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I don't even care to save the gates, but your ally will just suicide themselves going after neutral gates clear across the map. They will take their entire army across the map for 25 turns chasing a neutral gate and completely ignore an enemy force laying waste to their base.
Another thing I have noticed is taking over a neutral gate while they are attacking it breaks them as well. The turn after taking it over the AI just stands there doing nothing until something else pops into view.
I don't remember having this much trouble with allies before the Aeldari. I would rather have a nuke option just to get rid of the gates at the start of the match. Or have an option to turn them off. You can't save them and you don't need a second base anyway.
I do think that there should be some late-game option for Eldar especially on larger maps, for instance have less webway gates over all on maps but have the webway gates leave behind a "ruined gate" tile that you could repair at a significant cost or with a lategame tech.
In most of my games (I play on larger maps with more opponents, usually a free for all) I usually decide if I want to get an expansion gate early on after determining which gates are near enemies and aim to secure it as soon as I can. THe longer the game goes on the less gates there'll be.
On smaller maps webway gates are unimportant because your city is economically powerful and your units are very fast, on larger maps they become more appealing to acquire to reinforce over large distances.
I agree, since Eldar DLC anmd update, hot seat allies make webways a priority target.
If there are no Aeldari should it become less of a priority target for AI/hotseat allies?.
I know there are bound to be some issues with an AI taking an entire Eldar strike force up the backside if they do not attack the gates near their base, but If the main player is using the Aelderi we can mitigate that by just taking them over.
Looking forward to the update.