![]() For the third army I wait until I have a good city that can give them some rank upgrades. The energy from the rewards helps to build a second army. I usually concentrate on camps, exploration sites and landmarks in the early game to get a strong main stack. Anyway, I don't think this is a bad thing because absorbing an enemy empire that early would again allow the player to build large armies and steamroll everything. ![]() This might make it impossible to rush an enemy AI early (I didn't test this because I generally don't play that aggressive). It is intended that you can only sustain a small number of units in the beginning. Thanks for the mod again, it is really great, so many things are changed and the amount of work is crazy indeed. I am Amazon who have penalties for mountains/fertile plains, that means low energy income also. Have you tried a game with leaving vanilla colonizer costs, which problems did it cause? Of course I am building another colonizer despite I still haven't found any sectors with cosmite. I got 2 units to veteran rank, built 1 core unit, bought 4 NPC tier 1 units, obtained some reward units from quests and my income is -15 with 2 colonies. I mean I can't have just a few colonies and rely on NPC units because they will not have any mods, I can't rely on faction units either because they have 1 mod and thus don't have a chance against double number of AI units (there is no much room for synergy). Click to expand.I am on turn 14 in my game and I think the idea to reduce number of colonies contradicts to increased energy upkeep for evolved units and increased mod cost for NPC.
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