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Hissho are overpowered because they ignore morale limitations.

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6 years ago
Aug 3, 2018, 1:54:37 PM

Hissio don't use traditional morale system and ignore most morale mechanics in the game. That includes morale penalties for colonizing more planets in your systems. Those are particularly harsh for advanced planet types like barren and lava. 


Hissho start as a dictatorship which is usually one of the worse political systems but in this case it's the best. It allows you to just pick ecologist faction on first election which would normally have almost zero representatives and would be impossible to get into power. Normally picking a unpopular faction like that causes morale problems from lack of representation. But Hissho ignore that.


This unlock the party law which lets you colonize all non-gas planet types. So you can immediately colonize everythign in your systems giving you large yields increase from private-public partnerships and xeno-industry and farms which are per planet and are one of the main sources of your FIDS in the early game. Normally this also causes massive morale problems so it's limited in scope but hissho just ignore it so you can easily grab ALL the planets in all your systems. This gives you massive industry from lava planets and great science from barren ones much earlier than usual and catapults you far ahead of everybody.


You can then optionally pick up terraforming and change the planet types you don't have the tech for to ones you do to even remove the -25% FIDS penalty the law causes.


Not being affected by standard morale limitations like overexpansion and colonization while at the same time being able to keep it high pretty easily and at least content no matter what puts them in completely different league to other factions. Cravers can go for religious party and use the forced happiness law to ignore happiness too but it requires high influence upkeep and lot of work to set up and it's still considered very strong effect. Giving this effect (or actually even better one) to hissho for free makes them too strong considering other powerful bonuses they have.


Like how enemy systems are fully productive immediately after capturing. Other races start with 0 morale on a captured system and it takes 10-20 turns to bring it up to normal values and the system tanks your empire happiness in the meantime too. This (and overexpansion) limits the number of systems you can conquer at once without crippling your empire. But Hissho just roll and keep rolling system after system immediately pumping out even more reinforcements from just captured systems at full capacity. It's a train with no brakes and they snowball insanely hard.

They just flat out ignore all the mechanics designed to stop that from happening.


Overall it feels Keii is too easy to keep maxed out. There are almost no effects that consume it aside from colonization (after colonizing 2 systems under expansion limit you should be conquering not colonizing anyway), retreating (just don't retreat) and losing systems (happens rarely and the penalty is very small even then and you can make it up in 1-2 fights). 


Then the only effect that use it are the special boost actions and the laws. But you control those so you'll only be using those when you're already at 90+ keii. Overall it's very hard to drop below max happiness unless you chose to do so yourself. Overall managing keii doesn't require any effort since it's easy to gain but hard to lose.


Also they shouldn't ignore overexpansion penalty. Yeah it makes colonization more costly but there is zero need to colonize after first 2 systems when you can conquer some systems for free instead. There should be base decay of -1 keii per turn for every system you have over the limit. That would actually make the overexpansion penalty somewhat hurt instead of what we have now which is practically unnoticeable and in no way prevents them from growing as big as they want with no repercussions while all the other races are heavily limited.

Updated 6 years ago.
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6 years ago
Aug 3, 2018, 2:11:23 PM

You made some good points. I was really afraid that it will turn out that way for Hissho, but I hoped other factions would also raise in power level because of behemoths and all. I really like your proposal of creating a decreasing Keii penalty for every system beyond overcolonization. But I think 0.5 or even 1 point would not be enough to keep them from invading, because they already gain a lot of Keii in the process and they can later leave 1-2 systems to continuously subdue them. I would say -2 Keii per turn for every planet past the cap. Only hard limitations like that can make them balanced the way they are without changing other stuff.

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6 years ago
Aug 3, 2018, 2:46:53 PM

You have to think about this from a game settings point of view.  How would this work on a larger galaxy with pirates off?  Just curious?


You may be right, in that there needs to be something to decay kie the larger your empire gets, but on one hand think about every setting playable and go for there.  You make the same arguement I make, they are too weak on large galaxy open settings and too strong in the small ones.  


But what would you say if I turned off pirates and minors count to low and then played a game? 

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6 years ago
Aug 3, 2018, 2:57:20 PM

What if I set the galaxy size to smallest and put horatio against cravers? Should we balance the races for this scenario? Obviously there are situations where certain races are better or worse but we're talking about most common settings that most people use. Almost everybody plays with minor factions and most people play with pirates too.


