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Re: Discontent populations, staffing, Scavengers, and Gaiads
Posted: Thu Feb 18, 2021 7:58 pm
by Dacarnix
username wrote:I do a similar thing, but instead of scrapping the transports, I charge them into battle against the enemy, because having a pop loaded still increases the transport's crew size, and this lets you use them to fill up the crews of your boarding ships. If they get exploded in the battle...oh, well!
Since you do not need boarding modules equipment to transfer crew to your own ships, a few junky, often stolen, transports can keep topping off boarding ships in this way.
Hah, interesting. I only use boarding ships with certain factions, but I'll keep that in mind as something to try.
Re: Discontent populations, staffing, Scavengers, and Gaiads
Posted: Fri Feb 19, 2021 2:47 pm
by gaerzi
I've never felt like I needed the micromanaging bonus from genociding my own population to win. The viscids are the only eradicate-on-sight race in my games.
When scrapping a transport, its content should probably be sent to the nearest planet. Possibly using another transport from the trade pool so as to avoid turning that into a fast-travel exploit somehow.
Re: Discontent populations, staffing, Scavengers, and Gaiads
Posted: Fri Feb 19, 2021 4:36 pm
by nweismuller
gaerzi wrote:When scrapping a transport, its content should probably be sent to the nearest planet. Possibly using another transport from the trade pool so as to avoid turning that into a fast-travel exploit somehow.
Full agreement. I don't think genocide should be that trivial. (This still won't stop mass levying of the population for military assault duties to be spent that way, but getting rid of the single most degenerate exploit of the system is a good thing.)