• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Ed-ward

Sergeant
59 Badges
Feb 25, 2012
52
4
  • Europa Universalis III
  • Warlock 2: The Exiled
  • Europa Universalis: Rome
  • Heir to the Throne
  • Cities in Motion
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Warlock: Master of the Arcane
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Stellaris: Galaxy Edition
Standing with an invisible unit on a resource should trigger a warning and/or make the unit visible.

It's not fair that you don't get a warning. You are losing a resource after all. You should know it's happening. The loss of the resource can be figured out on the city screen so it's not something you are not supposed to know. UI just hides the fact.
 
Upvote 0

Sinsling

General
28 Badges
Aug 20, 2019
2.280
67
  • BATTLETECH
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Magicka
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Cosmite is the easiest resource to notice this on though. =/

You gotta develop a mindset for playing versus syndicate. You need detection. Mind games is what syndicate is all about and you do not want the runner+guild assassin stacks spawning out of thin air on you.
 

orangelex44

Lt. General
86 Badges
Feb 29, 2012
1.488
40
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Warlock 2: The Exiled
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Magicka
  • King Arthur II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Surviving Mars
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • 500k Club
  • Warlock 2: Wrath of the Nagas
  • Warlock: Master of the Arcane
Syndicate is by far the race that changes the most from singleplayer to multiplayer. A lot of their tools just don't matter against the AI, but are very effective against a human so you just won't learn how to use them or deal with them until you fight a real person. Cheap and mobile invisible units are the most obvious example; as sinsling said, you essentially require detection mods and proper counter-scouting when playing Syndicate.

However, Syndicate need these advantages because they have some very real disadvantages to make up for. Their units are generally weaker and/or are situational compared to everyone else, their mods are similarly inflexible, their economy is really slow to get going, and they lack out-of-combat healing. Typically if you can manage to pin them down they'll lose.
 

Satonir

Second Lieutenant
1 Badges
Jun 20, 2019
194
10
  • Age of Wonders: Planetfall Sign Up
Syndicate is by far the race that changes the most from singleplayer to multiplayer. A lot of their tools just don't matter against the AI, but are very effective against a human so you just won't learn how to use them or deal with them until you fight a real person. Cheap and mobile invisible units are the most obvious example; as sinsling said, you essentially require detection mods and proper counter-scouting when playing Syndicate.

However, Syndicate need these advantages because they have some very real disadvantages to make up for. Their units are generally weaker and/or are situational compared to everyone else, their mods are similarly inflexible, their economy is really slow to get going, and they lack out-of-combat healing. Typically if you can manage to pin them down they'll lose.
Roguelike. They transfered aow 3 rogue gameplay in many aspects.
 

Ed-ward

Sergeant
59 Badges
Feb 25, 2012
52
4
  • Europa Universalis III
  • Warlock 2: The Exiled
  • Europa Universalis: Rome
  • Heir to the Throne
  • Cities in Motion
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Warlock: Master of the Arcane
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Stellaris: Galaxy Edition
Resources being lost is the same as energy credits being siphoned or other operation effects at that. The only difference is while the first can be effectively performed only by a specific unit, such as Runner belonging to the Syndicate the others can be performed by everybody.
Double standards.
Not having a warning about resources lost is clearly an oversight and trying to pin it on Syndicate playstyle is just wordplay. It should be the other way around. Warning should be the norm and not having a warning should be a domain of mod or perhaps some arcane setting when setting up the map.

It doesn't add depth, it just adds unnecessary overhead.
 

Sinsling

General
28 Badges
Aug 20, 2019
2.280
67
  • BATTLETECH
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Magicka
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Resources being lost is the same as energy credits being siphoned or other operation effects at that. The only difference is while the first can be effectively performed only by a specific unit, such as Runner belonging to the Syndicate the others can be performed by everybody.
Double standards.
Not having a warning about resources lost is clearly an oversight and trying to pin it on Syndicate playstyle is just wordplay. It should be the other way around. Warning should be the norm and not having a warning should be a domain of mod or perhaps some arcane setting when setting up the map.

It doesn't add depth, it just adds unnecessary overhead.
Except those operations will not always tell you who is stealing, unless it is a 1v1 and you have a natural deduction occuring.

The entirety of syndicate is currently centered around espionage and sabotage. Call it a double standard if you like, but not all factions or secret tech needs to conform to the same rules for the same instance of doing something. Such conformity is dull and boring, and quite frankly makes a game bland.
 

Sinsling

General
28 Badges
Aug 20, 2019
2.280
67
  • BATTLETECH
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Magicka
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
They do. You do get a warning when an ops is used against you.
But you are not told who did it correct?

By being told there is a unit camping your resource node, you are essentially being told who is playing covert games with you.

Because the unit's that camp a resource are typically invisible, it would be like if energy siphon warned target players they've been successfully siphoned.

If you want to make an argument for recieving a specific warning about non-camo units on resources(you kind of already do with the trespassing message), be my guests. Otherwise, hidden units being invisible when camping resource nodes sounds like a stealth feature working as intended.
 

