Solar War (SW), Duel of Assasins (DoA) and Negative Income
Jun 14, 2015 14:38:51 GMT -5
En1gma likes this
Post by tenbsmith on Jun 14, 2015 14:38:51 GMT -5
I'm playing the Rim 100x100 (62 worlds) map with two enemies on difficulty Hard. Faction break down: Thulun (2 colonies, 3 ships, 9tp, 6ep, 9 morale), Cadar (3c, 3s, 10tp, 5ep, 5m), Rychart (3c, 3s, 9tp, 11ep, 8m). Game date 5.31. Both Nyktos and Sidtax are active. Things were going well.
A Solar War started over a dozen turns back, income dropped but was still positive. I was going to hang in their until I unlocked Faction Diplomacy 4 which includes Trade Ban (70% chance to end a Solar War, 400ep, $1,500). That'd be 26 turns for the unlock plus 19 turns to complete Trade Ban.
Last turn a Spy Battle started and income dropped to -$270. At that rate I'll burn my $5190 saving well before Trade Ban is complete. While my profit will rise once the 4 Projects under construction finish, continued need for Hab Units to keep up with population will keep my income flirting with negative numbers.
The solution to Spy Battle is further down the tech tree, so I'll focus on SW first. (Diplomatic Summit stops a Spy Battle and is unlocked by Rychart 2. At my current rate of research, that's 42 turns away, faster if I end the SW and its -2RP/colony penalty.)
Duel of Assassins (DoA) is unlocked (400ep, 19 turns at 22ep/turn, $250, 75% success). Duel of Assassins replaces a Solar War (SW) with a DoA. This replaces the severe SW penalties (+20% maintenance costs, -2RP per colony)--with the moderate penalties of a DoA (+5% maintenance). I really didn't want to use DoA--without Steel Clan there is no treaty to actively end it, though it'll eventually end on its own. I may bite the bullet and use DoA since it costs less, has a slightly better chance of success, will speed research on the treaty that ends Spy Battle, and is ready to go now.
Alternately, I could try to muddle through and hope income doesn't drop too low.
The biggest probably cause of SW is "bad dice, unbalanced colonies, unbalanced TP, unbalanced Morale." startradersrpg.proboards.com/thread/11527/triggers-solar-war
Clearly, I need to build a 3rd colony for Thulun to achieve balance. But should I do it now or wait until politics are stabilized and income is better.
If you've gotten this far, you clearly love 4x. Kudos to you. I do too. Crazy that I spent an hour reading and figuring to come up with the best course of action for this game. That's depth.
A Solar War started over a dozen turns back, income dropped but was still positive. I was going to hang in their until I unlocked Faction Diplomacy 4 which includes Trade Ban (70% chance to end a Solar War, 400ep, $1,500). That'd be 26 turns for the unlock plus 19 turns to complete Trade Ban.
Last turn a Spy Battle started and income dropped to -$270. At that rate I'll burn my $5190 saving well before Trade Ban is complete. While my profit will rise once the 4 Projects under construction finish, continued need for Hab Units to keep up with population will keep my income flirting with negative numbers.
The solution to Spy Battle is further down the tech tree, so I'll focus on SW first. (Diplomatic Summit stops a Spy Battle and is unlocked by Rychart 2. At my current rate of research, that's 42 turns away, faster if I end the SW and its -2RP/colony penalty.)
Duel of Assassins (DoA) is unlocked (400ep, 19 turns at 22ep/turn, $250, 75% success). Duel of Assassins replaces a Solar War (SW) with a DoA. This replaces the severe SW penalties (+20% maintenance costs, -2RP per colony)--with the moderate penalties of a DoA (+5% maintenance). I really didn't want to use DoA--without Steel Clan there is no treaty to actively end it, though it'll eventually end on its own. I may bite the bullet and use DoA since it costs less, has a slightly better chance of success, will speed research on the treaty that ends Spy Battle, and is ready to go now.
Alternately, I could try to muddle through and hope income doesn't drop too low.
The biggest probably cause of SW is "bad dice, unbalanced colonies, unbalanced TP, unbalanced Morale." startradersrpg.proboards.com/thread/11527/triggers-solar-war
Clearly, I need to build a 3rd colony for Thulun to achieve balance. But should I do it now or wait until politics are stabilized and income is better.
If you've gotten this far, you clearly love 4x. Kudos to you. I do too. Crazy that I spent an hour reading and figuring to come up with the best course of action for this game. That's depth.