|
Post by roman566 on Jan 20, 2015 14:34:14 GMT -5
Seriously, that's not even fun. RNG decided that I need a Spy Battle, OK I can live with that. The it has decided that I need ANOTHER Spy Battle... fine, I will stop everything and survive... somehow. Then it has decided that two spy battles is not enough and I need a Trade Embargo... I have somehow managed to end it only for it to be replaced by a Trade War. At that point I had to scuttle the fleet and my treasury was gone. But hey, I might survive that. Hundred or so turns later both battles has ended, Trade War ended replaced by an Alliance... the problem? With no money I could not build houses and spice buildings causing all my planets to end with 1 morale. Cue deficit even AFTER I had not negative treaties. Game over.
I have lost because RNG decided that. There was nothing I could do, no brilliant strategy, no trick, no plan, no nothing. That's a bad design. Very bad design, there is no challenge because there is no way to win against that. Only hit Main Menu and start anew.
|
|
|
Post by Cory Trese on Jan 20, 2015 14:42:20 GMT -5
Thanks for the feedback. We need to do more to provide the player feedback about the influences and factors that are generating the political matrix. The fact that you feel it is all RNG shows that we need to do more to present the facts!
|
|
|
Post by roman566 on Jan 20, 2015 17:43:37 GMT -5
I started another game, this time it started from the other end - Trade War, Spy Battle and Spy Battle... But this time I heavily invested in mines so I am still solvent. I did have over a dozen mines in the previous game but I guess it was not enough or something.
It might be a good idea to add a timer to some negative treaties. They would show up later in game when player has a chance to actually deal with them. Then failing to fight them would be because of poor strategy choices and not because there is nothing that can be done.
I am also curious about something, New Treaty can be selected even when I do not have enough funds required for it (when I have part of the funds it only takes that money leaving me with 0 cash, when I am in the negative I pay nothing). While idea is good, if I had technology I would be able to deal with Spy Battle even while not having any cash or ability to earn it, it leaves opening for exploitation - spend all the money on buildings then start a new treaty, cancel buildings and you got a free treaty. Maybe have cash go into negative when buying new treaties? This way player can somehow dig himself up by spamming treaties to cancel negative ones and hoping than it works while preventing the exploit I have mentioned. Kind of like RL governments are doing with their budget...
|
|
|
Post by En1gma on Jan 20, 2015 18:27:00 GMT -5
Are you colonizing at an even pace between all your factions? Same goes for ship construction...
These factions are insanely jealous sometimes... Sometimes having two systems when the third only has one can upset them, causing these conflicts to break out... When you develop, always try to stay as even as possible.
Re: New Treaties. Be happy that you can begin them without having the monies to post for them. If I remember correctly they just take twice as long to complete. I say to be happy you can do this, because before the rules were changed to allow this, going into a deficit with these political issues was suicide.
|
|
|
Post by khamya9 on Jan 20, 2015 20:16:34 GMT -5
I am also curious about something, New Treaty can be selected even when I do not have enough funds required for it (when I have part of the funds it only takes that money leaving me with 0 cash, when I am in the negative I pay nothing). While idea is good, if I had technology I would be able to deal with Spy Battle even while not having any cash or ability to earn it, it leaves opening for exploitation - spend all the money on buildings then start a new treaty, cancel buildings and you got a free treaty. Maybe have cash go into negative when buying new treaties? This way player can somehow dig himself up by spamming treaties to cancel negative ones and hoping than it works while preventing the exploit I have mentioned. Kind of like RL governments are doing with their budget... You can always star a new treaty,but if you don't have enough credits to pay for it, the treaty will take double the rp to complete.
|
|
|
Post by Cory Trese on Jan 20, 2015 20:20:10 GMT -5
There are timers on all negative treaties.
|
|
|
Post by roman566 on Jan 21, 2015 2:32:52 GMT -5
There are timers on all negative treaties. I guess I will have to rush the anti Spy Battle tech then.
