DA_Corporation wrote:

I think leeching should directly interact with food. The more you leech, the more food get's siphoned from the system. Leech to much and you kill off the population and eventually kill them off entirely. This way you could have 'harvest' systems that you could just have a fleet chilling over. Leech too much, you kill off the population and dry out the entire system.

That is, actually, what should be happening. If it does not then either the system is producing ridiculous amounts of food (Which I found to be surprisingly easy), or this is a bug.


In theory, wiping out your source along with military resistance should limit your leeching potential. In practice, that falls apart with how abundant food can be, and once you hit the point where you can just park an overpoweringly large fleet or an ark in orbit for protection.



Now, let me look at each suggestions in turn:


Suggestion #1

As far as arks are concerned: Disabling their ability to attack would be a solution,  but may be a little to drastic. If blockades work like they did in ES1, without any requirement for fleet power, a single scout could blockade a whole ark ship. I think it would be better to simply reduce their ability to actually deal damage to enemy fleets. Floating around with 6000 hitpoints would matter a lot less if they didn't have the guns to kill anything other than a lone scout. Reducing the number of weapon slots to, say, one twin broadside mount for kinetics, could actually open up additional design space: Granting arks more module slots by upgrading their system level, granting them more slots and access to weapon types through a "combat ark" research in era 3, etc.


Suggestion #2

I completely agree. While the ark's space combat abilities are overpowering in the early eras, their defensive ground combat abilities are a joke. I do not see how a few transports ships can invade an ark that could wipe down an entire combat fleet. Similarly, starting a ground invasion is completely pointless as the Vodyani.


Suggestion #3

I'm not sure this is a problem that needs to be fixed on the Vodyani side. I personally find that there are precious few ways to manage approval. Infinite Supermarkets and Colonial Rights, and a few technologies that reduce Overpopulation and Overcolonization, Kalgeros if you are lucky, and a few laws. I'd like to see more ways to interact with approval, so that the other factions can better benefit from high approval to compensate for the Vodyani not worrying about it.


Suggestion #4

See the beginning of my post.


Suggestion #5

Another issue where I think the fix should be in larger gameplay than specifically for the Vodyani. If both diversity or uniformity in political ideologies and population types offered different advantages, then the other empires would not be inherently disadvantaged by the Vodyani tendency to be ruled by a powerful religious party.


Suggestion #6

I can agree to this. All the FIDSI modules are really powerful. I would prefer versions that start weaker than now, and improve as you level up your Ark. Furthermore, each new ark starting out empty, and then being -individually- outfitted with modules would help this, as you wouldn't immediately start with a bunch of FIDSI modules on a new ark (and it would also make each Ark a unique and worthy asset, instead of just a copy-pasted large ship with the ability to generate FIDSI)