Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. It's something I have on my TODO list, I plan on reworking the whole flotilla system too to make everything more transparent and interesting.
3. Not yet, I'm waiting to have a "finished" version before touching AI improvements but in general I feel the game is more fair against AI because you can't cheese as much.
4. Former, only their "closest" friend gets access to the specific actions like in Vanilla.
5. They do stay around longer, it's harder to boost several factions at once because of decay now, and the cost can be pretty high to buy them all out (it scales with n° of systems owned), but the goal is still to have them disappear after mid-game.
6. That's already the case in vanilla.
One follow-up to the first point: did you adjust the industry cost and/or effects of improvements too? Basically, would I end up in a situation where I am running out of things to build, because anything will require strategic resources that I don't have? And so I might be left producing endless ships with no strategic or other resource requirements. Or will there generally always something to build, just maybe not what I'd ideally like? Adapting to what is available sounds like a nice requirement.