Minors without Cities Ideas

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redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

Minors without Cities Ideas

Post by redrum68 »

So one of the things that bothers me about the game is that minors without cities "Territories" have almost nothing to go after and end up just feeling like punishment to have to conquer. Maybe they have a few hex perks of which most don't really matter much. It would make the game more interesting and balance out starting next to "Territories" vs minors with cities if they had say 1 "super hex perk" or something that they try to protect that gives a more significant bonus. This has also become more prevalent with aliens added in as they have the same issue that if you end up at war with them there really is little upside other than field testing your units :)
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: Minors without Cities Ideas

Post by BlueTemplar »

What about ruins and potential artifacts or mining spots they might have on their territory ?
redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

RE: Minors without Cities Ideas

Post by redrum68 »

Only if you find a very rich area with lots of artifacts or mines is it worth investing in colonizing a new city. I'd say 90%+ of the time the "territories" don't have enough to be worth it.
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