Questions after watching Blorg

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xsubtownerx

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It seems that right now you can't make a ship that has access to all types, though. At least, if you have two methods you can't put them both on the same ship. It would be possible for there to be a hybrid engine researchable after getting access to other FTL forms.

I meant you could design one ship to be Warp and another to be wormhole. I doubt they would allow 2 FTL engines on the same ship design.
 
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I thought each empire only gets one, one of the big perks of federations is that they can have different FTL techs in their unified fleet.

There is a later jump drive tech which is basically the best of all worlds but it eventually causes some kind of ~big sci-fi galactic problems~
 

ElectricEel

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If having those traits means you will always have 20-30% more technologies, it'll mean you're just 20-30% better since the static bonuses of ethoi and government will fade in importance as science just gives the same things, to all pops, not just your own.
20%-30% more research doesn't mean 20%-30% more technologies. In the game, late-game techs can cost thousands of points, while 240 points is typical for an early-game tech. There's only so many techs that improve each specific aspect of your empire in each cost bracket, and once you move up to the more expensive ones (which you need in order to avoid falling behind other empires in the specific areas where they're getting ethos, government type and trait bonuses on top of their own tech), other empires can potentially pick up multiple cheap techs in the time it takes you to research one.
 
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Ark Evensong

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Someone already hypercorrected me to use ethoi. I'm not dealing with this.

Yeah, I saw - and that original post annoyed me thoroughly. I'm usually pretty forgiving on spelling and grammar, and tend to roll my eyes a bit at the 'grammar police' when they show up*, but when the correcting agent is wrong (Wiktionary will back me up on this,) it gets to me. But the thread had moved on for pages and pages, and I didn't even have an account yet, so I thought I'd just let it be.

But you started using it, and every time I saw, it just sparked that annoyance again. ugh. I mean, I'm pretty sure if I hadn't seen that first post, I wouldn't be annoyed with your usage, so ... uh.
Sorry for bringing it up, I'll drop it now.

*: Yes, I realise the irony/hypocrisy.
 
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Yenzen

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Yeah, I saw - and that original post annoyed me thoroughly. I'm usually pretty forgiving on spelling and grammar, and tend to roll my eyes a bit at the 'grammar police' when they show up*, but when the correcting agent is wrong (Wiktionary will back me up on this,) it gets to me. But the thread had moved on for pages and pages, and I didn't even have an account yet, so I thought I'd just let it be.

But you started using it, and every time I saw, it just sparked that annoyance again. ugh. I mean, I'm pretty sure if I hadn't seen that first post, I wouldn't be annoyed with your usage, so ... uh.
Sorry for bringing it up, I'll drop it now.

*: Yes, I realise the irony/hypocrisy.

*Sigh*. No, you're probably hypercorrect. I'll just use ethoses as plural. Ethea sounds nice, but it'd just cause confusion.
 

Cruxador

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The ships only have one slot for the FTL drive so it seems this is impossible even with end game techs.
Yes, that's what I was talking about. That's why getting around it would take a special hybrid engine.

I meant you could design one ship to be Warp and another to be wormhole. I doubt they would allow 2 FTL engines on the same ship design.
I know what you meant.
 
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Elderotter

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To be fair those poor primitives didnt have a real navy as well, so it was a pretty onesided war.
Still, they managed to build a couple of warships while their station was under siege.

Interesting why they waited with ship construction- maybe tried saving resources for science/construction ships, or more civilian stations.
What I learned from it is if you are going with Wormhole FTL you need to defend the generator as a pretty much top priority.
 
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Cruxador

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What I learned from it is if you are going with Wormhole FTL you need to defend the generator as a pretty much top priority.
Well, if you have only one, anyway. They had only one. But if you have more than one, it's just an important base, like starports are. It's not totally crippling to lose in the same way.
 
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Exemplar Voss

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What I learned from it is if you are going with Wormhole FTL you need to defend the generator as a pretty much top priority.
Also, if it is an option, don't build it right at the nearest point to another star system. Build it opposite incoming warp points.

Though it wouldn't have saved the owls. They were too far behind and too new to the wider cosmos.
 
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I can't quite recall this from the streams, but is it possible to have multiple ship "templates" stocked up for each type? If so, I think wormhole civilizations would be the ones to benefit the most from having multiple ship classes available, one specifically to hang around border wormholes with other classes oriented towards offensive actions or interception.
 
