So, were the Dad Jokes done by brainstorming in a conference room, or by solicitation to let contribute anonymously?
All but one of them were from Eladrin
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So, were the Dad Jokes done by brainstorming in a conference room, or by solicitation to let contribute anonymously?
You should already be able to do that! Pick the Empath Civic!Can you finally pacify amoebas as gestalts? At least with the fruit origin?
It's intentionally a bit random. I wouldn't recommend basing your entire colonization strategy on the whims of spaceborne fauna, but... noticing that a Tyanki entered a wormhole, depositing your seed pod on a planet on the other edge of the galaxy you didn't even know existed?The colonization seems too random for such an important feature... Also, what if I'm a different empire and I colonize the planet with the seeds, am I just stuck with an annoying pointless "dormant seeds" buff forever?
I really like how human planetoids look.
I have a guess that Overtuned traits are neutral to Invasive Species trait, they aren't locked but don't count as negative for the buff either.
but seriously, why doesn't Paradox have a Fantasy based 4X game in the business yet?
Howcomes the food part of rangers is only 0.50 yet the other gives 1 enegy, which can normally buy more than 1 food?
I think you still need to build the Outpost in order to activate the seeds though, it is just a free Colony Ship that is already stationed over the world the moment you claim the system.
These Plant guys look better than the Rock guys but BOTH are TOO HUMAN.
This is going to make wormholes really interesting.
No way! OMG
Slingshot + Stargazers has a new competitorIt is a random slingshot but I love it!
question regarding Invasive Species, do cyber negatives count? 'Cause I'm getting ideas.
A bit off topic, but i still don't understand why the refusal to just get rid of the leader cap or change it in such a way that outside of the leaders "we ought to have a connection with" there aren't simply some kind of generic leaders for the rest.
It seems as if the stubborn clinging to the idea that supposedly only a limited amount of leaders allows for the creation of interesting narratives and connections with the leaders, is the main issue why the devs manouver around the topic so much and try to still make this work with different changes such as the one presented here.
Don't get me wrong, changing the way xp gain works for leaders is a step in the right direction, but it as if tried to hammer my way home through my wall instead of just going through the open door if this analogy makes sense. What i want to say, these are all bandaid solutions for the main issue that artificially limiting the number of leaders is extremely un-immersive and contrary to the idea of role-playing this game supposedly aims for.
governors, unlike the other leader types, hadn't been heavily nerfed at the same time that their numbers were limited (with the switch from sector wide traits to nominally stronger but single planet traits)
Dumb question: What would the influence cost look like here?
Space fauna will get a "Seed Pod" when approaching a starbase with the new "Starseed Garden" building, and will sometimes deposit the seed on a new planet while wandering around. To seed another planet, they first need to return to the starbase and get a new Seed Pod.How many planets can be seeded by each organism?
We're experimenting with it. We want the origin to play nice to the civic, but it's a delicate balancing act.Does the new origin allow Cordyceptic empires to turn their "pets" into seed carriers too? Or are they too far gone for the seeds to spread?
The moment I suggested this the marketing/legal department peeps started sweating, sorryMaybe "Weed" or something would be a better title, since that's actually plant restricted?