One issue you have to be careful is the default constructor uses the stellar folding engine, which makes it very expensive early game. I change the constructors to cheaper engines as soon as I can
Stalker0
A simple tier upgrade will fix this issue.
[quote who="Voqar" reply="14" id="3676702"] I don't really agree with Stalker0 that a revamp of how admins are generated is needed. You already have a potential supply of administrators every 10 turns (similar to how a source of a resource at .1/t would yield 1 after 10 turns) - but it's up to you whether you replenish that resource or choose something else. [/quote] Note, in my previous post I was not changing how administration currently works. I was simply reflavori
[quote who="Enskipp" reply="7" id="3676614"] I think that's right. If you use a Durantium point to build a structure, and then if enemies attack that planet and the structure gets bombed, you don't expect to get that point of Durantium refunded to you. However, the confusion happens because the citizen type is called an Administrator, and the Administrator "resources" which a newly assigned Administrator provides are also called "Administrators" in the interface. If the game c
Only change I don't like is the thulium hull nerf. I can understand some reduction, but this is way too much. i always though the hull module in the base game was garbage, but I finally liked it in crusade. But now it's back in the garbage bucket.
[quote who="FreedomFighterEx" reply="1" id="3676160"] They slow down the colony grow in Crusade quite severe. Colonizing low quality planet is ill to do unless you are out of option or want to expand your ship range. Colony should give 2 or 3 Approval to begin with in my view. [/quote] i think that is very intentional. More planets is not always a big increase like it is In the base game. Sometimes it pays to leave the dirt ball alone
I think the 10-20 turn delay is a good balance. It doesn't make regearing too strong but doesn't make it silly that I'm committed to a survey ship for all time
I am also in favor of weaker starting bases with better scaling. i get the argument that a static base shouldn't be easy to kill. The counter argument is that your only paying for the cost of a constructor which can now take a fleet costing much more production and especially precious resources. Further, it imbalances the early rush. You can snag enemy resources and hold on to them for a very long time...and then use those resources ton hold a fleet your enemy can't match.
[quote who="neilkaz" reply="2" id="3675614"] OK I seems that I will want to send transports rather than freighters. Trade has really been nerfed now and doesn't bring in much cash and I don't see a diplo benefit when trading with major races. [/quote] depends on your play style. On a medium map after a while I'm getting 15 cpt for each trade route. That's as much income as a planet that is not Econ optimized because raw production is much lower overall
Planets are still really important but honestly I'm finding the starbase rush much more important. starbases are basically indestructible for much of the game and they give you a lot of resources critical to building a military. a race with half the planets but twice the resources I think is in a better spot.
The Ion Drive and Warp Drive descriptions from the tech tree don't match the actual values they provide.
I think the Approval on the capital is bugged. Its showing 12.5 / 20, but I'm at 100% approval. Also the Particle Beam may be bugged, its the only weapon in its class that requires a resource (elerium). Kinetics and Missiles don't require anything.
Yep posted the same thing a few days ago. starbase starting strength is due for a nerf
Oh interesting, I don't even get a pop up notification, I just get it added to the sidebar on the left
Trying out Crusade and really enjoying it so far. Overall its been a pleasant experience. The one thing that is sticking out to me right now is just how strong starbases are militarily vs ship fleets right now. Because ships require a LOT of resources in order to build any decent weapon strength, you are stuck with Weapon 2-4 ships for a long time. Compared to the 10 in each defense of a basic starbase and the overall 19 weapon strength....it takes an incredible amount to take on a si
[quote who="Frogboy" reply="172" id="3673293"] You don't HAVE to do anything. Lifetime Founders will get Crusade when it ships automatically. People who want to get the beta of it can hang out here and a branch pw will be given out soon. For those who want to suffer through us getting the bits up on Steam first can join our Discord server in whic
[quote who="The Sisko" reply="162" id="3673122"] Given they have a system that can identify Founders (that's how this forum works after all) it makes you wonder why they didn't use that and just to send beta codes to everyone in that list either to their emails associated with their accounts or just PMed them on the forum itself. Seems like an easier way to do it rather than having someone go through a chat log on Discord to hunt down links, check each link back to this forums th
[quote who="Aematheon" reply="132" id="3672839"] We got to play the Alpha and Beta early. We got extra stuff(Founder only and for loging in). We got art and music and early other concepts. I mean were does it stop. Let's be appreciative of what we're given for a change. It's not like they didn't want to give it to us(plus earlier shipment helps with customers, meaning cashflow if its a final product and getting an alpha or beta, dunno what we'll be getting, helps to i
[quote who="jirkaesch" reply="100" id="3672117"] Who is bitching, my friend? I guess it is only you [e digicons]:)[/e] [/quote] Agreed. I see a heck of a lot of excitement, but no real complaining. People were only noting the lack of communication previously (which was fair criticism). If they don't hit the date its fine, as long as just come back and tell us that.
Wow, it truly does look to be a different experience. I too am excited! Honestly just the removal of colony and starbase spam is a big improvement. My question is around ideologies, are there going to be any changes there? Will my citizen choice influence my ideology at all?
Shouldn't this be in the Support forum with all the other updates, even if its just an opt in?
Sounds awesome, I'd love to see the Frog come back. And a quick cheer for AI! Oh MOO2, how I loved you. MOO2 was an example that sometimes simple just works. MOO2 for global food was so simple: 1) Every unit of food above what a planet produced came from the global pool. 2) Each of these extra units took 1 transport. 3) Transports had to be built but otherwise were completely in the background. You didn't have to direct them, guide them, protec
[quote who="Larsenex" reply="31" id="3606561"] I set the wheel to 100% full on research and floated four star bases to maintain full 100% happiness. Viola 1285 research per turn. I have 6 other research planets but those are doing 280 to 400 per turn. [/quote] When I read the patch notes, I was thinking about this. As far as the wheel goes, it doesn't feel like the coercive system adds enough penalty. Considering the massive multipliers of a planet with full res
I will definitely check out the UI enhancements. But two thoughts from the patch notes: 1) Governors give production bonuses. I strongly disagree with this. I don't like the idea that automation gives me a benefit I don't get myself. Automation should be a way to streamline my game-play experience...my incentive is less to fret about, not getting some extra bonuses. 4x games are all about control...when I choose to give up control for co
The removal of a unit's turn with spellcasting is a major change, and I love it!