Depends. Is there cosmite in them thar depths?
Aquatic sectors can be quite powerful, but as always you should prioritize cosmite income and act accordingly.
Mark_L
3289
Plenty of cosmite on the sea, and cities that specialize in sea sectors can bring in lots of food and research.
Picked up the expansions on sale, but man, trying to get back into this is daunting af. Tried the Star whatever campaign. Totally baffled. I think I need to go back to square (or hex) one.
Spock
3292
OK, so I found out the hard way that you can annex ocean sectors, but you can’t build a colony there. Is that right? I thought I recalled building an ocean-based colony when the game first released, but I probably recall wrong.
I’m not winning my current game, but I’m not losing, either! An Ai has half the territories necessary to win, though. That’s how I won last time. I’m guessing it’s a pretty common way to win? It makes me think I should’ve built more colonizers. I have four or five cities, and I’m not even close to an enemy empire; I still have lots of room to expand.
robc04
3293
At release when I played, I think I won all my games with the Doomsday weapon. It seemed like the fastest way.
Mark_L
3294
No sea colonies. I personally find I secret tech win most often, but domination happens pretty often when I’m in more of a conquest frame of mind.
Razgon
3295
What does this mean? Doomsday weapon?
Spock
3297
Maybe I’ll go for a doomsday weapon win, then. Odd that I haven’t tried it yet. Normally a “science” win is my go-to victory condition in games like these.
Mark_L
3298
Worth mentioning that Doomsday win supercedes the Voidbringer victory condition, if and when you play with them. I don’t recall if you have the Invasions expansion or not.
Spock
3299
Funny you mention it – I just bought the first two expansions yesterday, as someone mentioned they were on sale, for 50% off. I have no idea what’s in either expansion – I just jumped at the low price, lol. I guess I should read about this whole Voidbringer thing.
I haven’t bought the latest expansion yet. Again, I’ll wait til it goes on sale. I’m in no hurry; I’ve got lots of other stuff to learn about this game first.
Mark_L
3300
Well, I hope you enjoy them! I find the expansion content to this game to be simply marvelous. Make sure you turn off the Voidbringers in your game setup if you don’t want to meet them yet, though! When they show up they are, shall we say, a domineering presence.
I haven’t loved the Heritor secret tech so far – am I missing something?
I suppose the crystal dude + siphoners have worked pretty well together, but nothing that’s really made me sit up and say hey.
Mark_L
3302
I respectfully submit that being able to give a turn to any unit by using your basic Heritor unit should make you say hey.
Energy drain, too, is a great status effect, especially when used en masse. Heritor stuff also gives super cheap heals, resurrection, and eventually aoe attacks and mind control!
I was gonna say, that Heritor starting unit is extremely powerful for a t2. Being able to give your most powerful unit another turn is strong.
The crystal unit is kinda meh, but the t3 Heritor High Lord is both a strong vehicle and a pretty good unit. The actual best part of Heritor is that all the units float. This lets you make stacks that are extremely fast on the campaign map, which is pretty high value in my mind. Full flying/floating stacks are definitely a thing I do moving into the late game.
Spock
3304
Do you guys ever “over-write” lower-tierl mods with higher-tier mods? I suppose it’s a gooid idea to do so, but I’ve never tried this. I suppose the old mod is destroyed? Do you get any energy or cosmite back?
Also, what is the advantage of having a mount, or vehicle, or suit of armor? My Amazon leaders often ride animals that have nice attacks but nothing fantastic. And the animals occupy the slot of the primary weapon. I think I recall that if the mount (or bike or armor) dies, your hero lives on? So is it primarily like having more armor?
This is correct.
Use a nice secondary weapon and the leader or hero will still be a viable combat unit if the mount or vehicle is destroyed.
Spock
3306
Thanks for your helpful reply. OK, maybe I’ll be more aggressive with my mounted heroes, then!
Also, should I be applying mods to troops as soon as I get tier 1 mods, then over-writing those mods later? Do we get compensation if we over-write a mod?
Incidentally, my current army has many characters with the Dazzler mod, which blinds the enemy. It works great – except that now I find my troops repeatedly imposing the same debuff on the enemy. I guess it makes sense to use a “combined arms” approach to mods, huh? Give some that Dazzler mod, but give others a mod that inflicts Burning or does more damage or heals the owner.
Or something that takes advantage of dazzled, if there is such a mod.
Edit - inflict debuff then take advantage of debuff is a nice ci clé if you can get it working.
This is one of the reasons I like the Shaken.
They get early debuffs and can use them.
Also, void tech lets you inflict physical weakness on your enemy, and most of your damage is going to be physical.
Physical = kinetic here.