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Cravers, Approval and Government.

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Should Cravers have their own special after invading choice? IE Slave systems.
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8 years ago
Oct 13, 2016, 11:41:58 PM

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


  1. Its easy to implement
  2. It solves the problem
  3. Makes sense lorewise
  4. It has all of the goods none of the bads. 
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8 years ago
Oct 21, 2016, 11:49:18 PM
atejas wrote:
solrac137 wrote:
Morcaster wrote:
solrac137 wrote:

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


  1. Its easy to implement
  2. It solves the problem
  3. Makes sense lorewise
  4. It has all of the goods none of the bads. 

That solves half the issue. The other issue is approval, with so much disapproval you can't suspect any idea to work because even with all the approval pluses you get in the game the cravers will most likely have very very little of it and in turn fid production of any kind does not matter.


So if we can solve your issue and all of my issues ive stated then only then will it be fixed.




Imho craver approvation should be always fixed in 50 as a world devouring hivemind they shouldnt care about the opinion of their citizens so no increases in approval and no decreases ? like the harmony maybe ?


And a reduction of approval once you include minor factions ofc you get a bunch of extra FIDSI but some dissaproval ( not as much as now ) and you can reduce it back to normal levels by eating people so you get two choices 

1. Lots of production from slaves but internal problems slave uprisings stuff like that

2. Less production but no problems and lots of cravers well feed cravers!. 

The cravers aren't meant to be a unitary hivemind like the Tyranids. The art includes pictures of Cravers coexisting on planets alongside other races. Quest events refer to Cravers being 'grateful' when they are given combat roles and rebelling without a Bishop to keep them in line. All of this indicates that they have some limited sapience.

But then you have the official wiki mentioning that only 1/3 of the population is actually sentient or capable of individual thought and the craver leader saying the hive this and the hive that, maybe due pheromones cravers acts like drones while close to their queen/bishops but away from them they gain independence ? 


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8 years ago
Oct 21, 2016, 8:59:01 PM
Morcaster wrote:

So I found a way to kill colony's without taking them over yourself and I think this is great! But the game no way at all hinted this and it will not pop up with a notice screen.


If you have a flotilla guard a enemy system for X turns the colony gets wiped off the galaxy map for good. It's now a neutral system.


The bigger the flotilla the faster the system gets wiped. Woo, I found a way to get some issues now!


You have to make sure though however that there are white lines moving in the circular bar around the system otherwise the bar does not go down. The white lines indicate how much the bar goes down per turn.



Also if you have the tech for more diplomacy options I think that will let you make demands of other races and if you keep doing that during a force truce/treaty then they will get angry and declare war on you.



assuming you max out flotilla, how long a wait? how many fleet you used on a system?

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8 years ago
Oct 21, 2016, 5:57:23 AM
solrac137 wrote:
Morcaster wrote:
solrac137 wrote:

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


  1. Its easy to implement
  2. It solves the problem
  3. Makes sense lorewise
  4. It has all of the goods none of the bads. 

That solves half the issue. The other issue is approval, with so much disapproval you can't suspect any idea to work because even with all the approval pluses you get in the game the cravers will most likely have very very little of it and in turn fid production of any kind does not matter.


So if we can solve your issue and all of my issues ive stated then only then will it be fixed.




Imho craver approvation should be always fixed in 50 as a world devouring hivemind they shouldnt care about the opinion of their citizens so no increases in approval and no decreases ? like the harmony maybe ?


And a reduction of approval once you include minor factions ofc you get a bunch of extra FIDSI but some dissaproval ( not as much as now ) and you can reduce it back to normal levels by eating people so you get two choices 

1. Lots of production from slaves but internal problems slave uprisings stuff like that

2. Less production but no problems and lots of cravers well feed cravers!. 

The cravers aren't meant to be a unitary hivemind like the Tyranids. The art includes pictures of Cravers coexisting on planets alongside other races. Quest events refer to Cravers being 'grateful' when they are given combat roles and rebelling without a Bishop to keep them in line. All of this indicates that they have some limited sapience.

