Five hours and a half ago I took an inactive’s homeworld.
It had the T3 gun, 16500 soldiers, and homeguards for 330ish K pop. Race being Ripchee their combat value was multiplied by 1.1. I sent 130k Syntis soldiers (combat value x1.5), 100k were instantly killed by the orbital gun, only 13k survived the whole battle. (When I checked with 100k soldiers the odds were labelled “moderate chance of winning”, with 130k it increased to “high”, that’s when I decided to launch the invasion).
What surprised me was the remaining buildings still there after the battle : It seems only a T3 city was destroyed. This means the T3 gun is now mine - something that no one can build! Of course all buildings being labelled as Ripchee I cannot upgrade them, but I can dismantle them to replace them. Oh and I also got the shipyard, 11 barracks, 12 farms, 4 T3 cities and rest as usual.
Given that this world was perfect for Ripchee and had lots of unemployment, I then took another approach in it’s devellopment : buiding like a meatbag, ie : +happiness buildings to be able to tax 100%. Revenue at 100% = 949 credits per hour, in one day it will be become the planet generating the most credits in my whole empire. To understand that meatbags can devellop this way from day 1 is, well, oh crap they must make so much money!
With the T3 gun, two pops I’ll push to the limits and a bit more barracks (50?), two to four times the max pop of my own homeworld (one pop only, 6000km, bleh!) it is objectively now the best planet I own, way better than the 44 others (has some good % materials too), and the easiest to defend when finished.
And there comes a question I really have to ask : “Da fck is this sht : starting positions for players being SO different in value in a very competitive game, are they completly nuts?”.
When the next server is launched, do we really have to chain reset until we get a good starting set in order to avoid being an objectively complete idiot settling in Craptown, the kind of guy that likes being chain butchered by anyone with half a brain? Yeah, I’m talking about me, my homeworld was 6300km, best % being 61, it’s only a big huge barrack now, can’t use it for anything else…
Yes, homeworlds should not be perfect planets because we should fight to get control of those. But I scouted several homeworlds now, and you know what? Small, huge, max 61%, max 99%, it’s sooooo random!
- “Lets play a game!”
- “Okay : I get a Ferrari, you get a horse wagon”
This will have to be fixed. And BEFORE any live action, before even an open beta, because a game lives and dies by it’s community and this game being strategic it would be burned on a pyre very fast on reddit and everywhere else, the month of going live is critical and that thing is like french kissing a loaded shotgun.
I think I understand how it came to this : it seems starting positions were calculated by system, not by planet, however the rule now is a limit of planets, not systems, so this algorythm has to be adapted. If this is true and they don’t want to work on making again the spawning algorythm, there is a fix that can de used : any planet in a player’s homeworld doesn’t count for max planets (synth) nor generates corruption. As long as they can say “you all get a similar starting strenght”, players will accept it, even if those starts are different, as long as they can trust that it is fair