To be honest, stealing others' territories - a.k.a. "All your base are belong to us" - is a fun and exciting playstyle, and I think the whole Expansionist affinity is roughly a fair representation of the land-grabbing empires in the human history. However, currently, there are two strong downsides of the Expansionist:
1. The "stealing territories" ability is limited in circumstances.
When other players refused to give you open border, you cannot move units into their territory, thus renders the stealing ability useless.
Moreover, when you are at war with another player, this ability is also invalid, forcing you to take their lands by force.
2. The Fame/Era Star requirements of the Expansionist's - that is, the number of city territories the Expansionist has - scales really fast.
For instance, I hold 10 territories before Early Modern, and I choose Spanish, an Expansionist, as the Early Modern culture choice. My 1st Expansionist Star requires 15 territories, the 2nd requires 27, the 3rd requires 39. The latter 2 Stars scale up 12 territories, which is a lot.
That means if I, the Spanish, want to get all of my affinity's Era Stars, I need to occupy the territories of more than an entire continent within one era in one go - the starting continent only have 29 land territories and 5 outlying islandic territories - as well as colonizing oversea territories. This is not impossible, but quite tedious; even Spain IRL did not swallow the entire America during its apex.
I also heard some players on reddit tried to do a full Expansionist run to see the highest possible Fame they can get, and in the Early Modern Era the Expansionist Stars require more than 80~90 territories. The whole map of Lucy Opendev only has 106 occupiable territories.
Compared with other affinities, the Fame Stars of Expansionist's might be the hardest to get. It would be better for an Expansionist to pursue non-affinity Ear Stars to get Fame - but what is the point of playing Expansionist then?
Therefore, several possible suggestions can be made:
1. Making the Expansionist units able to enter others' territory without a open border treaty;
2. Making the Expansionist land-stealing ability working during a war;
3. Dial down the territories required for Expansionist Stars, say, every level of Era Star only require 5 more territories, instead of the current 10+.
Personally I feel like suggestions 1 or 2 can be too powerful, but suggestion 3 should be okay. In the end, there is only so much land for grab, and even 5 more territories can push a player ahead; therefore, the required number of territories should not scale that much. As the coinage made by Phillp II of Spain, the famous IRL expansionist, said: NON SUFFICIT ORBIS ("the world is not enough").
Expansion cultures desperately need help. Their ability to steal territories is only viable in very specific circumstances and only because the AI has the intelligence of a sack of rocks. Any player will see an expansionist empire and say "lol no" to an open borders treaty. And like you said, scaling of the fame stars is bonkers. If you're getting those 3 fame stars in medieval and early modern, the game is already over.
Expansionist stars being hard to gain makes up for the fact that if you are getting those stars, you are having an easier time getting the non expansionist stars, just with how territory works in this game. Its just better to maintain a larger empire. If you make the expansionist stars easier to obtain, you just reward this even more, to the point where everyone trys to capture as much land as possible.
Totally agree on the affinity ability issue. I don't currently think any of the expansionist cultures are inherently bad because they are expansionist. Assyrians, Persians, Franks, Spanish are all very good imo. Romans and Ottomans are not good, but that's because the roman LT is useless, as there is no army limit yet unlimited reinforcements, and the ottoman LT is extremely useless.
I think outposts should not have closed borders by default...ie you should need a “respect borders” treaty to keep another civ out of your outposts. (“city borders” as the default, and “open borders” as the highest like now) That makes expansionists hard to block without a garrison.
8roomsofelixir wrote: 1. The "stealing territories" ability is limited in circumstances.
When other players refused to give you open border, you cannot move units into their territory, thus renders the stealing ability useless.
Moreover, when you are at war with another player, this ability is also invalid, forcing you to take their lands by force..
Agreed on this point. Based on Lucy build, this ability is very limited in its usage that such ability can only be done on outposts which have yet been turned into proper settlements/cities. It is also possible that other AIs (or even players) could send their army to those territories that we are about to steal too.
But regardless, I do feel it is very underpowered and hard to use overall. Expansionists really do need a total rework to make them more playable and enjoyable.
To be honest, stealing others' territories - a.k.a. "All your base are belong to us" - is a fun and exciting playstyle, and I think the whole Expansionist affinity is roughly a fair representation of the land-grabbing empires in the human history. However, currently, there are two strong downsides of the Expansionist:
1. The "stealing territories" ability is limited in circumstances.
When other players refused to give you open border, you cannot move units into their territory, thus renders the stealing ability useless.
Moreover, when you are at war with another player, this ability is also invalid, forcing you to take their lands by force.
Yes. That was very frustrating in Lucy OpenDev game play... Even if all of the circumstances were properly set up, it was very easy to counter as well. Just one Unit, regardless of its type or Combat Strength, standing on the Administrative district could hider the entire ability of Expansionists...
I think something that would help would be to change closed borders to, gain a grievance whenever the other empire trespasses. In the case of Era Stars, all stars could be changed to require different things. For example, the 3 different science stars could be
Get a number of techs (same as before)
Achieve a certain amount of science per turn
Research the most expensive tech in the era
This would be far more radical of a change, and need serious balancing (either embrace that Era Stars in the same category are easiest to get together, or try to minimize overlap between same category stars).
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