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Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe
You should definitely be able to ue auto-assign to say "put everyone into Production" and trust it to put enoguh people into happiness or food to prevent deficits. if that's not working, I'd like to see examples so we can fix it!

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Alamoduh
Sep 12, 2011

Wolpertinger posted:

Hooo. The final campaign mission. I just spent SO MANY HOURS going through that one only for it to peter out into an unwinnable state. I think it might be considerably overtuned.
I have beaten it as neutral on medium difficulty, and I felt the same way you did. I think the neutral stacks (2-3 stacks of 6 units at a time, spawning within 1-turn move range of your cities is way too much, as they become an order of magnitude more difficult than the enemy opponents). I just rushed for the enemies, since I couldn’t do anything about the minor civs taking my cities and sectors every few turns.

However, just before I won, I noticed that the minor civ armies only spawn on bases/features owned by that minor civ- so I guess you could clear them all out?

It did seem like a slog for that reason, and I don’t want to replay it.

Mister No
Jul 15, 2006
Yes.
Xenoplague feels super lackluster compared to all the other techs. No good early mods, takes forever to get tech units online. I'm gonna keep pushing, because the T3 guy looks really cool.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Mister No posted:

Xenoplague feels super lackluster compared to all the other techs. No good early mods, takes forever to get tech units online. I'm gonna keep pushing, because the T3 guy looks really cool.

Xenoplague pretty much requires you to be playing a race with good mod support native to the race, for their units. Xenoplagues gimmick is that it has really cheap units you generate automatically, but most of its good mods are late.

Therefore, Kir'ko or Amazons is the go to for making Xenoplague Actually Good.

MiddleOne
Feb 17, 2011

And yet your first introduction for them is...

Dvar. :raise:

The Xenoplague quest doesn't even go anywhere in the mission it is in and it's a really difficult mission. It is so frustrating.

Speedball
Apr 15, 2008

Nah, it's fine. If anything the Dvar Xenoplague introduction is a good way to get you to think outside the box regarding your race/secret tech combo.

toasterwarrior
Nov 11, 2011

TheDeadlyShoe posted:

That's not true though. Level 3-5s power is in the sector upgrade structures since that is when their actually good effects start kicking in. For example, a civil engineering guild hitting level 3 can jump you up 20-30 production, easy, or a bioengineering farm gets food upkeep reduction per colonist.

Yeah, some of them are real good and I'll splash out if need be. The food ones are great, the production ones are obviously priorities for unit factories, the water ones are all solid and strong when paired, etc. The energy and research ones rely on full employment slots though, and that's where my hangups occur because I'm certain the algorithms aren't working right, or maybe because I think they need one more level of prioritization so that I can count on at least one resource getting maxed out.

Gerblyn, here you go: the colony goes balls out in trying to maximize energy and science, with happiness eating poo poo entirely. I think another level of prioritization would do wonders; I could double the weight on science to ensure it's maxed, then the colony would ideally pull colonists from energy to happiness.

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toasterwarrior
Nov 11, 2011
This is an alternative setup, but it's still not ideal. It's maxing out happiness, when the colony can actually pull two colonists from happiness and place them in energy without going into the negatives.

But TBF, maybe it's better that way? Because maxing out happiness gives you happiness events that can pull in some major bonuses.

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TheDeadlyShoe
Feb 14, 2014

you could do down food, up energy, down production, null science, null happy

toasterwarrior
Nov 11, 2011
Nah, it still does the full happiness allotment. Like I said, maybe that's ultimately preferable to not getting the max job slot bonus, by coasting on bonus events.

Owl Inspector
Sep 14, 2011

I used to be able to hover over something or other on a sector and see what the bonuses will be for each level of exploitation 1-5, and now I can’t find that anywhere, I can only see what I get at the current level. did a patch change something or did I suddenly become blind?

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
On this subject - I'm thinking I might low-key hate the individual pop system in this game. City development was deliberately streamlined in previous iterations of the franchise so you could spend more of your attention on the world map and tactical battles, which are the heart of the game. Pop management in this game is asking for a huge amount of additional busywork without adding much depth, and that's before you get to a truly large empire.

