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This is why they have lots of Clone Wars-era CIS stuff. They bought it all for cheap from the Empire when they cleaned up the galaxy and demilitarized/broke up the pro-separatist megacorporations.
If you want research, advancement or better units, pick a different faction.
From what I saw almost no faction offers that, I saw the New Republic becomes more modernized over time but lets say the Empire or their subfactions? Not really, maybe a new regime here and there but not really new or more units most of the time or only very, very few
Except for Dark Imperium of course.
Also if that is the CSA's whole deal then I wonder why they at least dont make additional income. They seem in that regard the same as everybody else. What you say also doesn't really make sense cause in 7 eras they dont get any "new" old stuff from anybody or ever decide that their ages-old armies are ineffective and thus cost-ineffective? no new droid or anything? They dont have to make a droid death star or overly expensive impractical stuff.
There's going to be new stuff for them coming in future eras. For example, the Turbulent-class Star Destroyer which is introduced after the Swarm War around 41ABY or so.
They start with quite a few good income planets and a hero with a large income boost. If you maximize your income you will make a lot of money with their starting planets.
Why would they decide that? They aren't trying to take over they galaxy. All they do is make money in their little pocket of space while commiting genocide and bullying wild-space aliens that are far weaker and less technologically advanced than themselves. They don't want anything else or new because they have no need for it. It would just be a waste of money when what they have already works just fine.
There are no takes, just questions. Sorry that makes you think that. Congrats for being judgemental.
If you want more roster changes and evolution, FotR has that in spades for all playable factions.
The real reason I suspect is that the engine runs on fumes as is, and every tech update event runs the risk of bricking the game if its not set up perfectly. Plus the game UI as a whole doesn't like too many different units. The downside to having differentiated factions is that they have to stay somewhat true to themselves.
So I suspect that the rosters of the warlords aren't gonna become much more dynamic. Though you can always customize your roster to a degree in the custom GC.
Some ideas I had:
-More corporate hires as a means to new heroes and potentially build options
-When a faction is defeated, one of their unique units will be added to the ship market pool(example: enforcers if PA is defeated - runs the risk of oversaturating the roster, however)
-Unique win conditions involving building every available corporation(a sort of market control)
-Ground version of the ship market: a droid and surplus market. Common items would be things like infantry in old surplus phase 1 clone gear, middle ground things like snowspeeders, and rare high end things like AT-ATs. There was/is one submod that did this, but it's yet to be updated to 3.4 and may not be for a bit.
-Ability to "upgrade" existing lucrehulks into battleships after around era 4 or 5, where their fighters and bombers start to drop off to the point of near useless vs Empire and NR. Could be similar to the function where PDF dreadnoughts are upgraded to wartime configuration in FotR.
That's not to say CSA strictly needs these things to function, but just as legitimacy and integration makes it interesting to play warlords long term, little things to look forward to as a campaign evolves would be nice. Currently, it's hard for me to play CSA for more than short bit because what they start with is, for the most part, as good as it ever gets.
Now, I get that lore-wise the CSA didn't care about much other than turning a profit and being jerks to poorly defended alien planets, however isolationism and turtling cannot win in EAW. The reason is because credits are infinite, constantly generating. Actual control over specific resources doesn't exist, thus the idea of turtling up around high profit worlds to win doesn't work. There are no blockades, no harassment of trade routes, no piracy, no raw material hoarding. Because of these limitations that largely can't be changed with mods, the lore excuse for CSA not getting anything new to work with doesn't align with gameplay unless you never play as them and just see them as a setpiece to play against. After all, a big part of the mod is rewriting legends history in a sense.
All in all, I think the CSA, Star Trek Hapans, and EotH could do with a bit more interesting "progression" mechanics to make playing them for a full GC not so prone to mid-game burnout.
There are a lot of extant models for both but they have yet to be implemented. CSA to my knowledge doesn't have a lot of plans but they might not just be public at the moment.
Yeah, too bad Phoenix Rising dev stop. The upgrade system was best thing that came out.
The market pool doesn't change from start to finish. I think it would be interesting if, somehow, the market's options would reflect the changing state of the galaxy.
There's no "progression." Imperial factions all have integrations and legitimacy making it feel nice to play them long term(on top of dark empire.) NR needs no introduction with its robust progression throughout the whole of the game, well beyond era 7 even.
EoTH, CSA, and Hapans, while functionally sufficient, are kind of "what you start with is as good as it ever gets" for the most part. Makes it feel rather repetitive to play them since your fleet comps will never really change.
I will say CSA is, at least, extremely powerful in ground battles. Those heavy airspeeders are incredibly good with good micro(unlike ground units, fast air units in EAW can actually be micro'd well since they don't suffer from traffic jam pathfinding), their artillery is among the best, and droidekas can rush-cap quite well. Espos also aren't too shabby ground troops. Probably my favorite ground faction to play but, once again, it does get a bit stale knowing that your roster for the ground is never gonna change.
CSA for me has always been a "fun in short bursts" faction for me. I'll play them, capture about a quarter of the galaxy, then get bored lol. I've never played Hapans, but it'd probably be the same. I have played EotH, but only with some extensive modding in the 3.3 version.
Csa is definetly fun but lacks galactic mechanich for big campaigns. There was an submod that greatly expended the ship market option but I forgot which.