So I am back on my shit again figuring out a Virtuality Void Forged Pirate Haven after getting some of the hang of it to bring a contender to the table by reflex. I can forgo everything I can think of but Vassals and Ecus at this point.
Basic conceits are No Federation, No Vassals, No Cosmogensis, No Ringworlds or Ecus. Yes Merc Enclaves, Yes Branch Offices, Yes Secret Fealties to Liberate Other's Vassals, Yes Diplomatic Agreements.
if you know the spec, and remember my 3.11 Lets Play that did this with Lithoids, then theres low help from Civics that have to be Criminal Syndicate and Letters of Marque to be a Pirate Haven, but it is surmountable with Alloys and Unity and Naval Cap. After 3rd Civic, Refurbishment can be a big help and is very fluff congruent.
So hows that going with Virtuality now?
Well...
Its proving a little more difficult than the Lithoid Cousins and my theory on why comes down to
1. Vassals being zero sum. If they arent yours there somebody elses. Under the Virtuality Regime, its actually a worse choice of how you wanna take your lumps on this at the half way point and beyond because
If you conquer territory and zero out the planets with Server Shutdown, youve preserved the output of your domestic economy but forgone the opportunity of even branch offices to recoup. So conquering is lesser in that you cant make use of the windfall of a fully working planet youve taken over to shore up the ledger after retrofitting it, and only take station and structure. It simply zero sums opportunity for all. You dont get to maximize it but nobody else does either.
If you do leave them as free floating indies (or release as such) its a matter of time before they get vassalized or federate (or get conquered) and now have points on the board over you that are really hard to make up elsewhere for you. You arent getting them from Population, Vassals, Fed, mostly just Economy and Tech.
This impacts something way down the road which is Naval Cap, and so far against 10x Crisis (Contingency when I got there with some confidence) being short on tech and ships for it. Turns out I way underestimated my fitness and got smacked around (half my own damn fault in the tactical execution and taking out one multi million fleet only to walk right into another one in the next system over a week later and lose all my fleets). Under Virtuality, your conquered gains arent getting a fortress plowing to provide supplementary compliment to your Pirate Haven holdings.
2. Ecus are hard to give up purely because pound for pound, theyre the best and the conceit of Virtuality isnt allowing you marginal Alloy output gains with more planets. Plus theyre slightly more common than ringworlds, going the found ringworld route or waiting until you can build them. Unlike the Lithoid Cousin, if you have to use MegaStructures to provide domestic economy income, then research matters and thats now a function of finding systems with 3+ science orbitals and illicit research labs. Or systems with stations en masse. No help from Vassals here.
So Ecus rule the roost and are hard to forgo just because you arent getting anything better than that through habitats alone, and as pirates who cant federate or vassalize, you need alloys like whoa.
3.11 Lithoids not even using Research Districts or Lab Buildings worked out without finishing MegaStructures or Ascention Theory even researched precisely because 11000 Naval Cap with FE tech just plain works the way 6000 doesnt for a Crisis.
3. Points and other points.
The way I fended off everyone else once I got on top in that 3.11 Lithoid run was by becoming Galactic Emperor and basically depriving all of their vassals. This is likely still the play with Virtuality now but...
Population points are impacted now.
Tech is dependent on board RNG giving systems with science orbitals, and/or you gotta go get those after popping Virtuality to generate a tech pace to unlock MegaStructures with any time relevancy.
Virtuality is dope and its own gimmick, but without a signifcant sweetner that others use without second thought, is actually going to be hobbled and lesser at point of Crisis for hitting a limit that isnt easily overcome eadily. Branch Offices do provide a ton but for a spec and experience that demands you take others out to have winning points, it creates aching dilemma of attacking initiative, where you simply cant in some cases without losing a signifcant share of Naval Cap and income, against opponent topping the board.
Just a report, like ill get this figured eventually and come out on top, no need for changes to the game. However, i think it is proving useful to go to a lower limit and see how a thing works rather than do obvious things that are good and then refigure the game or mechanic entirely. I get sick of all this commentary thats basically starts with all the best pieces in a row on purpose, that then thinks it has anything to say about a gimmick, but is just remphasizing best pieces being best pieces now shown off in the gimmick. Even as Virtuality is OP in a few ways, its not proving such without some other powerful gimmick to leverage it, at least with Pirates.
