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Post by MTKnife on Dec 23, 2014 21:07:55 GMT -5
So...I was humming along more or less happily, fighting off a major attack and dealing with a faltering economy (caused largely by the need to build and maintain ships), but I'd recovered. Then I got hit with my first solar war--I immediately tried Duel of Assassins, but that didn't work, and in the meantime, my income had profit had gone from a couple of hundred a turn to negative, draining my treasury, and so I seem to be locked in a death spiral, since I can't attempt Duel of Assassins (or anything else) again.
Is there any way out of it? That's kind of harsh for a random event that I actually did deal with as best as I could.
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Post by En1gma on Dec 23, 2014 21:14:56 GMT -5
MTKnife- You need to use Trade Sanctions 3. It's researched by Faction Diplomacy 4. It's got a 75% success rating, so it should work for you.
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Post by Deleted on Dec 23, 2014 22:07:26 GMT -5
MTKnife- You need to use Trade Sanctions 3. It's researched by Faction Diplomacy 4. It's got a 75% success rating, so it should work for you. En1gma is right - Use Trade Sanctions III. You also want to maintain a large treasury as a reserve so that if you get into a solar war A) your economy can hold out until you end it and B) you have enough money to subsidize a trade sanctions III (or duel of assassins) which will end the conflict more quickly. Lastly, invest in EP, which is mainly obtained through palaces and secondarily from exchanges. EP, short for Espionage Points, makes treaties work faster. One more thing - you said that you tried duel of assassins and it didn't work. If a treaty doesn't work, just try it again. Any treaty will work eventually if purchased enough times. Even if you don't have any money, you can STILL buy a treaty (although depending on the difficulty, buying a treaty without sufficient credits will make it take longer).
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Post by MTKnife on Dec 23, 2014 23:43:59 GMT -5
Well yes, if I'd had money I could have done tried the treaty again--but by the time the treaty failed I was already at -2000 or so.
Eventually, the solar war did end--due to the usual alien rumors. Even if I had been able to attempt another treaty, I think the conflict would have ended at about the same time. Ironically, the end of the solar war happened at almost exactly the same time the aliens decide to go home. I was able to get my treasury positive and build some hab units before the aliens attacked again and another solar war started, again, at almost exactly the same time, but I never got a chance to build the advanced ships that would have been needed to fend off the attack, and the game is pretty much lost now.
I know Cory says this is working as intended, but it seems silly that I'm got the solar wars at exactly the times when the alien threat was greatest--that vague rumors have more impact on public opinion, apparently, than ships in battle and actual colonies being destroyed (and as for the "government reports of battles are dismissed as propaganda" explanation, I'm not sure why the star traders who supply fuel and repairs to a fleet actively engaged in combat spread fewer rumors than the ones who have vague evidence of aliens).
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Post by Deleted on Dec 24, 2014 0:42:32 GMT -5
Well yes, if I'd had money I could have done tried the treaty again--but by the time the treaty failed I was already at -2000 or so. Eventually, the solar war did end--due to the usual alien rumors. Even if I had been able to attempt another treaty, I think the conflict would have ended at about the same time. Ironically, the end of the solar war happened at almost exactly the same time the aliens decide to go home. I was able to get my treasury positive and build some hab units before the aliens attacked again and another solar war started, again, at almost exactly the same time, but I never got a chance to build the advanced ships that would have been needed to fend off the attack, and the game is pretty much lost now. I know Cory says this is working as intended, but it seems silly that I'm got the solar wars at exactly the times when the alien threat was greatest--that vague rumors have more impact on public opinion, apparently, than ships in battle and actual colonies being destroyed (and as for the "government reports of battles are dismissed as propaganda" explanation, I'm not sure why the star traders who supply fuel and repairs to a fleet actively engaged in combat spread fewer rumors than the ones who have vague evidence of aliens). Well, Solar Wars are't rumors - they're wars. Total, militaristic wars between factions who have vowed to destroy each other. Politics do play a huge role in the economy, and because of that it is my opinion that politics are in fact the most important part of the game, not military strength. I used to die all the time because of solar wars and trade embargoes as well, but since investing my research in treaties more, saving more credits than spending and building more EP, it hasn't been a problem. Keep in mind too, you can still buy treaties even with a negative treasury. It will just take much longer.
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Post by thehowler on Dec 24, 2014 6:40:33 GMT -5
I'm playing a game on hard and at one point I had a solar war, trade embargo and spy battle at the same time. Still managed to stay in the positive for profit each turn. I think it has to do with my clan javat pumping with 3 mining colonies, or the crazy amount of tp I have. But I do know it's possible to stay profitable through the worst politics if done right. I've also not had any serious alien incursions so it could be that as well haha.
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Post by Deleted on Dec 24, 2014 8:48:52 GMT -5
I'm playing a game on hard and at one point I had a solar war, trade embargo and spy battle at the same time. Still managed to stay in the positive for profit each turn. I think it has to do with my clan javat pumping with 3 mining colonies, or the crazy amount of tp I have. But I do know it's possible to stay profitable through the worst politics if done right. I've also not had any serious alien incursions so it could be that as well haha. That won't work later in the game though. As maintenance rates get higher and you obtain more conflict-dependent TP, you'll notice politics playing a greater role. For example, I've had my income go from 4k to negative 2k, all from ONE conflict. You'll need lots of treaties and EP under your belt to stay alive, as well as a decent reserve in the treasury.
