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So basically only a game like chess is a strategy game for u. As anything where u can create more units is a number going up.

Nah, chess is a closed game with forced symmetry -- it's a lot simpler than what I expect from a GSG.

I'd expect a GSG to have a superior level of strategy, but not force symmetry nor be closed.

Reversi would be closer, since you can "conquer" and keep territory, but also too simple.
 
Okay, saw the worm crisis once. They're quite easy to kill, easier than their fleet number would suggest since they only have hull and a large part of their weaponry is torpedoes.
 
Okay, saw the worm crisis once. They're quite easy to kill, easier than their fleet number would suggest since they only have hull and a large part of their weaponry is torpedoes.
They do also have armor to be fair.

Still, you can load up on lasers or plasma (or your own torpedoes, as they are large and lack PD) and it pretty well deletes them. If you have decent PD their only ranged weapon is a missile with some armor and 0% evasion, and they aren't that fast.
 
Just went through my 10th game with fleets of two of 3000 and 1200. and 10 to 12 bases. Voidworms of 30,000 wiped them out Why create any bases when you can't survive 3 or 6 fleets of void worms, you can't beat those odds and it becomes highly frustrating to play. So far worse than the great Khan survival.
 
Just went through my 10th game with fleets of two of 3000 and 1200. and 10 to 12 bases. Voidworms of 30,000 wiped them out Why create any bases when you can't survive 3 or 6 fleets of void worms, you can't beat those odds and it becomes highly frustrating to play. So far worse than the great Khan survival.
1. So with less than 15% their listed strength you lost. Working as intended.

2. Did you have anti-armor weapons? Did you have point defense?

The voidworms are much, much easier to beat than the Khan, because they are easily hard-countered. And then there are also the noncombat solutions...
 
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The voidworms are much, much easier to beat than the Khan, because they are easily hard-countered

I learned about their loadout and the obvious counter-play here.

Can that stuff be seen in-game too? Ever since the Nemesis info-nerf I mostly don't get to see fauna weapons, so I look at the wiki instead, but I don't like that loop as much as I would like looking up that info directly in-game.
 
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I learned about their loadout and the obvious counter-play here.

Can that stuff be seen in-game too? Ever since the Nemesis info-nerf I mostly don't get to see fauna weapons, so I look at the wiki instead, but I don't like that loop as much as I would like looking up that info directly in-game.
Yes, because their loadout is identical to the one for captured voidworms.

If you haven't captured one and need to know the loadout, you can also just fight one, and based on their projectiles having a travel time and skipping shields you can reasonably infer that they are missiles. Given you can just see their lack of shields, that's enough. The postcombat details from any instance of combat can give you a massive advantage from revealing the enemy's loadout - just be careful with long-ranged weapons because if you see only them, that might just mean the battle was over before anything else got in range.

That's how I knew how to counter them.
 
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I really wish we could just look at ships.
I also wish that. Hopefully, in an eventual rework of espionage/intel, simple sensor data would be taken into account (like you can see ship loadouts that are tier-1 away, meaning you'd see all loadouts that are in your territory).

But there ARE solutions now.
 
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I also wish that. Hopefully, in an eventual rework of espionage/intel, simple sensor data would be taken into account (like your can see ship loadouts that are tier-1 away, meaning you'd see all loadouts that are in your territory).

But there ARE solutions now.

Only for experienced players who know that no new weapon types have been added.

It's only a "reasonable inference" if you know the problem space exhaustively.

For anyone new to the game, it's a trip to the forum or wiki for spoilers, because the UX has dropped this ball.
 
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Only for experienced players who know that no new weapon types have been added.
I didn't know that no new weapon types had been added, I observed that they behaved like missiles and refit with PD.

And, actually, new weapon types WERE added, on voidworms no less. 10-range 200% vs non-hull weapons were not a thing before and do not match anything from before.
It's only a "reasonable inference" if you know the problem space exhaustively.

For anyone new to the game, it's a trip to the forum or wiki for spoilers, because the UX has dropped this ball.
It undoubtedly requires some knowledge, but its a level of knowledge that you can see from the start of every game all of the time. You always start with missile tech, information is presented, if you look at what weapon types you necessarily know exist it matches one of them exactly.

It is arguably better for some information to be presented directly, but this does not require any prior knowledge, it requires only information you have and I think it's reasonable to give you the information you need to counter it without actually having a glowing text box saying they're countered by PD.
 
Just had the Khan dominate half the galaxy, destroy a fallen empire fleet and basically I had to click on things to not lose systems myself. Much stronger than worms getting smashed by starbases half their fleet power. So far I find worms the weakest midgame crisis.
 
Just had the Khan dominate half the galaxy, destroy a fallen empire fleet and basically I had to click on things to not lose systems myself. Much stronger than worms getting smashed by starbases half their fleet power. So far I find worms the weakest midgame crisis.
I think it has to be, because unlike the Khan there isn't an immediately available "off" button (with a cost, of course).

Voidworms are less damaging and less difficult to remove entirely but conversely you can't just pay a percentage of resources for the duration to effectively disable them for you, you have to either fight them off or survive until the situation is over.

But yes, I'm relatively certain (I haven't had a chance to try) that an OUTPOST loaded up with laser PD defense platforms could take out the crisis voidworms. They just don't have the DPS if their missiles are shot down.
 
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Even Khan on Ensign, 1x crisis, medium galaxy is like 250k total spawns now (90k for the Chosen plus three 50k fleets). I'm right next to a marauder cluster in my current exterminator game and kinda worried that a 2301 khan could be game-ending.
Why don't you just surrender immediately and become a satrapy? The Khan always dies before too long, setting you free.
 
Why don't you just surrender immediately and become a satrapy? The Khan always dies before too long, setting you free.
Depending on the makeup of your economy, that satrapy tax can pretty well annihilate you.

It also dissolves federations, and they can colonize planets in systems you own which will also take the whole system away.

In the best case, yes, just pay the tax until they go away... but the tax is pre-expense, so even disregarding the other two big reasons it can still crush you. Plus genocidals can't surrender, not sure about Inward Perfection but maybe they can't either?
 
If you are next to a Marauder empire, if find that taking them out before the Khan organises a jamboree is the easiest. If you can't, as other's suggested surrender early as having stuff destroyed and then surrender is always worse. Just join the Jamboree and bring your friends along until you are strong enough.