Precursor Planets and Anomalies feedback

I have just complected my 2nd full game with the new precursor add-ons and here is some feedback.

My 1st game was on a small map just to get a feel for things, then bumped it up to a large map with 20+ AI.

First off precursor planets. Very nifty idea, however the 50% loss in population kills almost all planetary bonuses that the planet could/would give anyway. Why not have several alternative negative impacts like the other planets. -50% influence, 25% population + -50% growth rate, -50% research, -50% resistance, etc.Unless it is an empire wide bonus, I may "skip" over these non-empire wide bonus planets because their worth just is not there especially when you take into account the building maintenance. The empire wide bonuses are insane as well, and should probably be pulled back a bit.

Now onto the anomalies.  These are way, way too overpowered, and way to easy to get. On top of that the AI ignores them, and once the Sensor ship you get to start with takes some basic ship anomalies until you get another small ship preferably a defender, toss in a player made tiny ship with a single offense a single life support, and as many deflectors as you can fit, make it a support ship and viola all the anomaly defenders attack that little guy who takes a pounding and usually is destroyed and you get the anomaly a massive amount of money (to quick build another 1) and some extremely strong bonuses +10 resource, Massive economy bonuses, massive production bonuses, and I can repeat this every 3-8 turns.

The big defender with 15 offense and 0 defense is not even a threat because of it's speed, all the little guys are long destroyed long before it even enters range. Bump it's speed so it can keep up the the little guys better and give it some defense, 8-12 will do. The little guys also need defense, 2-5 each should be fine.

As for the bonuses, the resources need to be cut in half at least, 3 I think would be better. The empire wide bonus really should be limited to a set # of turns, yes you get a huge bonus however it goes away in say 25-50 turns, or better yet reduces in effectiveness for a set amount of turns until it reaches 0.

Also scale the defenders according the size of the fleet attacking it. So if your attacking with 25 logistics worth of stuff, defend with 25-35 logistics of stuff, please make these harder to get.

Lastly please let the AI go after these and other ship anomalies as well!

25,530 views 9 replies
Reply #1 Top

I am restarting a game and found a precouror world with an elevator. I am racing to colonize it. Is the malus a reduction in population to that planet or empire wide? Where this planet is located at I was even thinking of relocating the capital to it. 

Reply #2 Top

Quoting Larsenex, reply 1

I am restarting a game and found a precouror world with an elevator. I am racing to colonize it. Is the malus a reduction in population to that planet or empire wide? Where this planet is located at I was even thinking of relocating the capital to it. 
End of Larsenex's quote

Only the planet is affected by the pop loss.

I was wondering, the colonization events for precursor worlds give empire wide bonuses, if you lose the planet do you also lose the bonus? I guess I could do an experiment by destroying one and seeing what happens.

Reply #3 Top

I got one colnization event that said it was +10 weapons to ALL ships. The description sounds op, but the event didn't do anything to any of my ships (didn't add weapons to ships that didn't have them, or increase weapons to those that already did).

 

I"m not really complaining, because that would be silly, if the event worked as stated.

 

There are some events in this game that are just crazy. Like the double speed permanent event. Makes the game trivial. These new anomalies sound very worrisome.

Reply #4 Top

I like the perma double speed one. That can stay!

Reply #5 Top

Some of the anomolies are just bonkers overpowered. 

Reply #6 Top

Quoting VladelMC, reply 5

Some of the anomolies are just bonkers overpowered. 
End of VladelMC's quote

 

I almost feel like there should be an "anomalies power" slider where some of the really OP ones could be turned down.  I honestly don't feel like this is as big an issue on single-player game - although I recognize that finding some epic anomaly could really ruin the tenner of a really large map that a player has invested significant time in game.  However, these become an obvious problem in MP where finding some random anomaly might give some player an ability to snowball super hard...

I've actually been gravitating toward playing with things like resources and anomalies turned way down just to get a feel for how the base game is supposed to progress/evolve through the turns..  I dunno, finding a one-off really cool thing doesn't bother me and is fun, but having another human or AI find one does point out how unfair they can be...

just a thought..

Reply #7 Top

In the devstream Paul said they'd try to make it so only one of each precursor anomaly type could appear on a map.

Reply #8 Top

I say the best fix is a combination: Make the AI attempt to get them, scale the defense universal military power + variety weapon types of defenders, and reduce the benefits (ie 10-20% bonus, 3 resource)


Keeping multiple anomalies also keeps it potentially more balanced, as other players have a change to catch up and this encourages exploration

Reply #9 Top

How can the frequency of precursor planets and anomalies be set for a new game?