Crusade - Trading for ships is overpowered.

In my current game I no longer need administrators as I can just trade with the AI, select all of their Colony Ships, Frigates etc and then just swap them for a tech or two.

I guess this must be an oversight, seems pretty game breaking!

Am I missing something or is it better to just trade for your ship needs?

 

 

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Reply #1 Top


In my current game I no longer need administrators as I can just trade with the AI, select all of their Colony Ships, Frigates etc and then just swap them for a tech or two.

I guess this must be an oversight, seems pretty game breaking!

Am I missing something or is it better to just trade for your ship needs?
End of quote

Yeah, they should make it so that if you do trade for a colony or survey ship it charges you an admin point - and if you don't have one to spare, then you can't do the trade.  I had 4 administrators before this trade, and still had 4 after the trade.  After making the trade for the survey ship I decommissioned the ship and now have 5 administrators. So you can basically trade for administrators now.

Reply #2 Top

I agree that this is an issue. You can cripple neighboring civs by snatching all their colony ships early on. Constructors seem especially undervalued.

As much as I don't believe in hard caps and strict limitations, I think that if a civ has only 1 colony and 1 colony ship, they shouldn't be willing to trade that colony ship unless you are giving them something amazing... not a resource or two and a cheap tech.

As for Administrators... I think the best way to handle this would be to have the giving civ get back an Administrator and the getting civ lose one. This would remove the exploit.