Anyway they'd still be above average even on those settings that disfavor them because you can farm Keii with the sacrifice observations and quests and keii colonization costs are manageable for long enough to reach other player.

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6 years ago
Aug 3, 2018, 4:43:48 PM

Agreed. It's too easy to keep nearly constant 100 Keii with plenty to spare for their unique abilities and laws while completely ignoring over-expansion. On the same subject of Keii OPness, the faction quest reward below is way too powerful as well. Due to ease of keeping Keii high it's basically a free permanent global +50% DMG bonus, again something that is even more powerful than the Militarists' last tier law with high influence upkeep cost (+33% Weapon DMG & +33% Troop DMG, upkeep 4 Influence / pop).




I also find it kind of silly that currently the most expensive Keii consuming ability by far is normal colonization after you've hit colonization cap, instead of the very powerful AoE buffs for Behemoths that help numerous fleets and systems for several turns. I know that's supposed to be their playstyle but maybe both of the extremes need to be toned down somewhat so colonizing one system when you're over limit isn't 10x more costly on your Keii than the Order of the Red Blade or Way of the Obsidian Eagle that cost mere 8 or 5 Keii respectively + a very small amount of T1 strategic resources. I really like your idea of over-expansion being tied to passive Keii cost: that way Hissho retain their unique happiness gimmick but still need to deal with it and could also keep their constant conquest in motion by fighting more and more to stave that passive cost they get from over-colonization.


Regardless the active abilities probably need to get their costs increased, or left as is but with other changes to compensate. Right now it doesn't really feel like I'm making an exchange between a powerful ability or empire happiness since I can so easily get both.

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6 years ago
Aug 3, 2018, 5:34:06 PM

Why are you even keep keii at high levels, have you no need to spend it? Fealty foundations that require -25 keii per planet, refreshing keii powers every 10 turns (-16 keii total), neutral laws that draw it every turn (-2/-2-/-1 per system without ancestral reverence). I fight constantly to keep keii level at least above 60.

Updated 6 years ago.
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6 years ago
Aug 3, 2018, 5:48:05 PM
Sublustris wrote:

Why are you even keep keii at high levels, have you no need to spend it? Fealty foundations that require -25 keii per planet, refreshing keii powers every 10 turns (-16 keii total), neutral laws that draw it every turn (-2/-2-/-1 per system without ancestral reverence). I fight constantly to keep keii level at least above 60.

Fealty foundation is hilariously overpriced at 25 keii. I'd pay maybe like 3 tops. It's only twice as good as basic planetary specialization of the same tier.


The only keii power you really should have up all the time is the production one. You're a dictatorship so you only have 2 law slots. 1 should be used for influence law because you have literally nothing else to do with influence and some of them are pretty good. That leaves you 1 law slot to turn on and off the Hatched at home to eat up all your keii surplus. But you should always turn it off if you're about to drop below 90. It's not worth losing high morale bonus for it. Sure you can always use the keii somehow but It that's because you're spending it on those OPTIONAL boosts. There is no challenge in managing it and you're never in danger of going below Devoted unless you yourself decide to spend it on some frivolious stuff. Meanwhile other faction are struggling to keep morale up just doing basic colonization and claiming planets not to even mention spending it on luxury boosts like some basic laws which is almost never affordable.

Updated 6 years ago.
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6 years ago
Aug 7, 2018, 4:01:36 AM

I'd say Hissho absolutely need some sort of Keii passive cost, even just -1 or -2 per turn would go a long way.


I would also say that Approval maluses from planets and anomalies need to become Influence maluses for the Hissho, both to justify their Religious theme as a way to keep their population faithful on planets, and a way to make them no longer able to completely ignore the cost of settling and developing lower tier planets and negative anomalies.

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6 years ago
Aug 7, 2018, 8:45:10 AM

Hissho had a passive keii cost in the beta and it did not play well, In short, it made them just like the necrophages if you aren't fighting you die, which is not ideal when you don't always have other empires to fight nearby.

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6 years ago
Aug 7, 2018, 9:42:56 AM
CyRob wrote:

Hissho had a passive keii cost in the beta and it did not play well, In short, it made them just like the necrophages if you aren't fighting you die, which is not ideal when you don't always have other empires to fight nearby.

