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2. Especially within the different Imperial factions, there's *meant* to be varying levels of difficulty. With the NR, there's only one NR faction, so it gets what would typically be the point of the GC (harder start), but with 6 Imperial factions, when you remove the starting territory since it's all one planet for everyone, and the heroes, then there's not much room for variation, which means having some Imperial starts be harder and some be easier allows for at least some level of variety there.
3. There's only two other factions per map, so yeah, just like it's always more likely for some factions to gain a stronger foothold in other GCs, that'll be true in FTGU as well. There's a wide variety of GCs in the mod, if you don't like one of them, there's about 19 others you may enjoy more. If you did enjoy Caamas more than FTGU, then you can play that one.
Yes, I understand what you're getting at, but I think you're missing a few points. There may be some pattern to how random spawns are assigned, but FTGU in 2.1 felt like it had a narrative. With a Phalanx and a Syndic both spawning at a light shipyard planet with +40 income right next to my starting planet, while Kuat is guarded by a few light frigates it becomes a little difficult to get that same feeling.
Furhtermore, the I have nothing against spawns being a little different or difficult, but when it gets to the point of the NR barely being able to expand from their starting planet due to low unit cap, low eco, and captial ships spawning next to their starting planet, it gets a little frustrating.
Finally, there's nothing wrong with one faction gaining a stronger foothold, but I do not support the idea of factions being so immensely unevenly balanced from the start as they are in the Remnant start for FTGU. I don't know if I enjoy Cammas or Remnant FTGU more, it's pretty difficult to tell when they turn into pretty much the same GC after and hour or two, just without the much-needed Tector, Venator and Executor/Bellators.
Edit: Just for reference, here's all the starting positions for FTGU:
NR
Unit cap: 15
Eco: +40
AI planets: IR 8, EotH 3
(Note: 1 planet between player and nearest AI)
IR
Unit cap: 39
Eco: +85
AI planets: NR 8, EotH 1
(Note: EotH and NR effectively cut off from each other)
EotH
Unit cap: 30
Eco: +85
AI planets: IR 5, NR 4
PA
Unit cap: 33
Eco: +120
AI planets: IR 7, NR 5, EotH 1
GM
Unit cap: 30
Eco: +85
AI planets: IR 6, NR 5
ZE
Unit cap: 30
Eco: +50
AI planets: IR 8, NR 5
EA
Unit cap: 15
Eco: +30
AI planets: IR 7, NR 5
(Note: 3 planets between player and nearest AI)
DL
Unit cap: 20
Eco: +35
AI planets: IR 5, NR 4, EotH 1
(Note: 3 planets between player and nearest AI)
For example of NR barely able to expand, see my screenshot library.
For example of Phalanx and Syndic next to starting planet, see my screenshot library
I don't want to be the one beating a dead horse, but I started FTGU as NR. Guess what, Syndic at Tangrene, Majestic at Telos, Syndic and Peltast at Ossus, 2 Syndics and 1 Peltast at Hast, Syndic at New Alderaan. That's 8 capital ships in the general starting area, leaving Mon Calamari and Bimmisaari as the only viable targets and blocking off just about all of the high income planets.
Alternatively just roll with it and have a more challenging battle
Me too. The 'Pentastar Alignment' can build two ground units and an SSD hero, if I remember correctly. 'Building' heroes would also resemble the skirmish mechanic which this campaign would the represent on a strategic level.
Generally, I agree with 'Northstar' that 'From the Ground Up' is mostly 'waiting' for fleet construction and then 'grinding' down a galaxy of a single 'AI' opponent. It didn't felt that way in 2.2. when most worlds were still neutral when the player shifted into territorial expansion.
An option for starting eras could also suit this campaign.
On paper it is the most 'interesting' 'galactic conquest', offering a 'what if' experience.
I'm glad that it is in development at all, just wish it would be given more attention in regard to it's 'game flow'.