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In your next file, just beeline it to the arbiter and see if the deadline is the same.
Personally, dragging them out is my preference if I plan on doing combat.
I haven't even gotten halfway into this game yet, though. The wiki outlines that there are seven eras. How many years is this game total? Is each era like 15 years? (That would be 100 total years.) Or do the eras start to condense later?
Anyway, my theory is that the game imposes a combination of constraints. Most quests probably default to a certain amount of time starting at when you turn in the prior quest/accept the new quest. But I imagine there are also hard limits that can truncate quest deadlines at the end of eras, etc.
So just do whatever you like. Run the missions you want to run, skip the ones you want to skip, the game will play out on it's timeline regardless of your actions. It's like the Indiana Jones movie, where the same end result occurs regardless of anything Indiana Jones actually does. You're Indiana Jones, you don't make a difference, you're just out there having fun.
Heh that's pretty good. The point of this game is more the journey, rather than the end result, of course.
But yes, we did have to make some choices about where the total freedom to do anything with the story characters stops. Which helps reinforce your place as a single ship captain in a sprawling galaxy. The Arbiter has spent over 3 decades working on this treaty. You can help or stay out of the way, she's not going to be stopped.
I am not sure I got that. Does that mean that, irrespective of how long I need for the individual missions, the "second founding" era for example will always end a a fixed time X?
If you participate in the story arc, it may change how long it takes. You can speed it up or slow it down.
I was specifically responding to the question of whether or not you delay dropping off the Arbiter changes the Era. It does not.
From what I heard, enemy difficulty scales with own level and time. I don't know if these use current era or current date. Since delaying has some opportunity cost (since you have to plan around it), if the effect on difficulty is negligible, it is not useful.
So I guess the questions are:
1) Does waiting until the last weeks to turn in storyline missions delay the arrival of later eras?
2) Does difficulty scale with time or era?
About time I recommend don't over think it. In over 500 hours played ice basically never paid attention to it.
Don't be so concerned with missions and stories every play through. Just fly off doing your own thing.
You cannot prevent her goal from being achieved, but you can arrange for someone else to end up with the reins of Humanity in that galactic region.
Basically, you can influence individuals' fate, but cannot stop the progress of socio-economic formations, to borrow Marxist terminology.
For example, you may start the 'Plague' time period with a large stash of medical equipment, but the era may end before you successfully liquidate your stock. You may have set yourself a personal challenge to see how beloved you may be by the galaxy by year X, so you may want to extend the 'Plague' as much as you can, while still gaining brownie points by assisting planets.
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If you want to push back difficulty, keep your captain from out-leveling your crew. If you want to have a relatively easy time, use combat to over-level your marines and military officers, while your captain stays at relatively modest levels. It works beautifully.