While you can't get everything (except maybe the Jol-Nar
) when buying Techs, what do players here rate as the most important/useful to have in your hand?
Just looking at it, I'd rate these as rather useful. To rate as early techs they can have no more than one prereq.
Warfare Techs
Hylar V Laser- a +1 that turns Destroyers into somthing of a threat, and makes the Cruiser nearly as hard hitting as the Dreadnought.
Deep Space Cannons- that plus one range lets you multiply you effective PDSes by letting you set up (worlds permitting) multi-system interlocking grids
Propulsion technology.
XRD Transports. This or the Stasis pods is the bedrock of any rapid expansion/reinforcement plan.
Biotechnology.
Stasis pods- If you lack Antimass Deflectors this and Cruisers are an alternative route to a fast deployment. Fortunately nearly all races start with Environmental Compensators or Antimass Deflectors, putting one or the other within reach of being your first tech. Save for the N'orr and Yin which lack both right out of the gate.
Cybernetics- Takes fighters from 'attrition sinks' to 'attritions sinks with some bite'.
General Technology
Sarween Tools- that +1 to production per producing shipyard per turn can build up over time.
Microtechnology is another useful tech that will pay for itself and more in the long run, but only eight races have it with quick reach. Nanotech (SE) seems highly useful in expansion and for conquest oriented races, but only three races (Muaat, Jol-Nar, and Hacan) have the starting techs to get their hands on it before the intitial expansion runs out and you start having to fight over worlds.
Thoughts? Other suggestions for good early techs to grab when you have the chance?