You always do have pirates and minors though. And you can always sacrifice a pop for +5 keii. Even at -1 per planet over expansion limit you can still manage by sacrificing a pop every 5 turns on average. Most planets should easily be able to grow pops faster than once every 5 turns. It's very much possible to max out keii without fighting any other empire. You can also keep it up at least content even without minors and pirates.

Updated 6 years ago.
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6 years ago
Aug 7, 2018, 10:02:37 AM

The sacrificing a pop for keii is only available a third of the time, what sacrificing a pop does changes each election.


Keii gain from battles is determined by the balance of the battle so it takes a lot of careful planning to get a lot of keii from them, you can’t just overpower them and all depends on the RNG of galaxy generation as you don't always have enough pirates and minors also other empires can take out the pirates/minors before you do to starve you of keii.


There are also large costs of laws, as many use keii and expansion via colonizing always costs a lot without waiting a long time (which increases the chance of outposts getting blockaded, attacked etc.) 


Excluding the Mining probe bug the Hissho doesn’t seem that unbalanced maybe slightly overtuned but not more than other factions are on certain game settings, the main issue is they need to be counted in a different way to most empires, blockading outposts and starving them of keii sources (pirates & minors) from them are quite effective. They are a tempo faction after all, if you (or RNG) do not take actions against them they will become powerful similar to the cravers.


Many of the arguments being put forth are ones put forth in the beta by others and even me but the Hissho were changed. There are designed so that it’s possible to not die if RNG gives you no sources of Keii (which was a major issue before) and to thrive when they have many sources them.

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6 years ago
Aug 7, 2018, 10:08:10 AM

It's very easy for other militarist factions (i.e. Cravers/Sheredyn) to keep their approval at 100% simply through declaring war on every minor faction you meet, and then later on every major faction on that won't immediately bother you plus the one/two you are actively conquering. Even with the slave drivers trait, Cravers can happily run all systems on ecstatic for the majority of the game so long as you don't expand too much. Given that all other militarist factions have very easy ways and means to keep approval high, and no one is calling them out for being OP, I can't see how this is an issue for the Hissho. I gather there are some balance problems with behemoths right now, but their high approval really isn't something that sets Hissho apart from any other militarist faction. 


Just as an example: Last game with Cravers, 8 players, Endless difficulty, normal speed, large galaxy, turn 115 supremacy victory, never dropped below happy on a single system for the whole game and 90% of the game those systems were on ecstatic. I never have more than 2 Cravers per planet, so just imagine the disapproval penalties from slave drivers.


To hammer the point home, Hissho have to 'spend approval' in order to make the most of their faction traits, in exactly the way Cravers do. Functionally, in that regard, the two are very similar. So it's really not a major issue.

Just on the ecologist point - Hardship Ready is a good law, but it's not as good as some of people make out. Not only do you only get 75% FIDSI from those planets, but with the food changes, it's not as if you will be filling up those planets anytime soon at the start of the game. Colonising those planets also prevents the use of mining probes. So it's often a waste on any faction that doesn't produce enough food in the early game to utilise it well (like Horatio or Unfallen). You're also delaying those extremely strong militarist laws. I'm not saying it's not a legit strategy to switch to ecologists, but it's not without it's drawbacks and it's certainly not OP.

TL;DR - 1) All militarist factions can easily maintain very high approval throughout the game like the Hissho. 2) The spend Keii mechanic is very similar to the Slave Drivers mechanic in terms of 'spending approval' for more FIDSI, yet (I gather) Cravers aren't considered OP, and 3) Going ecologist isn't that beneficial.

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6 years ago
Aug 7, 2018, 12:57:16 PM

I think a keii penalty per turn by conditional circumstances, like over colonization, can give the player the option not to die by keii starvation and still balance their gameplay

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6 years ago
Aug 7, 2018, 3:49:50 PM
WeLoveYou wrote:

It's very easy for other militarist factions (i.e. Cravers/Sheredyn) to keep their approval at 100% simply through declaring war on every minor faction you meet, and then later on every major faction on that won't immediately bother you plus the one/two you are actively conquering.

I thought the minor faction war declaration approval bonus was still an unfixed exploit and not an intended gameplay mechanic? It doesn't make a lick of sense you can just declare wars on every minor faction on the other side of the galaxy and get instant 100% approval without putting in any effort on conquering them. After all as far as I'm aware the opposite Pacifist law doesn't give approval bonus for being in peace with minor factions, does it?



