Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The hire it to make sure they don’t hire them again.
Apparently, it will take six months to recall the mercenary fleet. During that time they will have time to wipe out my system.
And the strange thing is that after reloading the save, the fleet got obviously bigger. And the ship models have clearly changed (or they changed the moment I decided to create a mercenary fleet from it).
I get the feeling that this is some kind of bug, and now the fleet permanently belongs to Khan. I hope they won't destroy me in 6 months, I'll see how things develop.
That would fix that little issue, so the Patron and the Mercs will always see each other as neutral fleets.
The mercenary fleet managed to destroy four starbases while they were in Khan's possession. Now they are back, but I have no way to rent them. I'm sure if I restart the game they will be in Khan's possession again. I'll try to wait for a chance to buy them back, but I have a feeling it was some sort of bug :(
The recent debacle in Afghanistan also comes down to the mercenary problem.
Still pretty dumb tbh. If the senate didn't push resolutions with mercenary buffs, I wouldn't even bother establishing them. And from the looks of it, Khan only rented my mercenaries, the civilizations that promoted those resolutions were left untouched.
Well, it did give a fun story and a good learning experience. So kind of worth it, right? :)
And yes, i also always play only in Ironman mode so i know about the tough decisions and if a mistake made, might be hard to recover to win - but that actually makes it worthwhile and fun to play imo. To me it would feel like cheating if reloaded saves to get only good outcomes, but to each their own.
I only make like that 50k power fleet as mercs myself, when there is that law in GC that demands having merc fleet hired when in a war (or gets penalties).
Just earlier i was lucky with Khan myself, it took my worst competitions big systems, i waited until that, then went in and attacked, taking those systems for myself, first attack on the Khans ship she escaped with a pod, 2nd time she went down and accepted defeat. New Khanate was created as a "normal empire" after that. Gonna take them out next since my fleet already near them after the previous war so why not? More systems for me. :D
And year is close to 2400 so soon endgame Crisis inc, quick war before that as an appetizer and then full focus on whatever Crisis comes. :P I'm currently #1 on score, so.. most likely crisis coming hard after me based on feeling them going after number one most often. But am fortified super hard and fleets are ready. Just wishing it's not unbidden, that whack-a-mole with them jumping around here and there can be a bit annoying. :D
AYY ROFLMAO
Is it too low? Despite being militarists, my dudes never actually waged war against anyone
150k Fleetpower is less then a full fleet by the time you're fully tech'd up, especially with the buffs you get with being Militarist. By the time you're 150 years into the game, you should be able to support multiple fleets with a much higher fleet cap that you can also push past with all your extra Energy Credits and Alloy you'll have nothing else to spend on.
The end game crisis will stomp out that fleet without too much effort if it spawn on or near you and focuses you.