You guys really are just too precious. Not anyone, sure, I’ll play along.

When is the anti-land rush thing getting released?

I thought raising the cost on colonizers was the primary change they made on this.

I’ll admit I didn’t read the change log on the latest update all that closely, was there anything else they tweaked that affects expansion?

I didn’t notice in my newest campaign game.

It’s live right now.

I have it. I just didn’t notice much of a price increase since I mad rush expanded the exact same way I do in every game I’ve played so far.

Your first coloniser is cheaper. The 2nd is the same as the original price.

Number 3 on wards will cost you more, by 10 cosmite and 100 energy each iirc.

As far as I can tell, the idea is to encourage a bit of a targeted land-grab (e.g. settle near a cosmite node or a landmark) and then segue into more conventional warfare once colonisers become too expensive (ymmv on where “too expensive” occurs.)

#3 & #4 should be more expensive. For sure #3 and #4 didn’t make a dent in my expansion speed. But maybe it’s different in random games and I was on an easy campaign game?

I just wanted to say - I am so looking forward to a colony where I can get ALL the unit bonus’s wrapped together in one group so I can pump out SUPER UNITS! Anyone able to finaggle this yet?

This is after building 2:
image

40 Cosmite is a huge bump, so is 250 Energy. And it goes up from there. I have 5 colonies, but 1 I started with and 2 I found in the wild. Where as before I felt like I had to have 5-7 colonies to be a threat to the AI, now I feel like 4-6 is good, and that’s much better to me. Remember, the goal wasn’t to make the game boil down to 3 or 4 colonies…

Ahh ok. I have always stopped at 5 colonies and usually one of them I got from bribing the paragon to give me a base.

You know what has happened a few times in my current campaign I found amusing and intriguing is the announcment that a citizen from one of the enemy AI opponents defected to join my side.

I’ve not been able to pin down the impact though, does that mean one of my cities has just gained a citizen I assume? And if so, is it always the capital? Or the one that’s lowest among all of your cities?

Anyone else caught sight of this in one of their campaigns? I thought it was rather cool because I assume it’s a reflection of either me going deep improving my cities that has attracted them away from the other side and/or the other side not doing a good job city management wise and losing them.

The best I have gotten is 2 production sites (production cost reduction plus some bonuses iirc) 1 energy landmark (shielded units, plus energy reduction for units) and a research landmark iirc (gives experience bonus to units I think.)

I’m usually pretty happy with just one landmark.

Iirc it is the nearest city.

Plus I think this is a celestian operation. I don’t think it just happens in the normal course of play.

Is there a way to cancel enemy operations? I can’t find one as the insect race (campaign) and in battles against Tik JuGlox I can’t cast tactical operations. Keeps saying I’m barred from doing that.

Is it due to a hazard? Some hazards do that. The only ops I have been able to cancel have been ops affecting my sectors, which I can click on to try to run a counter operation. Kinda cool little mechanic, actually- it’s not guaranteed to work, and if it does, it might just reduce its duration by a turn or two.

I’m not sure. It felt like most battles against him. In fact, in one battle I was able to do 1 spell against him, then after that it was grayed out for the remaining battle even though I had tons of energy and plenty of tac points still left.

Screenshot please!

I think of Space Hulk

Right, that’s what I meant earlier - Space Hulk, not Marines.

I can still remember the sound bite yelling OVERWATCH from the original Space Hulk PC game!