feelotraveller -> RE: Balance of pre-warp vs normal start (7/29/2014 3:17:58 PM)
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I'm not quite sure if you are asking for help or wanting to have a bit of a discussion about different starts? So I'll offer some advice and a bit of background. Feel free to tell me I've got it all wrong. [:D] My early colonisation rush, particularly in pre-warp games but also in normal starts takes place with troop ships. Hey you independents you've just been volunteered to become part of the great 'whatever' empire. Normal starts need to take more notice of the reputation hits since you can go quicker (if you care about that kind of thing) and either pick and choose or find a nearby pirate or two to wipe out. Colony ships are sent to choice targeted unoccupied worlds somewhat later and a major consideration is 'claiming' new territory (that is, getting your empire influence to cover other worlds you will occupy later in the game). Unless, or until, I'm swimming in colony ships they are forbidden from even looking at an independent... I'm at a bit of a loss as to why the Securans in particular might be giving you problems. Yes they lack science bonuses (both racial and government) but their growth rate should help, at least early on, to counter this. You are allowing them to (over)populate and not taxing them extra because they are so happy, aren't you? Both the pre-warp starts and the relatively stronger pirates are newish additions. They came from things players were wanting. (Someone [sm=00000117.gif] back in Legends even went so far as to produce a couple of 'clean sheet' maps for players demanding such a thing, with somewhat mixed results.) Stronger pirates were already appearing - the Legend of Legends - but a section of players wanted them to have even more teeth. Unfortunately the AI is not (yet?) well tuned to dealing with these circumstances. If you want to give them a bit more of a chance try instituting some house rules. For normal games my two big rules have always been no tech trading (which now has its own checkbox, yay!) and no conquering AI homeworlds (exception for endgame if racial victory conditions necessitate it). Maybe for prewarp not abusing pirate protection deals (not breaking them at will but only when they are up for renewal?) and insisting on leaving taxes on auto at least until you have added a colony or two to your empire are good candidates? I tend to give the AI one or two homeworld quality steps advantage but maybe that's because I want to feel like I am helping them rather than penalising myself. [;)] For normal starts giving the AI starting tech level advantages and empire sizes can generate interesting games but it really depends on finding a setup you like playing to/against.
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