giddion
Hero
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Everything is always relative!
Posts: 203
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Post by giddion on Jul 22, 2015 17:40:41 GMT -5
It would be good to have an early diplomatic tech that allowed for martial law, it obviously need a to be balanced, but it should break any and all political situations for a duration of 10-20 turns.
I am crippled with constant political turmoil and when a break one of the issues, another appears within a few turns, it has been unrelenting, and now I am in so much debt I am beat to quit. As I cannot see a way back from here. Even if I can break it now and recover a fragment of my economy, it will still be 10+ turns before I break even, and then I'll probably be back in the same pit again.
I am playing crazy difficulty on a small 32x32 map.
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Post by darkeliment217 on Aug 7, 2015 17:02:23 GMT -5
If you resolve the issues as soon as they appear, and don't let them stack up, there shouldn't be any need of something like Martial Law. If, on Crazy, you get hit fast and hard by political turmoil, focus virtually all of your research on the Faction Politics branch so that you can nip any conflicts in the bud. That's what I do for the hard difficulty, and I'm usually able to spend virtually the entire game with at least 2 trade alliances, since I can use trade meetings as a cheap way to extend them.
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Post by Brutus Aurelius on Aug 7, 2015 17:54:35 GMT -5
It would be good to have an early diplomatic tech that allowed for martial law, it obviously need a to be balanced, but it should break any and all political situations for a duration of 10-20 turns. I am crippled with constant political turmoil and when a break one of the issues, another appears within a few turns, it has been unrelenting, and now I am in so much debt I am beat to quit. As I cannot see a way back from here. Even if I can break it now and recover a fragment of my economy, it will still be 10+ turns before I break even, and then I'll probably be back in the same pit again. I am playing crazy difficulty on a small 32x32 map. Political turmoil can spring from a number of factors. The more balanced the Factions, the more cooperative they will be. Each Faction should have the same number of Colonies, roughly the same number of ships, and roughly equal levels of trade, espionage and research. This will discourage negative politics, while promoting cooperation.
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