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Author Topic: Luddic church crisis is the best and here is why:  (Read 3146 times)

majk

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Luddic church crisis is the best and here is why:
« on: February 21, 2024, 11:44:06 PM »

So i noticed something funny, Luddic Church will take over a colony, but ai never builds anything sooooooo...

1:
Build a colony those filthy, disgusting primitives will love, grow it as fast as possible, try to aim for size 6 before the crisis hits, go as far as try to push it back to do so.
2:
Build all stability buildings you can including in system comms relay.
3:
When the crisis hits and the fleet is in the system, dismantle the starport and(if the colony can handle the stability hit) farming.
4:
Rejoice! This colony will now buy ANYTHING it needs from you at super premium costs, since it has 0(or most likely negative) accessability.

I now crown luddic takeover as the number one, mucho bueno, mucho cheese, best crisis in the game.  ;D
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BigBrainEnergy

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Re: Luddic church crisis is the best and here is why:
« Reply #1 on: February 21, 2024, 11:53:11 PM »

Outstanding move.

I thought allowing the church to expand could tip the power balance of the sector, since none of the other factions can expand, but I never considered giving them crappy worlds on purpose. Maybe they should be allowed to build starports at the very least.
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TL;DR deez nuts

Siffrin

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Re: Luddic church crisis is the best and here is why:
« Reply #2 on: February 21, 2024, 11:54:22 PM »

Giving factions an Orbital Fusion Lamp and using a Plasma Dynamo on a good Gas Giant will also boost profits.
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Gods most reckless Odyssey captain.

majk

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Re: Luddic church crisis is the best and here is why:
« Reply #3 on: February 22, 2024, 02:36:50 AM »

Outstanding move.

I thought allowing the church to expand could tip the power balance of the sector, since none of the other factions can expand, but I never considered giving them crappy worlds on purpose. Maybe they should be allowed to build starports at the very least.
If they would build starports, all you have to do is use the worlds at the very corners of the sector, the huge accessibility mallus will be enough.
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Bungee_man

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Re: Luddic church crisis is the best and here is why:
« Reply #4 on: February 22, 2024, 03:33:07 AM »

Probably could use a script that does some basic house-cleaning upon planet capture. Sets up basic defenses if they aren't built, likewise builds a starport and a waystation, upgrading the former if needed, and builds farming and light industry if there's room for them and they aren't there.

Maybe it should also remove any AI cores and non-nanoforge colony items in use, if it doesn't already.
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Megas

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Re: Luddic church crisis is the best and here is why:
« Reply #5 on: February 22, 2024, 05:06:46 AM »

Player can catch Sentinel building a Spaceport if returning very quickly after telling Hegemony about it, so making others build Spaceports if it is missing should be possible.

I thought allowing the church to expand could tip the power balance of the sector, since none of the other factions can expand, but I never considered giving them crappy worlds on purpose. Maybe they should be allowed to build starports at the very least.
If I wanted to let them expend, I would settle on a crap planet and dismantle a lot just to spite those lazy freeloaders, not for making money, although letting them steal a colony in the middle of nowhere to dump stuff for quick cash would be convenient.

Hmmm... idea:  If growing it to size 6, maybe sat bomb the world too, if it did not have ruins?  Sat bombing a world to death leaves ruins behind, and ruins can be tech-mined for items, even if the odds are against you getting good items.
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Bungee_man

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Re: Luddic church crisis is the best and here is why:
« Reply #6 on: February 22, 2024, 01:25:13 PM »

It's possible to decivilize player colonies, and ruins are generated the same way. A food shortage, a lack of defensive structures, commerce, and freeport would generally yield that. Allows for the farming of ruins, but is neither efficient nor especially useful. Ruins are generated through any kind of decivilization, not just bombing.

Maybe there should be a flag, if there isn't one, that says that post-collapse ruins shouldn't have special items, but it's a pretty rare case.
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BigBrainEnergy

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Re: Luddic church crisis is the best and here is why:
« Reply #7 on: February 22, 2024, 07:09:55 PM »

It would make sense for post-collpase ruins to have whatever special items were in the colony at the time of decivilization.
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TL;DR deez nuts

Candypowers

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Re: Luddic church crisis is the best and here is why:
« Reply #8 on: February 23, 2024, 03:11:35 PM »

Is there a limit on how many planets you can let them takeover? So far I let them have 2.
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Bungee_man

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Re: Luddic church crisis is the best and here is why:
« Reply #9 on: February 24, 2024, 12:22:26 AM »

Is there a limit on how many planets you can let them takeover? So far I let them have 2.

I had read that it was a one-off event, but apparently not. Looks like there's now a path to 1m+ colony income in vanilla.
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