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daniel060

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/begin rant/

The NPC factions in this game are seriously broken.

They start out well enough: do some fun little missions, get some nice little rewards . . . but once the scenario heats up, those same quests become at best a distraction and at worst a thorn in the side. I’m not sure how the difficulty scaling on the quest armies works, but they very quickly become strong enough that the reward for defeating them is worth way less than the units you lose in the combat. The faction-specific units you get as rewards, by and large, aren’t that great.

And that’s just when the quest army is conveniently located. I’ve several times been in a war with another player, with all my armies committed to taking that player out, when the NPC faction comes up with a quest on the opposite side of the map (and of course there’s only 10 turns to finish it). There’s a word for that kind of quest: IMPOSSIBLE.

Now, if all I had to do was decline these inconvenient quests, no big deal. But that carries a relationship penalty. And I’m already in a war; I’m not trying to start another.

But a lot of times you don’t have a choice because completing quests for one faction damages relations with the other(s). It’s not really plausible to play all sides because you’ve got, you know, other objectives to complete on this planet, so if you pick one faction, sooner or later you’ll be at war with their “rivals.” Never mind that there’s no actual in-game reason for the Spacers to be hating the Psi-Fish. They’re not at war with each other; they’re not competing for the same resources; they don’t actually interact at all. A player helping one faction doesn’t damage the others in any way. Yet we’re penalized like it does.

Neither can you just ignore them all equally. If you try, you’ll end up at war with all of them.

I really wish there was a third option between “We’ll help you out!” and “We declare war on you.” Something along the lines of “You leave us alone, and we’ll leave you alone” (at least for now). Live and let live. I don’t get your quests and units, and maybe it costs me a lot of energy or cosmite to get you to move off a strategic location, but at least I don’t have to worry about fighting you, and you don’t have to worry about fighting me. Mutual indifference.

But we don’t get to do that. Instead, the disfavored NPC faction decides to send ever-more outrageous demands, like HALF my energy, or ALL my cosmite—you know, things I need for my war effort! Eventually, they start demanding SECTORS. Sectors! The little OPMs who’ve never colonized a place in their lives think they somehow deserve MY sectors?! Who do they think they are?!

SCREW THAT.

And now we’re at war.

And if I actually have the time to prosecute it, it usually goes pretty well for me, because like I said before, their basic units aren’t that great. The Paragon’s defense turrets fail most of the time, you know? Which makes me wonder, what in the world were they thinking when they declared war on me? Sure, they have lots of armies scattered around the map, but they’re all defending something. They have to rely on event armies to take any offensive action. So what is a one- or two-province polity expecting to accomplish against an empire that covers half the map? Shouldn’t the Growth have a little bit more of a self-preservation instinct?

In all seriousness, the NPC factions should at least somewhat take into account the relative strength of your empire compared to their forces. Suicidal NPCs are not that fun. And if the scales are truly unbalanced, they should react accordingly. THEY should pay tribute to ME just to make sure I DON’T crush them.

And now we get to the most outrageously stupid part of NPC factions: ending a war with them. In my Vanguard campaign, not only did I capture and annex all of the Paragon’s dwellings, but I went around the map and mopped up most of their armies for good measure. In the diplomacy screen, the Paragon counted as “Assimilated.”

Did that mean our war was over?

No. Apparently not.

When I clicked on the now-annexed Paragon dwelling, their leader told me what it would take to end hostilities: a ridiculous amount of energy, an absurd payment of cosmite, and a sector. To which I have only two words of response:

B U L L C R A P.

Where do these tiny factions get off making this kind of demand?! These people are DEFEATED. They should be SURRENDERING to ME, not fantasizing that they somehow won this war!

Honestly, they should have surrendered to me a long time ago—probably when I took their first dwelling (where their leader supposedly lives). They should recognize that their best chance for self-preservation is in making it worth my while to not kill them. (Which, by the way, even the other AI player factions should do better at.) Which would lead us to a fourth possible relationship: subservience to an overlord.

Which is really what OPMs are good for in the first place. :D

/end rant/
 
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Elgareth

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Yeeaaah, I Kind of partially agree.
I don't find the quest armies too strong, they are like Landmark garrisons but you can fight them with multiple armies.

But the other parts, yeah, a "leave me alone" Option would be nice, as a war means that they'll actually attack you more regularly than other factions even :D
And AFAIK not from their dwelling even, but just spawned somewhere near your cities.
Even keeping them all neutral starts costing a lot, and especially the rate of quests is crazy. I often have two quests from both factions at the same time, that's four armies Standing around.
The production and Research quests I don't really mind, you can squeeze them in there. But the mob quests require an army near them, and after early game a powerful one at that.

I noticed that they tend to spawn near one your Units most often...which doesn't help if that unit is a Scout. Or colonizer. Or hero, running towards the stack he is supposed to go in...

I don't really Need them paying me, and the quests give influence which is really important. Just at some Point it becomes more busywork to Keep them happy than anything else.
I like the General idea of quests etc., but that should finish at some Point. It's good for early to midgame, while nothing else is Happening really, but after that they spawning a stack that can take out my cities that don't have defensive stacks in them is really tedious and not fun.
 

