Obvious strategy for early conquest: Mercenaries

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aroddo

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I feel kinda stupid that it never occured to me before, but now that I had this epiphany I wanted to share it.

So, when you enter the early mid-game, the pirate factions start offering their services as mercenaries. In mid game, they are mostly obsolete and in early game, they are invincible.
But in the early phases of the mid game (in my current game it was about year 2045) , AI-fleets tend to be in the 10k range while your fleet may be significantly lower or slightly higher, depending on your build.

In my game I played a Fanatic Xenophile Spiritualist empire with Merchant Guilds and Anglers Civic and the Here Be Dragons origin. The plan was to lie low until getting Catalytic Processing as a third civic, and then massively ramping up the alloy production and conquer everything in the mid-game with the help of dragons. And while I was well on track to achieving my goal I remembered that you can conquer some Civs without having to claim anything.

And as luck would have it, I was distant neighbour to two Purifiers/Exterminators! And if I beefed up my defense force a bit and throw in some Mercs (9k energy for a 6.4k fleet) I could comfortably conquer the Prikkiki-Ti, defend my home turf against the Gurite Kingdom and later gobble up the Prime Expungers even before completing the Dragon event chain.

1643383806933.png


In other games I occasionally used mercs to keep my own losses low, but I never employed them in a pivotal role.
Although, it's kind of a no brainer for a merchant empire to load up on mercs just when needed, now that I reflect on it.

Anyway, I discovered the obvious. Feel free to make fun of me. I'm a noob with barely more than 2k hours in this game. :p
 
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Tamwin5

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Honestly, this is more a problem of the fact that players turn the midgame year massively down since Tech is so fast and they want to get to the crisis. The default midgame year is 2300. The mercenaries are balanced for being available at 2300. (btw I assume you meant 2245 in your post?)
 
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SeekingEtermity

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Yeah, if you can hire mercs in 2245 that means the mid-game start was set to 2225 (or you're using mods) and hey, guess what, that fucks with the game balance! (You also risk an early khan, but that's survivable).
 

aroddo

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Honestly, this is more a problem of the fact that players turn the midgame year massively down since Tech is so fast and they want to get to the crisis. The default midgame year is 2300. The mercenaries are balanced for being available at 2300. (btw I assume you meant 2245 in your post?)

Yeah, if you can hire mercs in 2245 that means the mid-game start was set to 2225 (or you're using mods) and hey, guess what, that fucks with the game balance! (You also risk an early khan, but that's survivable).

Damn, you're right. I had set Mid-Game to 2225 and End-Game to 2250, which explains why Mercenaries suddenly became relevant.
I also set Crisis to x25, which is probably not survivable if set that early. Must have messed up settings while testing stuff. :p

But to be honest, setting Mid-Game to 2225 feels fun. Makes Mercs useful and the Khan possibly a real threat.
 

Incompetent

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Honestly, this is more a problem of the fact that players turn the midgame year massively down since Tech is so fast and they want to get to the crisis. The default midgame year is 2300. The mercenaries are balanced for being available at 2300. (btw I assume you meant 2245 in your post?)

2225 is perhaps a bit too hardcore to balance the game around, but mercenaries are already pretty much irrelevant in fleet power terms by 2300. Tech is part of it, but the problem is "macro" more broadly, just the speed and acceleration of player empires' accumulation of resources, as compared to the more limited progress the devs envisaged (based on AI tests?) when they last updated the numbers for Khan, Awakened Empires, Crisis and so on. You've also got the issue that fleet combat becomes degenerate at high tech levels (which will surely be present in the late game even with balanced tech progress), due to the overwhelming long-range killing power of artillery battleships.