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Jack the Bodiless
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Converted underground reservoir tank.
Jan 1970 time: 05:15
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Evolutionary Mutation gives you four points to buy new abilities. But what the manual doesn't tell you is that those four points stack with any points left over during your initial race design: by planning ahead, you can suddenly gain one or more abilities costing rather more.
For instance, Telepathic is really useful in a war of conquest, but not so useful in the early stages of the game. So, rather than spending 6 points on it, reserve 2 points and put the other 4 on something more immediately useful, then become telepathic later.
For real overkill, try becoming Creative later. Without Creative, tech advancement is more rapid because you're only researching one tech per level. You can zoom up the Computer tree (gaining research techs to accelerate further research), then zoom up the Biology tree to take Evolutionary Mutation, then advance more systematically up the other trees with a big research headstart on others who were Creative from the start. Also, you only need to reserve 4 points to do it (2 without the patch), rather than spending 8 or 6 on Creative at the outset.
What are your favorite EM strategies?
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ravagon
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Australia
Sep 1999 time: 13:15
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I don't know about banking/reserving points. It seems a waste to have picks sitting idle for a fair part of the game.
I've found telepathy to be highly useful especially in the early game when a captured enemy planet can basically break an opponent. Even if said opponent is much stronger, forcing them to chase after a "planet stealer" ship on a rampage through their colonies, recapturing and subduing (or annihilating) their own planets can badly hinder any offensive against you.
I tend to take warlord after getting EM as at that point in the game I am often going on the offensive myself and the double CP (and the higher rating of newly-built ships) is a big plus.
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