V 0.5 test Foreigners Stability

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phocas
Space Floater
Posts: 47
Joined: Sat May 12, 2018 9:28 am

V 0.5 test Foreigners Stability

#1 Post by phocas »

hello

more feedbacks on this foreigner point after
https://www.freeorion.org/forum/viewtop ... 62#p107862
rafafelp wrote: Sun Aug 08, 2021 12:34 am there will always be situations where you've inherited a bunch of planets full of unstable people who don't like a few of your buildings and policies.


the dislike features for my OWN species add complexity and fun, it needs polishing but it will be interesting to play
you should avoid some research trees, tech and policies because your species dislike them,
so as a player you don't always use the same tech in the same optimized order...


but it is far worst with the other species "foreigners", where each species dislike what others species like (with some exception)

v 0.4 was the conquistador way, every conquered planet was happy to join your empire and add it's diversity to work for your greatness..
with the "famous" snow ball effect...

v 0.5 seems more a kill them all way (to avoid the dislike malus) against the things (specials, policy,building) your specy like

each conquered planet is barely above 0 Max stability (and often below) and can not be of any use (production, research ...)
except some times with protection focus (+15 stability)
so without protection focus it's all about revolt, riots and strike before being kick of the planet by rebels troops

even with stability above 10 (thanks to protection focus) you pay heavy influence to "independence movement"

so an empty planet (evacuate or other "tools") is safer for the conqueror and cheaper on influence :twisted: :roll:

the only exception is with the foreigner capital (stability +5 homeworld) that let you select some usefull focus
and use the capital buildings (cultural archive, automated history, ship building)

nice: you can have some "indian reserve" with each specy in his former capital planet as a ZOO :wink:
empty outposts and racial purity for the other planets

one fun fact => with protection focus you can reach population and stability level to build colony. But if you build a colony it will auto-riot...

another fun fact = if you build ships from this boiling planet they will join your starfleet proudly, starfleet is a big family ;-)
it's a joke, i don't want ship revolt in the game )

if you capture some planets with foreigner specy they will hope for liberation or help and will have a low stability, OK

BUT if the foreigner capital is fallen to your empire, then this specy is no more a foreigner
It should have more stability (+ x stability if capital specy (not your own specy) is in your empire)

(no more revolt hope, proud new empire's member...)
i think this feature could be used even if you have 2 empires with the same specy (friends in the 2 sides no need to revolt...)

the fallen capital palace should act like a regional administration to get the "capital supply connection bonus"

the aim is to have foreigner species around 5 stability without too many struggle with the like/dislike
some will stay below 5 but above 0 without riot
some at leats could colonize other worlds with good environment
their capital (+5) could use the global tech with 8 or 10 stability cap


micro management weird exemple to raise laenfa stability
laenfa < 4 stability because of automated history
-fight and outpost building to free the way to a special ocean planet
- destroy 2x automated history (dislike) to raise laenfa capital stability
- build laenfa ocean colony to get bernacle (like)
- rebuild 1x automated history
- conquered another capital with another automated history
=> laenfa < 5 stability unable to colonise again !!!

!!! i don't know if it's a bug or a feature but laenfa dislike EACH A.H. building and not only the first one

about dislike buildings
special or policies are galaxy globals and can interfere everywhere (like or dislike)

but, most building have only a local power/effect on their planets
?? is it a feature or a weird effect if a local building spread his dislike on all the galaxy ??
and worst if multiply by numbers

OK Leanfa dislike automated history on their home world (i destroyed this one after conquest)
but why should they dislike a building they never see, far away in the galaxy ?


About neutrals
i saw you can free planets out of your empire to let them neutral, but you loose the supply relay
I saw some policies about neutral planets that could give you some bonus but they seem very specifics from the Pedia (multi planets in the same system only ?)
AND they could raised new dislikes for some species...

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Grummel7
Space Dragon
Posts: 335
Joined: Mon Oct 09, 2017 3:44 pm

Re: V 0.5 test Foreigners Stability

#2 Post by Grummel7 »

Well, 0.5 is definitely more complex than 0.4. In 0.4 you conquered and settled as much as you could in 0.5 you need a plan and that is a good thing. There are several ways to deal with stability problems, most however come at a cost. Martial Law costs a lot of research, Indoctrination costs a lot of influence. Conformity can help a little, etc. And when you have so many races, that you lose track of their likes and dislikes, Diversity may be a good choice, because it even generates research on top.

The balancing is far from finished right now, but the game isn't completely broken anymore, except that the AI doesn't yet know how to use the new features and is hardly an enemy so far.

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