DA - Restricted move points on ships in YOR AOI

Wierd effect suddenly surfaced in my second game (Gigantic Map, all on abundent, only Mega Event enabled). It got to the point where I was butting up against the YOR area of influence, then with no warning any of my ships entering the YOR AOE had their move points reduced from 12 to 3. When they left, back up they went to 12 move points. No Spys around according to the Spy screen, not aware they could do that if indeed that was what happened.

Bug or previously unknown DA feature? not a clue. The end effect was to totally wreck the game as effectively I was frozen to the spot, could not get any where near them, so I abandoned the game, it was pointless. I hope it was a wierd bug and not a new feature/evil race ability, because if the latter its way too powerful and should be on the Game Balancing list of things to look at.

Regards
Zy
2,172 views 6 replies
Reply #1 Top
I think it is the Yor super ability. They're the super isolationist which gives them barren world colonization and restricts enemy movement in their territory. If you go into the custom race screen you can scroll through all the super abilities.

Hamburger Pimp
Reply #2 Top
every race has 1 super ability, the ability from the YOR is exactly what your describe, if you are in there line of influence your speed is reduced to 3.
so, gonna attack them, make slow ships withj big guns on them, since speed won't matter anyway.

if you play a custom race, you can also get this ability.
some more abilities from other races are:

* if moral is 100%, your population will grow very fast
* extort people and have minions in war (dunno exactly what it does yet)
* be super in diplomacy
* have the first strike (like 1.0 GC2 and 1.1)
* being imune to spies
* build factory's in 1 turn + something else
* make people fight eachother
* i forgot
* i forgot
Reply #3 Top
Ouch - thats a killer one for the YOR, its too powerful, the move Restriction should not be as harsh. The obvious counter to it is seek out the high influence planets and try to zap the AOE - but nonetheless, restricting it to 3 move points is over the top and should be reconsidered.

A - say - 50% value would provide protection in the early game when that Civ is more vulnerable, but its effect would degrade overtime as oppenents fleets became more powerful, but still have a noticeable effect. An absolute value at such a low level just adds a terminal frustration factor adding little to the game at that penalty level.

Regards
Zy
Reply #4 Top
The racial powers do seem imbalanced, many are very powerful, some not so much...

Ones I see as strong so far:
Torians- breed like bunnies if you can take the econ hit, and with all those people- you can.

Korx- get a nice tech lead and econ lead early on- couple of projects they can start early. Using freighters to scout as a good tactic as well. If you find a planet you can trade instantly.

Yor- as listed above- that speed thing makes it hard to invade them, Yor might be able to turtle.

Thalan- 1 turn factories allow for rushing, massive advantage in late game with 1 turn man.centers pump those bad boys off and you got a fleet fast.

Weak ones:

Altarians
Drath
Arcean
Korath
Drengin

Iffy:
Iconian
Krynn- unsure what the Krynn have so listing them here.
Terrans

I'd like to see an option to turn off supers already.



Reply #5 Top
Krynn have Super Spy - start with a spy and are immune to spies themselves. Probably not the greatest, but nice being able to use all your spies offensively.
Reply #6 Top
Krynn have Super Spy - start with a spy and are immune to spies themselves. Probably not the greatest, but nice being able to use all your spies offensively.


if you have seen the spies in full swing yet the ability to be not affected by spies would be bloody handy