Carnalfex
Jul 18, 2007
Are happiness bonus events random, or based on the direction a city population is tilted towards? If it is random then they aren't be as helpful in cities that are heavily focused for one resource.

How viable is it to largely ignore the economy techs and go straight for cloak and dagger ops? At least on normal and hard difficulties, constantly stealing money from the AI seems fairly lucrative.

Carnalfex fucked around with this message at 21:50 on Aug 17, 2019

AParadox
Jan 7, 2012

Carnalfex posted:

How viable is it to largely ignore the economy techs and go straight for cloak and dagger ops? At least on normal and hard difficulties, constantly stealing money from the AI seems fairly lucrative.

It wont help much with production and research. Besides in my experience on hard the AI always have very little to no money and is willing to pay some very bad deals to get some, so you would probably starve yourself out trying to go that route.

toasterwarrior
Nov 11, 2011

Voyager I posted:

On this subject - I'm thinking I might low-key hate the individual pop system in this game. City development was deliberately streamlined in previous iterations of the franchise so you could spend more of your attention on the world map and tactical battles, which are the heart of the game. Pop management in this game is asking for a huge amount of additional busywork without adding much depth, and that's before you get to a truly large empire.

I'm playing a Medium Pangaea map, with 49/61 sectors to go before the victory countdown. Following the "spam colonies" rule, with one space apart and allowing for dedicated production centers, I have 13 colonies. Actually trying to optimize them is a complete nightmare, and I spend my time waffling between picking the right exploitations for the right sectors, adjusting food policies, etc etc. , and just saying gently caress it, gimme all the energy and research while I churn out more troops and tanks.

On a sidenote, even when it comes to economic rankings, I'm still dead last among the living factions despite having double or even triple their colony counts. This is on Hard, so I assume that the AI definitely receives massive economic handicap bonuses even on the penultimate difficulty setting.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Voyager I posted:

Pop management in this game is asking for a huge amount of additional busywork without adding much depth, and that's before you get to a truly large empire.

You can totally ignore pop management though?

Vargs
Mar 27, 2010

Mister No posted:

Xenoplague feels super lackluster compared to all the other techs. No good early mods, takes forever to get tech units online. I'm gonna keep pushing, because the T3 guy looks really cool.

I did Kir'Ko Xenoplague and thought it was decent. Didn't really invest in it super heavily and never spent cosmite upgrading the extra units. They were just kind of a nice little bonus surprise every now and then which I could feel alright about throwing into dangerous situations to soak up hits while my actual army dealt damage at range. If they die, who cares?

Owl Inspector
Sep 14, 2011

Voyager I posted:

On this subject - I'm thinking I might low-key hate the individual pop system in this game. City development was deliberately streamlined in previous iterations of the franchise so you could spend more of your attention on the world map and tactical battles, which are the heart of the game. Pop management in this game is asking for a huge amount of additional busywork without adding much depth, and that's before you get to a truly large empire.

definitely. I love how AOW 3 has no fluff whatsoever and was disappointed that they added more fiddly details to this. Especially with how many cities it seems like you want to get now. There are 4 AIs still alive and I already have 10 cities, where the length of time for me to get back to each one between each turn is right around long enough for me to forget what my plans were for that city. If anything, it seems like the game should be built with fewer cities in mind because you now have to care about terrain specifics and buildings for 4 different regions instead of just "get more resource" buildings for your city blob.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
Is there a way to click to move a queued item into the #1 priority position, instead of just moving it up one space? Neither shift-click nor ctrl-click seem to work.

Carnalfex
Jul 18, 2007
Having more stuff to do with management, diplomacy, spying, etc is ok if you don't have a million cities.

