giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on May 11, 2016 6:03:58 GMT -5
Recently I decided to try each of the combat strong faction from each syndicate and great house. The game play was interesting, especially the politics, because they are all kind of aligned.
Has anyone else tried this?
Was your experience similar?
I only played in early tech game, up to about factory 2,house3.
|
|
|
Post by fallen on May 11, 2016 9:07:01 GMT -5
giddion - which three Factions eexactly?
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on May 11, 2016 16:47:04 GMT -5
Cadar, steel song and alta mesa
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on May 11, 2016 16:47:26 GMT -5
They seem very happy with each other.
|
|
|
Post by Cory Trese on May 16, 2016 9:01:23 GMT -5
Any collection of Factions can be relatively peaceful, if guided and balanced well.
Syndicates + Clans have a higher chance of Conflict escalation and some of them have specific ways they like to cause trouble (Steel Song likes Assassins, for example.)
|
|
Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
|
Post by Darth Cthoras on Jul 10, 2016 18:05:07 GMT -5
giddion Speaking of factions, I found some great success in the free version by using the De Valtos and Rychart Colony Hives as WALLS OF HP instead of colonizing to keep the Alien ships distracted for years trying to smash them open. Meanwhile, the Cadari are busy populating systems and upgrading their tech and ships.
|
|
|
Post by Cory Trese on Jul 10, 2016 19:17:39 GMT -5
giddion Speaking of factions, I found some great success in the free version by using the De Valtos and Rychart Colony Hives as WALLS OF HP instead of colonizing to keep the Alien ships distracted for years trying to smash them open. Meanwhile, the Cadari are busy populating systems and upgrading their tech and ships. Ticket #3285 4X - Bug - Colony Hive Bug To-do item to make you automatically lose the game if you don't use all 3 Colony ships in the first 12 Turns.
|
|
Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
|
Factions
Jul 10, 2016 19:34:02 GMT -5
via mobile
Post by Darth Cthoras on Jul 10, 2016 19:34:02 GMT -5
giddion Speaking of factions, I found some great success in the free version by using the De Valtos and Rychart Colony Hives as WALLS OF HP instead of colonizing to keep the Alien ships distracted for years trying to smash them open. Meanwhile, the Cadari are busy populating systems and upgrading their tech and ships. Ticket #3285 4X - Bug - Colony Hive Bug To-do item to make you automatically lose the game if you don't use all 3 Colony ships in the first 12 Turns. All of my hate. You have it now. I don't WANT three factions! I just want Cadari. If I could have found a way to destroy or disband those other two Hives, I would have.
|
|
|
Post by Cory Trese on Jul 10, 2016 19:42:06 GMT -5
Ticket #3285 4X - Bug - Colony Hive Bug To-do item to make you automatically lose the game if you don't use all 3 Colony ships in the first 12 Turns. All of my hate. You have it now. I don't WANT three factions! I just want Cadari. If I could have found a way to destroy or disband those other two Hives, I would have. Sorry. Do you want a refund?
|
|
Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
|
Factions
Jul 10, 2016 19:46:29 GMT -5
via mobile
Post by Darth Cthoras on Jul 10, 2016 19:46:29 GMT -5
Cory Trese Nope. Those colonies will make great buffer worlds to eat the xeno attacks. Ahahahahah!!!
|
|
|
Factions
Jul 11, 2016 2:34:00 GMT -5
via mobile
Post by Zer0Winds on Jul 11, 2016 2:34:00 GMT -5
Steel Song, Cadar, and Moklumunue, or however you spell that word... How do SAY it? Anyway, long story short, they hated each other, and funny enough, Steel Song and Cadar allied. Not for long. But they did.
|
|
sennett
Consul
[ Patreon ]
Posts: 149
|
Factions
Jul 11, 2016 8:00:08 GMT -5
via mobile
Post by sennett on Jul 11, 2016 8:00:08 GMT -5
Could you extend the time for losing the game some. I like to spread my starting colonies out some and 12 turns is to short of a time to do so. 20 turns would realy be better.
|
|
|
Post by tenbsmith on Jul 11, 2016 10:50:39 GMT -5
I agree the game should not allow the player to profit from using Colony Hives as shields. I'd prefer a solution to this problem that makes it relatively easy for Xeno to destroy Colony Hive ships--lower the Colony Hive Hull Points and allow Xeno to damage them fairly easily. This 'player behavior' solution would encourage players to colonize quickly to avoid losing the Colony Hive ships, and significantly reduce the utility of Colony Hives as 'shields'. It would also increase the risk and tension of sending Hives off to far corners of the quadrant to colonize.
On the other, hand having fewer than three factions colonized may ruin game mechanics or balance. This could make it necessary for players to lose early when they fail to colonize all three factions. In this case, the game should provide a warning notification several turns ahead of losing; something like this: "The leaders of [uncolonized factions listed here] are outraged by your failure to create [a colony /or/ colonies] colonies for their weary people. If you fail to create [a colony for this faction /or/ colonies for these factions] in the next 5 turns, you will be deposed (game over)."
Edit: minor edit to the notification immediately above.
|
|
|
Post by Cory Trese on Jul 11, 2016 11:46:41 GMT -5
Could you extend the time for losing the game some. I like to spread my starting colonies out some and 12 turns is to short of a time to do so. 20 turns would realy be better. Ok, I will use 20 instead.
|
|
|
Post by Cory Trese on Jul 11, 2016 11:46:55 GMT -5
I agree the game should not allow the player to profit from using Colony Hives as shields. I'd prefer a solution to this problem that makes it relatively easy for Xeno to destroy Colony Hive ships--lower the Colony Hive Hull Points and allow Xeno to damage them fairly easily. This 'player behavior' solution would encourage players to colonize quickly to avoid losing the Colony Hive ships, and significantly reduce the utility of Colony Hives as 'shields'. It would also increase the risk and tension of sending Hives off to far corners of the quadrant to colonize. On the other, hand having fewer than three factions colonized may ruin game mechanics or balance. This could make it necessary for players to lose early when they fail to colonize all three factions. In this case, the game should provide a warning notification several turns ahead of losing; something like this: "The leaders of [uncolonized factions listed here] are outraged by your failure to create colonies for their weary people. If you fail to create [a colony for this faction /or/ colonies for these factions] in the next 5 turns, you will be deposed (game over)." Very good!
|
|