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Cruxador

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I can't quite recall this from the streams, but is it possible to have multiple ship "templates" stocked up?
Yep. They didnt' say that explicitly as far as I can recall, but the way they upgraded their corvette design was by deleting the old design and building a new one, so we know that the paradigm is one where those are meaningful actions; it need not only be a replacement situation.
If so, I think wormhole civilizations would be the ones to benefit the most from having multiple ship classes available, one specifically to hang around border wormholes with other classes oriented towards offensive actions or interception.
I'm not sure that's worthwhile. Your thrusters and FTL drive dont' take up slots that could be used for offense or defense, and you have a naval cap, so I think you're better off making all your fighting ships both mobile and as good at fighting as they can be. I imagine that a wormhole station can have its own defensive and offensive modules built in, the same as other stations.
 

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I'm not sure that's worthwhile. Your thrusters and FTL drive dont' take up slots that could be used for offense or defense, and you have a naval cap, so I think you're better off making all your fighting ships both mobile and as good at fighting as they can be. I imagine that a wormhole station can have its own defensive and offensive modules built in, the same as other stations.
I think it depends on the linearity of spaceport upgrades in relation to naval caps. If each spaceport level just gives you a flat +x naval cap, then the idea I mentioned won't be worth much as it'll cut into your ship limit. However, if it favors playing tall and building up your available spaceports by giving increasing returns, I think that'll suit wormhole civilizations quite nicely. They are inherently suited towards a tall defensive strategy, once empires grow big enough and your wormhole generators become unable to reach the full extent of an enemy empire. In that case, the "excess" naval cap you gain from spaceport upgrades can be used towards building and maintaining "garrison" fleets meant to slow down enemy forces while your generator is winding up to bring about your full force. It'll also buy you some extra time to return if you are striking into a thin point in the enemy's defensive lines and they take it for a chance to cripple your strategic mobility by depriving you of a generator.

Of course, if there are defensive modules available for generators, that excess naval cap can be used to strike at multiple locations at once. It'll depend mostly on how much the particular player balances turtling against surgical strikes.
 

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To be fair those poor primitives didnt have a real navy as well, so it was a pretty onesided war.
Still, they managed to build a couple of warships while their station was under siege.

Interesting why they waited with ship construction- maybe tried saving resources for science/construction ships, or more civilian stations.
They said in one of the dds, that the ai has certain pools/piles to which it directs the resources. In time of war, the military ai is free to use all saved pools. So the birdies built these ships out of the former civilian resource piles.
 
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They said in one of the dds, that the ai has certain pools/piles to which it directs the resources. In time of war, the military ai is free to use all saved pools. So the birdies built these ships out of the former civilian resource piles.

This. The moment the Blorg declared war, the birds (who does everyone keep saying 'owl'? it like like a more lean bird of prey to me...) went from allocating the minimum to military expenditure while expanding to "Everything to defend against these terrible fungoid beasts".
 
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Wormhole-hyperlane ships would destroy the galaxy.
If only hyperlane Empire survive initial buildup with current influence-borders mechanic. I really wonder how you supposed to play with hyperlane FTL-drive if other could deny you access to some system by simply building a colony or outpost in the nearby system you don't even could have access to at all (and sometimes you even can't see if something happens there). You're supposed to claim any nearby system with hyperlanes even if you really need it to avoid being cut off? Seems actually more difficult that using Warp-gates.
 
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ikki

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oh yeah and i hope the Blorgs dont forget the neolithicals on their iceworld.
Purrfect for infiltration, upraising to Blorg standards and forever friendship.
 

Vohbo

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It seems to me that as usual in 4X, aggressive expansion in the early game is very important. As such, I wonder if it is at all viable to NOT research colonization as your first tech. And if it isn't, then perhaps it should be changed as that would only lead to frustration for new players.
 
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Voidlord

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oh yeah and i hope the Blorgs dont forget the neolithicals on their iceworld.
Purrfect for infiltration, upraising to Blorg standards and forever friendship.
If it's possible to infiltrate such a primitive civ, they dont have a centralised leadership...
 

Yenzen

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It seems to me that as usual in 4X, aggressive expansion in the early game is very important. As such, I wonder if it is at all viable to NOT research colonization as your first tech. And if it isn't, then perhaps it should be changed as that would only lead to frustration for new players.

Finding a planet of your own type (1/6, there isn't one even habitable planet in every system), which is the only type you can colonize at first, is not assured in the first 20 systems you visit.

So yeah, it has to be feasible to rely on frontier stations at first. I think they skipped it a few times in the Blorg video?
 
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Frank327

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It seems to me that as usual in 4X, aggressive expansion in the early game is very important. As such, I wonder if it is at all viable to NOT research colonization as your first tech. And if it isn't, then perhaps it should be changed as that would only lead to frustration for new players.
You can also use your construction ship to build border outposts (or some kind of structure at least) to expand your borders and claim space early on.