goodness or did I miss something?
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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December 29, 2002, 15:44
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#18
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I lost the update for that some where, so I quess another item on the to do list. Anyway, I am not so sure it has much meaning as when they show their stats are often higher and it is a functions of what do you need at the time. IOW one leader is great on the first 20 turns and not so good on turn 120.
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December 29, 2002, 23:56
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#19
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Deity
Local Time: 21:20
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Chug, Alias, and Urro are pretty cool to have in the beginning. Of course, Xantus is just overwhelming.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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December 30, 2002, 00:55
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#20
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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My favorite starting leader is Black Razor. When you consider that cost of the better ones is too much and other good ones seem to not sow up very early.
I do not mind any famous megawealth either so I can get better leaders at a good price. Truth is I generally take any until I get three.
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December 30, 2002, 07:36
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#21
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King
Local Time: 14:20
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
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I usually don't take the +10% food, production or wealth only guys early - they aren't worth the cost, IMHO. When they come back with better bonii, I snag them.
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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December 30, 2002, 14:54
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#22
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Deity
Local Time: 09:20
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Well if I get a mega that is famous, I will have no maint and the leader will pay for itself by saving me money on future leaders. Not to mention that the fame will attract leaders.
If I have that leader the +10 farm leader is free so why should I not take him? I can dismiss him if I find a better one and he will be promoted over time anyway.
If you wait you will lose that extra food for all of those turn. This could free up a worker for other things.
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December 30, 2002, 23:01
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#23
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Deity
Local Time: 21:20
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Yup, that's usually what I do, unless I get some pretty worthless ones.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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January 2, 2003, 04:30
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#24
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Chieftain
Local Time: 13:20
Local Date: November 1, 2010
Join Date: Aug 2002
Posts: 97
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+10 farm right at the start is very good IMO. That extra boost to food is handy before you have the techs and buildings to give all the peasants tofu burgers.
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January 2, 2003, 04:57
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#25
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Prince
Local Time: 16:20
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Sofia
Posts: 583
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May be it depends on the race that you are playing with.
If you are playing an Uni race which is not Tolerant you may like a environmentalist, or production leader (the second applies to UniTol too).
I always like scientists, especially the psilon one. He is a second supercomputer for the planet/system you assign him to :-)
If I am playing non-unification race I like morale increasing leaders, Like Raleya (she is famous too :-)
Famous can help you to take great leaders at turns 90-100 on prewarp.
Aquatic races may like Chug for the free terraforming - I posted my research about terraforming somewhere in this forum.
Another one that I like is the Revoilutionary, too bad that he appears too late (The earliest moment I have taken him is T130 or something like it).
Another note: If you are playing Repulsive the prices for the leaders are greater. A Megawealth leader is always worth the money if you are not repulsive.
I am always going for colony leaders first, the ship officers second ......
Another thing I have noticed: If you get a leader and don't like him, dismiss him at once because his presence reduces the chance for getting another leader.
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