Basic conceits are No Federation, No Vassals, No Cosmogensis, No Ringworlds or Ecus. Yes Merc Enclaves, Yes Branch Offices, Yes Secret Fealties to Liberate Other's Vassals, Yes Diplomatic Agreements.
if you know the spec, and remember my 3.11 Lets Play that did this with Lithoids, then theres low help from Civics that have to be Criminal Syndicate and Letters of Marque to be a Pirate Haven, but it is surmountable with Alloys and Unity and Naval Cap. After 3rd Civic, Refurbishment can be a big help and is very fluff congruent.
So hows that going with Virtuality now?
Well...
Its proving a little more difficult than the Lithoid Cousins and my theory on why comes down to
1. Vassals being zero sum. If they arent yours there somebody elses. Under the Virtuality Regime, its actually a worse choice of how you wanna take your lumps on this at the half way point and beyond because
If you conquer territory and zero out the planets with Server Shutdown, youve preserved the output of your domestic economy but forgone the opportunity of even branch offices to recoup. So conquering is lesser in that you cant make use of the windfall of a fully working planet youve taken over to shore up the ledger after retrofitting it, and only take station and structure. It simply zero sums opportunity for all. You dont get to maximize it but nobody else does either.
If you do leave them as free floating indies (or release as such) its a matter of time before they get vassalized or federate (or get conquered) and now have points on the board over you that are really hard to make up elsewhere for you. You arent getting them from Population, Vassals, Fed, mostly just Economy and Tech.
This impacts something way down the road which is Naval Cap, and so far against 10x Crisis (Contingency when I got there with some confidence) being short on tech and ships for it. Turns out I way underestimated my fitness and got smacked around (half my own damn fault in the tactical execution and taking out one multi million fleet only to walk right into another one in the next system over a week later and lose all my fleets). Under Virtuality, your conquered gains arent getting a fortress plowing to provide supplementary compliment to your Pirate Haven holdings.
2. Ecus are hard to give up purely because pound for pound, theyre the best and the conceit of Virtuality isnt allowing you marginal Alloy output gains with more planets. Plus theyre slightly more common than ringworlds, going the found ringworld route or waiting until you can build them. Unlike the Lithoid Cousin, if you have to use MegaStructures to provide domestic economy income, then research matters and thats now a function of finding systems with 3+ science orbitals and illicit research labs. Or systems with stations en masse. No help from Vassals here.
So Ecus rule the roost and are hard to forgo just because you arent getting anything better than that through habitats alone, and as pirates who cant federate or vassalize, you need alloys like whoa.
3.11 Lithoids not even using Research Districts or Lab Buildings worked out without finishing MegaStructures or Ascention Theory even researched precisely because 11000 Naval Cap with FE tech just plain works the way 6000 doesnt for a Crisis.
3. Points and other points.
The way I fended off everyone else once I got on top in that 3.11 Lithoid run was by becoming Galactic Emperor and basically depriving all of their vassals. This is likely still the play with Virtuality now but...
Population points are impacted now.
Tech is dependent on board RNG giving systems with science orbitals, and/or you gotta go get those after popping Virtuality to generate a tech pace to unlock MegaStructures with any time relevancy.
Virtuality is dope and its own gimmick, but without a signifcant sweetner that others use without second thought, is actually going to be hobbled and lesser at point of Crisis for hitting a limit that isnt easily overcome eadily. Branch Offices do provide a ton but for a spec and experience that demands you take others out to have winning points, it creates aching dilemma of attacking initiative, where you simply cant in some cases without losing a signifcant share of Naval Cap and income, against opponent topping the board.
Just a report, like ill get this figured eventually and come out on top, no need for changes to the game. However, i think it is proving useful to go to a lower limit and see how a thing works rather than do obvious things that are good and then refigure the game or mechanic entirely. I get sick of all this commentary thats basically starts with all the best pieces in a row on purpose, that then thinks it has anything to say about a gimmick, but is just remphasizing best pieces being best pieces now shown off in the gimmick. Even as Virtuality is OP in a few ways, its not proving such without some other powerful gimmick to leverage it, at least with Pirates.
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