

I would recommend you strongly consider Military Detachments or Colonist Cyropods over this perk.ĥ) Energy Cache - This Perk is pointless. Wouldn’t recommend.Ĥ) No Colony Supplement - This perk is only better than Energy Caches because it allows you to spend perk points elsewhere. So the food pickup become less valuable.ģ) Data Repositories - This perk can be good, can be useless. The extra units can be used to safely tackle more sites fasterĢ) Colonist Cryopods - This perk is pretty good for boosting your economy, however the more pops you get, the more food you will need to make (or pickup) to further increase the pops. Your missing out on way too muchġ) Military Detachments - This perk is a must-have for new players. And this perk costs two perk points.)ħ) Never take no background.

But not very impactful.Ħ) Merchant Scion - The reduced tech cost is ok, but the dwelling cost reduction is negligible (10% of 20 when you make only 5 per turn is just not going to pay off enough to be worth a single perk point. Maybe altered again in the near future.ĥ) Skilled Diplomat - The extra race relations is ok, and cheaper bribing armies is ok. The boost in operations research also allows you to activate more powerful doctrines earlier in the game.Ĥ) Martial Traditions - Once per turn refills the commanders actions points after a kill. Important that you don't forget to apply your skill points before you go into combatĢ) Star Union Scholar - This perk makes pickups are a lot better (with this perk, food pickups can provide multiple pops to smaller colonies)ģ) Covert Operative - Operation defense is an extremely limited resource. Solid choice for both new and veteran players. But they are abel to be reasoned with and can offer you their unique units, mods, and doctrines once you gain their trust.In this week’s video, I discuss all the perks that you can choose from when you customize a commander.ġ) Veteran - Commander starts at level 3, +15% exp gain for all units. In addition to the playable factions, there are also minor factions that prefer to keep to themselves. Not exactly factions per se, Secret Techs are more like the equivalent of a class that gives you unique units to put into your army and operations and doctrines exclusive to them. The Syndicate: a race of psychic humans who practice slavery and treachery.The Kir’ko: a race of insectoids that have psionic powers and was formerly enslaved by the Star Union.The Assembly: a race of cyborgs that augment themselves with any machinery they can find.The Dvar: a race of miner-like people who wear environmental suits to survive.