Even if we get can permanently set a city to produce a resource and ignore it, you have to get the city to a certain point before doing that. Toning down the spam a bit would be nice.

deep dish peat moss
Jul 27, 2006

toasterwarrior posted:

I'm playing a Medium Pangaea map, with 49/61 sectors to go before the victory countdown. Following the "spam colonies" rule, with one space apart and allowing for dedicated production centers, I have 13 colonies. Actually trying to optimize them is a complete nightmare, and I spend my time waffling between picking the right exploitations for the right sectors, adjusting food policies, etc etc. , and just saying gently caress it, gimme all the energy and research while I churn out more troops and tanks.

On a sidenote, even when it comes to economic rankings, I'm still dead last among the living factions despite having double or even triple their colony counts. This is on Hard, so I assume that the AI definitely receives massive economic handicap bonuses even on the penultimate difficulty setting.

I really want either a way to automate my cities (even if it's bad/unideal) or a way to turn off city founding, the more I play this game the more this problem is starting to drive me away.

It wouldn't be so bad if I could just queue up all of my buildings and not step back to that colony for 10-20 turns but because of the way sector annexing and building sector improvements work, I need to go back into my build screen every time a colony gets 4 more population and pretty soon every single turn is full of multiple build screen notices. I am not a fan of the sector system at all and hope the eventual AOW5 goes back to not using them :cry:

If going tall instead of wide was an option that would solve a lot of it as well but the sector system works against that as well

deep dish peat moss fucked around with this message at 23:23 on Aug 17, 2019

Carnalfex
Jul 18, 2007
If cities could get additional sectors beyond the current limit, that would certainly help. As it stands now they often can't even grab all the sectors next to them at max size.

Having to go back every 4 pop and move a scout in to pick a new sector would not be helped with that, but perhaps a better way to earmark them for expansion could work? Allowing scouts to earmark them for automatic expansion from a nearby city without having to wait and backtrack when the city has the available pop would be nice. This wouldn't have the benefits of an actual forward base in terms of diplomacy and guards and vision, it could just be a nice way to streamline scouting and city management.

Carnalfex fucked around with this message at 23:49 on Aug 17, 2019

Mister No
Jul 15, 2006
Yes.

Vargs posted:

I did Kir'Ko Xenoplague and thought it was decent. Didn't really invest in it super heavily and never spent cosmite upgrading the extra units. They were just kind of a nice little bonus surprise every now and then which I could feel alright about throwing into dangerous situations to soak up hits while my actual army dealt damage at range. If they die, who cares?

i guess i should probably readjust how I'm using them, because that honestly didn't even cross my mind as a strategy. i'm doing xeno/amazons and trying to keep them alive so i can get those sweet looking stilt walkers.

on a sidenote, i've got a ton of negative happiness from upkeep. what causes that?

Wolpertinger
Feb 16, 2011

Mister No posted:

i guess i should probably readjust how I'm using them, because that honestly didn't even cross my mind as a strategy. i'm doing xeno/amazons and trying to keep them alive so i can get those sweet looking stilt walkers.

on a sidenote, i've got a ton of negative happiness from upkeep. what causes that?

upkeep is just 'more pops = more unhappiness' - you gotta make it up with happiness workers and the happiness buildings. If it hits a point where it's getting out of control faster than you can deal with it due to lots of volcanic or something, slow or stop the speed with the donate food option to half or full respectively, which will give it to cities that need it.

Carnalfex
Jul 18, 2007
Has anyone been able to use steam (or other platforms) to join games? I always get a brief attempt, followed with failed to connect. The in game browser works, so it isn't an issue with the actual connection going down, though that did happen a bit around release.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
It really is not hard to arrange cities to cover every sector, except on island maps. And I'm kinda baffled at folks having trouble with pop management. Focus food at first, then a specialization based on available sectors/resource needs. Sometimes I do some fiddling to get a unit or new sector pop breakpoints faster but it's like 30 seconds of work every few turns.

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.

Eschatos posted:

It really is not hard to arrange cities to cover every sector, except on island maps. And I'm kinda baffled at folks having trouble with pop management. Focus food at first, then a specialization based on available sectors/resource needs. Sometimes I do some fiddling to get a unit or new sector pop breakpoints faster but it's like 30 seconds of work every few turns.

