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Cool down timer for after failed Lumeris outpost purchase

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8 years ago
Dec 30, 2016, 3:31:15 PM

one of the things I love about the Lumeris is that they purchase outpost from anywhere, near instantaneously.  It's also the thing I hate most about playing against them. I found a good system I wanted to attach my Ark to, but the turn before I could arrive in the system the Lumeris purchased an outpost, blocking it. No big deal I thought, I'll just blockade it and when it dies I'll attach my Ark. So it dies on the next turn, and as I'm about to attach my Ark, while the AI is resolving its moves, they establish the outpost again, blocking me. Sad! So I try again on the next turns, same thing happens though. Then I try bringing in another fleet to blockade and stay blockading as I try to attach my Ark, and still this happens. Given that the AI is always going to be faster than the player (usually you can't do anything until the AI is finished with its moves), a Lumeris AI can literally lock up the entire Galactic map of anything it's explored for the entire game. 


I propose one or both of these things: 

A cool down period after a failed outpost creation for the Lumeris, just a couple of turns, to reflect, you know, the failure.


The Lumeris should not be able to purchase an outpost in a system that is under blockade by an enemy at war or cold war. 


Thanks!

Updated 7 months ago.
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8 years ago
Dec 30, 2016, 6:59:11 PM

Definitely a reasonable suggestion, ESPECIALLY the second part - being stopped by a blockade.

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