The Founder

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I’m not sure how the difficulty scaling on the quest armies works, but they very quickly become strong enough that the reward for defeating them is worth way less than the units you lose in the combat.
You loose units in those combats?
Plural, not singular?

I think something is really wrong with your army there.
 

dontar

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There is no relationship penalty for declining a quest, only for turning down their demands. so just turn down the quests and give in to the demands and your are fine.
 
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daniel060

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You loose units in those combats?
Plural, not singular?

I think something is really wrong with your army there.

Even losing one unit is a pain because of how long it takes to build a new unit and get it to your army. But reinforcement problems are another thread.
And it is completely possible that I just suck. :confused:

There is no relationship penalty for declining a quest, only for turning down their demands. so just turn down the quests and give in to the demands and your are fine.

Good to know. The fact that they have the gall to *demand* anything from me still rubs me wrong, but that's probably a personal problem. :p I still think at some point they ought to start paying tribute to ME out of fear.
 

fdjw88

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finally someone said it, screw the NPC factions. i decline their stupid quest most of the time, because I ain't moving my army across the map to kill some random monsters so i can get your puny rewards. also, why should they be able to demand something from me when i'm in the middle of a war with two AIs? cosmites? energy? really? i haven't taken anything from them, why should they be able to take something from me? i don't know which dev's idea was it, but NPC factions can demand a sector from you and if you don't give it to them, the declare war on you on top of the other war i'm currently fighting with the AIs? this is just so stupid. i think the NPC/city state design in Civ was way better, you can put an ambassador in a city state, and influence their politics, or you can gift them gold to bribe them, but the city states never declare war on a player, unless the city state is in an alliance with the AI that the player is at war with.
 
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fdjw88

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You loose units in those combats?
Plural, not singular?

I think something is really wrong with your army there.
i never lose a unit fighting the NPC factions, and i mainly play on hard difficulty. just because i don't lose any units when fighting them, this is not a reason why they should demand things from player for no reason at all.
 
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TheDeadlyShoe

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They don't demand much unless you are actively offending them. if they are demanding all your cosmite, and sectors and crap, its probably because you settled next to their dwelling without being integrated.

Completing quests for other factions also seems to trigger demands. You don't have to level up multiple factions; there are definite downsides to doing so. Usually if you are going to do that you should do it as part of a NPC Faction-centric strategy, using doctrines like The Diplomat and Noble Diplomacy to boost your gains from NPCs really high.
 

Sifer2

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Yeah the NPC system they added is both one of the best new additions to Age of Wonders, and also one of the things that probably needs the biggest overhaul. I love the idea of mini factions you can befriend to get a whole new army of units/mods. And the quests are useful early on for gaining xp/influence. But as the game goes on they start becoming annoying fast with all the constant demands, and quests you just don't have time to do. And even if you did the quests end up scaling into doomstacks like mentioned. Even the AI empires can't deal with these, and they start to pile up in their territory.

I also do not really like how these factions work magically. That is magically spawning a unit you buy from them at your capital immediately with no delay. Magically spawning a quest stack for you to kill. And most of all if your at war with them then there is no logical sense to the conflict. They will randomly spawn armies somewhere to attack you. And simply conquering their dwellings doesn't win the war like mentioned. I guess were supposed to imagine they are natives of the world hiding under every rock. I would prefer though if each dwelling was like it's own city state. This is where it would spawn it's armies from. If you buy a unit then it spawns here. It also might have a limit on how many units it can produce over time. So you buy the limited supply of them on a first come first serve basis. And most of all war would originate from that dwelling so if you conquer it then you win. Though other dwellings of that faction might still hate you for it.

And the army killing quests should be phased out after the early game I think. Maybe replaced with asking you to conquer rival faction dwellings or go to war with other empires the faction is at war with. With obviously much bigger rewards for doing so.
 
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Vind7

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NPCs will spawn quests near one of your stacks or cities sadly lone scout deep in enemy territory counted as good spawn point too. Magic spawn of 4 stacks with tier 2 mods is nothing short of a miracle. It is a bit predictable and deploys near nearby NPC stack but thats it.
Autonoms especially mop up everything due to no-brainer op artillery and repair systems.
Paragons on other hand got zero sustainability and simple shredder bomb will obliterate their cyborg units.
Capturing all small spawner NPC dwellings with main base neutralizes them.
 

daniel060

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They don't demand much unless you are actively offending them. if they are demanding all your cosmite, and sectors and crap, its probably because you settled next to their dwelling without being integrated.

Completing quests for other factions also seems to trigger demands.

Almost ALL the demands I get are because I helped another faction. If there's not a 1:1 ratio between completing a quest for one faction and getting a demand from the other, then it sure feels close to that.


And the army killing quests should be phased out after the early game I think. Maybe replaced with asking you to conquer rival faction dwellings or go to war with other empires the faction is at war with. With obviously much bigger rewards for doing so.