I think it's less that people are "having trouble", and more that if they wanted to spend thirty minutes every turn dicking with cities they'd play Civ. AOW has, historically, been a hell of a lot less about perfectly planning towns and more about scraping together a fuckoff army and killing everything in tactical.

Carnalfex
Jul 18, 2007
Honestly, I like the changes to cities in this game in general. I just would like to not need so many in a given game.

AParadox
Jan 7, 2012

orangelex44 posted:

I think it's less that people are "having trouble", and more that if they wanted to spend thirty minutes every turn dicking with cities they'd play Civ. AOW has, historically, been a hell of a lot less about perfectly planning towns and more about scraping together a fuckoff army and killing everything in tactical.

Exactly this. Most lategame turns are spent going through hundreds of city notifications while the armies move at a snail's pace. And most of the lategame fight are so lopsided that you autoresolve anyway so the lategame can get very dull sometimes. The assembly and syndicate second missions were particularly a nightmare to close off because of research, city and neutral faction alert spam in the end.

my dad
Oct 17, 2012

this shall be humorous
A "Sure, whatever, take it, whatever you want, just shut up already" toggle would be nice for demands of some NPC faction. :v:

Carnalfex
Jul 18, 2007
Are amazons and prometheans the only way to do any kind of terraforming? Terraforming is pretty cool, was thinking of doing a run where I just mess with the map as much as possible.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
I think Dvar have something to do with mountains turning into grasslands

TheDeadlyShoe
Feb 14, 2014

Dvar have the Mountain Cracker op. The Earth Grinder can also crack sectors, although im not sure what that entails exactly.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Since I missed vehicle chat earlier, my defining experience with the top-tier vehicles was getting a random T4 tank out of a production crate, getting intrigued by the possibilities, then noting that it took Advanced Piloting to equip it which required level 8... and since I was on Vanguard 1 the level cap was 6- I couldn't even park it in my inventory for later.

But yeah, vehicles are kind of a let-down, outside of a few exceptions like the Bulwark. While I think it's a good concept of having them replace your primary weapon and open up some new possibilities to be distinct from infantry, it doesn't really follow through and is kind of at-odds with itself.

Speeds have already been mentioned- a fast vehicle is only as good as the slowest member of the stack on the world map, and a slow T3 just means you're slowing down the stack yourself. The late level requirement makes an early drop largely irrelevant compared to a good T3 or T4 weapon from a dungeon or goody hut. Even once you've actually paid the level tax to sit in the tank, you're sitting in a vehicle that has the same base stats as a mass-produced one. This isn't necessarily a terrible thing since the T1 and T2 weapons are very similar to the stuff wielded by T1 and T2 units- it serves as a starting conceptual base that the hero improves with skills and gear. But T3 and T4 weapons can have enough interesting benefits that you can build a whole concept around. That 15 points to get a T3 vehicle is 15 points that could have bought the entire Deadeye or [X] Specialist line to really bring out the power of a good T3/4 weapon.

High-end vehicles come in two flavors, both with their own different oddities. The ones you can research and build natively make it so eventually the choice is either spend 8 levels to get a hero into a laser tank or just build all the laser tanks you want and maybe take advantage of the production benefits from the right colony sites/exploitations. The ones you can't research and build natively mean that even if you found a wonderful vehicle worth the effort of getting to level 8 then if anything happens to it you won't be able to get it back, which is tricky if you're in a large vehicle that doesn't have much it can use for cover.

In the long run, I hope we'd see cooler random T3/4 vehicle drops with unique properties, but in the short run, some possible things that might work:

1. Making piloting cheaper and advanced piloting at an earlier level to make it more likely that you can use something you find (preferably at or under the level cap of the 1st campaign mission :v:)
2. Making T1 and T2 vehicles accessible to everyone means you can actually do things like slap a newly recruited hero onto a hoverbike and ship them from your capital out the front and lets you treat them like the side-grades they seem to be designed as so you can fool around with them before seeing if there's something you want to go in on
3. Making Piloting and Advanced Piloting provide bonuses to stuff like speed, evasion or other stats would make them more interesting investments and reinforces the idea that having a hot-shot hero pilot makes them just better at performing than the usual models.
4. Letting you rebuy a destroyed vehicle means you don't have to worry as much about losing something you can't inherently build like the Imperial or Spacer vehicles. Don't know if it's as simple as unlocking it or if it could be something like wrecking your vehicle spawns a "wreck" model in your arsenal that can be transformed back into the original for a certain energy/cosmite fee as part of equipping it. If you don't want it to get out of hand it might only apply to vehicles in the hands of trained pilots.

