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IDProjectCategoryLast Update
0001885AI War 1 / ClassicGameplay IssueDec 23, 2010 6:42 pm
ReporterVinraith Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version4.055 
Summary0001885: Spire Civilians are kind of a raw deal
DescriptionThey function fine, I think, as an additional AIP increase, the problem comes in trying to neutralize or capture them. First off, they appear to be non-targetable unless you control the system, so one can't just hunt the collaborators down and be done with them. On the other hand, it doesn't make a lot of sense to capture them either. It costs 20 AIP to capture the system, so at -1 AIP per hour you'd have to hold them for 20 hours to break even. That's not very likely to happen.

Either a higher rate of AIP progress reduction, an initial "burst" of AIP to compensate for the cost of taking the system, or at least the ability to destroy them without taking the system would make the whole thing better balanced and more interesting.
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Toll

Dec 7, 2010 3:32 pm

reporter   ~0005539

Technically, it'd "only" take 10 hours to break even. If you don't capture them, it's +1, if you do, it's -1, so the difference is -2 per hour. Doesn't make it much better, but still...

Vinraith

Dec 10, 2010 1:30 pm

reporter   ~0005873

@Toll

Good point, I suppose it depends on frame of reference. Still, though, it's unlikely that you'd be able to ever make a profit off these things in a normal game, even if you made a point of capturing all of them. Even breaking even is a virtual impossibility. If it's intended to be a "pure hindrance" minor faction that's well and good, but that wasn't my initial impression.

Suzera

Dec 10, 2010 1:34 pm

reporter   ~0005875

Last edited: Dec 10, 2010 1:34 pm

You still get 3k knowledge from taking the system. The civilians are a reduction from that 20AIP for 3k knowledge.
There is a force attack key that you can use to attack mk 4 factories, ARS and such unless it got removed. You might be able to use that to blow them up instead of capping the planet.

Lancefighter

Dec 10, 2010 3:40 pm

reporter   ~0005905

mind that the group itself is still netting a loss until twice as long as it takes you to capture all of them....

I cant see this being anything other than a loss for the player unless he is playing a game that is going in excess of.. id say 20 hours.

Nice Save

Dec 10, 2010 5:50 pm

reporter   ~0005910

Maybe if the AIP that had been added so far was neutralised, or converted into AIP reduction as if you had owned them all along.

Master Cylinder Pants

Dec 22, 2010 11:43 pm

reporter   ~0006829

Last edited: Dec 22, 2010 11:44 pm

@Vinraith
Agreed - if they are intended to be a "pure hindrance" as you say then they're working just fine and they do represent a somewhat different AIP accrual mechanic.
But, if not, I think something needs to be done to balance it out, perhaps a faster rate of recovery (-5 per hour?).. or as Nice Save suggested immediate removal of previously accrued AIP when you capture one and then -1. Of course no help (no removal or -1 - just no more +1) if you kill it.

MaxAstro

Dec 22, 2010 11:51 pm

reporter   ~0006832

I agree, at the moment the civilian leaders are 90% of the time more bad than good, unless you prioritize capturing them all right away (only really possible on a small planet), or have a very long game and capture them reasonably soon.

Fleet

Dec 23, 2010 3:38 pm

reporter   ~0006897

Howabout the civilian city take the place of the command station on those 10 planets with cities? That's 15 less AIP for taking the system, which means you will benefit in a more reasonable amount of time.

Chris_McElligottPark

Dec 23, 2010 6:32 pm

administrator   ~0006975

* When Spire Civilian Leader outposts are captured, they now reduce the AI Progress by 3 every hour, rather than the former value of 1. Until captured, they still keep increasing the AI Progress by 1.

Vinraith

Dec 23, 2010 6:41 pm

reporter   ~0006978

That'll do it. Thanks x!

Chris_McElligottPark

Dec 23, 2010 6:42 pm

administrator   ~0006979

You bet!

Issue History

Date Modified Username Field Change
Dec 7, 2010 3:16 pm Vinraith New Issue
Dec 7, 2010 3:32 pm Toll Note Added: 0005539
Dec 10, 2010 1:30 pm Vinraith Note Added: 0005873
Dec 10, 2010 1:34 pm Suzera Note Added: 0005875
Dec 10, 2010 1:34 pm Suzera Note Edited: 0005875
Dec 10, 2010 3:40 pm Lancefighter Note Added: 0005905
Dec 10, 2010 5:50 pm Nice Save Note Added: 0005910
Dec 22, 2010 11:43 pm Master Cylinder Pants Note Added: 0006829
Dec 22, 2010 11:44 pm Master Cylinder Pants Note Edited: 0006829
Dec 22, 2010 11:51 pm MaxAstro Note Added: 0006832
Dec 23, 2010 3:38 pm Fleet Note Added: 0006897
Dec 23, 2010 6:32 pm Chris_McElligottPark Note Added: 0006975
Dec 23, 2010 6:32 pm Chris_McElligottPark Status new => resolved
Dec 23, 2010 6:32 pm Chris_McElligottPark Fixed in Version => 4.055
Dec 23, 2010 6:32 pm Chris_McElligottPark Resolution open => fixed
Dec 23, 2010 6:32 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 23, 2010 6:41 pm Vinraith Note Added: 0006978
Dec 23, 2010 6:42 pm Chris_McElligottPark Note Added: 0006979
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue