Person012345 said: This is something I said in the previous thread and I just wanted to say, happily, that my initial assessment may have been incorrect. It's been a while since I actually encountered a crisi, and I may have underestimated the improvements to the AI and, indeed, the effect of the new war system on end game crises. The AI has actually done a really good job of getting around and picking off unbidden stations (idk how unbidden fleet spawning works in the new system though) and attacking fleets here and there weakening them, so that it's easier for my main fleet (which I have managed to build up to take out the unbidden stacks) to deliver the final blow and pick isolated fleets off. They've even been combining fleets to take down stacks. It's still a struggle but it looks like the galaxy has actually united into a reasonably effective counter to the unbidden right now. This may not be nearly as OP as it initially appeared. Unbidden fleets are slow which I think nicely counters their raw strength. Click to expand...

unmeiged said: Hive mind. I don't have an issue with the reduced WE - more, I have an issue with being penalized for being in a war for too long where literally nothing happened. If it's intentional (ie, not a bug), then I formally request for WE to only start ticking up once some kind of combat happens. I wasn't even able to status quo for about a year or so after I took that screenshot.







Defender. If I surrendered, it would've been game over. I'm playing as a Purifier and they used Containment on me. Even if it was a plain ol' claims war, it still would've been silly for an attacker to be able to sit on his hands and win the war if the defender does nothing. Click to expand...

FabiusBile said: I uplifted two species in 2.02 species and they lacked the special traits (Earthbound etc.) from before, is this WAD or a bug introduced in 2.02? Click to expand...

sejemaset said: Because Life-Seeded doesn't guarantee you will start near other Gaia worlds or trader enclaves. Click to expand...

EndlessTest said: I lol'ed.



Just out of curiousity as ive never played with life seeded, ill start a new game with it and see how hard is it to have a positive energy income. Click to expand...

henzington said: Yes all 4 games I started in 2.02 had 3 energy. I thought I was just lucky it was stated on the forums then I started a non Ironman game to check Click to expand...

addvaluejack said: checksum da0f is unplayable right now because it generate huge error log file. Click to expand...

Yah, it's weird that Unbidden don't seem to actually use jump drives anymore, considering they're dimensional travelers who are summoned by them.I was gonna reply that in a claims war, if they don't do anything, they don't get their claims, then realized you were still talking about total surrender. Derp.Anyway, I agree, if no actual battle has happened (or even if it has happened, but the last one was a year ago, and neither side currently occupies any of the other's territory) war exhaustion shouldn't tick. There is no war happening. The only issue I see is, the defensive side in a war gets a consumer goods cost reduction (I believe, never tested) and that could be abused. So, if WE isn't ticking, that reduction also shouldn't be active.But, in general, the new WE system is messed up. Wars between AI last decades, because one AI occupies a bunch of systems, and then they seem to stop fighting, because all I see from then on is warscore ticking up by like 1% a year on both sides. And they only end in status quo a little after both sides reach 100%. I liked the original system waaaaaay better.Yah, noticed the same. I think when they took out random assignment for servile trait, they accidentally disabled all presentient traits too.It won't be tough. I played a super-expansionist with 18 influence cost for claiming systems and 6 influence income. I was claiming a system every 3 months and building full mining/research stations in all of them (took 7 constructor ships working full time) and only had 3 colonies for a while (2 trade hubs, not many power plants) and I stayed positive on energy. And this was in the first 2.0.2 beta patch, where outposts cost energy, but there were still stars which only provided 2 energy. I really don't know what people complaining about the new energy upkeep are doing.Yah, I posted it on the forums and someone argued, and said they still saw 2 energy stars, and were having massive trouble with energy economy. Not sure why. Good to have some independent confirmation.One bit of advice to anyone having trouble though (obviously not an issue for the life-seeded fellow): empire production modifers now apply to space resources. "Inefficient planet management" now affects energy mining stations. This means it's now far more damaging to your energy economy, so if you used to do it as a matter of course, keep that in mind. Also, while you have even a -5% energy modifier (-10% from having an extra core system, +5% for trans-stellar corporation tradition) 3-energy mining stations will appear to be 2-energy mining stations till you mouse over them, because 2.85 doesn't get rounded up.My error log is only 3.8MB, and my game did slow down for a while then sped back up. Buuuut, considering the source of the error, I am guessing it's because this particular game has almost all systems claimed (might be 100% now) so there are barely any pirates to trigger it.