Logo Platform
logo amplifiers simplified

Unfallen Vine Expansion in the early Game

Reply
Copied to clipboard!
7 years ago
Feb 20, 2018, 9:12:47 PM

I hadn't played ES2 for months. Came back recently, after the expansion, played a couple games, then tried the Unfallen.


Restarted 5 times. Quit.


The 20 turns for entwining in the early game is making early expansion nearly impossible.  I'll get one system entwined, and the other players will colonize 3 systems.  Since they can skip to good systems, they get to good systems before I possibly could.


Worse, in one case a system I was entwining got colonized. I finished the entwining before they finished their colony, but when their colony finished the system was theirs.


I played a lot of ES2 when it came out. I don't remember this being a problem. I assume the entwining duration has been increased to make up for issues in the mid and later game, but it has crushed them for the early game. I don't consider myself incompetent, I had no trouble playing the Imperials and Sophons, but I couldn't get an empire even up and running with the Unfallen.


Perhaps change the entwining duration back, and if necessary, increase it when the Unfallen reach some milestone in the game (tech 3? A number of entwined systems?)  As it stands right now I'm not going to play them, and I'm not going to allow the AI to play them. They just don't appear to be viable.

0Send private message
7 years ago
Feb 20, 2018, 10:19:14 PM

But you know you can stack vineships, to lower entwining duration, right ? The second vineship in one stack halfs the duration, i.e.

0Send private message
7 years ago
Feb 20, 2018, 10:35:28 PM

Yes, but they are so expensive that putting one out in the early game doesn't solve the early game expansion problem.

0Send private message
7 years ago
Feb 21, 2018, 11:47:15 AM

Hey, I disagree when you say Unfallen aren't viable, they definetly are because they compensate with their huge growth production. But I agree they can sometimes get fucked by RNG if they have to skip bad systems before vining a good one, or if pirates/warmongers minors spawn in their way. On the other hand, the vining speed is way too fast in mid-late game when you can stack 7+ vine ships in a fleet.


If you don't really care about achievements or already have all of them I made a mod trying to fix that, it definitely helps the AI at least.

Updated 7 years ago.
0Send private message
7 years ago
Feb 21, 2018, 2:44:10 PM

In early game design vineship without of any modules, to lower production time. In case you finish a vineship (empty design), redesign vineship (add modules again) and upgrade (costs some dust you should have) vineship. This way you can produce vineships faster and stack them even early game, to lower time of vining system(s). Anyway, you are right, if a pirate ship disturbs your vineship early game, it sucks.

Updated 7 years ago.
0Send private message
0Send private message
7 years ago
Feb 21, 2018, 9:23:20 PM

Yes Kuma, I actually did get your mod and it fixes the problem and balances it for later game. Good mod, thanks.

0Send private message
?

Click here to login

Reply
Comment