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Can you share a link? I am lazy to read it all over again.
Btw @tnevolin Pirates are really awful with production - you should give them back that +1 mineral on sea at some point earlier. It takes ages for them to get that tech for +1 mineral platforms, they still don't have it. They have strong start, but midgame and later they are terrible. I'll submit the save if you want to take a look.
Yea that's another aside. Econ and labs from specialists shouldn't avoid EFFIC penalties. Psych I suppose has to avoid it or bases could riot forever.Perhaps going to 0% energy is a little much. Creches could get you back to some given %. And those far bases would still produce minerals. IMO it's the only way to curb ICS.
This is really ugly system - reminds me of civ 3 corruption, nobody wants useless bases.
I suppose it's a subjective thing. I don't really feel that effic/b-drones really slow down ICS all that much. Between minerals and specialists being exempt. Plus most bases don't suffer that much inefficiency since it's by distance. As long as you don't run low EFFIC
I reallly dislike the added randomness in the combat system. The armor/weapon equality in early game had the effect I anticipated. I had Roze's heavily armored units sitting next to my forest/sensor for 10+ turns. Neither side could attack so we were just staring at each other.
So The Ascent to Trascendance cost 3000 minerals and Pirates are building it in base with 11 mineral per turn.. And rush it 106 turns to completion.. for approx. 4000 gold. I had it way more completed and it costed 14000 to rush.Looks like it would be a good idea to somehow limit AI rushing ^^. Would it be possible to limit SP rushing only when project is 50% complete with minerals..? So one cant rush like this. AI transcend has big discounts - that could be changed as well if first suggestion doesnt work?