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Personally I always had a lot of fun putting the crisis on a difficulty that was clearly too high for me in the past. You'll not be able to beat it at first, but if that doesn't anger you, it's actually a good way to finish the game and start the next one with more experience.
That's only really an option for people who don't get too attached to the empires they build though.
Even if I'm losing, it would feel good to put a dent in the crisis' efforts if that makes sense.
only disappointment
x 10 and below will be stomped by a federation fleet
x 25 you will need to wait until they thin out. If this spawns inside your own territory it's game over.
I play with 3x and even awakened tech pinata's have trouble dealing with just ONE of the crisis fleets.
Maybe, if it's YOUR level 5 federation fleet and you have done SOME repeatables.
If this spawns early it's a GG too, hello early Unbidden.
Requires some SERIOUS, serious repeatble stacking.
x5 will easily crush a fallen empire. And awakened empires for that matter.
Are you playing modded or a different version?
I wonder if they changed that in 3.3. I saw an awakened empire actually fighting and beating scourge fleets.
As for gameover events from random spawning. That depends on how well prepared you are, and how much/where in the galaxy you spread to. But for me that can happen with anything from maybe 3x upwards.
x25 can be easy too regardless of where it spawns, if you are prepared well enough.
Guess I'll try 8x next.
Unbindden AND Scourge? What? What sorcery is this?
Hench why I'm trying to find the right multiplier value for their strength, so they don't get steamrolled by 1 awakened empire, but also don't steamroll all of us without any chance of resisting.
Makes sense, I too find WiH lame beyond description, thanks for the mod suggestion.
War in Heaven doesnt prevent the other Crisis from activating.
x10 can be stomped by just a player's fleets if you set the end game date to 2400.
I'd say there's not really a difficulty that will usually give you a good, balanced value, due to the design of the crises. I think the game could do with a rework of the crises, something that makes them harder to stamp out immediately if you're stronger, as well as mechanics that make it so it doesn't just roll over you if it's too strong.
I think one of the easiest things would be to remove the heavy anti-player bias in its AI. That would give it the ability to actually spread out and conquer stuff to expand and become dangerous. Right now, regardless of whether it can win or not, the crisis AI always seems to run straight for your strongest concentration of fleets. Had a recent unmodded game on 10x, and despite my attempts to leave it alone and just let it expand, first chance it got it suicided right into all my fleets. And that's pretty much what's happened with every single one of the vanilla crises that I've ever experienced in this game.