You can "trade" your guys for money and research points. Since the clone center does the job better without using your points.īut you can still take it since its atleast a very solid skill.Ī very good trait early on but later on it's not as important because you will have more than enough money anyway so it's the same as the growth bonus it scales between very good and good. Now this would actually be a very good skill if the clone center would not exist. Its nice to have but early on it does nothing.
You gain an addition tech if you conquer an enemy planet. Less pollution means more production early on, later on it means less cost because you dont need so many pollution reduction buildings. You will mostly use researchers on your homeworld and poor planets. More research per researcher is nice but not good. Its a nice skill but since shields are stronger than Armor its not as relevant as the dmg skill. That means less losses and less required to deafeat enemy fleets. The trait also gets better the more food production buildings you get e.gĪn soil enrichment can sustain 2 instead of 1 guy per farmer.Įxtra Bonus with pollops race tech.(+++ if you use pollops)Ī very nice skill that will help you destroy enemy fleets even faster. It works on all planets and the higher the base yield of the farmer the better it gets compared to the flat bonus to food production.ģbase food better than +2 food per farmer More production per worker is very nice and works on all planets. You need more food for the people but photosynthese works very well with this. It gives tiny and asteroid field a total of 3 pop instead of 1. This doubles your max Population on most planet sizes. Increases your max Population on planets by 2-10 depending on the size. Thats amazing since your Homeworld will always be one of your Hotspots. It gives your homeworld +2 production for every worker for only 1 point cost. In this section i'm telling you how good or bad all the traits are.