Updated 8 years ago.
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8 years ago
Oct 21, 2016, 2:58:13 AM

ok i looked into craver mechanics by using them.....


and i figure out how to succeed with them.


i'm not sure how consuming other races work when you take their planet works - perhaps someonw can enlighten me.  


i figure out how to get estatic on many system - took advantage of all 3 levels of system improvement, happy buildings, change gov to democracy from dictatorship,m etc.



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8 years ago
Oct 16, 2016, 3:49:24 AM

So I found a way to kill colony's without taking them over yourself and I think this is great! But the game no way at all hinted this and it will not pop up with a notice screen.


If you have a flotilla guard a enemy system for X turns the colony gets wiped off the galaxy map for good. It's now a neutral system.


The bigger the flotilla the faster the system gets wiped. Woo, I found a way to get some issues now!


You have to make sure though however that there are white lines moving in the circular bar around the system otherwise the bar does not go down. The white lines indicate how much the bar goes down per turn.



Also if you have the tech for more diplomacy options I think that will let you make demands of other races and if you keep doing that during a force truce/treaty then they will get angry and declare war on you.

Updated 8 years ago.
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8 years ago
Oct 14, 2016, 10:28:32 PM
Morcaster wrote:
solrac137 wrote:

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


  1. Its easy to implement
  2. It solves the problem
  3. Makes sense lorewise
  4. It has all of the goods none of the bads. 

That solves half the issue. The other issue is approval, with so much disapproval you can't suspect any idea to work because even with all the approval pluses you get in the game the cravers will most likely have very very little of it and in turn fid production of any kind does not matter.


So if we can solve your issue and all of my issues ive stated then only then will it be fixed.




Imho craver approvation should be always fixed in 50 as a world devouring hivemind they shouldnt care about the opinion of their citizens so no increases in approval and no decreases ? like the harmony maybe ?


And a reduction of approval once you include minor factions ofc you get a bunch of extra FIDSI but some dissaproval ( not as much as now ) and you can reduce it back to normal levels by eating people so you get two choices 

1. Lots of production from slaves but internal problems slave uprisings stuff like that

2. Less production but no problems and lots of cravers well feed cravers!. 

Updated 8 years ago.
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8 years ago
Oct 14, 2016, 5:29:28 PM
solrac137 wrote:

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


  1. Its easy to implement
  2. It solves the problem
  3. Makes sense lorewise
  4. It has all of the goods none of the bads. 

That solves half the issue. The other issue is approval, with so much disapproval you can't suspect any idea to work because even with all the approval pluses you get in the game the cravers will most likely have very very little of it and in turn fid production of any kind does not matter.


So if we can solve your issue and all of my issues ive stated then only then will it be fixed.



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8 years ago
Oct 14, 2016, 5:24:31 PM
vahouth wrote:

OP your poll is biased. ;)

AS you can see I already put a apology up top my first post. Really no reason to comment about it :)

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8 years ago
Oct 14, 2016, 8:24:25 AM

I kinda feel the same way about the Vodyani, they're religious zealots who feed on the essence of the impure lesser races to further their glory and climb their way up to becoming mirror images of the Virtuals... And yet when I play them I'm getting punished and pushed around by the Lumari and the Sophons via massive influence circles and forced truces? The game in its current state isn't fun or meaningful for an aggressive or domineering faction i.e. Cravers or Vodyani. If they really want to have these extremes of faction personality they need to do some serious legwork to make diplomacy and war a lot more flexible.

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8 years ago
Oct 14, 2016, 7:35:09 AM
solrac137 wrote:

best solution for the pop problem is the craver way which is eating them ! like i said in a previous thread a tech 2 special building craver exclusive called " processing center" or "slaughterhouse" which allows you to kill noncraver pops for a burst in growth but only of craver factions in exchange it would also decrease your relationships with other factions.