WeLoveYou wrote:

To hammer the point home, Hissho have to 'spend approval' in order to make the most of their faction traits, in exactly the way Cravers do. Functionally, in that regard, the two are very similar. So it's really not a major issue.

CyRob wrote:

Keii gain from battles is determined by the balance of the battle so it takes a lot of careful planning to get a lot of keii from them, you can’t just overpower them and all depends on the RNG of galaxy generation as you don't always have enough pirates and minors also other empires can take out the pirates/minors before you do to starve you of keii.


There are also large costs of laws, as many use keii and expansion via colonizing always costs a lot without waiting a long time (which increases the chance of outposts getting blockaded, attacked etc.) 

You're both forgetting the Hissho can easily choose when and if to use most of their abilities, there's no ticking clock forcing them to fight (like Cravers), and no real downside for ignoring the most expensive abilities. Or in some cases the Hissho are actually more powerful when not using any abilities. The problem is that and the sheer contradictory difference in ability costs, with strong ones being cheap and weak ones being expensive. The only point in the game they're absolutely forced to spend Keii is the start for colonizing the first few systems and getting enough infrastructure up to build their first proper fleet.


The abilities that do cost the most Keii like the planetary FIDSI specialization (25 Keii) and normal colonization after hitting colony limit (can easily go over 70 Keii even at max food) are over-priced gimmicks that are never ever worth their high cost and their effects are neglible, whereas the actually powerful Keii zone abilities (0, 3, 5, 8 Keii respectively - active 10 turns) are so ridiculously cheap they might as well have no cost at all. And only the production bonus ability is something you want to keep on at all times, others are situational for when you're actually fighting, and even then it's not like Hissho ships are weak and absolutely "need" the abilities active in order to survive. Or let's not beat around the bush, some of the most powerful abilities like the quest reward that gives permanent +50% weapon damage bonus across your empire do in fact not have any cost at all and further intencivize you to just keep 100% approval to reap the rewards of both high approval and ludicrously high weapon damage, instead of spending Keii on anything.


The only Keii related abilities that are at least somewhat balanced in my opinion, as in both very useful AND very expensive on Keii are some of the unique laws: the empire wide +25% FIDSI law (1 Keii/turn/system) for example, but keeping it up is hardly a requirement for functional Hissho since yet again, they have no economic penalties from faction traits they would be needing to compensate for. The other unique Keii consuming laws are kind of opposite in that they're expensive at the start, however neither of them scale with empire size and thus they become more cost effective as the game goes on.


Cravers and other militarists have to manage their conquering with the right pop management, expensive approval laws (that also take valuable slots), approval buildings, luxury resource lvl ups and autonomous administration improvement, government types and so on while also being temporarily slowed down by over-colonization on both system and empire level whenever they conquer more. Cravers' unique government that disallows rebellions is already considered a boon and allows them to expand infinitely on paper, but falling low still gives the usual FDSI penalties. Conquered systems also have to go through ownership change. In any case all other warmongers are hit with various economic penalties for over-expansion, whereas Hissho can ignore all of those gameplay features completely without any real downside whatsover.

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6 years ago
Aug 7, 2018, 6:16:52 PM

Yes there will be a period of 40 turns where you can't sacrifice pops but if you end this period at 100 keii even at -2 per turn you'll still end up at 20 at the end of it. Assuming you do a quest or two you can bring it up to 30 which is what will let you keep content. Then as soon as the sacrifices are available you spam them and get back to 100.

They'd still be playable and pretty good since you're utilizing ALL the planets in all your systems while other races only get some at the start and most later but almost never ALL of them. 


Why are we even discussing this extreme scenario and using it as a basis of balance discussion? How many people play on huge maps with less than recommended number of players and pirates and minor factions turned off? Why aren't Horatio balanced to stand up against Cravers 1v1 on a tiny duel map? Clearly they need buffs to their early game until they are viable in this scenario.


In any normal circumstances where you can farm pirates and minor faction not to mention other empires (i.e. vast majority of games) you're keeping keii at 100 while using all important boosts almost all the time while steamrolling everythign and expanding without any limits.