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Post by Officer Genious on Dec 24, 2014 9:53:33 GMT -5
Aside from what everyone else said, I recommend building ships towards a specialty-- as in have assault ships focus on high armor and guns (only need maybe 3 per frontier planet that likely will be attacked), one or two cruisers focused on torps (depending on whether this planet will be focused on during an alien attack), an assault fighter or two with good boarding and evasion (number depending on whether planet is focus of alien attack) and a Repair ship with high repairs and little else. Generally, my battle plan goes like this: wait for the aliens to get as close as possible so no one is ever out of support range of others/I keep my refuel benefits from my planet (this may require shuffling your ships around orbit). As alien fighters close in, I loosen them up with torps from the cruisers (early on, they *love* running ahead of alien missile ships) before finishing them off with my attack ships. For missile ships (they tend to come in groups), pick the one with the least number of enemies in a four-square radius (covers enemy support range for movement and guns/missiles) and send your assault fighter (the boarding one) to that one. Usually, you'll only need one assault to kick that missile to death while the other two can gang up on another missile ship. World Killers get everyone and their grandmas gunning for them. Depending on whether the planet is a focus of alien attack, you may not even need that boarding ship, which will save you money! Obsolete veterans can be cycled to planets less likely to be attacked as reinforcements if your budget allows it. While a bit pricey at first, the small number of ships and high longevity of this shipbuilding strategy has made my life substantially easier (I didn't need ship upgrades after the first alien attack until they reached level 3 on Hard, and I still use my veterans as reinforcements as they have 20+xp to crit with. ;D ). I hope that helps at least a little bit. In other news, my autocorrect tried to replace "loosen them up with torps" with "loosen them up with girls". Thank *you*, autocorrect! -_-
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Post by MTKnife on Dec 24, 2014 13:32:37 GMT -5
Well, Solar Wars are't rumors - they're wars. But rumors (of aliens) are one thing that can end them. As others have said before, it seems odd that mere rumors of aliens can cause the factions to unite and end a solar war, but actual, full scale warfare with the aliens can't. It's not very (for lack of a better term) "realistic". I don't see how. Don't you have to pay in order to start the treaty process?
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Post by Officer Genious on Dec 24, 2014 14:15:48 GMT -5
Not when you're below $0. Instead of paying in money, the treaty takes twice as long to push through than usual (200 EP treaties take 400 EP, for example). It was a big issue early on in the release and a significantly longer wait time for the treaty to go through was the compromise developers and forumers agreed on.
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Post by En1gma on Dec 24, 2014 14:38:37 GMT -5
Definitely something to be happy for- going negative with Solar Wars or Trade Wars before the rules got changed pretty much meant game over...
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Post by hlo on Jan 18, 2015 10:33:27 GMT -5
Complaint many times in the past. Solar War when star traders mentioned increasing xeno activities. Actually in a shooting war does count. That was the way Cory and Fallen have been saying.
Also we need a war to deal with Duel of Assassins earlier in the game. I ended the Solar War and make it "Duel of Assassins". Unfortunately the politic to end "Duel of Assassins" will not be there for many game years even if I am in a peaceful situation, I am not! Move that up or limit it to a certain number of turns in early game and high difficulties.
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Post by Deleted on Jan 18, 2015 19:50:26 GMT -5
Complaint many times in the past. Solar War when star traders mentioned increasing xeno activities. Actually in a shooting war does count. That was the way Cory and Fallen have been saying. Also we need a way to deal with Duel of Assassins earlier in the game. I ended the Solar War and make it "Duel of Assassins". Unfortunately the politic to end "Duel of Assassins" will not be there for many game years even if I am in a peaceful situation, I am not! Move that up or limit it to a certain number of turns in early game and high difficulties. Well there is one treaty to end 'Duel of Assassins' but its a Steel Song exclusive. If you don't have Steel Song as one of your factions, it could be a very long time before the duel of assassins ends. That's why I always get the second faction politics tech tree and get the treaty that ends a solar war altogether as soon as possible. The duel of assassins treaty should only be for players who are just starting out. Also, the negative effects of a duel of assassins is significantly less than other negative politics (solar war, trade war, trade embargo). That being said, I agree that there should be a treaty that's unlocked with the duel of assassins treaty that ends a duel of assassins.
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Post by hlo on Jan 18, 2015 20:22:01 GMT -5
Problem is there seems to be NO WAY to prevent a solar war. I play Hard difficulty and keep balanced growth in terms of colonies per faction. If they come up after 10 years, the effect will be less since you are fairly established by then to weather a Solar War. The worst time is when you just get forced into a fight with xeno.
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Post by Deleted on Jan 18, 2015 22:49:27 GMT -5
Problem is there seems to be NO WAY to prevent a solar war. I play Hard difficulty and keep balanced growth in terms of colonies per faction. If they come up after 10 years, the effect will be less since you are fairly established by then to weather a Solar War. The worst time is when you just get forced into a fight with xeno. Not necessarily. I've had 3 alliences for the past 5 years. Keeping colonies and ships balanced between factions and maintaining 3 alliences simutaniously seems to be a good general deterrent. Besides, even if you do get into a Solar War, you can quickly get out of it with the right treaties, high EP and enough money.
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