If we look on the Wiki, the Craver affinity was supposed to be "Parasite":  Use the Non-Cravers Factions as slaves to increase the production. They will slowly die but will produce more (+100% FIDSI).


Troublesome populations would have been devoured over time. Instead we have "Slave Drivers" which just slows their growth rate.

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8 years ago
Oct 13, 2016, 5:45:56 AM

Sorry in advance for messing up the poll. I didn't really know how to use it.

But yes or no for the idea.



I've notice that even though I have 100% of my voters and my military faction is in the powerful setting that my people are still displeased about the voting results. This make no sense. If 100% of the people are good with this party then there is no reason to be un-happy or at least not have a -40 to approval... that's just insane. And on top of that it's every freken time they vote. no not every two times. every time. And paired with the un-happiness from the over colony modifier it basically EVICTS ALL OF MY SYSTEMS. Yes you heard right. there's like 0 pop on 70% of my systems. I will even take measures to ensure this does not happen in my next game. Nope there is no way avoiding this. It just happens. And if your playing cravers, It's game over, you automatically lost.

Why auto loss? because with the combo of disaster above me you also have force truce on top of that. oh and you have no choice other to keep the colony of the system you captured.


Issues.


1. Disapproval in politics when it doesn't make sense

2. Too much disapproval in politics. honestly it's wayyyyy tooo much.

3. Disapproval EVERY TIME they vote. every time.

4. The over colony modifier is not too much of a big deal but there should be something other then the era two tech that helps it with a tiny 25%

5. Force truce needs to stop, I know the devs are working on this and I really hope that they fix it in a balanced way.

6.There needs to be some other option other then owning the system when invading it, asap, this most likely will fix most of what the issues the cravers have. OR having a special option for only the Cravers to make it so the system is a slave system without technically owning it would be nice. In this case there would be no approval for that system because it's a slave system and the rest of your race would be happy, not unhappy because it's not a colony you own, but you get FIDS from it.


Cravers are getting hit hard with all these issues the most. It makes it impossible to enjoy playing them.


Updated 8 years ago.
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8 years ago
Oct 13, 2016, 5:28:06 PM
endlessfan12 wrote:
Morcaster wrote:

Just Playing cravers right now is bad. You have all these systems with zero pop but they count as a over colony modifyer. So you are stuck NO matter what in the mid-late game with like -200 to dust per turn, 60 turns to research a era 2 science, ETC.


that's not how the cravers play, They THRIVE on EXPANDING and EATING and KILLING but the game all but punishes you for ALL of that With disapproval that is the main cause of ZERO POP SYSTEMS. It is not the fact that you have Depleted planets! So don't you dare say that's the issue because I can get around that EASY.


If your going to punishing me for playing the way the cravers are meant to be played then suggestions and game design changes are in order OR you may not even have a craver race to begin with. Take them out.


sorry didn't mean to offend you. i was just asking when i asked whether you were new to es.  


well i don't have a lot of experience playing as craver. i have more experience as sophons.


i just infer craver as depleter cuz i invade their home system in one game.  i looked at their planet and was like 20 for food orginal value and it showed 3 when i hover over it and   status was depleted so go figure.....


dunno if depletion element is a carry over trait designer wanted to bring over from es1....  

Im sorry too. I didn't mean to get offended or seem like I was, I'm just really into this stuff.


But yeah the cravers depleted planets are not too much of a hinder. You must have played really close to the cravers in that match to take them over so easy, On harder settings and if they get 20 turns to themselves they're scary. 

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8 years ago
Oct 13, 2016, 10:01:03 AM
Morcaster wrote:

Just Playing cravers right now is bad. You have all these systems with zero pop but they count as a over colony modifyer. So you are stuck NO matter what in the mid-late game with like -200 to dust per turn, 60 turns to research a era 2 science, ETC.


that's not how the cravers play, They THRIVE on EXPANDING and EATING and KILLING but the game all but punishes you for ALL of that With disapproval that is the main cause of ZERO POP SYSTEMS. It is not the fact that you have Depleted planets! So don't you dare say that's the issue because I can get around that EASY.