|
|
|
Post by Deleted on Jan 21, 2015 4:20:16 GMT -5
There are timers on all negative treaties. I guess I will have to rush the anti Spy Battle tech then. Good idea. If politics is your biggest problem, you want to invest in treaties (faction diplomacy and Richard tech), EP (palaces) and the economy (mining) to end negative conflicts when they occur quickly. Also, some tips to prevent negative conflicts from occurring in the first place: - Having the same number of colonies for each faction reduces conflict - Having the same number of ships for each faction reduces conflict - Making your factions all clans or syndicates (as opposed to mixed) reduces conflict - Keeping diplomatic efforts active reduces conflict and increases durability of positive alliences I haven't had any negative conflicts occur for years. I keep faction power even between all of the factions, maintain a triple alliance, and execute trade meetings every turn to prevent diplomatic efforts from being suspended and promote continued faction cooperation.
|
|
|
Post by roman566 on Jan 21, 2015 4:37:19 GMT -5
This looks nice in theory, but I got the first trade war when I had the same amount of colonies, ships (none, I had not yet build any ships, and it was a good thing as I would have to scrap them the moment the second Spy Battle hit) and the same type of factions. Diplomacy was working all the time... cue Trade War and two spy battles. Two games ago I did exactly the opposite - mixed factions, imbalanced colonies and ship counts, diplomacy more or less active and problems? None whatsoever. Hence my claim it's because RNG not because of what I have done or not done. Rushing sounds nice in theory, but even if I ignored everything that does not boost research I would be 50+ turns from getting treaty to deal with the Spy Battle the moment the first one hit. Getting there is rather expensive and the only cheap way of increasing RP is spamming Spice Den... when I am doing that I am not spamming mines causing the economy to crash the moment bad treaties start. The funniest thing is that all those negative treaties hit me in a time span of less than ten turns. When it rains, it pours I guess...
EDIT A little update on the game I play, it feels like a roller coaster. I managed to deal with one Spy Battle, then trade war upgraded to solar war, I have switched to deal with that one. Before I was able to complete the treaty the war ended due to increased Xeno activity... So I switch to deal with the second Spy Battle... Again, I have failed to complete my treaty as Spy Battle upgraded to Solar war, cue another treaty switch. Not even two turns later Solar Was switches to a Trade Alliance... Seriously, what those guys out there are doing? Do they have a dart board with various diplomatic stances and they just throw darts randomly to establish how to ruin my empire this time?
EDIT2 Two turns later... Trade War...
Edit 3 And game over. The xeno has arrived. With no economy or military tech to speak of I have no means of defending myself. I will try again, this time I won't bother with trade and go solely with mining income. Trade is not worth it.
Game number 3 Turn 68 - Spy Battle... are you sure this timer thing is working?
|
|
|
Post by fallen on Jan 21, 2015 10:12:43 GMT -5
roman566 - what difficulty are you playing on? I double checked the timers and absolutely -- all politics expire.
|
|
|
Post by Cory Trese on Jan 21, 2015 10:13:37 GMT -5
Yeah -- very sure that it is working, always good to double check.
What map and difficulty is giving you such a hard time?
|
|
|
Post by roman566 on Jan 21, 2015 10:21:04 GMT -5
Tutorial. Impossible.
I was talking about a timer that prevents certain politics from kicking in before player has even a chance to deal with them. I had no ability to deal with the latest spy battle in 68 turn.
|
|
|
Post by fallen on Jan 21, 2015 10:30:01 GMT -5
roman566 - what version of the game are you playing? You can snag the version off the main menu.
|
|
|
Post by roman566 on Jan 21, 2015 10:30:46 GMT -5
v2.0.7
|
|
|
Post by Cory Trese on Jan 21, 2015 10:33:03 GMT -5
Tutorial. Impossible. I was talking about a timer that prevents certain politics from kicking in before player has even a chance to deal with them. I had no ability to deal with the latest spy battle in 68 turn. Yeah, that counter to prevent certain politics from kicking in before the player has a chance to deal with them is turned OFF on Impossible. Most protective counters are off on Impossible. I would strong suggest that you master Normal before trying the harder difficulties. Impossible is there for people who want to struggle and probably suffer regular defeat from nasty Xeno AI, hyper-sensitive economy and hostile Factions.
|
|