This could be a cool idea.
 

TheDarkMaster

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Failing a quest also has no downsides. So you can accept them all even if you don't intend on completing the quests. Or you can decline them if that's more convenient for you.
 

fdjw88

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the NPC factions also mess up AI's army stacks, there are so many times, i see Amazon AI filled their stacks with Automonous robot units in, and these units cannot get synergy with one another. though their stack shows good fire power, but during the actual battle, their units fall like flies because the Amazon and the robots are just not compatible.
 
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TheDarkMaster

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the NPC factions also mess up AI's army stacks, there are so many times, i see Amazon AI filled their stacks with Automonous robot units in, and these units cannot get synergy with one another. though their stack shows good fire power, but during the actual battle, their units fall like flies because the Amazon and the robots are just not compatible.
Amazons use laser weapons which 3 of the 5 Autonom units use, so they're are fine with Amazons. Though it isn't hard to find a combination that isn't, like psi-fish with anyone but the Syndicate and Kir'ko. You can still make any NPC force work with any faction, but some do require more hoops to work than others.
 

TheDeadlyShoe

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Failing a quest also has no downsides. So you can accept them all even if you don't intend on completing the quests. Or you can decline them if that's more convenient for you.
Failing a quest lowers favor and incurs a demand, iirc. If you can't achieve a quest, decline it.
 

Hunnuli

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I guess were supposed to imagine they are natives of the world hiding under every rock. I would prefer though if each dwelling was like it's own city state. This is where it would spawn it's armies from. If you buy a unit then it spawns here. It also might have a limit on how many units it can produce over time. So you buy the limited supply of them on a first come first serve basis.
This would effectively mean the player would never get to use dwelling units. With the AI's bonuses it will just buy everything up. However, a limit of how many units you can buy per turn(have it based on relationship level, if they like you more they let you buy more) would limit dwelling unit spam which would be nice since the AI really does spam them. Though then you will get spammed by influence costing covert ops I suppose. More so than the usual Energy Siphon spam, anyways.

As for where the spawning occurs. I would prefer a delivery system. I really don't want to have to micro move from their dwelling and all that that would involve. The Capital is a far better solution and it is annoying simply because that can be far from where you need ti, but at least it should be far through 'safe for 1 unit to travel terrain'. A delivery system would simply add a cost or turns dependent on how far from the dwelling you wanted the unit to spawn. This, the turn option, would prevent people who failed to garrison anything from instantly buying a garrison the turn before an attack, since it would take at least 1 turn for the units to arrive. Not that an instant garrison like that would be a problem for a player's dedicated city taking force, but I have used my stockpiled influence to deter an AI from attacking me before. Apparently 6 sentinels reinforcing my colony defenders was more than they thought they could take(technically I already had a full stack in the city+garrison, but a single stack+garrison wasn't going to be enough. I was actually only expecting the sentinels to help me inflict losses to make them easier to take down later, but to my surprise the foe turned and left).



As for the quests it would be nice if the quests had both a stack option and a research or production option to take each time presented. As said late game we can usually squeeze in the research/production, it is having to send large groups of stacks all across the friggin planet in 10 turns where the micro becomes unbearable. I regularly refuse late game ones even if I would like the influence just for that reason alone. Always happy to see a research or production one late game.
 

TheDarkMaster

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At the moment, I think the AI just gets too many free resources too quickly. Too much cosmite means that they spam out way too many colonizers too quickly. Too much influence means the covert ops and NPC faction purchase spam. Too much energy in general means that the player can't really get ahead at all in military, so they're bottom of the rankings and that means that the diplomatic AI is not interested in dealing with you diplomatically because you're a 'easy' target.

If the AI simply cannot keep up with a human player without huge bonuses, there needs to be some sort of scaling to avoid this ridiculousness. Have them slowly gain their bonuses over the course of the first 50 turns or something.
 
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Sifer2

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This would effectively mean the player would never get to use dwelling units. With the AI's bonuses it will just buy everything up. However, a limit of how many units you can buy per turn(have it based on relationship level, if they like you more they let you buy more) would limit dwelling unit spam which would be nice since the AI really does spam them. Though then you will get spammed by influence costing covert ops I suppose. More so than the usual Energy Siphon spam, anyways.

As for where the spawning occurs. I would prefer a delivery system. I really don't want to have to micro move from their dwelling and all that that would involve.


True I guess if it were limited maybe it should be per player so AI's with cheat resources can't just buy them all. Though I dunno do they receive cheated influence? But yes I can also see it being annoying to micro units across the map. I was kind of thinking maybe the map generator could be tweaked to make sure all players have at least some dwellings nearby their start position like they currently are guaranteed to get a settlement. But just a delay on the unit buying would be better than what we have now.
 

BloodyBattleBrain

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The only thing I would change is not having the same faction issue a new quest if there's already one, and have a 10 turn cool down between quests.

E. G. If Psifish give a quest at turn 14, no more psi fish until turn 24.

But, you can decline quests now, no penalty, and if you right click the notification on the right hand side of your screen, you don't even need to read it.