I know it's important not to go overboard with keii upkeep so that non-expert players don't go into death spiral of negative keii they can't get out of but having upkeep on systems above overexpansion limit is good solution. At the start you don't have any upkeep so you can't mess up your early game. And later just like other empires can cripple themselves by colonizing too many systems so should Hissio. But in any case it's the players fault for going over the limit too much without a plan to mitigate that.


There are no ways to cut off keii from Hissio. They don't have outposts aside from their two first systems. Blockading them from pirates and minors will just make you the target instead to attack instead which will give them keii which is what you wanted to prevent in the first place. Even if you have stronger fleet you'll get wrecked. Hissio small attackers have only weapon slots and no defenses. Then you enable the +200% damage suicide attack and you can trade efficiently with any opponent even 1 whole tech level higher than you no problem and generate a ton of keii too becauses you're techincally fighting with a disadvantage even though you're winning all the battles economically speaking.



Updated 6 years ago.
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6 years ago
Aug 7, 2018, 6:28:46 PM

I don’t have the time or energy to join this ensuing argument, but my 2 cents is similar to what @Cyrob and @WeLoveYou stated. It makes no logical sense to include a passively Keii (honor) reducing mechanic, as that is not how honor works (at least in East Asian Cultures; which is where they seem to have drawn inspiration; time does not reduce ones honor, failures and actions do). It also would make the Hissho, who can, as of right now, afford to not constantly attack people, a complete warmonger faction that would collapse otherwise (Hissho =/= Necrophages or Cravers). Lastly a passively reducing Keii mechanic was tried, and failed in Beta. So arguing this, over attempting to come up with solutions to balance other “OP” parts of their kit is pointless (though, they’re pretty balanced right now, in my opinion).  

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6 years ago
Aug 7, 2018, 6:54:53 PM
Suis3i wrote:

It also would make the Hissho, who can, as of right now, afford to not constantly attack people, a complete warmonger faction that would collapse otherwise (Hissho =/= Necrophages or Cravers). Lastly a passively reducing Keii mechanic was tried, and failed in Beta. So arguing this, over attempting to come up with solutions to balance other “OP” parts of their kit is pointless (though, they’re pretty balanced right now, in my opinion).  

How is a complete warmonger faction that can afford to constantly attack people without ever collapsing any different? You're aware that's what basically Hissho are, right? The Hissho can and will be even more aggressive than war-crazed Cravers and it is in fact their optimal / only playstyle, because no current gameplay mechanic whatsoever (passive costs or active abilities) consumes enough Keii to act as a stopgap against endless Hissho conquests, and on the other end their only limitation makes them unable to expand peacefully due to very high colonization costs.


Mechanically Hissho are even greater warmongers than Cravers both because of their overpowered abilities removing all conquest limitations and the faction's colonization limitations cutting off peaceful approaches.


It makes no logical sense to include a passively Keii (honor) reducing mechanic, as that is not how honor works (at least in East Asian Cultures; which is where they seem to have drawn inspiration; time does not reduce ones honor, failures and actions do).

The dishonorable / bad action in question is a badly managed inefficient empire, in-game terms the over-expansion penalty. I don't know how the beta did passive Keii costs but over-colonization threshold would actually work towards downplaying Hissho war-craze, which should be something you like since you don't seem to see them as complete warmongers like Cravers or Necrophages.


Also if you want to talk about what's realistic or logical, how is colonization a very dishonorable action (enough to tank entire empire's approval) but over-expansion isn't?

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6 years ago
Aug 7, 2018, 9:12:55 PM

So lore-wise, it does make sense that the Hissho would get impatient with the moral and traditional decay, because that's a major part of their storyline is the frustration with their society drifting from their original way of life. So losing Keii does make sense from that point of view as not going to war means losing honor and respect due to sloth. There's an alternative though.


If passive Keii loss doesn't work, I think there needs to be a bit more focus on how Influence becomes a replacement for Approval with Hissho. Add an Influence malus to negative anomalies, replace the Approval malus on crappy low tier planets with an Influence malus, generally justify why the Hissho get all these Influence bonuses instead of Approval bonuses by turning all their Approval maluses into Influence maluses.


And importantly, let Ownership override Obedience and not the other way around. Obedience is supposed to replace Approval, but a high Approval system has always had to deal with Ownership as a problem, bonuses be damned.


