Correct, they're not wandering monsters and aren't controlled by that setting,t hey're guardians and are placed by the Specials setting, deliberately.IamZeke wrote: Guardians on empty fortress planets? Yes, I agree they should be there regardless of the settings used. But even on low monster settings you see sentries and maintenance ships at every star system that has any kind of bonus in it.
Yes, it does, not having it would be unbalanced and add far too much of a luck element into the game.A planet with Ki spice doesn't need a monster guardian at the start of a low monsters setting game.
Imagine this: you and I are playing a fairly straightfoward game against each other, we're both playing Humans in order to have a completely level playing.
We have your desired position, and the Growth specials are unguarded. In our initial exploration, within supply of our homeworld there are no other Good planets, but a fair mix of Average, Poor and Hostile worlds.
One of your nearby in-supply planets has Monopole Magnets, you can't use that yet. One of mine, however, has has Ki Spice (or another Organic Growth special). If it's on an Adequate world, I can colonise it with my initial colony ship. If it's on a Poor world I'll need to wait until I've researched Subterraneam Habitation which, let's face it, won't take long.
If it's Adequate, I can plant my first free colony ship immediately, without any Growth techs at all. You can't. Once I've got it activated, then I have access to all the other Adequate worlds and will, with a tech I normally get before turn 10, also have access to all the Poor worlds (in the current Test versions, anyway, there was a minor tweak made since the last Release to Planetary Ecology).
All I need to do to get massively ahead of you in tech is to grab all the nearby worlds I can and defend them, all while you are still researching the growth techs needed to plant your very first colony. I got lucky. I've probably won, I'm definitely racing ahead of you, and every extra planet I grab makes it easier for me to grab the next and get even further ahead.
That's not balanced, and if the better, more experienced player gets that luck then it is almost certainly game over and the other player never really had a chance.
a) If you don't want that sort of roadblock, play without specials, problem solved.In low monster games the actual guardian type ships should only be at empty fortress worlds and at inhabited planets where the indigs have evolved some self defense capability. My last game had a system with only 2 asteroid belts in it and somehow put that lithic mineral special on both. Not a system with bothering with early on, but it was in the way of early expansion and came with two maintenance ships! That basically cut off the map for close to 60-80 turns in that direction unless I was willing to lose ships to break through that logjam. It was just a silly roadblock in a game where I didn't want a lot of monster hassle.
b) Maintenence Ships were deliberately, recently, introduced in order to make it easier to get around as they're basically NOT A THREAT. Even without shields you only need to have a structure above 9 to get passed one, and above 18 to get passed two. With shields, your structure is irrelevent. An armoured colony ship can get around them, as can stealthed scouts (well, in the recent test releases, we've deliberately reduced their detection to make this possible.
On the other hand, I do wonder about Slimaline and Asteroids, it was before my time but I'm fairly sure that lithovores, being rock eaters, were meant to be able to colonise asteroid belts, and I'd have zero problems, balance wise, with some lithic species able to do so. Alternately, I think we should remove that special from asteroids and, maybe, have an asteroid specific, non guarded special that gives the production boost in a different way.
Guardians aren't wandering monsters. The reason they are there is the specials are a balance problem without them. If you don't want them, don't play with specials.A planetary bonus shouldn't rate a guardian ship monster in low monsters setting. There needs to be a bigger reason for one to be there.
The Monsters setting is unrelated to Specials existing, how many specials there are or whether those specials create a balance problem. And many of the specials you reference do create a balance problem and need to either not be in the game or guarded.
Unless you think a strategy game that can take weeks to complete should be won or lost in the first few turns as a result of a quirk of a randomly generated galaxy. I don't, personally.
Play with No Specials (I do this regularly, it's fun). Problem solved.
(again, other stuff I want to respond to above but this is something that really is important—I fully acknowledge it's not as well documented or explained, and will do more work on the galaxy creation screen to improve this)