

About 180 growth and a building you get for free with one of the earliest techs? For 2 points? Eww.

It's a good deal in case of higher difficulties and strong T2 skirmisher units, but can also cause issues if it makes your army into exactly 1.5 of a combat stack (too strong together, too weak alone).Ģ points - Colonist cryopods. it is worth about 120 energy + 400 production. It feels like techs are always worth as there is really not much to do to spend energy efficiently early.Ģ points - Military detachment. Thoughts: Not only energy has limited uses early on, early research is not easy to get and opens a lot of opportunities like starting early doctrines or getting movement cost reductions. With tier 4 weapons and good mods, it's basically an extra 6 man stack if not more.ġ point - 2 free techs.

Having your strongest unit take two turns is by far biggest army booster. Let me know if you disagree with my thoughts.Įvery single option is dwarfed by Martial Tradition.
