Arioch wrote:...Marauders, before they inexplicably stopped raiding
In my experience they do raid. At least they are getting new slaves from somewhere (not from me, but I always keep them friendly).
Arioch wrote:...Marauders, before they inexplicably stopped raiding
Arioch wrote:We are adding more specialty ground units as niches present themselves: Human Assault Marines (who have bonuses in ship to ship combat), and Pirate Raiders (who raid like Marauders but steal cash instead of slaves). I'd like to add more faction-specific options, like aquatic versions of tanks, and Phidi sales commandos (to give the Phidi an "active" trading option), but those will probably have to wait until post-release. There isn't really a current niche for a regular Infantry unit (Militia are strength 1, Tanks are strength 2, and not very expensive).
Pirates will have a more active raiding role on the map (like Marauders, before they inexplicably stopped raiding). The idea of having a commerce raiding mechanic involving the Trade Pool has been brought up several times (one could allocate both raiders to attack the enemy's pool and escorts to protect one's own pool), but I'm not that keen on it. I think a pool is a useful abstraction for boring commercial activity, but I don't think it's a good abstraction for potentially interesting action like commerce raiding; action that happens off-map doesn't make for very compelling gameplay. Case in point: almost every bad espionage system that has each side filling pools with generic spies which do battle off-screen, and all the player gets is a summary of the bad things that are happening to him despite his investment in spies. Yahoo.
Arioch wrote:Steppes is essentially a cold Arid and should be as inhospitable to the Gremak as a warmer Arid world, it's probably not accidental.
bjg wrote:Arioch wrote:Steppes is essentially a cold Arid and should be as inhospitable to the Gremak as a warmer Arid world, it's probably not accidental.
Steppes unlike Arid are colonizable by Orthin (probably because of Ice).
zolobolo wrote:Suggest updating the sequence of various colonist types displayed in the planet overview window only after the screen has been re-opened
Reason: When conducting invasions, a lot of shuffling is going on with tank (and Marauder) units up and down from and to transports. As the list is updated in real-time, the position of the unit type is changed when its relative amount changes. This even happens several times if the planet has more then one colonist type making the uploading/downloading of tank units unwieldy.
I could understand this mechanic if there is a considerable benefit for seeing if the amount of tank units overweight that of the colonists in real-time, but due to the way revolts are calculated this is not necessary as a tank unit can overpower several units of colonists
+ slave mechanic + slave master trait
Arioch wrote:I believe we had a fix for this behavior at one point, but it may have become un-fixed.