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why do Cravers even have overcolonization penalty?

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6 years ago
Sep 5, 2018, 10:48:03 AM

It does not make sense lore-wise and gameplay-wise for an aggressive expansionist race. They keep saying how they are still hungry for more but they become unhappy because they have too many systems and planets colonized? I have to make my Craver empire religious to pass the Saints and Sinners law  to force everyone to be content and it feels kind of weird to make my Cravers religious instead of militaristic. I feel like a degenerate form of Vodyani. It would be great if the overcolonization penalty is removed so I can colonize endlessly. If that's too much, then make it at least 3x compared to what is normal for other empires (in a large galaxy this might be 7 usually, so make it 21 for Cravers)

Updated 6 years ago.
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6 years ago
Sep 5, 2018, 11:24:40 AM

They don't have obedience like Hissho do, so each part of the hive is not like the other and bishops might want to steer their drones away. Hive or no hive, your task is to control multiple colonies. If you want to expand endlessly build autonomous admininstrations.

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6 years ago
Sep 5, 2018, 12:31:36 PM

The Cravers should be happy that they get more planets to feed on and deplete rather than get a galaxy-wide approval penalty due to over-colonization for having too many systems under their control.


I have to keep expanding my empire because my older systems will be depleted. I need to keep getting the Craver FIDS bonus on fresh new systems to keep up with the rest

Updated 6 years ago.
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6 years ago
Sep 5, 2018, 1:13:58 PM

They have an overcolonization penalty for the same reason every faction does: to limit how many colonies you can have. Sounds obvious, but it's the main limiting factor to an empire's size, and therefore, a pivotal aspect of the game. In Craver's case, it's particularly important, because makes it so you can't spread like wildfire, colonizing everything on sight and depleting them ASAP with no regard to the fact it will leave you with a weak system - you are getting new ones at the same time, after all.


In another words, colonization penalty is an important part of the game's design, and a limiter that would be particularly OP if removed from Cravers.
(many people oppose the Saints & Sinners law for that reason)

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6 years ago
Sep 5, 2018, 3:57:10 PM

One of my tactics when playing as a "wildfire" Cravers is to settle multiples worlds, consume them, send my cravers elsewhere, and then decolonize the depleted systems. Basically the "locust swarm" strategy (minor pop aren't important in this strategy : consume them like the rest).

If you want a more stable strategy, then using slaves is the way to go : using the Saint and Sinners law, you can put tons of slaves on depleted worlds with 1 Craver population each time (so that there is actual enslavement) and their unhappiness won't matter. 


To me, the worst strategy for the Cravers is the classical spread à la UE or Lumeris : since your world depletes, you are either forced to use slaves, or to always move.  If not, you'll end up behind, or you won't be able to conquer without having heavy happiness penaly.

If only I could decolonize the Craver home system...

Updated 6 years ago.
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6 years ago
Sep 5, 2018, 5:02:22 PM

Ohhh, I just read the in-game text for Autocracy government (no Anarchy even with unhappiness) and Autonomous Administration system improvement from the Cultural Invertics tech in the 4th tier Empire section. I keep seeing autonomous this and autonomous that and was wondering what the heck people were talking about. I can see it clicking now how I can run a sizeable "vanilla" empire for Cravers. The things I am still learning from the game!


I am planning on doing the "locust swarm" strategy. I think it works well for Cravers. Conquer, consume, then move on to the next ever hungry for more leaving behind husks of planets. However it feels kind of cumbersome to be micromanaging sending Cravers with the space port. Then I have to watch carefully where those civilian ships are moving or else get stopped by an opposing force and get destroyed. Or do you choose Evacuate System and get the colony ship refund instead? 



Updated 6 years ago.
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6 years ago
Sep 5, 2018, 5:35:24 PM

I agree that it's quite the micro-heavy strategy, but it seems so fitting to Cravers that I like it anyway. 

For the evacuation part : I usually try to secure a path between the newly colonize system and the consumed one before sending the civilian ships. Afterwars, I sell all the improvements, and then I burn all down.


What is also interesting with this strategy is that is forces you to chose short-terms solutions instead of long-term ones : you'll have to scrap everything eventually, so building expensive building isn't a good thing. You don't care about wonders, developping your systems (above the first level) or building improvement requiring a lot of strategic resources (those will mostly be used for your fleets, or be sold on the market when there is a price spike).


The most glaring issue with this strategy is that it is highly map reliant : the bigger the map, the higher the risk of meeting a players with highly advanced systems whose economy hasn't been distrupted by your non-stop agressions. You must be everywhere as soon as possible in order to not let other players outpace you.


Another thing to note : I don't know about you, but I usually play with scarce resources (strategic and luxury), so that there is a more interesting colonization game. Because of this, the rare systems with strategic resources must be preserved (if not, you'll lose a lot of options for your fleet equipement), and you need also to keep at least one system with the luxury resource you chose for your first system development plan. These systems can be further developped (ideally, there shouldn't be Craver population on them, so that they be used as "crisis fids stock" if you have problems in your "frontline world" => in that case just send a Craver pop in one of them, eat minor pops and grow your Craver population fast).

Finally, since your home system cannot be decolonized, you'll have to develop it, and fast, so that it doesn't become a burden latter on.



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6 years ago
Sep 5, 2018, 10:32:48 PM

All very good points Hinin! The other thing about Cravers is I feel they are only good on paper and trailers, but in game they do not feel well made and not very immersive. One of the biggest fun factor playing Endless Space 2 is roleplaying the species I'm playing because the Endless universe is so immersive. Cravers need a lot of rework in game to make them feel more Craver-y and unique instead of some random empire that has citizens that depletes planets. The improvements and events are biased towards humanoid non-Craver species. Why was there an event asking me that my minority citizens want their names changed correctly? Do the Cravers even care when they view everyone as food? why do they even have xeno-tourism improvement? I read one funny reddit post commenting it "The violent and canabalistic natives of The Husk welcome you to spend your holidays on the barren wastes of a once-beautiful planetary resort. Explore the vast cavernous strip-mines that cover most of the planet. See the empty plains where verdant forests once stood! Visit the museum of all the animals we ate to extinction!"  lol

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