Kavithan Protectorate first 250 (?) Turns (Let's Play!)

It make sense that bombarding aliens with your city would not change the alien aggro level. The devs probably figured that the player should be allowed to defend their own cities without penalty. Otherwise, you wouln't even be able to defend your city without raising the aggro level and getting more attacks. This way, you can defend yourself without penalty, you just can't go out hunting the aliens without penalty.
 
I would hope that any Violent Aggression to Alien Lifeforms would increase their Hostility to Humanity. If it does not, then players might exploit this feature. For example, you may be able to forward settle an Alien Nest (in your 2nd Colony Ring), Rush Buy an Ultrasonic Fence (giving yourself 2 Hex Safety) and then permananently Farm Aliens for Science with no worries since there is no penalty for justifiable 'Colony Defense'.
 
I recall one preview video where the player did not eliminate an alien nest only 2 or 3 hexes from his city and the city eventually absorbed the hex in question, active nest and all. The player subsequently suffered continuous attacks spawning from that same nest. I took that to mean that aliens will prioritize the protection of their nest over the right of humans to defend their cities. Lesson: don't settle near a nest unless you plan to take it out ASAP, since even if it is in your own territory, the nest will be defended by aliens regardless.
 
I would hope that any Violent Aggression to Alien Lifeforms would increase their Hostility to Humanity. If it does not, then players might exploit this feature. For example, you may be able to forward settle an Alien Nest (in your 2nd Colony Ring), Rush Buy an Ultrasonic Fence (giving yourself 2 Hex Safety) and then permananently Farm Aliens for Science with no worries since there is no penalty for justifiable 'Colony Defense'.
I suppose that's the same as farming barbarians for culture in Civ5. The bonus itself might only be useful in the early game.
 
It make sense that bombarding aliens with your city would not change the alien aggro level. The devs probably figured that the player should be allowed to defend their own cities without penalty. Otherwise, you wouln't even be able to defend your city without raising the aggro level and getting more attacks. This way, you can defend yourself without penalty, you just can't go out hunting the aliens without penalty.

Makes sense. I think the biggest aggro is going to be taking out a nest. Obviously if you go on a killing spree, it'll make them more aggressive. Maybe some sort of exponential graph, the more you kill in a period, the faster your aggro climbs.

...and then the worms come
 
I would hope that any Violent Aggression to Alien Lifeforms would increase their Hostility to Humanity. If it does not, then players might exploit this feature. For example, you may be able to forward settle an Alien Nest (in your 2nd Colony Ring), Rush Buy an Ultrasonic Fence (giving yourself 2 Hex Safety) and then permananently Farm Aliens for Science with no worries since there is no penalty for justifiable 'Colony Defense'.

Here's the issue: Aliens don't like outposts nearby their nests. Here's another thing. Outposts. Even if you did found an outpost nearby an alien nest, they would quickly attack it. You'd have to bring several soldiers to defend it, and then you might as well just conquer the nest with your soldiers instead of wasting time on the city.
 
I'm not so sure about waiting until they get Colonist Initiative to get your second city (I assume that's what they were saying as they scrolled over it). Assuming that they get Scavenging first in Might, that's three virtues till you get your second city, which may be too long with Polyasia to the south (I'm not too worried with a Nest between them and PAC). I would suggest getting out that Trade Depot, then a Colonist and then work towards Colonist Initiative for the third city.

At least those are my thoughts at the moment.

That is exactly what they decided. At least in regard to the build order 'trade depot' -> 'colonist'.


I would hope that any Violent Aggression to Alien Lifeforms would increase their Hostility to Humanity. If it does not, then players might exploit this feature. For example, you may be able to forward settle an Alien Nest (in your 2nd Colony Ring), Rush Buy an Ultrasonic Fence (giving yourself 2 Hex Safety) and then permananently Farm Aliens for Science with no worries since there is no penalty for justifiable 'Colony Defense'.

What the others said.
Additionally: what you describe does need quite some planning and resources in addition to a minor limitation (you have to settle close to the nest, even if the best spot to settle might lay one tile father away).
Can it still be called an 'exploit'? When does an exploit change into a valid strategy? After all, the game has to give you options to deal with a threat/challenge. Finding new and creative solutions is part of the fun.
 
Really ? A real long LP on BE and it's in German ? Like, really ?
 
The first LP that I watched from the beginning till the end.

My German is not that good but sufficient and really appreciate the effort made by these two gents. No senseless blathering and clickfest.
 
I speak german and they still talk too much. Like arioch said, let's play, not lets talk. Or talk while you play. But they just stop playing while they chat.

Thanks for the video anyway, it's not I don't like it. It's awesome, it's just a small criticism.
 
Writing Bull is a waterfall of words, he keeps on talking. The guy probably talks in his sleep too.
Nevertheless these videos contain a lot of good information for someone who didn't follow all the speculations and analyses threads.
 
Generators are available immediately and offer +2 energy on fields. This might be a hint that economy shifted quite a bit compared to Civ5 BNW, where tiles yielded very little gold.

Are there any +% buildings for energy? There is this solar energy satellite with +20% and +1 per tile. We might get an economy based around such cities (many generators, solar satellite, trader specialists, foreign trade routes,...)
 
They say there's a building-related quest for almost every building altering its yields, and that it triggers reliably a few turns after the first such building is built. I knew about the existence of such quests, but not that they always (?) trigger.

I this case, they chose +1 culture for OER, totaling to 3. This means 5 culture easily per city with artists... I doubt the culture penalty for going wide will have much effect if we make these choices.
 
Rush buy costs:
Explorer 200 (prod x5)
Worker 270 (x 4.5)
Soldier 240 (x 4.8)
Trade Convoy 270
Colonist 640
Clinic 270


EDIT: They end for today on turn 26. Guess they still have a small chance of reaching turn 250 before release ;)
 
20 culture from goody huts, but 60 gold. Tile purchase from 65 upwards.

Seems 1 piece of gold is worth less than in BNW (or so I think, Communitas had different relations). And the 100 gold at start option seems pretty lackluster to me.
How does rushbuying 1, maybe 1.5 tiles compare to knowing all coastlines? Or seeing all strategics immediately?
 
Top Bottom