If your going to punishing me for playing the way the cravers are meant to be played then suggestions and game design changes are in order OR you may not even have a craver race to begin with. Take them out.


sorry didn't mean to offend you. i was just asking when i asked whether you were new to es.  


well i don't have a lot of experience playing as craver. i have more experience as sophons.


i just infer craver as depleter cuz i invade their home system in one game.  i looked at their planet and was like 20 for food orginal value and it showed 3 when i hover over it and   status was depleted so go figure.....


dunno if depletion element is a carry over trait designer wanted to bring over from es1....  

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8 years ago
Oct 13, 2016, 9:14:26 AM
endlessfan12 wrote:

oh are you new to endless space?


es1 was like this too.


i think the designer wanted craver to be depleter and that why the you get fids bonus as trait but depletion is drawback.  think you are suppose to deplete a planet and move on to other system as craver.


but game mechanics wise , i think they are just gonna ruin all planets in the end unless they get the acension victory and become Endless like themselves(think that is a vcitory option in es1). lol.

No I'am not new to endless space and I've been playing for awhile now.


I know ES1 was like this but here me out.


This is ES2 NOT ES1, so why would you want to port over a broken race that's exactly the same from the other game? The answer is not a good answer.


This is a brand new game with many changes including the new government mechanic. That is not in ES1 so no, it's not like ES1


It really doesn't matter how manny victory options you have, the fact stands of right now. If you played the cravers and paid attention long enough to know that they more play like a small community of conservatives rather then a robust dictatorship who's hell bent on killing and eating everything in sight other then there own kind but occasionally, then you'd know the government approval for 100% of the pop needs fixing (Thats not in es1) that heavily effects the cravers the most because they are meant to be played as killers. The fact that there needs to be an option to fix invasions, yes they need changes so we can't have so many zero pop colony's again that's not in es1.


So unless you love playing a losing game be my guest and play the cravers for now by all means. You don't have to lose, you can play them as a goodie two shoes race but honestly theres no fun in that and they may as well not be cravers at that point. And the only way you can get a high score is by invading other races systems, you lose anyway, it's a lose lose situation. Because you will get outscored possibly on a rare occurrence you will win with only a handful of systems as the cravers but not really. 


So, unless you have something completely constructive to say or at least you paid attention long enough to understand these issues don't really say anything I already don't know and pretend I'am new at this game or have no idea what I'm talking about. And if you don't know what I'm talking about then really, try playing the cravers up to turn 100 and just invade everything you see and colonize everything you can and tell me whats wrong. It's not the depleted plants.

Then play them and only keep about 3-4 systems and just ignore other races and focus on system improvements. You get outscored. 


I can get by perfectly fine just have 3 systems at turn 100 and have bonuses up the arse at a mid point but again. That's not cravers. Your call.  

Updated 8 years ago.
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8 years ago
Oct 13, 2016, 8:17:49 AM

Just Playing cravers right now is bad. You have all these systems with zero pop but they count as a over colony modifyer. So you are stuck NO matter what in the mid-late game with like -200 to dust per turn, 60 turns to research a era 2 science, ETC.


that's not how the cravers play, They THRIVE on EXPANDING and EATING and KILLING but the game all but punishes you for ALL of that With disapproval that is the main cause of ZERO POP SYSTEMS. It is not the fact that you have Depleted planets! So don't you dare say that's the issue because I can get around that EASY.


If your going to punishing me for playing the way the cravers are meant to be played then suggestions and game design changes are in order OR you may not even have a craver race to begin with. Take them out.

Updated 8 years ago.
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8 years ago
Oct 13, 2016, 7:51:58 AM

I suggested this in another thread but it would be neat if, instead of being able to raze systems, the Cravers 'gorged' on it instead, depleting it in a short number of turns and destroying the colony while creating significant empire-wide FIDS bonuses.

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