[quote who="PalaceGuardian" reply="14" id="3710012"] With that tech they should be able to skip the invasion then. Otherwise perhaps they should build a behavior implantation center to accomplish the goal. [/quote] Exactly :) We could really use some Freshly conquered malus.
jirkaesch
Looks like one of those features that never got implemented. Sadly, because this is strategically hindering whole raiding strategy :( It was possible in GCII, it is a pity it is not possible in the successor.
[quote who="Frogboy" reply="10" id="3709848"] Two words: Behavior Implants. [/quote] Lol, well nailed, Brad :) But still, there should be few turns cooldown, before we hunt down all these underground resistance folks, to have them implanted. ...and strategically/design-wise, to make conquests more challenging.
[quote]Even on the captured world of Drengi, the local citizens work tirelessly and without complaint for their new masters. [/quote] This exactly bugs me. How can recently conquered planet reach 100% happiness?!? There should be some malus in place. Feels unfinished, Brad 😢
Looking strong! Hopefully it lives up to the pr
Looking strong! Hopefully it is not premature :) Few questions from long-term player: 1. Minors - will they get finally at least some sort of rework with Intrigue? Maybe they can become part of your commonwealth...? 2. Freshly conquered planets - these need some slowly diminishing approval penalty ("Freshly conquered"), so they are unusable right after being conquered 3.
No dev diary so far? [e digicons]*_*[/e]
Hoorah, exciting news, looks great! Thx for the hard work. P.S.: I trust Prince and Prime minister will be special citizens rather than ship. And spacebases overhaul, to keep with late game fleets, would be nice as well :) [quote who="Rhonin_the_wizard" reply="5" id="3701515"] Espionage was added with Crusade. [/quote] Espionage, as it is, is rather a shallow feature. For example we still cannot find race´s favourite combo of weap
[quote who="Moser_Alchemist" reply="15" id="3694095"] Seriously, 1 Promethion and 10 Durantium to build 1 synthetic population. [/quote] Missed this one! So, that is a super nerf...
[quote]Cities now require Durantium and Promethion to construct in addition to food. [/quote] Why the HELL this??? So it the final nail into the coffin of diversity and variability of the game. What is the difference between carbon based and synthetics right now? Very bad "balance" (i.e. dumbing down) decision.
[quote who="Frogboy" reply="223" id="3693348"] Ugh. I'm dying to tell you about what's coming in the next expansion pack! Some of you guys are going to loovvvve it I think. [/quote] You are quite a teasor Frogboy, aren´t you! Looking forward to it. BTW What´s up with that Dread Lords DLC you promised in the meantime? Hopefully it was not this Mech part tiny bit [e digicons]*_*[/e]
[quote who="trims2u" reply="184" id="3692647"] 3. Approval has to be changed to a penalty system. [/quote] This. Approval should provide natural counter to population over-exploiting. Having planet with low approval should have severe consequences, ending with that planet rebelling - which would also enable interesting spy strategies. I am grateful to Stardock for their hard work on balance, but nerfing is not an solution...
[quote who="Taslios" reply="174" id="3692467"] ...I have no suggestion on how to effectively do this..But make Tall civ's viable...with the way the resources are now you have no choice but to play wide... [/quote] Exactly. Haven´t tried it yet, but from changelog it clearly seems as culling of tall strategies, which we SO MUCH wanted to introduce. Sad...
[quote who="Frogboy" reply="171" id="3692345"] Before, a city would give you a +1 population. Now it's 10%. I see what you mean though about the 10% stacking up. It really should be more like 0.1 population flat rather than the %. [/quote] Frogboy, this nerfing of everything and killing of potential strategies really bugs me. Natural counter to population exploiting should be approval. It should be really painful to maintain morale of high-population planet and low a
[quote]So we'll set all that aside for now. Otherwise, it's all open. What would you like to see? [/quote] BTW, wasn´t there new DLC mentioned, with some added features?
Asked several times before, I would like to have race´s favourite weapon/defense combo in the surveillance screen, when spying on them. Also delivering the rework of minor civilisation in some unique way would be nice [e digicons]|-)[/e]
@Frogboy/pshaw - any chance we might get info about race´s preferred weapon/defense combo in the surveillance screen?
[quote]The only real question will be whether people WANT turn-based strategy games. [/quote] Turn based and nothing else.
[quote]Playing with the look and feel [/quote] Frogboy, while you are at this: is there a reason, why we are not getting information on faction´s preferred weapon/defense combo in the espionage (surveillance) screen? That is indeed truly the strategic information every spy would go after, isn´t it?
[quote who="implodinggoat" reply="11" id="3688578"] I think the military Starbases are really a waste. I just can't see myself wasting an administrator on one rather than colonizing a planet or building an economic, mining or cultural starbase. [/quote] +1 I believe they should get real buff AND wholly new functions (like area/invasion denying).
[quote who="Frogboy" reply="8" id="3688539"] Then put defenses on your starbases. They shouldn't be unbeatable for free. [/quote] Thanks for answer. I tend to think that turtling with starbases without building tons of ships is a viable and relevant strategy the game should enable. Can we agree on that? Because if yes, then we need: - area-denying effects for (military) starbases - like module that prevents invading worlds in the are of effect (inc
[quote who="imno007" reply="6" id="3688480"] They do get taken out pretty easily. Having a lot of defenses and weaponry on them seems to work to dissuade the AI from attacking them, less than they do starbases with little to no defenses, but once they do attack them the outcome is mostly a foregone conclusion. [/quote] Chmmm... [e digicons] @Frogboy: are you considerin
[quote who="Publius of NV" reply="4" id="3688403"] In the current Crusade 2.33 starbases only have 50 hit points. I think they used to be 200. [/quote] That seems bit too much, have to try 2.5 then - did not notice this in 2.33 [e digicons]
Nice AAR, Frogoboy! Just to clarify, how were the starbases debuffed, so they aren´t "quite the power houses they used to be"?
[quote]Minor races are going to be getting friskier in the future (as in, provide opportunities for early game limited wars). [/quote] What should we expect here? It would be nice, it there are peaceful ways of integrating minors, not every time I want to play the war way :) Each minor should have some unique technology or resource that is accessible only by assimilating them peacefully. And of course, their juicy planet, which represents the prize for the other, conquest