I'm in the late game now and building just one or two of those ambassadors' quarters would completely break my still-fragile economy (most turns I average around + 100 energy) in the middle of a war on 4 fronts. ![]() On my most recent empire planet I started with syndicate on a continent that was pretty much 100% fungal terrain, no place to build any kind of efficient energy sectors. Up to 60 extra upkeep for a max-level structure means that while you can recruit hundreds of NPC units, you'll never be able to afford their upkeep. But every one of these ambassadors also costs 10 energy per turn. I mean.yeah, up to 12 extra influence per city per turn, that's neat and I can see it spiralling into something truly terrifying if you have psi-fish on your map. ![]() So.is it just me or is that objectively terrible and something you should never, ever build?
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