Are the old precursors still going to get the archaeology treatment?

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G S Palmer

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Jan 20, 2019
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Four years ago, in Dev Diary #146, the game director said they were planning on changing the existing precursors (First League, Irassians, Cybrex, etc) to use the archaeology system that was introduced alongside the Ancient Relics DLC, instead of the current anomalies system:
Additional precursor plans
Some of you have been asking about archaeology and adapting some of the old precursor content to use the new system. In regards to that question I will say that it is something that I always planned to do, but due to other things taking priority we can’t promise that it will happen immediately. If those changes don’t make it into the next update, it's very likely they will appear in the next big update after that. Changing that content would of course still be a part of the base game.
Is this still planned to happen some day?
 
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I'd guess that the need to own the system to excavate a digsite, and difficulty making them spawn somewhere accessible, has turned out to be a bit too awkward. It seems like there's a thread complaining about being unable to complete the Zroni or Baol every month or so.
i resemble that remark!

don't forget the rubricator, it also basically exists as an event to give another empire a free relic world.
 
don't forget the rubricator, it also basically exists as an event to give another empire a free relic world.
Dunno what you're talking about 9/10 times I'm the one who gets the relic world.
 
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Dunno what you're talking about 9/10 times I'm the one who gets the relic world.
the RNG gods give the rubricator to another empire with such predictable reliability for me that whenever i see the "alien logs" anomaly now i just choose the option that doesn't investigate.

literally 1 or 2 out of a hundred games i will actually have the rubricator's system be created touching my territory. 99% of the time it goes to someone else.
 
the RNG gods give the rubricator to another empire with such predictable reliability for me that whenever i see the "alien logs" anomaly now i just choose the option that doesn't investigate.

literally 1 or 2 out of a hundred games i will actually have the rubricator's system be created touching my territory. 99% of the time it goes to someone else.
That's because it spawns a set a number of jumps away from your science ship. If the ship is close to another empire's borders, there's a chance they'll snatch it.

I remember someone saying you can move your science ship closer to your capital before you click the option that makes the coordinates appear, and it'll spawn much closer to your space.
 
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That's because it spawns a set a number of jumps away from your science ship. If the ship is close to another empire's borders, there's a chance they'll snatch it.

I remember someone saying you can move your science ship closer to your capital before you click the option that makes the coordinates appear, and it'll spawn much closer to your space.
Needing to game the system doesn't make it better.
Kind of getting off topic though.

I think having all the precursors be equally valuable would be the first priority. Getting a Ring-world or Relic world for free is way stronger then getting a shattered world with 10 science of each and some gas. The special buildings and relic tweaks went a long way, but it's not quite there yet.
 
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That's because it spawns a set a number of jumps away from your science ship. If the ship is close to another empire's borders, there's a chance they'll snatch it.

I remember someone saying you can move your science ship closer to your capital before you click the option that makes the coordinates appear, and it'll spawn much closer to your space.
does not reliably work. i've tried that many times. i've moved the science ship seven or eight jumps, parking it on an offshoot star sticking way out the side of the galaxy on the opposite end of my empire while keepign the box open before clicking "we must have the rubricator!", only to have it generate the system inside the territory of a militant isolationist fallen empire, or clear on the other side of the galaxy.

whatever weights and rules are set for creating the rubricator system, they're flexible enough that there's always a chance it can screw you over, and if i'm the one playing, if there's a chance of getting screwed over, that chance is so close to 100% as to be considered basically 100%.
 
Needing to game the system doesn't make it better.
Kind of getting off topic though.

I think having all the precursors be equally valuable would be the first priority. Getting a Ring-world or Relic world for free is way stronger then getting a shattered world with 10 science of each and some gas. The special buildings and relic tweaks went a long way, but it's not quite there yet.
the worst one is irassians. shipyards on starbases literally don't matter, so doubling the amount you get from them doesn't matter. there are all sorts of ways to get more starbases and more shipyards, and you only really need one dedicated shipyard starbase somewhere well defended in your core territory until you get the mega shipyard. the irassians were all about genetics and should give an extra trait pick instead of 5% pop growth.

the vultaum, cybrex, and zroni are the only ones i consider good no matter what kind of empire you're playing. the baol are okay-ish for some builds but not amazing, and utterly terrible for void dwellers or machine empires.

the yuht sound amazing at first glance with their laser damage from the cryo core's active effect, but an extra pop on new colonies is more of an annoyance than a help since it sticks you with unemployment issues the moment a colony finishes developing and lasers generally suck by mid-game. instead of laser damage the yuht relic should give pop growth speed and sensor range as a passive effect, and increase the pop growth speed on relic activation.
 
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the yuht sound amazing at first glance with their laser damage from the cryo core's active effect, but an extra pop on new colonies is more of an annoyance than a help since it sticks you with unemployment issues the moment a colony finishes developing and lasers generally suck by mid-game. instead of laser damage the yuht relic should give pop growth speed and sensor range as a passive effect, and increase the pop growth speed on relic activation.
Overpopulation is only the case if you go expansion tradition. And it's resolved by building a building or resettling anyway.

The Yuht are just all over the place.
- Decision to give habitability
- +1 pop on colony
- Laser attack speed
- 20% ship upkeep reduction for 20 years
- Detection range hyperlanes and sensor range
- no planet to populate at the end

What even is their fantasy?
It would be better if their decision made barren worlds fertile so you can terraform them, that would mesh well with the population on colonization.
The ship stuff is just out of place. Should maybe be sensor range and cloaking detection instead.

Would make them the precursor that finds space rocks and settles them
 
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This is quite an interesting question. I guess the answer is no - if it were different, it would have been made already over the 4 years. On the other hand, it might be something to ask for in the future.
 
the RNG gods give the rubricator to another empire with such predictable reliability for me that whenever i see the "alien logs" anomaly now i just choose the option that doesn't investigate.
Shoulda prayed harder to RNGesus.