![]() Vodyani heroes should prioritize influence and not have any impact in food.Vodyani heroes give bonus FIDSI but not per population (lower population per system normally for that race), like a flat amount or a percentage.Brainwashing minor faction should be useful (by been able to used to leech, even with penalties, or by blocking other factions to assimilate them).Influence should be used to coin essence instead of dust, or have an impact (ideological proliferation/manipulation).Vodyani have bonus influence radius since they are limited in expansion power normally.Vodyani ships can leech any system in their influence radius regardless of diplomatic status (ideological conversion).I mean certain changes would make sense to me: Why would you want gigantic influence areas to "capture" systems by your "culture" if you can't even capture systems that way? One of the most useful research for influence is complete useless to the faction that represent influence gameplay by political choice, I think. Even more, Vodyani heroes have the weirdest skills, like food bonus on systems, for a race that don't use food pretty much to grow. So why would you want influence? Why would your senate want more bonus manpower since you are capped in arks? why the money?. The Vodyani are like a minicraver faction since you are forced to get into conflicts with others to survive, the lore expects you to pretty much destroy intelligent life in the universe. Even more confusing to me is the chosen race to represent this "gameplay": the Vodyani. ![]() But the laws are weird and really can't understand the logic behind them: take hostile action in cold war (non-diplomatic), get more manpower from food (non-diplomatic), get money (you guess it). The last victory condition in ES1 is diplomatic, and it would make sense to correlate this victory with the religious political party, since the diplomatic currency is influence, which improvements increase religious power in the empire. recruit religious heroes? (some victory). For example, militaristic population makes easier the building of ships, gives bonus to having ships orbiting planets and gives rewards for doing battles. Science improvementsĪll the laws tend to converge to adapt an archetype of ES1, and are coherent to an intuitive myriad of senate laws. Scientific: Explore and research (scientific victory).Militarist: destroy them all ( cravers conquest victory).Pacifist: Stay happy, get rich (economic victory).Industrialist: Improve all systems, faster buildings (wonder victory).Ecologist: Colonize planets, all planets to full population (expansion victory).Ok, I understand some game philosophies of some parties or political views in game, and the ties with playstyle and research:
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