Ed-ward

Sergeant
59 Badges
Feb 25, 2012
52
4
  • Europa Universalis III
  • Warlock 2: The Exiled
  • Europa Universalis: Rome
  • Heir to the Throne
  • Cities in Motion
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Warlock: Master of the Arcane
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Stellaris: Galaxy Edition
But you are not told who did it correct?

By being told there is a unit camping your resource node, you are essentially being told who is playing covert games with you.

Because the unit's that camp a resource are typically invisible, it would be like if energy siphon warned target players they've been successfully siphoned.

If you want to make an argument for recieving a specific warning about non-camo units on resources(you kind of already do with the trespassing message), be my guests. Otherwise, hidden units being invisible when camping resource nodes sounds like a stealth feature working as intended.

I never told I want to know who did it, it's you who is trying to insert it here. Don't put words in my mouth.

As stated before, all I want is a warning that a specific resource is being drained at a specific city.

I guess if the devs wanted to have this stealthplay minigame they would have come up with a better solution and would have accounted for the difference between should-be income and actual income. As it now stands, it sounds as if the devs thought the smart gameplay would be to keep excel spreadsheet for each city and compare it to what the city is actually producing. The game is not a an accounting exam, and I highly doubt they had this in mind.
 

Sinsling

General
28 Badges
Aug 20, 2019
2.280
67
  • BATTLETECH
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Magicka
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
I never told I want to know who did it, it's you who is trying to insert it here. Don't put words in my mouth.

As stated before, all I want is a warning that a specific resource is being drained at a specific city.

I guess if the devs wanted to have this stealthplay minigame they would have come up with a better solution and would have accounted for the difference between should-be income and actual income. As it now stands, it sounds as if the devs thought the smart gameplay would be to keep excel spreadsheet for each city and compare it to what the city is actually producing. The game is not a an accounting exam, and I highly doubt they had this in mind.
Why overthink it so hard? They just want you to use detection. Is running a single scout with a detector on around really that hard?
 

Sandman25DCSSS

Major
8 Badges
Aug 19, 2019
533
257
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings II
Of course there should be a warning about lost resource from hidden units. For the same reason why there is a warning about hostile units entering your domain. Why? To save your precious time and keep the game fun. For invasions you can visually check every your sector every turn for hostile armies, for lost resources you can write down resource income of every resource in every colony on previous turn and then compare it to current. But that would be very unfun and time-consuming so game should automate it.
 

Sandman25DCSSS

Major
8 Badges
Aug 19, 2019
533
257
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings II
So the game should alert you to camo units when you can't detect them because you don't want to use detectors....

No, because I want to play the game and not compare screenshots from current and previous turns for all my colonies.
More reasons:
1) it worked this way in AoW3, you didn't receive "enemy in domain" happiness penalty for invisible units
2) it makes much sense from real life point of view. When your factory or mine is destructed, you quickly realize it was blown by enemy, even if you didn't see how it happened.
3) In games like XCOM 2 when a hidden soldier steals/destructs something, it loses stealth too.

PS. Maybe it is not clear from my previous message, but a better solution would be to go with AoW3 way: hidden unit cannot prevent resource collection. But if we allow them to prevent resource collection, at least warn the player about it.
 

Sinsling

General
28 Badges
Aug 20, 2019
2.280
67
  • BATTLETECH
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Magicka
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
No, because I want to play the game and not compare screenshots from current and previous turns for all my colonies.
More reasons:
1) it worked this way in AoW3, you didn't receive "enemy in domain" happiness penalty for invisible units
2) it makes much sense from real life point of view. When your factory or mine is destructed, you quickly realize it was blown by enemy, even if you didn't see how it happened.
3) In games like XCOM 2 when a hidden soldier steals/destructs something, it loses stealth too.

PS. Maybe it is not clear from my previous message, but a better solution would be to go with AoW3 way: hidden unit cannot prevent resource collection. But if we allow them to prevent resource collection, at least warn the player about it.
I dont know why you would go through all that trouble when there is a built in mechanic for handling invisible units.

There are 3 races capable of doing stealth builds and there is a detection mod for every race. If a player wants to spreadsheet everything to avoid using game mechanics, that sounds like a personal preference to me.

Seriously I see people so often never getting detection when I'm using stealth builds and it just seems silly to me that people would complain about a mechanic when they arent using the built in counter tools. Do detector mods need to be easier to access or does noone want to use them ever?
 

Sandman25DCSSS

Major
8 Badges
Aug 19, 2019
533
257
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings II
I dont know why you would go through all that trouble when there is a built in mechanic for handling invisible units.

There are 3 races capable of doing stealth builds and there is a detection mod for every race. If a player wants to spreadsheet everything to avoid using game mechanics, that sounds like a personal preference to me.

Seriously I see people so often never getting detection when I'm using stealth builds and it just seems silly to me that people would complain about a mechanic when they arent using the built in counter tools. Do detector mods need to be easier to access or does noone want to use them ever?

I have the same question for you. Why should I use the detector mod for checking my income if I can do it without? It's just very time-consuming method so should be changed (keep income unchanged) or automated (let player know about income decrease).

Are you suggesting to have own scouts with that mod sitting in every sector? That's kind of ridiculous when we have just got rid of annoying requirement of sending a unit to annex a sector.