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What do you think of the new approach? Are there any improvements you'd like to see?
What would you feel would be the appropriate influence cost? I'm tempted to make all the "low intensity" options free, and to use 100 influence for mid and 250 influence for high. Would this be better?
I totally agree with 0 influence for low intensity (maybe bump up the mat/energy cost instead). 100 and 250 for mid/high sounds fair. I’m sure by beta you’ll figure it out how to balance it but yeah, this is a nifty mechanic and makes the game different, more interesting, particularly once you get to figure it out lol, it was a steep learning curve. It was my 1st playthrough after it was introduced, after all :)
I was playing for quite a while last night and had a few observations after forming the Federation. Sorry if some of this is duplicated.
1 - Federation vassal members seem to do nothing after the formation. I see them with a construction ship in a system and they seem to build, then tear down an outpost. This repeats over and over. They don't seem to do anything else.
2 - Love the mechanic for integrating new members. It seems to take a really long time though, maybe that's for balance and realism. It could be, as discussed above, that I just don't clearly see the progress.
3 - I saw no way to fully integrate the vassals into the empi... err Federation >:)
4 - I had a very large opinion hit for the vassals due to relative power. I'm not sure there is anything that can be done about that since it's probably coming from the base game.
Again, GREAT mod, totally feels like a different game (and that's a really good thing).
Let's say, give back P'Jem to Vulcan?