![]() (More info below)Įveryone has access to this tech. Sometimes it’s worth the penalty to happiness.įungal Spore Cloud - terraforms a sector to fungal, but can spawn a hazard. While everyone gets the tech to use volcanic (adaptive exploitation), promethean and dvar can use them w/o much earlier in the game. Launch PyrX Flash Strike - converts a sector into volcanic. Clears up mobility for your ground troops, and opens up uninhabitable mountains sectors to be colonized or exploited. Why Terraform? - Terraforming gives a lump sum of resources as soon as it is cleared, while the operation doesn’t! Terraforming gives no long term economic bonuses. Costs 200 energy 20 strategic operations points Tectonic Shift - Spawns in mountainous terrain. Turns habitable sectors into barren + volcanic. Then in 2 turns you get about 250 production and 250 research. Mountain breaker - operation that adds the mountain terrain, costs 120 energy and 12 strategic operations points.Įarth Crusher - tier 4 unit with earth crusher. Why Terraform? - With the right doctrines (Ecological Construction, Progressive Cultivation and Planetary Cleanup) each forest sector in a colony will boost the production income by 10, each Arcadian sector in a colony will boost the food income by 10, and it will only cost 50 energy to terraform each sector. Rapid Reforestation - operation to grow the Forest terrain, costs 100 energy and 10 strategic operations points.Īrcadian Restoration - operation to turn the climate into Arcadian, costs 100 energy and 10 strategic operations pointsĪrborean Queen - This is a teir 4 unit with the Spawn Forest ability (doesn’t work on mountain sector, and costs 50 energy) I can't really reduce the modding cost for NPCs because it would devalue regular units I also don't want to reduce colonizer cost because then it's even more about unit quantity than it was before.In this week’s video, I discuss how the amazon race, the dvar race, the promethean class, and the xenoplague class can alter the climate and terrain of a sector, as well as how a few classes can add hazards to sectors. However, in this case it seems more like an issue with the AI difficulty (the bonuses may come into play too early), I didn't test a game with fixed teams, so the AI usually didn't attack me that early. Overall it may be necessary to play the game a bit differently - it's really not that unit-heavy in the beginning.ĮDIT: Actually after reading your post again I'm not sure if you did attack the AI or if you were attacked. But if the map doesn't have a lot of cosmite nodes, it's better to save their modding cost, I think. NPC units (and animals) are useful if you have a lot of cosmite (happens to me often around turn 25) and your regular units don't have enough experience to spend it on them. For the third army I wait until I have a good city that can give them some rank upgrades. The energy from the rewards helps to build a second army. I usually concentrate on camps, exploration sites and landmarks in the early game to get a strong main stack. Anyway, I don't think this is a bad thing because absorbing an enemy empire that early would again allow the player to build large armies and steamroll everything. ![]() ![]() This might make it impossible to rush an enemy AI early (I didn't test this because I generally don't play that aggressive). It is intended that you can only sustain a small number of units in the beginning. Thanks for the mod again, it is really great, so many things are changed and the amount of work is crazy indeed. I am Amazon who have penalties for mountains/fertile plains, that means low energy income also. Have you tried a game with leaving vanilla colonizer costs, which problems did it cause? Of course I am building another colonizer despite I still haven't found any sectors with cosmite. I got 2 units to veteran rank, built 1 core unit, bought 4 NPC tier 1 units, obtained some reward units from quests and my income is -15 with 2 colonies. I mean I can't have just a few colonies and rely on NPC units because they will not have any mods, I can't rely on faction units either because they have 1 mod and thus don't have a chance against double number of AI units (there is no much room for synergy). Click to expand.I am on turn 14 in my game and I think the idea to reduce number of colonies contradicts to increased energy upkeep for evolved units and increased mod cost for NPC.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |