Genetics

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Genetics can be viewed as enhancements of your empire, some of which apply globally, and others apply only to your main planet. Genetics is first available in Evolution stage 1, when researching the Human Gnome Project. This gives 5 genetic points, which can be spent on a certain options (see the overview given below). Later, in Evolution stage 3, you can research Genetics, which gives 10 genetic points and more options to spend these on. 10 more genetic points are available by researching Genetics V2 in the fifth Evolution stage.

This article gives an overview of the available genetic options. The comments and judgements given are subjective opinions, so please think about it yourself, have a look at or start discussions in the forums and ask your friends in-game :).

You will never see all of the genetic options there are, because there are sometimes requirements to get a specific option. Requirements for one genetics options are given in the italic requires bullet point.


Contents

[edit] Human Gnome Project

After you researched Human Gnome project, you will find several options to change in the Information-Genetics menu. Most of the changes are permanent, which means, that you cannot get rid of them any more after choosing them. Nobody forces you to use your genetics points here already, you can also save them for later use and better options. Every option costs a number of genetic points, and you get five points to start with.

Hint: It takes days or weeks before you get new genetics points again. They are not continuously produced like research points, and their number is limited. You should carefully consider and choose the options that go well with your perception of the game. At this stage, a good choice is most likely to either be "Master of Whips" or "Apprentice of IKEA" and pick one or more of the other options later. But see and choose for yourself ;):

[edit] Permanent options

  • Master of Shelter (costs 2 points)

The following shelters will be built on your home planet:
20000 iron, 15000 steel, 7500 VV4A, 2000 chem. elements,
10000 ice, 10000 water, 25000 energy.
Comment: This is useful for defensive players that are attacked quite often. The advantage you get though decreases throughout the game because you get more colonies and mine and own more resources.

  • Apprentice of IKEA (5 points)

100% of the time where no construction is in progress will be transformed into construction bonus minutes. These CBM will be usable for resource buildings only. After 3 days (72h) of not building anything the transformation modifier will decrease by 20% every 10 hours. DISADVANTAGE: All CBM which you get (in any way) will be usable for resource buildings only. This option cannot be chosen together with Master of IKEA.

Comment: This is really useful for diggers, who build many resource buildings anyway. You can also use it well as a solo player, because everybody needs resources at some point. For fleeters, it only makes sense with one of the extensions you get with the next genetics research. In general, you can only afford to not take this option, if you are choosing "master of whips" or if you have many good sitters - otherwise it's just not possible to always build on time on each colony. One advantage compared to the master of whips is that it is all right to not log in for a while without planning.

  • Master of Whips (4 points)

Using the construction queue will not cause increased building time and building costs any more.
Comment: If you've got several planets, you ask for trouble without the IKEA apprentice or this genetics option. The advantage compared to the apprentice of IKEA is, that you can also build other things than just research buildings in your queue.

  • Immuring for dummies (5 points)

Defence systems have 50% more armour and will be rebuilt up to (!!) 50% after a battle. Furthermore shelter and storage building time and cost will be reduced by 50%.
Comment: This is paradise on earth for a peaceful player. The reduced costs for storage buildings are also quite handy.

  • Shippie-ya-yeah! (1 point)

One (!) small (orbital) shipyard complex (containing 5 small orbital and 1 medium orbital shipyards) can be built.
Comment: Just have a look on the building costs of those shipyards. See? Now you know why you might want to choose this option. Let alone the time you save. You can build it on only one planet of your choice, and also only once there. The maximum number of shipyards on this planet increases accordingly. If your shipyard complex gets bombed, you can of course build it again.

  • I want it beautiful (2 points)

Living conditions on the main planet will be increased by 50%, causing a rise in population growth and the efficiency of spare time buildings.

Comment: This only applies to your planet. It could be something for monarchs. Or maybe, if you changed your main planet to one with low living conditions, this could be good. Or, on the other hand, if you've got a world with 200% living conditions and can't get enough? Put your headquarters there and then choose this option and you'll have 250%. But you have to be careful, changing your main planet after choosing the genetics option does not work.

  • Master of Curiosity (3 points)

An indestructible galaxy scanner is installed on the main planet, increasing visibility by two galaxies and 60 solar systems within the own galaxy.
Comment: For professional pirates that are looking for new targets, this option could be useful. But it is a comparably costly use of genetics points, cause you might as well just build more scanners.

  • I want more time (5 points)

Building construction queue length +1.
Comment: Expensive, and only really useful together with "Master of Whips".

[edit] Variable options

  • Research the Apokalypse NOW (3 Points)

Increases number of researches that can be added to the research queue.
Comment: The German article says, that it's useless for standard players, since researches take longer and longer later in the game, and you can't put two researches in the queue where the latter one requires the first. However, in my humble opinion it is a pretty cool option and it saved me from setting alarm clocks in the middle of the night and from choosing things to research just because of the time they take :) - without wasting any more research points! I did however not pick it with my first five genetics points.


[edit] Genetics

After researching Genetics, you have 10 more points and more options to choose from. You can also choose options from the previous stage that you haven't picked before.

[edit] Permanent options

  • Assembly group Stroand (3 points)

Construction bonus minutes become usable for spare time buildings.
Comment: ...

  • Assembly group Loook (4 points)

Construction bonus minutes will be usable for economy buildings.
Comment: ...

  • Assembly group Resorasch (5 points)

Construction bonus minutes become usable for research buildings.
Comment: ...

  • Assembly group Guck (3 points)

Construction bonus minutes will be usable for observatories.
Comment: ...

  • Assembly group Loager (4 points)

Construction bonus minutes become usable for storage and shelter buildings.
Comment: ...

  • Assembly group Bedfor (3 points)

Construction bonus minutes become usable for population buildings.
Comment: ...

  • Assembly group Skon (4 points)

Construction bonus minutes will be usable for space travel buildings.
Comment: ...

  • Assembly group Bumms (5 points)

Construction bonus minutes become usable for defensive buildings.
Comment: ...

  • Introduction of assembly guides (2 point)

IKEA CBM transformation decrease will be delayed by 48 hours. So, CBM transformation decrease will start after 5 days. WARNING: All CBM collected up to the point of activation of this option will be lost!
Comment: ...

  • Don't jump around and I'm floored (2 points)

Planets with a gravity from 0G to 5G can be colonized.
Comment: ...

  • Shippie-ya-yeah! (The next generation) (4 point)

+2h ship construction queue.
Comment: ...

  • Shippie-ya-yeah! - quick and dirty (4 point)

Reduces ship construction queue malus by 75%
Comment: ...

  • Sunshine, oh sunshine (2 point)

The construction limit of the orbital solar plant will be increased by five.
Comment: ...

  • Quick change (2 point)

Reduces the waiting time after which new changes may be made in the genetics menu from 7 days to 24 hours.
Comment: ...

[edit] Variable options

  • Master of Digging

This option modifies the output of iron, chemical elements and ice.
Comment: ...

  • Master of Transformation

This option modifies transformation effectiveness of steel, VV4A and water.
Comment: ...

  • Buildup! Buildup! Buildup!

Buildings will be build faster (modifies building construction time).
Comment: ...

  • I want it cheap

Buildings will be constructed more cheaply (modifies building costs).
Comment: ...

  • I like to build ships

Ships are built faster (modifies ship construction time).
Comment: ...

  • NEW! CHEAP! SHIPS!

Ships are built cheaper (modifies ship costs.)
Comment: ...

  • Knowledge is crower

Thanks to new aspects in research it now can be fine-tuned. (modifies global research modifier).
Comment: ...

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