Ahhh. The disparaged Thalans of TA

I just played my first game as the Thalans.

I'm a big Altarian Resistance fan and a diehard turtler for the most part.  And while I got my butt kicked by the Drengin, the Thalans, with their unique tech tree, are so close to being great fun.  I really like the concept.

I'm not sure what would make them just right, but my first thought would be to give their level 3 buildings 2 or 3 more mp or rp, along with the reduction in maintenance cost.  Even if it takes longer to reach level 3, this would make a big difference.

This wouldn't help them much on suicidal, smaller map games, but they're a sitting duck as they currently are.

As an aside, you guys/gals are very cool.

GS
5,573 views 12 replies
Reply #1 Top
Just making the factories and labs accessible from the start would be a huge help. As it is, the amount of research it takes to get to a basic Thalan factory or lab is more than it takes other races to acquire the technology to obliterate them.
Reply #2 Top
Unless you place the hyperion matrix on a precursor library. Not that it would be very amusing to restart as many times as it would take.
Reply #3 Top
Funny how any race works so much better if they start with a Precursor Library. I started a new game with the Arcaens to troubleshoot my disappearing Stellar Forge problem and got one on the first try. So then I had to play that game through and kind of forgot why I started it in the first place.
Reply #4 Top
I did wait a little before building the Hyperion Matrix and my 3rd planet had a 300% research bonus. They're common enough to do this in most games.

The enormous research effort needed to get even the 1st level buildings is what makes it fun for me. I would just like to see a few more mp/rp when you get all the way to the end of those branches.

I concentrate on getting to Xeno Economics, start building market centers on all planets with more than 2B people, then go for Impulse Drive. I colonize lots of planets, but leave them empty until they get to 2B population. Each colony adds points to my research.

GS

Reply #5 Top
Oh you stupid Thalans . . . first they declare war on me when they can't possibly win, then when I conquer Thala I find an embassy sitting on a 300% manufacturing bonus and the Hyperion Matrix on a food bonus. Grrrr . . .
Reply #6 Top
The Thalans are probably fine as they are now. They are not defenseless early game, even without factories or laboratories. Their hyperion matrix allows for a great colonization rush, and can easily produce early military ships. Also, their lack of need for social production in the colonization rush allows better military spending, further improving their colonization ability, and research spending, limiting the weakness of their initially distant factories and laboratories. I wholeheartedly agree that the Thalan concept is interesting, but even with their diplomatic penalties, weak population growth and soldiering (which when combined with their strong laboratories, sheer embassy capability, or stong weapons branch makes them well-suited for a research victory, cultural victory, or especially ascension victory) I don't really see them as needing change in balance.
Reply #7 Top
The Thalans are probably fine as they are now. They are not defenseless early game, even without factories or laboratories. Their hyperion matrix allows for a great colonization rush, and can easily produce early military ships.
End of quote


I've been coming around to a similar take, although I wonder if it can apply for small-map folks.

Still, a viable strategy for getting to mid-game in OK shape doesn't do a thing about the mismatch between Super Hive as it currently works and the current Thalan tree. It just seems wrong that a super ability has so little effect in early-to-mid game.
Reply #8 Top
I would be curious to know what difficulty level those of you who are saying the Thalans do not require rebalancing are playing on. In my experience they are clearly weak compared with the other races on Suicidal, but I may well not be handling them optimally. Desmond, have you had success on Suicidal with the rapid expansion approach? I agree that is probably the best way to play them, but even still they seem markedly weak.
Reply #9 Top
My difficulty level while getting soundly defeated by the Drengin was crippling, but this was my 1st experience playing as the Thalans.

On my next try, I wanted to get a feel for their techs, especially those after aligning with good. I chose tough for this experiment. While educational, I'm completely dominating in every regard.

I would be stunned if anyone could achieve victory with the the TA Thalans, playing at masochistic or above, in more than a medium size map.

Any takers?

GS
Reply #10 Top
I have a very newbish question about the Thalan as I try out their tech tree: although they have very powerful defense modules for their starbases, they don't seem to have any starbase weapon modules at all. In my current game, a single Iconian fighter with a total attack rating of *three* snuck around my front line and easily destroyed a military starbase equipped with singularity armor.

Do the Thalan have starbase weapons somewhere in their tech tree that I'm overlooking? If not, I don't understand the purpose of having powerful defenses -- without any way to shoot back, the starbase always loses.

-Autistic Angel
Reply #11 Top
Hyperion starbase modules are still woefully incomplete. Hopefully next week's beta will remedy this.
Reply #12 Top
I've found the Thalans to be pretty tough in most games. They tend to flip planets with ease, even if you turn influence victories off. They generally also have a fairly large navy. They're very tough to invade, because they can often flip planets back if you take them, and if they start colonizing worlds in your space, you can pretty much kiss those planets goodbye.