EDIT: One idea which occurs to me is that rather than inflict any passive Keii malus, inflict a passive Influence malus for systems or planets beyond Overcolonization threshold or which lack a particular Keii costing improvement. This could be Fealty Foundations as the grumbling old folks passively consume Influence from their distaste and impatience for young people not working, or it could just be that each system over the Threshold costs something like say 25 Influence and change Hissho's Autonomous Administration to have a Keii cost.


Either way, it would go a long way to making Hissho have to actually deal with consequences for conquering systems, but not consequences related to their Obedience and Keii which have been established to feel really bad.

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6 years ago
Aug 8, 2018, 2:23:21 AM
hera35 wrote:


How is a complete warmonger faction that can afford to constantly attack people without ever collapsing any different? You're aware that's what basically Hissho are, right? The Hissho can and will be even more aggressive than war-crazed Cravers and it is in fact their optimal / only playstyle, because no current gameplay mechanic whatsoever (passive costs or active abilities) consumes enough Keii to act as a stopgap against endless Hissho conquests, and on the other end their only limitation makes them unable to expand peacefully due to very high colonization costs.


Mechanically Hissho are even greater warmongers than Cravers both because of their overpowered abilities removing all conquest limitations and the faction's colonization limitations cutting off peaceful approaches.


The dishonorable / bad action in question is a badly managed inefficient empire, in-game terms the over-expansion penalty. I don't know how the beta did passive Keii costs but over-colonization threshold would actually work towards downplaying Hissho war-craze, which should be something you like since you don't seem to see them as complete warmongers like Cravers or Necrophages.


Also if you want to talk about what's realistic or logical, how is colonization a very dishonorable action (enough to tank entire empire's approval) but over-expansion isn't?

The difference between the Cravers, a faction that literally is a complete warmonger as, "if they do not continue to expand, discover, and exploit new worlds, their society will eat itself to death." (aka they'll die off if they don't keep conquering) and the Hissho, a faction with a history of Clan and Familial warfare is huge. I'm aware, that the Hissho cannot just constantly attack. It's more strategic than continuously sending Craver fleets to whittle an enemy down, b/c as the Hissho, if you engage in conflicts that you may lose, the Keii cost could turn out to be quite significant, not only would you lose ships (and the Strategic Resources and time to build them) but it would also deduct from your public order, and cause you to possibly be unable to make use of their special abilities as well as an inability to safely spend Keii on colonizing planets. 


You're greatly mistaken if you think that playing as an aggressive, expansionist warmonger is the "optimal/only" playstyle. Day one of the expansion being released for the public (and every game I played in Beta) I played my normal, defensive, non-expansionistic, and reserved playstyle. And I won every single one of those games. Oh, and before you ask if it was "normal, sandbox, hard, etc" those were on Endless difficulty with Endless difficulty pirates. Hell, I even tried a few games w/o pirates and I did fine. It's not hard to prioritize Keii granting quests and Legendary Deeds, and only settling during the Blood Ritual so that you can spend a few turns sacrificing the population that spawns to offset the cost of colonizing. I don't even like farming pirates, I get rid of them as soon as possible b/c it's not economically viable to spend time building ships that could be spent gaining system improvements. 


Mechanically the Hissho have the potential to be played as more aggressive and expansionistic warmongers than the Cravers, but the faction is not only centered as being played that way. 



It makes literally no sense that you would have a passively reducing Keii mechanic tied into the number of planets that they own over the colonization threshold. Over colonizing has nothing to do with a badly managed, or inefficient empire, the over colonization mechanic tied into public order has to do with your people disliking your tendencies to over expand and send them (them being your people) off to alien worlds regardless of how efficient or inefficient your empire is being run. 


And no I don't conflate warmongering and conquering other inhabited worlds with the passive colonization of uninhabited planets. Only your guy's proposal would harm passive players more than aggressive players. And if anything would force players who want to play the Hissho to be aggressive in order to gain more planets and to offset the Keii reduction. B/c the alternative is to not colonize and play passively. 


Colonization can be viewed as dishonorable action if you're perceived by the populace to be spending too much time sending them off to other worlds instead of focusing on your duties or b/c a large part of feudal Japanese honor was taking actions upon yourself not sending others to do something for you.  

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6 years ago
Aug 8, 2018, 3:37:38 AM
Suis3i wrote:

I'm aware, that the Hissho cannot just constantly attack.

