Turn 102, Empire Report
Having 4 cities finally dropped me below -20 Unhealthiness.
The -10% to everything isn't bad, nor the -50% growth to outposts because they can be countered with Trade Convoys, but the -50% growth in cities sucks.
Whatever + you got in a city gets cut in half, slowing its growth rate tremendously.
All my cities will probably end up at 10 pop or less.
Got my 3 spies set up in the 3 biggest civs to keep tabs on their teching while I rob them.
I've learned not to put spies in cities that will be conquered because it cancels the spy mission and resets the city intrigue.
If you are stealing , it essentially sets a spy back 40 turns.
With that in mind, of course the game does this:
Operative Extraction in Jimboomba (Polystralia).
That is the 2nd city I want to conquer in my upcoming war!
Bah, who needs a Free Spy anyway.
... ............. Maybe the Quest will pick another city when Jimboomba falls?
Got my 3rd affinity quest called "Occupational Hazard".
All I have to do is tech Alien Lifeforms and build 2 Alien Preserve Buildings.
Not only do those buildings give , but the building quest gives +5 to unit healing!
That would be huge if it applied to all units everywhere, or crap if only to units inside the city.
Will find out.
Got the Autoplant building quest finally and pick the amazing +1 Trade Routes.
Kavithan Protectorate built the game's first two wonders
Built both the Gene Vault and Ectogenesis Pod.
Didn't actually complete any techs this turnset.
Got most of Power Systems done and over half of Tactical Robotics.
In about 5 more turns I should have 8 Combat Rovers and then I'll finish Power Systems to upgrade them.
Tactical Robotics will hopefully be a game changer.
It unlocks the massively strong CNDR (38) unit, and I've got plenty of Firaxite to build them with.
Cidadela built Trade Convoy, Spy Agency, Combat Rover, Trade Convoy, and started a Colonist.
Santo Adriao built Trade Convoy, Worker, Recycler, Combat Rover, and started another Combat Rover.
Manoel built Trade Depot, Worker, Recycler, Combat Rover, and started another Combat Rover.
Dourado built Old Earth Monuments and started a Trade Depot.
Here are my cities as of turn 102:
All the unit maintenance is starting to hurt as I'm back to +0 Energy per turn again.
Intel indicates Polystralia has 4 cities just like me, is ahead in tech, and is also Supremacy 2.
My Supremacy 3 Armors should be able to defeat his Gunners and Tacjets in theory.
Gonna send 1 Armor to the east to kill any new Alien Nests that spawn and chase around Explorers and Colonists.
Everyone else is swimming west towards Polystralia.
Having 4 cities finally dropped me below -20 Unhealthiness.
The -10% to everything isn't bad, nor the -50% growth to outposts because they can be countered with Trade Convoys, but the -50% growth in cities sucks.
Whatever + you got in a city gets cut in half, slowing its growth rate tremendously.
All my cities will probably end up at 10 pop or less.
Got my 3 spies set up in the 3 biggest civs to keep tabs on their teching while I rob them.
I've learned not to put spies in cities that will be conquered because it cancels the spy mission and resets the city intrigue.
If you are stealing , it essentially sets a spy back 40 turns.
With that in mind, of course the game does this:
Operative Extraction in Jimboomba (Polystralia).
That is the 2nd city I want to conquer in my upcoming war!
Bah, who needs a Free Spy anyway.
... ............. Maybe the Quest will pick another city when Jimboomba falls?
Got my 3rd affinity quest called "Occupational Hazard".
All I have to do is tech Alien Lifeforms and build 2 Alien Preserve Buildings.
Not only do those buildings give , but the building quest gives +5 to unit healing!
That would be huge if it applied to all units everywhere, or crap if only to units inside the city.
Will find out.
Got the Autoplant building quest finally and pick the amazing +1 Trade Routes.
Kavithan Protectorate built the game's first two wonders
Built both the Gene Vault and Ectogenesis Pod.
Didn't actually complete any techs this turnset.
Got most of Power Systems done and over half of Tactical Robotics.
In about 5 more turns I should have 8 Combat Rovers and then I'll finish Power Systems to upgrade them.
Tactical Robotics will hopefully be a game changer.
It unlocks the massively strong CNDR (38) unit, and I've got plenty of Firaxite to build them with.
Cidadela built Trade Convoy, Spy Agency, Combat Rover, Trade Convoy, and started a Colonist.
Santo Adriao built Trade Convoy, Worker, Recycler, Combat Rover, and started another Combat Rover.
Manoel built Trade Depot, Worker, Recycler, Combat Rover, and started another Combat Rover.
Dourado built Old Earth Monuments and started a Trade Depot.
Here are my cities as of turn 102:
All the unit maintenance is starting to hurt as I'm back to +0 Energy per turn again.
Intel indicates Polystralia has 4 cities just like me, is ahead in tech, and is also Supremacy 2.
My Supremacy 3 Armors should be able to defeat his Gunners and Tacjets in theory.
Gonna send 1 Armor to the east to kill any new Alien Nests that spawn and chase around Explorers and Colonists.
Everyone else is swimming west towards Polystralia.