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That's pretty much their thought process behind it.
Also, put a magrail on the Gate's tile to allow SABRs to enter quickly (or Settlers exit quickly from Exodus)
Additionally, if you had phasal transporters you should've easily been able to destroy the mind flower and then also keep it destroyed.
They do. Aliens are immediately set to red when the Mind Flower is completed.
Problem is, the land aliens have almost certainly been exterminated (and even if they weren't they're not a threat whatsoever other than to unguarded, unfenced workers) and Kraken are always highly avoidable by not going into ocean tiles (also +1 sight from Panopticon or Optical Surgery helps)
Mindflower needs serious nerfing, additional reasons not yet mentioned:
Supremacy and Purity are really synergistic, compared to Harmony which is focused. Players focusing Harmony for Mindflower victory generally have much stronger militaries at the same endgame phase than players going for Supremacy and/or Purity. Or at least that's my experience. I just table flipped a Gemini game where the enemy built the Mindflower, so I was all like, "Whatev's I'll just go destroy it". So I send my whole army over there (Tier 1 Supremacy specced), and they roll up with an army of Tier 2 Harmony specced units that just wrecked my army. Like my forces didn't even put a dent in them despite having massive Might bonuses. I also was in the process of building my Emancipation Gate, but won't be able to finish and use it in time. So that's a huge waste of time. Also, maybe it's just me, but the Aliens seem drawn to the Mindflower aggressively but don't really know who to attack. I had a bunch of Aliens beside me and the enemy who built Mindflower. I had a green icon (meaning not aggressive), the Alien attacked my unit. I was like, "wtf". I presume it was because I had less Harmony or something?
My ideas for fixing it: First, give players a warning when endgame sites are first being built as well as when completed. That gives time to actually consider how to stop it instead of being blind sided. I'd also be fine with this on the receiving end because it's fair. Second, when Mindflower is completed it should instantly generate multiple (depending on time and difficulty) Alien Nests around the faction that built it; each of these should have something like 1 Worm, 1 Raptor, 2 of the ranged ones, and 3 Bettles. These Nests need a preprogrammed script to focus ONLY on bee-lining and destroying that Mindflower. They might even need to be buffed somehow to take into account how easily Tier 2 Harmony units can tear through apparently anything. Maybe even have it so the Nests produce those massive walker type Kaiju Aliens.
The worst part about the scenario described in the first paragraph is I checked the score. I was easily close to 1,000 points higher than the Mindflower player yet they have the stronger military and built endgame first. That seems fundamentally wrong to me.
Furthermore, a much smarter end game AI please. I said to the other surviving AI player, "Hey, let's declare war together against Mindflower person so they don't win" and the other AI was like, "Nope, sorry, not interested" (I even hit the What Would Make This Deal Work button and they were like, "Nope, don't care"). And I was like, "Wait, I have like a ton of favors you owe me, I should be able to force you into this." and they were like, "Nope, not an option." I should have either been able to use my Favors to force their cooperation OR they should have realized the situation and agreed to the alliance so the game would not end. Most non-troll human players would have done that.
Incorrect. Harmony units are the weakest of the 3 afffinities.
Next you will find that Affinity is incredibly important in this game and that allowing yourself to be outgained in that department will always lead to military defeat.
Additionally, having adequate reconnaisance will prevent you from being blind-sided by others' achieving victory conditions.
And lastly, if you open the diplomatic relations window and mouse-over the score you will see that military units are NOT taken into account when generating score. That you would have 1k more points than your opponent and yet still so easily succomb militarily speaks volumes about a mismanaged military industrial complex.
I would suggest you engage in multiplayer games instead. The AI for this game is incredibly easy and while multiplayer matches will be extremely daunting at first, they will also improve your gameplay exponentially.
A Fortified Marauder alone in miasma can fight off almost any any non-harmony melee unit...with its effective strength of 105.6 and at least 20 heal per turn. You need an Evolved* CARVR with the anti-fortification bonus to beat it in melee combat...
And that's my BASIC INFANTRY UNIT as a harmony colony.
Harmony might not be great for assault, but it can defend incredibly well.
Not to mention that they can produce a ton of these things, and spray miasma on literally every tile they own.
Unit for Unit, when Harmony defends, they win.
*It's a Supremacy Unique unit, so taking the harmony branch of the supremacy unit I do not consider to be a harmony unit.
Contact is usually fastest in games I play. Beeline the techs you need, then go for affinity points. The Beacon takes the longest from construction to victory, but since it is constructed so much sooner given the techs required, it will often win. Build as many energy producing buildings as possible, then army. Often Harmony synergizes well with contact because of the massive defensive bonuses as stated in my previous post. Get the "Virtue" in industry that compounds your cash on hand, the finisher as well if you can, and you are golden.
To achieve emmancipation, designate the city you build the emmancipation gate in (typically your highest production city) to permanent Redeemer/Apostle production and purchase as many as you can in that city. Redeemers can be built and sent to earth in the same turn, and if you build the gate close enough to the city, apostles can as well. That makes for 20 units total which can be slightly slower than the other affinity victories, but still at similar speeds.
While Harmony may seem well equipped to defend, their lack of ranged units is a serious detriment. Rocktopus would solve this dilemma, except that they are extremely costly to even research (I have NEVER seen an enemy rocktopus in play, in 400+ hours). Miasma can be problematic, however, and it is best to prevent it from being laid in the first place.
The fact is that the affinities are pretty well balanced in terms of what they can and cannot do. I realize that units become more powerful and recieve unique perks as they progress but this occurs equally across all affinities. Sure your 11 harmony maurader is tanky, but so are the other level 11 affinity soldiers. Harmony cannot, however, defend particularly well against Lev Tanks or SABRs.
To be honest, I almost always steamroll the players using harmony; it is difficult to play well. Purity, on the other hand, is another story.
Nearly all of their units can have at least some of the following descriptions: mobile, individually powerful, good in your own territory. But a lot of the time you need to stand and fight. A lot of the time you need to get a lot of military might. Sometimes you need to go attack someone else.
And then you upgrade your Xeno Titan and BWAAAAAAAAGH at them and bowl them over as their puny ranged units deal scratch damage and they eat everything for healing (including idiot air units that get instagibbed).