It's more strategic than continuously sending Craver fleets to whittle an enemy down

This is objectively false. I mean they don't have to if you want to just waste all their unique powerful mechanics and play non-optimally, but they sure as hell can and with gusto. Everyone is exaggerating the Keii costs of Hissho abilities or losing it through other means and needlessly fearing the possible idea of passive Keii costs, but the fact is the ways of getting Keii are so many while the costs right now are so low and that the latter may as well not exist.


Like Gzar mentioned, even being on the losing end of a conflict isn't going to completely tank your happiness. On the off chance that you do scrap your Keii, though that's most likely to happen because of spending it on completely useless over-priced weak abilities like normal colonization or Fealty Foundation, the Hissho already have several very convenient and powerful Keii increasing fallback mechanics like suicide fleets, pop sacrifice, a Pacifist law exactly for the people who want a more passive playstyle etc. that don't even see any use right now because Keii is just way too easy to keep up.


I also don't see how passive over-colonization Keii costs would be too hurtful to more passive Hissho play, when there already is an even more heavy handed Keii draining mechanic a la normal colonization costs that you're somehow okay with, which in my opinion should probably be made less expensive while replacing it with over-colonization penalties. On the contrary, passive over-colonization Keii costs affect militarist playstyles the most by the sheer fact that militarists are simply going to get their hands on more systems and hit over-colonization threshold earlier. I genuinelly have no idea why you think passive playstyles are going to notably suffer.


Suis3i wrote:

You're greatly mistaken if you think that playing as an aggressive, expansionist warmonger is the "optimal/only" playstyle. Day one of the expansion being released for the public (and every game I played in Beta) I played my normal, defensive, non-expansionistic, and reserved playstyle. And I won every single one of those games. Oh, and before you ask if it was "normal, sandbox, hard, etc" those were on Endless difficulty with Endless difficulty pirates. Hell, I even tried a few games w/o pirates and I did fine. It's not hard to prioritize Keii granting quests and Legendary Deeds, and only settling during the Blood Ritual so that you can spend a few turns sacrificing the population that spawns to offset the cost of colonizing. I don't even like farming pirates, I get rid of them as soon as possible b/c it's not economically viable to spend time building ships that could be spent gaining system improvements.

Thank you for making my arguments for me. You were able to easily keep Keii up even without waging war or delving into any of the comeback mechanics, probably didn't even need the pacifist or other Keii increasing laws, am I correct? Unless you specifically wasted Keii on over-priced Fealty Foundation and normal colonization. See now why there needs to be harsher Keii costs?


To make myself more clear, I'm not strictly against the idea of passive Hissho playstyle, just that like any other faction in the game there should be some cost associated with choosing either playstyle and the need to deal with over-expansion. Playing passively means you have less systems to begin with and will less likely hit over-colonization cap, and even if you do there's the Pacifist law, pop sacrifice and several other mechanics in place to keep it up until you can increase colonization cap. You could even switch your government to Federation for a much higher colony cap, making it a more interesting and diverse gameplay decision in that way as well. 


On the other end with passive over-colonization Keii costs associated with playing very militaristically, they have two options:

- Keep fighting even more to stave off increasing over-colonization Keii costs, possibly subduing (yet another mechanic that gives extra Keii) or razing systems you don't need

- Or stop fighting and focus on stabilizing your systems by switching to a more passive playstyle (sacrifices, laws, government changes etc.) until you can increase colonization cap


See now why over-colonization Keii costs wouldn't make either playstyle unviable, just make them not broken on the balance scale? Because already there's more than enough, but underused mechanics in place to support both.


This would also be in line with the advertised Hissho mechanics


The Hissho are a military-oriented faction whose main gameplay feature is Keii (which translates to respect or deference). This new resource that can only be replenished through combat is used to power special abilities applied on Hissho fleets. It also drives their empire Obedience which replaces happiness and supersedes the Obedience of their star systems. Crushingly strong on the offensive, the Hissho will only fall if you cannot sustain your war economy and let your Keii wither away. 

Problem is that right now Hissho can enjoy the full benefits of both militaristic and passive playstyle (apart from normal colonization) without any cost since neither ever drains their Keii. It quite literally does not wither unless you spend it on optional and weak fluff. There is no war economy you have to keep rolling because the Hissho can simply ignore all the economic aspects of over-expansion. They can freely change between offense and passive playstyle, without bothering with any of the mechanics made specifically to support those playstyles.

Updated 6 years ago.
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