Player races:
1. Psilon, Klackon, Silicoid. I'd struggle to pick my favorite and it all depends on the way I play. Usually I play with Klackons and hack my available research projects to make sure I won't miss key technology, if I don't do that, then the Psilons can be the top pick.
2. Meklars, Darloks. Strong, but not that strong.
3. Sakkras, Alkaris.
4. Bulrathi, Mrrshan.
5. Unranked --> Humans. I never liked this race, neither as a player, nor as an opponent. Surely you can make some "insidious"-style victories against races that outrank you big time in the game, or win at the high council. Never liked this style of playing.
AI races:
The way the AI behaves has in influence in this.
- For once, the classical mid-game bug (I suppose it is fixed in Kyrubs patch), where AI players were building so many ships, that had no resources left for anything other than cleaning and their development stalled. This places empires that tend to be "militarists", at disadvantage.
- The no-interest in planets that they are unable to colonize bug. Everyone just "watches" the Silicoids (or the player) take over the hostile planets and never send their fleet to prevent it or destroy it.
1. Silicoids. I HATE this race as an opponent. It ruins my strategy, as I make use of hostile planets. (I early develop controlled Radiated and colonize all available hostiles, and as I mentioned above, the AI don't even bother as long as they are unable to colonize them. When the Silicoids are they, they beat me to the job). The fact that they are usually expentionists, is suiting them fine.
2. Psilons. They are a strong race for once. The AI is making use of them properly by making them technologists usually.
3. Humans. I hate their style, but they can easily ruin an excellent game by winning the high council out of nowhere (when this happens, it is reload time)
4. Klackons, Meklars. Usually Industrialists that is just fine for them both. The Meklars usual Xenophobic is giving me a hard time is I contact them at early stages.
5. Sakkra, Darlok, Alkari. I don't think the AI is properly utilizing the Darlok spy skills.
6. Bulrathi, Mrrshan. Mrrshans were bad enough already, they are made even worse with the AI making them usually militarists. the fleet grows so large that they use their resources just to "maintain it"
LOL, I forgot to mention. With a friend of mine from middle school, every time one of us makes something stupid, the other one is calling him "Mrrshan"
1. Psilon, Klackon, Silicoid. I'd struggle to pick my favorite and it all depends on the way I play. Usually I play with Klackons and hack my available research projects to make sure I won't miss key technology, if I don't do that, then the Psilons can be the top pick.
2. Meklars, Darloks. Strong, but not that strong.
3. Sakkras, Alkaris.
4. Bulrathi, Mrrshan.
5. Unranked --> Humans. I never liked this race, neither as a player, nor as an opponent. Surely you can make some "insidious"-style victories against races that outrank you big time in the game, or win at the high council. Never liked this style of playing.
AI races:
The way the AI behaves has in influence in this.
- For once, the classical mid-game bug (I suppose it is fixed in Kyrubs patch), where AI players were building so many ships, that had no resources left for anything other than cleaning and their development stalled. This places empires that tend to be "militarists", at disadvantage.
- The no-interest in planets that they are unable to colonize bug. Everyone just "watches" the Silicoids (or the player) take over the hostile planets and never send their fleet to prevent it or destroy it.
1. Silicoids. I HATE this race as an opponent. It ruins my strategy, as I make use of hostile planets. (I early develop controlled Radiated and colonize all available hostiles, and as I mentioned above, the AI don't even bother as long as they are unable to colonize them. When the Silicoids are they, they beat me to the job). The fact that they are usually expentionists, is suiting them fine.
2. Psilons. They are a strong race for once. The AI is making use of them properly by making them technologists usually.
3. Humans. I hate their style, but they can easily ruin an excellent game by winning the high council out of nowhere (when this happens, it is reload time)
4. Klackons, Meklars. Usually Industrialists that is just fine for them both. The Meklars usual Xenophobic is giving me a hard time is I contact them at early stages.
5. Sakkra, Darlok, Alkari. I don't think the AI is properly utilizing the Darlok spy skills.
6. Bulrathi, Mrrshan. Mrrshans were bad enough already, they are made even worse with the AI making them usually militarists. the fleet grows so large that they use their resources just to "maintain it"
LOL, I forgot to mention. With a friend of mine from middle school, every time one of us makes something stupid, the other one is calling him "Mrrshan"