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sbit

Recruit
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Dec 6, 2020
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I very much like the new Empire mode, there is however one detail that gives me problems: the Domination victory condition can trigger in most inconvenient moments. For example, I just defeated one enemy, thus integrate his conquered colonies and immediately trigger the Domination victory, which leads most other leaders to declare war on me while my main armies are still engaged far away from my homelands. Or it triggers while there are still secondary objectives left that I wish to fulfill. In normal games I disable the Domination victory or increase the threshold to avoid this. It would be good to be able to do that in the Empire mode as well. Another option would be to have an additional step needed to trigger Domination victory like researching a specific tech or launching a strategic operation similar to Doomsday or Unification victory.

A few other minor suggestions:
A marine spawner that spanws amphibic units would be interesting: having such a spawner off your coast that can target your lands but is harder to eradicate due to its aquatic position could pose an interesting challenge.
Another interesting spawner would be one that spawns flying or teleporting armies that attack even far away colonies but is hard to reach itself.
Having spawners create special units that establish new spawners farther away in the late game could also spice up the late game a bit.

I'd love to have some kind of hero item forge that allows to replicate items you already have or maybe randomly research new ones (for a hefty price of course). The forge could also allow to break down unused items to gain some cosmite. This could either be a regular building for the capital, a visit site or a silver/gold landmark.

A trade system that enables to establish trade treaties for a mutual energy or research benefit would spice up diplomacy. While the diplomacy system has become more meaningful in later versions, I think it is still one of the weaker parts of the game and could profit from this. It would give establishing good relations with other factions more of a strategic advantage instead of the "eventually you go to war with everybody" approach that often dominates: factions that invest in diplomacy and trade would get an edge in the long run compared to warmongers. Trade could be coupled to special trade good resources from visit sites, exploitations or special buildings. The need to protect the trade routes would also add another interesting strategy layer, with possible attacks by marauders and enemy armies or even espionage operations.
 

The Bored Chairman

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Feb 28, 2018
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There's a lot of things that need refining, for instance, being warned about planetary domination every single turn is pretty tedious and generates useless clutter.

Personally, I think units and army composition needs refining, watching the AI produce tons of single units and having them all roam the map is silly. Total War does this much better, where units can't be produced without an army commander (hero equivalent in this game). Now I'm not saying it should be the same, but I believe units without a leader (hero) should have a higher upkeep cost, as spam is the enemy of tactical gameplay (which is what this game is supposed to be). It's not uncommon for me to be at the lowest Capability rating because I prefer to build up infrastructure and focus on small but highly promoted armies.

Capability itself needs to be more clear and concise on what it calculates, because having the largest territory and colonies totally up to scratch on infrastructure somehow still ranks me last. Power calculation seems to be totally based on raw numbers, rather than efficiency and tactical skill. Don't get me wrong, numbers count, but winning many battles without losing units should count for something...

That's just off the top of my head. I've not played the game long enough to really understand it inside and out.
 

Cthulhu Spawn

Corporal
Jan 30, 2021
27
1
I agree with the planetary domination problem. Many times I'd like to keep playing during empire mode to raise my score, but then the domination victory pops up and ends the game. There should be a way to turn it off or ignore it or like mentioned above have it require researching something to achieve after you have the majority of the sectors. Maybe there is a way to turn it off in-game but I've never seen it. I imagine it's there though somewhere.

I wish they'd bring back the builder units. As it is now as soon as a colony sector is added the roads to adjoining owned areas are added as well. I liked in the older games that you had to have special engineer units to build the roads 1 hex at a time. With the way it is theres no way to build roadways into the enemy's territory to facilitate invasions. Also it nice to destroy sections of road too to slow down enemy logistics. It reminds me of how the ancient Romans would build roads into enemy territory they wanted to invade or colonize and had their army following directly behind the road builders.

Revamp the water units and water combat. It makes no sense. I liked in the older AOW games that it required building transports to shuttle my troops across the seas. Maybe make it so not all units would require to use a transport. Perhaps heavy units would require a heavier transport ship. Maybe make the ability to cross open water a skill or ability or if they can fly. The transports themselves were armed and took the place of the units inside. In the case of a flyer I think they should only be able to cross so many water boxes before needing to reach ground again. In real life a flying unit cannot loiter indefinitely over bodies of water. Eventually they have to refuel (unless they have an aerial refueling skill or a dedicated refueling unit) or a bird gets tired (ride thermal updraft or a glider skill like a lot of sea birds use). Just some ideas. That would open up the need for aircraft carrier type unit (water or aerial) that can host other units away from the shorelines or even water colonies.

I know it's been said many times but to make ships relevant give certain ship types the ability to lay down a barrage onto a coastal sectors. If a colony happens to be right along the coast the barrage could destroy militia infrastructure or colony improvements paving the way for a attack force. Let's face it in real life naval ship cannons can fire deep into coastal areas. The tactic was used throughout history. As it is I never develop my naval forces because theres no need to waste research to develop and energy for building the units. Most aren't even that great compared a lot of the ground troops. If I need to defend against a invasion by water I just use regular troops, no naval units.