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I had one game where me and the Kulrathi were tight, and then for the sake of "winning" we had to fight.Also an end game screen would be nice, you know a civ style breakdown of what happened when? Maybe if the diplomatic cost of sacrifice esscalated then the 2 trait point cost would be more appropriate, having said that the diplomacy in this game is weak, I would defo support more victory conditions and a fleshed out system. Where you using the creative bonus to make sure you got every research boosting building?Īs for the BC thing, its nice but yeah not essential, handy for insta building corvete/frigate defense fleets when a surprise attack is inbound if you have a stock pile but its not ever going to be your primary income.ĭefinatly agree with the diplomacy thing tho, if you found out that your foreign exchange fella had been ritually beheaded in the name of some alien god.well if not open war I think a huge tolerance hit would be appropriate. I am interesested in how you managed 500+ rp from a single planet, I have managed the mid 200s as humans on a medium planet before.
#Stardrive 2 a lot of research drivers
Early on that is essentially a free tech per sacrifice and so you can reach mid tech on all trees a lot faster than anybody else, and even capturing a small planet gives a 200rp boost.if its say the Chuk homeworld well damn, you just hit future tech buddy! Seriously though having mass drivers and ecm when your competitors are stuck with ion beams/missles really makes steamrolling enemy planets easy. In combination with the dumb trait it sounds like a fun and likely competitive strategy, but I would say it is by no means OP.Īstasia, I think your underestimating the advantage that those 200rp per scrificed citizen gives (ie not per turn). I've been pretty much ignoring the BC so far, it's not a lot, but it's a nice boost.
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It sounds like a nice early game tech boost if you play aggressively, but it eventually loses out to assimilation in that area. Winning a war against an AI and taking a bunch of planets will give you a quick burst, but it's not sustainable, and I would bet by mid game it's less effective than assimilation.
#Stardrive 2 a lot of research full
How often do you capture planets full of aliens to sacrifice? There are only like 5 or so neutral planets on a 100 star map. Unless you really focus on population growth it will take like 5-10 planets in the "sweet spot" to grow one population every turn average, that sweet spot is not near the pop cap so you are giving up several population worth of other things on a bunch of planets just to get 200 RP/BC per turn (I would bet you that population adds up to more than 200 RP per turn on a tech planet). Late game 500 RP turn from one planet is not hard. A couple tech per scientist buildings on a tech planet and it's hitting the 200+ research per turn mark.
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