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Kalisalos

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May 7, 2025
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I just played through a couple games with the Behemoth Fury to get a feel for the crisis, how transformative it is, and really, how it stands up to the other playstyles. Figured I'd share my thoughts, see how they resonate with others, and maybe get a little bit of feedback going! This'll be a bit of a long one, but hopefully I can stir up a bit of discussion.

The Behemoths

These really are the heart of the crisis. And overall, I do think that they're quite well done! With a T3/T4 behemoth being the equivalent of several endgame fleets (and boy are they beefy), I really got to feel like I was making and evolving massive, galactic-scale threats. They're not invincible (and they shouldn't be), but you can roll through anything but the most defended systems, and they punch above what their fleet power might imply. And yet, they still come with downsides. Much like a big, ornery animal, you have to keep them happy, and the more you have, the more of an effort this becomes (until the final stage, which has its own way to keep things balanced).

The weakest point of the Behemoths themselves was, to me, their animations. And that should say that I find them quite well designed mechanically. But really, I was truthfully hoping for something just a little more grandiose here. Especially the eat planet animation. Every other planet-killer weapon has unique animations for when they fire. Most aren't crazy flashy, but it's at least an acknowledgement of what is happening. Here, the planet just kinda... disappears. The Behemoth munches for a bit, and then the planet's gone mid-chomp. You don't even get to see it get engulfed by the behemoth before it disappears! But ultimately, this is just a minor quibble that comes down to flavor more than anything.

Growing Pains (and playing as the crisis)

The main critiques I've seen about this crisis come down to its effects on economy, which I'll try to break down a bit and give some meaningful discussion about.

The Economy: The situation at the end of the crisis, Growing Pains, absolutely decimates your empire, and this has been the greatest source of confusion that I've seen about this crisis. How are you supposed to maintain an empire when the situation cripples your economy, while still requiring you to pay upkeeps, pay large amounts of food to use behemoth abilities and hatch behemoths, build or repair fleets, etc...? It's a fine balance, and one that took some time to figure out for me. Ultimately, I found that using the Mindlink is pretty required (for other reasons too). This makes sense from a flavor perspective, but the link to the economy really isn't clear. However, that district makes a TON of research/unity as you transfer pops, and all without needing pop jobs or upkeeps. So you can upload all of your research/unity, reduce your job upkeeps substantially, and get over the hump, while keeping around your resource production. Still, this is NOT intuitive.

The Progress of the Situation: Everyone I've seen talks about how slowly Growing Pains progresses. At the endgame, taking 40-50 years to complete is HUGE, especially with the economic maluses that worsen along the way. But empire size has a disproportionate effect on this. You are heavily penalized for a wide empire with a lot of pops. Again, flavorwise, this makes sense, but in practice, it's just not fun. Growing Pains goes *dramatically* faster <1k empire size. 900 empire size makes it go twice as fast as 1k, and all of this is because of the stacking reduction to situation progress that just can't be overcome. Along with the above, it forces you into a lean build with few planets and fewer pops. Again, not that intuitive.

But Can I Eat Things?: The last aspect that I think bears talking about is the meat of the crisis - how much you (don't) need to actually interact with its core mechanic. Eating planets, pops, bioships, and everything else that comes your way. The only real advantage that this has once you begin the mind meld is to increase its speed through the 'Growth Factor'. Unfortunately, this caps at a very low amount, and so, the incentive to keep eating things is dramatically reduced once you hit this cap. It does decay, but at a negligible rate. And so you are really not that incentivized to even interact with the core mechanic after a short while, since there are NO other discernible benefits to eating planets. In my first run through, I ate a fallen empire, and then was capped, and my behemoth just sat around after that waiting for Growing Pains to finish. It felt unsatisfying.

How to fix it?: Others will probably have better ideas than I! But I did have some ideas to share. For me, I think that a rework of the core mechanics would go a long way towards fixing all of these issues, and really force players to engage much more with them. Here are three things that I would implement to fix (most of) these issues:

-Remove (or at least tone down) the penalty to Growing Pains from empire size: This just makes the endgame tedious. 90% rate reduction is HUGE! It makes having a big empire feel even worse than the huge penalty you already get from Growing Pains to empire size effects.

-Slow down Growing Pains, but remove the cap on Growth Factor: Going hand in hand with the above, Growth Factor is cool. You progress more from eating things. The issue is how early it caps. Galactic Nemesis needs to eat a ton of stars to get enough dark matter. Cosmogenesis benefits from feeding tons of other empires to the Lathe. This makes sense for crises. Behemoth Fury needs more incentive to eat planets, beyond just having glorified biological colossi. In fact, once you cap growth factor, right now, you benefit from just sitting back, making peace with everyone, figuring out your economy, and waiting out the situation. Allowing the situation to scale further would very much emphasize interacting with the core mechanic.

-Grant resources (especially food) from devouring things: This would help offset the feel-bad feeling of the Growing Pains situation and having to manage ever dwindling resource production, while also feeding back into making eating things actually meaningful. Even if it murders your production, if you can get back resources by eating things, it both enables the Behemoth abilities that are right now very hard to use when you can't make food, and also engages interacting with the mechanics more.

