Batten down the hatches!

(And fire up the phase drive!)

I can't really make any kind of coherent, detailed feedback right now, but I just wanted to express my sheer glee at the pirate alliances I tried out in a short game as TEC Rebels. Having the pirates both be on your side and send you reinforcements is not only incredibly fun and entertaining, but opens up a lot of new strategies with TEC mobility (ie. backdooring into enemy territory through the pirate base.) Additionally coordinating your attacks with incoming pirate raids, which admittedly you could already do, but not without the pirates taking potshots at you.

I might just play TEC again some more because of Rebellion.


One thing I was mildly concerned about but don't have time to test right now is that after I won (and promptly maxed out fleet cap upgrades and let it fill with pirates) I took a quick hop over to the other system and found the artefact planet.

 

Now I'm unsure if the enemies are supposed to be "friendly" and not attack you/be untargettable if the artefact planet wincon is off, but if they're not, then Honour Amongst Rogues may be causing TEC Rebels to be unable to attack them because they're technically neutral.

13,697 views 9 replies
Reply #1 Top

They won't attack you from the moment you have finished the research that let's you have peace with all neutral factions. At that point you can just capture the artifact world and use te neutral defenses to your own advantage (believe me, I've done it). This gives the TEC rebels a very unfair advantage in a game of "King of the Hill", if you ask me.

Reply #2 Top

Well Teun the TEC loyalists can drop 2 star bases and their Titan on the Artifact world, good luck taking it back then (1v1). My point is that both factions advantages can be used in king of the hill. Which is pretty great if you ask me.

Reply #3 Top

Of course the TEC Loyalists will have their advantages in that game mode too, but they will never be able to get there as fast as the Rebels can because of their tech upgrade. By the time the Loyalists have a powerful enough fleet to take on the artifact world's defenses, the Rebels have already had enough time to colonize it, dig in and put up additional defenses, making it almost impossible to be taken over by an invading enemy player. Though you do have a valid point in case the Loyalist player does manage to colonize the world before the Rebels arrive.

Reply #4 Top

Teun-A-Roonius.... I would like to point out.. That the Artifact world is already colonized by the neutral party... You can't just walk in and colonize it. The problem is that the Honor amongst rouges ... is that it makes all Neutral Factions untargetable, including the Artifact world, meaning You can't take it unless another faction takes it first.. which facing a TEC Loyalist faction, would make it very hard.

Reply #5 Top

I don't recall the neutral alliance being that low on the tech tree. Lower than the double SB for sure but not exactly early game tech.

Reply #6 Top

3 civic centres for Truce Amongst Rogues, no prereqs, it's fairly easy to grab quickly should you be so inclined.

Reply #7 Top

The Artifact Planet issue is one we're still pondering on internally. Ideally the TEC Rebels won't have an advantage with this in the future.

Reply #8 Top

As has been stated, I wouldn't call this an "advantage", as the Artefact Planet is a populated planet, meaning that the TEC Rebels cannot take control if they have Truce Amongst Rogues because they can't bomb the colony.

It's a clear disadvantage, as they'd have to allow another player to bomb the planet for them.

Reply #9 Top

would it be possible to treat the artifact guardians as a separate "hidden" AI player rather than lump them in with the neutrals so all player factions have to fight and bomb them?

it should also be noted that Twin Fortresses, the dual SB tech, is at or near the end of the defense tree; very late.