I gotta agree. I just finished campaign and I thought it was a pretty buggy (in Mercenaries you can't even build cities) and was missing some nice Crusades features like citizens and better administrators functionality... But when I actually started playing the Crusades sandbox, I now find they've gutted all the buildings to the point I don't care to build anything. I think the devs have an idea in their heads that they must nerf anything that is effective, because almost
Ramboing
As far as a planet producing 100N, I dunno if that is overboard, but there has to be a reason to build allllll those buildings that do nothing but multiply each other for a later payoff. If you go limiting a planet to triple base population production, I guarantee the game is dead. I mean, that's basically the game. You take that away, you kill it. I already look down the list of buildings and go "hmm, don't need that, don't want that, don't need that..." I sho
I'm going to put in another vote for UI and interface-focused improvements. If you spend too much effort worrying that building X is the best to build, and changing it, well now building Y is the best to build... Only tweak balance when it is actually reducing gameplay (such as one build path being obviously superior to all others, or buildings that are never worth making, etc.) And if you have to put an easily-reached cap on something to fix it, there is a basic formula
Most of the problems I have are moddable or else I can live with them. One thing I would like is the ability to update ship designs without scrapping 20 turns of build progress in the shipyard. Many of the poor reviews you receive on Steam are coming from people who fire up the campaign and have their survey ship eat 1 thulium per turn, try to construct a starbase and get the not enough administrators message even though they haven't built a starbase yet, etc. Even though
It sucks to research a tech with a galactic achievement only to find you can't build it. I've been playing the campaign, and I suppose in a normal game you at least get a popup that tells you that an unknown civilization has created galactic wonder x. Still, I would like some way to locate galactic wonders. If it's such a big deal that it prevents me from building it, I should at least be able to see it. Clicking on other planets, even allied planets, doesn't seem to
I generally only put .5 pop on a colony ship.
Although it doesn't have a huge impact on play, so many buildings being invulnerable bothered me enough to mod it. ...and wow there's a lot of buildings I had to un-invuln. There's more invulnerable buildings than normal ones. Buildings like the command building that gives you a general have to be invulnerable to keep you from being able to build and destroy it over and over for more generals, but if there were another solution to prevent a person from farming generals,
dunno, it comes right after the Arcea mission for me. Second campaign in the list with all DLC installed Next on the list is Return. The post was created just by hitting quick reply.
Boy, I just finished the second scenario, contingency, and it's a bit soul crushing having your ally just expand influence across the entire map. I expanded to all, I believe 8, available planets pretty quick, but it wasn't too long before my ally's influence was eating at a couple colonies. One I barely kept by rushing out 3 influence buildings; the other got annexed away from me with 2 influence buildings. After that, I basically put all my ships in starbases so they would
Yeah, I think they have weights. But I want tradable 100% if the recipient doesn't have an exclusive specialization and 0% if they do. I think it might not be moddable. I think if I have to choose between having specialization choices and having trading I guess I'll choose the specialization. Last time I was looking at a specialization choice, I was thinking, "hmm 15% ship health gives me power now, or I can get the mass limit which will maybe let me build stronger s
Alright, well there is an parameter, but I would like them to be able to trade as long as the recipient doesn't have one of the other specializations exclusive with it.
Yeah, unfortunately most early game buildings are worthless in the early game; you just want a space elevator, farms, and cities. To fix, change early tech buildings to flat bonuses, with later tech upgraded buildings staying percentage based.
So, I always go around trying to collect all the specialized tech through trading, but in the end I find it very unsatisfying to have EVERYONEENDSUPWITHALLTECH. Ruins the point of the specializations. How can I mod the game to disallow trading a specialization tech if you already have one of the other specializations? And while we're at it, how to disallow trading tech that requires a species ability?
The campaign seems somewhat buggy with administrators and resources and such, as it uses the non-expansion mechanics. While they've been cleaning up the main game, they seem to be neglecting the campaign. It would be better and maybe even easier if they just converted the campaign to the latest version rather than having to worry about bugs cropping up in multiple versions.
Yeah, I just came back to post that this campaign doesn't seem to use crusade mechanics, so it is probably the base game that is bugged that way.
I just started a campaign in crusades and there's a huge, obvious bug on the very first mission. The PrototypeSurveyModule_Name that allows the first buildable survey ship to survey costs 1 thulium... every turn. I have 2 of these guys flying around and despite my income of 1 thulium per turn from starbases, I have -15 thulium.