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Why Do The Salvagers Only Inhabit One System?
The Salvagers have three systems they can spawn in, which are weighted to slightly prefer spawning together. Each system has a damaged Salvager station in it; They mention something about trouble from a previous client selling them ships that weren't theirs to sell, but there isn't a direct reference to armed conflict.
I would have expected the Salvagers to be the most-abundant enclave, but they're beaten out by the zro-junkies! How have the Shroudwalkers found three spots to build their warpy cities but the Salvagers whose specialty is reclamation haven't managed to maintain a second and third outpost?

The mechanical reasons I can see for limiting them are:
•They provide access to the Salvage Works, a situational addition to a military starbase.
•The event handling salvaging your fleet paths the fleet towards the Salvager's home-system-enclave, instead of sending the fleet towards the enclave in the system.
•To make it easy to eliminate them.

But these reasons don't feel sufficient to me.
•The Salvage Works decreases upkeep of orbiting ships, and speeds up repair of hull and armor. This provides no bonus during a fight, only before and after - though if your ships are vastly weaker or vastly stronger than your enemy's then the Salvage Works loses value.
•The pathing event is trivially fixed.
•In multiplayer eliminating the Salvagers robs everyone in the galaxy of their utility. If eliminating them becomes beneficial to the perpetrator as a way to undermine their enemy - why aren't there simply more Salvager enclaves like there are Curators, Artists, and Shroudwalkers? If there were only one Curator enclave then eliminating them would be of comparable benefit - robbing the galaxy of the Curator's tech-draw leader trait, and the research speed boon. Yet there can be up to three of each of those enclave types so I feel like the Salvagers shouldn't be so comparably easy to kill.

I have already searched for why they only get one station but haven't found sufficient discourse, let alone a firm answer.

Despite rarely using the Salvagers to their full potential I still admire them more than I do the Curators - even after the Curators received a massive improvement from The Grand Archive. The Salvagers are tech- and hardware-enthusiasts who will restore old and battered ships to working order, even if the weapons are vastly inferior to designs they already sell. They are clearly passionate about their work and I'd equate them to industrialised vehicle-restoration hobbyists. Of all the enclaves who could get destroyed randomly by fate their death-message always disappoints me.

What are your thoughts on them? Do they deserve a second or even third life each game? Do they at least feel they add more to the galaxy than Riggan / Xura / Muutagen?
Last edited by Duxatious; Feb 19 @ 10:09am
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Mattrex Feb 19 @ 12:18pm 
I think that, in general, there are too few enclaves which make them too vulnerable to random events (like bad exterminator spawns). It's better now than it used to be, when each enclave had exactly one faction.

The benefits you get from building a specialized starbase building are too small to be exciting, for how few enclaves there are. Oh, I get +10 research for taking a Curator system, if I'm lucky enough to spawn close enough to one of the three in the galaxy? Whoopdedoo. These systems should be strategic assets you're willing to fight over.
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Date Posted: Feb 19 @ 10:04am
Posts: 1