@@100stratman Here I have some ideas for abilities for these civs: TEC Loyalists Wealthy // Because they are “Traders”, but focused on interior trade. Vigilant // Because they have good defenses. TEC Rebels Crime Lords // Because they can work with pirates. Experienced /// Because they are good at fighting. Vassari Loyalists Slavers // Because they have technologies about enslavement. Raiders // Because they do raid people. Vassari Rebels Certain // Because they have good influence. Unrelenting // Because they have good influence and still fight well. Adwent Loyalists Cybernetics // Because they are cybernetic, and they have life extensions. Loyal // Because they are very loyal, and for the NeuralLink improvement. Adwent Rebels Devout // Because they are religious and devoted. Unwavering // Because they are good at defensive influence. Things after // are comments.
I still don't know why you have prestige on. I feels like such a hollow victory and it just makes you have to rush military to kill people. Instead of trying out whatever game plan you are doing.
In this case, I was planning to make military and kill anyway, but the prestige makes the situation less optimal and less comfortable than it otherwise could be. There is a clear time frame I have in which to prepare and act. This lends extra weight to the decisions that need to be made. I'm not defending the prestige, i think as a win condition it needs more work and no one should win one without ascension crystals or doing galactic wonders or challenges. And it is possible to end up in situations where nothing you do will prevent the victory which flat out sucks. But if we are going to lose, we can just turn it off mid game xD
Excellent. Is it possible thatyouw will do the Sins civs to the next run?
I don't know that I will. I'll need to look at the Sins again and see what the gimmick for the races were.
@@100stratman Here I have some ideas for abilities for these civs:
TEC Loyalists
Wealthy // Because they are “Traders”, but focused on interior trade.
Vigilant // Because they have good defenses.
TEC Rebels
Crime Lords // Because they can work with pirates.
Experienced /// Because they are good at fighting.
Vassari Loyalists
Slavers // Because they have technologies about enslavement.
Raiders // Because they do raid people.
Vassari Rebels
Certain // Because they have good influence.
Unrelenting // Because they have good influence and still fight well.
Adwent Loyalists
Cybernetics // Because they are cybernetic, and they have life extensions.
Loyal // Because they are very loyal, and for the NeuralLink improvement.
Adwent Rebels
Devout // Because they are religious and devoted.
Unwavering // Because they are good at defensive influence.
Things after // are comments.
I still don't know why you have prestige on. I feels like such a hollow victory and it just makes you have to rush military to kill people. Instead of trying out whatever game plan you are doing.
In this case, I was planning to make military and kill anyway, but the prestige makes the situation less optimal and less comfortable than it otherwise could be. There is a clear time frame I have in which to prepare and act. This lends extra weight to the decisions that need to be made.
I'm not defending the prestige, i think as a win condition it needs more work and no one should win one without ascension crystals or doing galactic wonders or challenges. And it is possible to end up in situations where nothing you do will prevent the victory which flat out sucks. But if we are going to lose, we can just turn it off mid game xD
@100stratman gotta zerg rush I guess