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Ah right, thanks for reporting this. Unfortunately, that's a bug in the base game, not caused by this mod. I wanted to try a few things to fix that, but forget about it. No promises that it can be fixed, but I'll give it a try later.
Station Trade Routes are not included in "External Trade Routes" (which I agree is a bit confusing), "Station Trade Routes" are their own category. So Al Falah should not get a penalty for trade routes with stations.
I do agree their passive spreading bonus does feel rather weak though, and I have an idea on how to change it in the next major version.
Both of these bonuses work by allowing you to expand faster, and wider, early in the game, that's what they're useful for, not so much for later in the game. As such, I find they're pretty strong. I would even say Kavithan + Free Settler Loadout + Settler from Virtue + Settler from the Colonization Protocol is still among the strongest opening if there's enough alien-free space available, even after Kavithan was changed to no longer have Instant Cities in the last version, because while it it true that cities can be set up rather quickly later in the game, having more cities early allows you to push into those later stages of the tech and virtue tree a lot faster.
The Suppression Protocol on the other hand does nothing if you try to expand peacefully early on. I do agree the Development Protocol is pretty weak though; I might add some free Building Modules in the future, or something similar. Given that it's also the least "active" building I do think it's fine that it's a bit weaker, the gap is just too large.
Ah sorry, the last time I did a friendly alien playthrough in the base game was probably right around release (before rising tide) and I remember it working differently, it must have changed at some point.
Oops, I guess the 0s in the tier 1 trade routes were throwing me off. I assumed they were 1s being cut in half to 0.5 and rounded down. Most of my games have been as Al Falah and I must not have been paying attention when playing other sponsers.
Looking forward to that update.
So the thing I have found is the time it takes to find new locations and push out (clear through aliens) new colonizers is longer than researching the tech and rush buying them yourself. In the meantime you are using extra military/explorers to clear out nests and get alien artifacts to combine into a +20 health boost which is more than enough to last a while. I expand faster if I go miltary and pick up the exporer bonuses than I do if I pick colonizer bonuses, because that just gets me a couple poorly placed colonies right near my start, vs solid colonies with like 3 titanium deposits nearby that all go industrial and pump out wonders.
Again it might just be my playstyle, but I have found having another colonizer on turn 1 or 2 is rather useless and I would just sit on it for a while. I don't play on the highest difficulty though, usually vostok or the one above, and I'm usually still expanding faster than the AIs.
I really enjoy what you did with the aliens. I play now Kavitha all on epic marathon speed with mutated alien. Fast spreading miasma.. Reminds me of good ol alpha centauri.
This gives a much better survival feeling than vanilla BE. Will see how this works out.
I always buy colonizers in the beginning. Energy comes from killing, pillaging , pods and espionage. So this wont block my growing. I agree, the colonzer protocol is not a sustainable option and I see that the AI always takes this option.
Theres this bug from vanilla game wich made it into the mod.
Moving a city makes the Hitpoints from defensive buildings vanish. Unfortunatey your defensive perimeter cant be sold and build a new to fix the problem.That city will then have permanently fewer HPs.
I could live with the fact that moving a city needs to rebuild the perimeter but then it should be razed/sold automatically before moving. (explanation: perimeter is to big to move the city or something like that). Didnt try the other buildings.
Moving a city is sometimes blocked by something invisible. Vanilla had this trenches which cant be passed but here you are totaly surprised that you cant move. This is annoying and can counter your master plan.