I'm enjoying this game and I bought the season pass because I saw what a great job transforming AoW3 over the course of patches and expansions, so I know you'll come up with something fun.

TheDeadlyShoe posted:

Dvar have the Mountain Cracker op. The Earth Grinder can also crack sectors, although im not sure what that entails exactly.

Takes two turns, turns the sector into a volcanic barren land, gives a bunch of resources (when I used it in the Dvar campaign I think it was research and energy, but the energy may have been production). Blowing up mountains is fun though- it turns uninhabitable mountains into habitable ones and habitable ones into plains.

Promethean also can turn sectors into volcanic with the early application of its doomsday weapon.

Carnalfex
Jul 18, 2007
I would love to see an option (default, even) to not show notifications for a given turn for armies that already have a waypoint set for them that would take longer than that turn to reach. Sure, notify me if they are finished moving or will finish and have movement left over, but if it will take 8 turns just move them for me.

Mzbundifund
Nov 5, 2011

I'm afraid so.


A voidtech tactical op inflicted slow on these guys even though they should be immune to status effects. Am I misunderstanding something or is this a bug?

MuffiTuffiWuffi
Jul 25, 2013

I love how cities work up until it reaches the density of "I have to look at some city stuff every turn or so" at which point it rapidly becomes a chore.

I really like the sector exploitation and systems (though it's extremely not well-explained) and feel that choosing which sectors to claim and develop are meaningful and impactful decisions. This switches over from "This system is great, every decision I make is meaningful!" to "Oh no, every decision I make is meaningful!" after, around the fifth city. That seems to me to be about the time you start having to make one or two city-based decisions every turn (and since the sector system feels meaningful, they're decisions I feel can't just ignore), and it only gets worse from there.

Possible dumb ideas - add a stacking cosmite cost to colonizers, based on the number of cities/other colonizers/colonizers under construction? Just extend the no-build zone from one sector to two? I think the second of those ideas would have strong knock-on effects but maybe the first wouldn't...?

I have a lot less of these issues in, say, Endless Legend, because the focus is there on cities, and they have a much stronger anti-ICS system. In Planetfall more cities is always unequivocally better, unless the cosmite you spend on cities could have sped up your expansion, but the better you are at tactical battles the less you need that cosmite! I feel that most of the time you can basically "max" your clearing speed with lightly upgraded units and so...back to ICS it is.

Possibly this is less of an issue in multiplayers where it will occasionally force you into losing units to the autobattle but it feels awful in single player.

Mister No
Jul 15, 2006
Yes.

Wolpertinger posted:

upkeep is just 'more pops = more unhappiness' - you gotta make it up with happiness workers and the happiness buildings. If it hits a point where it's getting out of control faster than you can deal with it due to lots of volcanic or something, slow or stop the speed with the donate food option to half or full respectively, which will give it to cities that need it.

oh. derp. that makes sense.

Carnalfex
Jul 18, 2007
Has anyone else noticed weird interactions with Xenoplague?

I keep getting xeno units under my control spawning in seemingly random places across the map from me. I think it is because roaming neutral xeno units killed something?

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pedro0930
Oct 15, 2012
You don't have to spam colony if you don't want to. The AI is not great to the point where you need to do any kind of super optimal strategy. I just won a skirmish game with all highest difficulty and I only built 3 colonies the entire game (capital, one neutral settlement, and one colonizer I built to get gold landmark) the rest are all captured from the enemy and after the first war I wanted to raze all the new colonies I captured unless they have a landmark attached because gently caress managing all these cities.

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