wobbly wrote: ↑Fri Sep 04, 2020 9:38 amI'm disliking gifting more and more all the time, as it too easily takes away a race's weak points and uniqueness. What point is Gysache's weak ships if they just swap and never build Gysache? Seems different to when you have to capture a colony with weak military to get that perk. What point Etty being bad at production, when not really because you can build good production George colonies?
I guess there's good and bad to having gifting in the game, but mostly I don't like it. Any plans for this changing when influence is added to the game? I noticed allied repair became a policy, I'm wondering about something similar.
Oberlus wrote: ↑Fri Sep 04, 2020 11:09 am Agree. It bothers me less in allied-victory games, where you can see each alliance as a team, but still...
With influence, gifting colonies could consume IP, and gifted colonies could get a stability malus (much like being conquered), as well as other colonies of the same species (a smaller malus). We need to think about this.
Magnate wrote: ↑Sat Sep 05, 2020 8:57 am I agree too. Giving gifted colonies zero happiness/PP/RP (like being conquered) we could do now. Then when influence is working that could be the resource that allows gifting. Bearing in mind you only have to give one colony to give your ally your good pilots/research/production, it can be quite expensive.
Let's discuss how to make gifting less OP with the help of influence and stability. And any other way you can come up with.
Up to now we have we can set stability to zero on the gifted colonies (hey! you gave me away!), apply a certain stability malus to same species (hey! you gave away our brothers!), and make any gifting cost IP.
What could be the right IP cost for species-gifting, where a single gift can enable a empire to totally overcome their (starting) species disadvantages and end up with only advantages?