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Maybe when you play silicoids, they're somehow magically weak. Can't imagine what the deciding factor might be.
But I suggest you just play something else then. To me, the Psilon feel weak. I don't play them for that reason. See how that works?
All races, stock or custom, played by a player >> AI races. The AI is pretty vulnerable to the early rush.
Note to Capt. Keen: Silicoids are not the stongest stock race. Meklars pretty much sew up that spot.
Oh ... I should pretty much certainly have added 'in my experience'. I played two games as meklar, the first one failed spectacularly due to terrible planets and aggressive neighbors - the other one was fine, but not particularly exceptional.
I just lose patience with OP because his complaint seems to translate into:
Also I'm not sure you're right about the meklar. Silicoids can honestly just go basically everywhere, set up camp and go to work. Not everywhere is equally good - but literally everywhere will do.
"Sir, we've found a new planet, but it's so ♥♥♥♥ my mother would be insulted if I named it after her, sir!"
"Excellent - send the colony ships at once."
Meklars get off to a faster start.They grow their population a lot faster, produce more warships, and basically snuff the Silicoids before they get a chance to grow into their strength.
As the planets become more polluted and downgrade, you suffered reduced population and resource access in the past, but the offset was eventually you ended up with a volcanic planet that could be made uber. That no longer happens. If you continue to pollute, you end up with a toxic planet that is incredibly difficult (due to pollution changes) to degrade further.
As such, Sillicoids now operate best like other races, building pollution buildings and maintaining their environment like other races that care about food. Can they colonize anything? Sure. But their goal will be to terraform up to at least 2 or 3 bars to get that population increase.
If that is the developer goal, so be it. But it dramatically changes how Sillicoids play and their flavor, which I believe is not a net positive for the game.
Pretty much this, it makes more sense for pollution to make a planet TOXIC, not Volcanic. I do think they should add options similar to Terraforming, but make it turn into the ideal planet type for said race. Like Sillicoids Volcanoform, Trillar Oceanform... etc.
Yes. If you imagine a chess game between the meklar and the silicoids, the silicoids will win every time.
But that's not what we're talking about, now is it?
What race is strongest in the hands on a human player? That's the real question.
From a science perspective, we'd have to disagree on this point. If you tax an environment enough (and in the process greatly raise planet temperature), volcanic activity does increase due to increases in planet core temps.
But aside from that, it raises a greater with uber planets in general gameplay. Although it is most clear with Sillicoids, is uber really even a class bonus? Or is it an aspect of the game that needs to be redesigned, like spying or minor races?
This was one of the things MoO 3 did well. Each race had essentially an "uber" preferred planet type, and terraforming (for their race) pushed the planet towards that preferred planet type.
It's unrealistic to belive that every race, especially huge lizards or giant rock people, would find terran-norms to be their preferred living environment. Perhaps that's one of the things missing with terraforming right now, to the point that it is an unfun and at times counterproductive task to produce.