A fleet is only allowed to select the Accept option on engagement if they're on their action cooldown. Fighting or successfully escaping from another fleet puts them on cooldown. Bidding dV to escape or engaging in combat maneuvers doesn't change a fleet's orbit or ongoing movement trajectory on the Solar System view in any way. Yes, it's incredibly stupid and not how pincer maneuvers in space would work at all. The huge problem here, really, is that a remotely realistic "pincer maneuver" would require two fleets to approach from radically different trajectories requiring radically different dV expenditure. But right now two fleets can approach from the exact same angle and it's somehow just assumed that the second intercepting fleet will magically have the correct approach vector, enough dV, and enough acceleration to catch the enemy fleet on their escape vector from the first fleet.What do you mean you can't evade two fleets at once? Why is that a thing?
I don't know if the upgraded version is going from 1 MC to 2 now, or if it is getting a "buff" of being the same MC cost as the Tier 2 version, but that definitely changes how things work before you enter open war with the aliens.- Nerfed Research Campus, costs an MC now and has 200 crew. we will designate a hate zone somewhere for this change, but producing 1000/research a day in the mid-30s is far too much
Which I just plain do not understand, and I don't know if this is a buff or nerf to map painting.- game will track claims added that aren't from bilats but instead from annexation. A successful succession roll will give primacy to claims added from bilats than those that aren't
Which sounds like a massive defensive boost in terrestrial combat.- regional defenses will no longer just function as anti-occupation/anti-megafauna forces; they will now fire against enemy armies that are fleeing, and armies fighting other armies
That seems to pretty much ruin the modules. I might just replace all of them with research institutes or something.This does not seem to even be at the point of opt-in yet, but the research change is big enough I thought it would be good to forewarn everyone about.
Actually in this case the reasoning they are giving is directly "we found you guys were cheesing the research speed too much with them this cheap", so ruining the things seems to be the idea.That seems to pretty much ruin the modules. I might just replace all of them with research institutes or something.
I feel like the developers have a really skewed idea of how usable modules with MC costs are.
Nerfing is clearly intended, but ruining doesn't make sense. I guess you could look at it as forcing half of them to be converted to MC? But 50 research per slot plus no perks and high expense, I dunno if it can be worth it.Actually in this case the reasoning they are giving is directly "we found you guys were cheesing the research speed too much with them this cheap", so ruining the things seems to be the idea.
Although I do think they could use a bit of a more granular approach to them if they are going to be a common cost. 1 MC being 100 research, half a basic mine, and also a single cheap ship makes things a bit dubious given how expensive each point is to get. I suspect that is something that needs quite a bit of tuning, as currently the automated bases are also quite useless due to their high cost.
They upped the production from 50 to 100 a while back.Nerfing is clearly intended, but ruining doesn't make sense. I guess you could look at it as forcing half of them to be converted to MC? But 50 research per slot plus no perks and high expense, I dunno if it can be worth it.
The automated stations (and the way the university was made worthless before but maybe useful again now) are part of why I have that bigger theory that the devs just don't get MC.
Yes, and now you need to pair each one with a mission control building, so it is back to 50 per slot, bought as 100 per 2 slots.
Ah, I don't think of it that way typically. MC production modules are in a separate mental category to me, as they increase a cap rather than provide a resource. Not to mention the cost of them.Yes, and now you need to pair each one with a mission control building, so it is back to 50 per slot, bought as 100 per 2 slots.
67ish if you're using T3 mission control.
MC is much the same as power, except that you don't have to generate and consume in the same place.Ah, I don't think of it that way typically. MC production modules are in a separate mental category to me, as they increase a cap rather than provide a resource. Not to mention the cost of them.
In fact the upkeep cost of an MC module makes that comparison far worse.
The thing is that the alien hate for MC usage is the thing that concerns me more. Every 3 of them is one less station for other projects you can fit under the threat cap. Given that tier 2 dedicated research facilities still produce 10 science along with their boost it might be the case that Mercury ends up full of energy science boosters instead because the big ticket projects are mostly of the energy category.
So those are kinda okay at a net yield of 133 science per T3 slot, probably?Just downloaded the validation branch with the changes. I had the extra MC it turns out for the facilities I currently own, and I can confirm that the tier 3 version did get a "buff" to have the same MC cost as the tier 2.
Yes, Tier 3 are still 200 science for a single MC, at the same place where you can spend money to get 2 MC from another module.So those are kinda okay at a net yield of 133 science per T3 slot, probably?
Huh, I'm impressed. I wouldn't have expected six such small railguns (or the small laser cannons) to be enough there.So, playing the game I've managed to kill an Assault Carrier with just a trio of those Gloria class I posted earlier, along with a pair of lighter alien craft that were with it.
Oh the most recent version doesn't use railguns anymore. They have a pair of Mk2 Coil Batteries, and the only reason I don't have Mk3 is I am trying to avoid exotics use as much as possible. (Still researched the Mk3 for defense stations, which as far as I am aware don't need exotics for their weapons.)Huh, I'm impressed. I wouldn't have expected six such small railguns (or the small laser cannons) to be enough there.
Antimatter has both the Plasma Core III and the Beam Core that take exotics, but honestly Plasma Core II can manage a fairly strong antimatter drive system so you only need them for massive antimatter powered ships.Is it only Inertial and Z-pinch that have exotic super-reactors?
Electrostatic I think has the lowest tonnage non-exotic reactor, but has a garbage rocket and unimpressive efficiency. Z-pinch and Hybrid are tied for best efficiency non-exotic.