As per the title, your favourite hire and why.
Obviously there are a few missing... You can Vote those too.
janitorialduties wrote:Smuggler always-
Mobility is powerful at every stage of the game, either to attack or defend and not much is faster than the smuggler.
In the early game having the ability to react faster than your opponents to contest over choke points or clusters is strong. If your opponent's don't have eyes on your smuggler, they might be more hesitant about going on the offense for you.
Plus his promotion isn't too bad either!
pandasecret wrote:I agree, in the beginning, Mobility, always! Helmsman works fine too. On rare occasions when I have established safe relations with my neighbors, I will go for the navigator and promote him to Admiral.
zerashi wrote:Gotta go with the intelligence officer, its great for knowing how defensive/offensive you need to be early game when everyone is about equal, and being able to distinuguis outposts is great.
Smuggler takes the the prize if it was first 2 hires because a tycoon is awesome but this is about first hires, and I choose sight over speed.
tw2000 wrote:zerashi wrote:Gotta go with the intelligence officer, its great for knowing how defensive/offensive you need to be early game when everyone is about equal, and being able to distinuguis outposts is great.
Smuggler takes the the prize if it was first 2 hires because a tycoon is awesome but this is about first hires, and I choose sight over speed.
Agreed about the tycoon, but I would still consider the second hire something that carries on from the first. If you have a smuggler you can promote to a tycoon on the second promotion. I find that having a high driller production rate is like the 'unseen' power. Other players are less likely to attack you just because your driller production rate is high - they are more likely to attack players who are at the top of the info panel. This means that you're relatively 'safe', but you're also strong, its just that the ranking of the info panel means that having the tycoon tricks others into thinking you aren't powerful. And when everyone else has been to war you can jump in and attack, and you can 'jump in and attack' really quickly and easily because nobody knew you would be so big of a threat.
janitorialduties wrote:tw2000 wrote:zerashi wrote:Gotta go with the intelligence officer, its great for knowing how defensive/offensive you need to be early game when everyone is about equal, and being able to distinuguis outposts is great.
Smuggler takes the the prize if it was first 2 hires because a tycoon is awesome but this is about first hires, and I choose sight over speed.
Agreed about the tycoon, but I would still consider the second hire something that carries on from the first. If you have a smuggler you can promote to a tycoon on the second promotion. I find that having a high driller production rate is like the 'unseen' power. Other players are less likely to attack you just because your driller production rate is high - they are more likely to attack players who are at the top of the info panel. This means that you're relatively 'safe', but you're also strong, its just that the ranking of the info panel means that having the tycoon tricks others into thinking you aren't powerful. And when everyone else has been to war you can jump in and attack, and you can 'jump in and attack' really quickly and easily because nobody knew you would be so big of a threat.
I was just in a game where a guy was targeted because people saw he had a high driller rate due to his hire of tycoons. People saw that he could produce a ton of drillers on the info panel and deemed him a threat, so this can work both ways for you. I keep the smuggler unpromoted until I can either get enough factories to make it worth it or I get another smuggler.