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You can research three techs max, and three projects max but if you devoted equal effort to each it could take you up to a decade to gain access to any benefit. And focusing efforts leads to the issue that there are MANY techs and projects to research. Focusing on one or two just makes the other ones last even longer.
Councillors and orgs are the only hard assets a faction has, target them there for long term advantages.
oh and hostile takeover as many things as ou can from servants that allow for assassination or detainment
You are right that councilors are the only hard assets in a faction... including yourself. You have 5-6 guys to: control nations, advise nations, reinforce assets, search for aliens, search for enemy agents, kill agents, turn agents, study agents, study aliens,destroy alien assets, steal projects, slow projects, stabilize a nation, destablize a nation, increase public support, coups, flip stations, flip habs, flips ships, check in on other agents and motivate other agents. All that in a world with over 50 countries, and a system with over 100 hab and station spots.
This is yet another issue. I appreciate the advice to use agents, but their hands are pretty busy too.
I get the feeling there's not that much limiting snowballing (on either side), some people are struggling from the start and others get way ahead. I wonder if any thought has been put into letting players recover from a bad position or if it's totally sink or swim
humanity at first was at 21% control of the planet and owned half of china and all of india
resistance was at 19% control of the entire planet and had unified the warsaw pact and had half of china
didn't matter though Servants controlling only 1 country Canada within a few months they owned all of china and the US and were trying to take russia from me
i was told early game was focusing on planet stuff then i could have fun in space but this game wants you to ignore space and mess around with the planetary stuff where the alien supporting factions get huge bonuses
like i cannot believe how good of a start it was with the resistance and humanity first combined owning 50% of the global ecconomy and the 2 alien supporting factions were the weakest and then it flipped completely
like how am i meant to have fun colonising space and having space battles when the alien supporters have an I WIN button that can just steal massively defended countries for you that you spent 10 years building up
However, I did find out how to turn enemy agents on my 2nd game and adjust their failure rate.
Once you've got that, you've got all of the info on agents, their current missions, and current tech research for that faction. Additionally, this makes targeting their people much easier if you have the resources to do so. I'm kind of a fan of detaining agents more than killing them, unless they become more skilled. They always seem to have replacements. Identifying the agents that can use the Undercover trait is good too. Getting rid of them reduces the chance of those agents hopping onto your stations and ships without resorting to space marines and their own ships.
Sabotaging a project seems to completely destroy the progress on the selected research in the early game. It's a bit fun to watch them build a couple thousand points of progress, then sabotage it and make them do it again.