How It Ends [SPOILERS]

The other disappointment I had with the crisis comes with its ending. The crisis is built up as an empire becoming a galaxy-endangering threat. And it feels like it's going that way. You build up. Become the true Apex. Complete your transference... and then just get one victory screen that does little, gives you two options that do nothing, and then it's over. I *loved* how Cosmogenesis altered the galaxy at its end, and even Galactic Nemesis's blow up the galaxy ending had weight. I wish that Behemoth Fury showed you the galactic consequences of your choices at its end, and on that front... It just does not deliver. Ultimately, this is a huge fail on flavor in my opinion for a crisis that is otherwise defined by its flavor (and that of the galaxy, heh). It honestly feels unfinished.

Tl;dr. Good foundation, feels bad on wide empires in unintuitive ways, and needs more incentive to actually eat things! (Oh, and give it a proper ending.)
 
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i agree that this crisis feels.... off. it is such a cool idea but not as much what "kaiju" are (army of animals invading x world).
first of all, i think, you should be able to stop at crisis level 4 and have ability to stop raging.
it is fun on paper but it consumes a lot of your attention so you dont accidently has aggressive fleet in your borders.
going for full merge with behemoth feels incredibly bad when you start to lose your resources. you suppose to decrease/disable basically everything just to grow your animal at the same time you have voidspawn somewhere and raging neighbours. its much better to take just any other perk than behemoth cuz this makes you more volatile and unstable. at first i thought that decrease is just 15% and then i noticed it grows with each stage. entire gameplay is not about feeding your animal but to manage your economy what you was doing first 100 game years already.
it feels.... bad even if thematically idea is cool.
 
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actually no, you dont need
you just go full cloning and sacrifice your own clones to Lathe. Full cloning build is just insanely strong and best part - you can win game without any war ever.
Diplomatic purge penalties are still there even if you only put your own pops in Lathe. Is that no longer the case after the rework? Usually you drop so low in the diplo that you get attacked. The only way to avoid that was to Lathe robots.
 
i agree that this crisis feels.... off. it is such a cool idea but not as much what "kaiju" are (army of animals invading x world).
first of all, i think, you should be able to stop at crisis level 4 and have ability to stop raging.
it is fun on paper but it consumes a lot of your attention so you dont accidently has aggressive fleet in your borders.
going for full merge with behemoth feels incredibly bad when you start to lose your resources. you suppose to decrease/disable basically everything just to grow your animal at the same time you have voidspawn somewhere and raging neighbours. its much better to take just any other perk than behemoth cuz this makes you more volatile and unstable. at first i thought that decrease is just 15% and then i noticed it grows with each stage. entire gameplay is not about feeding your animal but to manage your economy what you was doing first 100 game years already.
it feels.... bad even if thematically idea is cool.
If you can just stop whenever you feel like it, it's not a crisis!
 
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Idk if it was a bug but my complaint about this crisis it that it's totally broken. The elder voidspawn either never shows up or is unkillable. Maybe I'm missing something but it killed my tier 4 behemoth and took no damage itself. Then I reloaded and it never came back into the game. Also they are overtuned I got my monster pretty early and there was no empire that could even begin to challenge me, it just deleted everything the ai has. What ai faction can match 4 million fleet strength on year 2325.
 
Maybe I'm missing something but it killed my tier 4 behemoth and took no damage itself
You cannot realistically kill the void spawn until the growing pains situation is finished. The game gives you a popup explicitly telling you "this thing is gonna kick your ass, start running" when the voidspawn first appears in the galaxy.
 
You cannot realistically kill the void spawn until the growing pains situation is finished. The game gives you a popup explicitly telling you "this thing is gonna kick your ass, start running" when the voidspawn first appears in the galaxy.
I mean, it's stronger than you is a very different message than "this thing cannot take damage when fighting 6 million fleet strength"
 
I mean, it's stronger than you is a very different message than "this thing cannot take damage when fighting 6 million fleet strength"
Its tells you clearly if we were to fight you would die and will have to flee until you get used to the new body. Plus you get a 2000% negative damage modifier against it. UNtil you finish the growing pains it is completely invincible.
 
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I mean, it's stronger than you is a very different message than "this thing cannot take damage when fighting 6 million fleet strength"
Mate, the pop-up tells you, almost verbatim, that you cannot possibly kill it yet. Here's the exact text:
There is no doubt that if we were to fight now, we would die. We must evade it for now and keep growing in strength until our fangs grow sharp enough to pierce the unpierceable.

There are plenty of ambiguous messages and alerts in the game. This is not one of them. You pushed on a door with a big “pull” sign on it, and you’re blaming the door for it.
 
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OP, there is a photo from the Biogen page on steam and makes it look like the Behemoth is blowing a planet apart with a laser, which is so misleading to what actually happens. Such a flagrant deception in my eyes. Also I agree the economy is manageable but makes 0 sense. That steam bit really grinds my gears though... I loathe companies that trick your imagination by releasing deceiving images. Also the Primordial Voidspanwn is a joke and gets stuck in nearly every system it enters and sits there forever until you quit and reload. Did they playtest this? I mean this bug is repeatable and occurs often in my playthroughs...
 
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Diplomatic purge penalties are still there even if you only put your own pops in Lathe. Is that no longer the case after the rework? Usually you drop so low in the diplo that you get attacked. The only way to avoid that was to Lathe robots.
But do you even need the Lathe?

I mean it is so easy to rush unity now you can get the perk before you have researched a lot of techs so you will just produce enough arcane logic by just researching stuff.

I mean it is so easy now to get insane science output.

The -200 opinion modifier you get from max crisis level is easily overcome if you played a friendly empire for most of the game and especially if you formed a federation at some point.