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Look up the faction differences in the manual for more clarification.
2. The AI supply rules differ from those we humans have. The suiciding minors - slavers, nomads, mutants, AI sentinels, arachnids - work as intended; I suspect giving them a better AI would just be too difficult to implement for Vic, the single dev who did this gem of a game.
These minor regimes always rule a 'territory', easy to check with the strategic map overlay. They act dumb because they are dumb.
3. More minor regimes with cities to conquer that are not farmers are raiders and hunters. Raiders are often infantry only and hunters come with, well, hunters. Both come in numbers but can be subdued via diplomacy or superior tech.
4. As laagamer pointed out, major regimes pose more respectable enemies, thus his comment on majors.
5. You want a game with a harder challenge in form of more intelligent AI? Then you want more major regimes. On large worlds you can have at least 11 majors; if some gobble each other up you might face enemies with double the economic potential than you.
And yes, this will slow down turn times.
You can either tune down your expectations on AI enemy difficulty, invest in a SSD drive for games on large planets or play multiplayer against opponents with brains.
I did a 11 major 111 minor at turn 1 start once; It took me three months of real time to conquer that world but boi it was an experience.
There were something like 10 majors, but it seems the aliens and other majors took most of them out quick. I hit the end of the tech tree before finally pushing back the strongest faction to win with over 50 VP to their 24 or 25.
Not saying I am a great player, but that was one setup I had never seen.
I had luck with neighbors and environment, it was a tech III start and a heavy radiated world with thick forests and huge numbers of alien critters but no sentients.
After an early minor conquest I had to colonise 40+ zones, and with meritocracy - commerce - mind I had good leaders, awesome production and tech advantages. And I stole two minor cities from under two different major noses, one had like 30 ruins, so artifact production was a very good help, cloning centers, unit feats etc.
I isolated one major, and was able to destroy two with a) GR nukes and b) overwhelming militia forces from unified minors; militia upgrades every 30 turns and I had early luck with Ancient archives and found combat armour, so my militia had those very early, like turn 50.
It is the world I showcase in The UI explained guide.
beside toggle the 'Survival stress' option to ensure more regimes, there is no way to fine tune which regime you will have. Is partially random regarding the story generation while rolling the planet.
One annoying aspect is that you can't reroll the 'Apocalypse' stage generation or better, reroll just after the recap end screen of planet generation (where you can see how many regimes have been generated and which type they are).
As I said in another topic, this is not like games like Civilization or W40K Gladius where you can fine tune what you want for a map & game generation.
Here it's more like Dwarf Fortress where you generate a whole world.
So, no, there is no way to choose or even guide or affect which regimes types you will face; you can just affect globaly & randomly how numerous they will be regarding size, 'colonization' & 'apocalyse' stages on which you have no control.
This is a design decision, and I understand that it can't satisfy everyone.
Edit: typo.