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Think about it, it is nearly impossible to withdraw any ship from combat without it losing most of their capabilities. It would make siege battles unnecessarily costly for the attacker.
I mean, the Golan I and II are hardly woth their cost. I only get them for the Infulence bonus if I have to.
If they're alone they're gonna focused down quite quickly but they typically supported by a shipyard garrison that covers the gaps in its own capabilities as well as supporting fleet elements you have stationed on the planet. Even alone a Golan is still capable of dealing fair amounts of damage to something that isn't being cautious.
Even then building a Golan is often worth it as it dissuades your neighbors from sending attacks while your fleets are elsewhere. Yeah they'll probably still attack at some point but they'll need a moment or two to build up a force where just leaving the planet open will see an attack much sooner.
I agree completely. A Golan III can repel a large capital ship easily if it attacks alone, but in general, Golans are better suited to tank damage while your fleet hides behind them and nukes everything that gets close.
Range is based on projectile type and ship/unit/structure size, so it's what supposed to be
The problem is that they're not "worth it" in terms of build cost/wait time.
A golan 3 costs about 8k credits, iirc(been a month since I played, not sure the exact price) and about a minute to build.
That's fair on its own. However, you don't "just" build a golan 3; you have to first build an XQ, then a golan 1, then a 2, and THEN a 3.
Effectively, a Golan 3 cost its base price and time on top of the price and time of a golan 2, 1, and XQ.
This makes them time-wise not worth it. In a vacuum, when just analyzing the space battle itself, golans are fine. It's when you look at the broader scale of economics and time investment where golans really show just how bad they are. Cumulatively, it feels like nearly a third of the game time is just spent waiting to build golans and similar space stations: even more so in the early game when you're trying to consolidate territory and get infrastructure going.
The reason I emphasize early game is because there's not much you can do early on while waiting for stations to build. If you don't build stations, for every planet you take, you'll also likely lose one.
Naturally, one can resort to cheap-shot cheese tactics to abuse the game's innate mechanical limitations, such as leaving a shuttle or cheap light corvette in orbit over hostile worlds followed by an aggressive ground invasion of multiple planets in a row, but I don't think building around abuse of AI is a great method.
Since there is no means of just building the max level space station of a planet right away, what I do is just reduce build times for golan 2's and up by anywhere from 10-30 seconds. Waiting on credits to turn over to afford them is already penalty enough; the lengthy build time for most space stations seems unnecessarily slow; they're so slow, in fact, that it causes a significant economic issue for factions with larger territories, in that you can't bleed them of credits by harassing their space stations repeatedly to keep them weak. By the time they build up, they've already made surplus profits just from having so many worlds. If they built quicker and cost the same, one would be able to more effectively "raid" enemy territory, as they would then dump lots of credits to rebuild defenses, making them vulnerable to invasion over time. That's not something you can do against factions like IR or NR.
So, ironically, in an effort to curtail snowballing, it only enforces it further. This is easily witnessed when a faction starts controlling the wealthy southern and central parts of the galaxy, and part of the reason why NR and IR tends to snowball in AI hands without player intervention, at least on captain difficulty. I don't bother with admiral and only toggle cruel on temporarily if the game starts to get a bit too boring(usually late game to sort of give the AI a "final stand" bonus to make fighting their last holdouts more fun.)
I also think it'd help if the text description of golan 2 and 3's weren't so flattering in their claims on the stations. This may be the cause of a lot newer players' disappointment in them, since they are really not as great as the description says lol. This is a mod where capitals are thrown around by the dozens, not one where a "large fleet" is 4 corvettes, a couple frigates, and maybe a single capital lol.
tl;dr: golans feel better when they don't take so long to build. It's the build time investment that make them feel underwhelming, even though they're decently balanced in combat.
You pay the total cost of the station but in installments over its upgrade levels. A Golan 1 is 800 if you're upgrading from an XQ rather than the 3000 credits it would cost if you built it as a secondary defense station. The Golan 1 upgrade is actually notable in that it costs less than it's full cost. The cost of building an XQ + Golan 1 upgrade is actually 2900 credits in total instead of 3000, with the remaining 100 credits tacked onto the Golan 2 upgrade.
Im usually playing on medium, full galaxy.