But late game power is often just a "win more" button or a tool for crisis challenges than a tool that helps put you on the path to winning the game. The only things Knights have going for them is a strong late game. If the game is progressing faster than the quest is calibrated for, you should be able to speed it up with the extra resources available to you.Īs it is, if you want the toxic god to hit at the "right" moment in the game, you have to do ~1.5x or 2x tech/tradition cost to slow the game down.Ĭlick to expand.The problem isn't that Knights can't do anything, it's that other origins can do all of those same things, better. Enormous chunks of alloy that can be paid to get a search fleet. I don't think it should be sped up by default, but I think it should have more ways to input resources. Except that by the time you finish the questline (~2280, unless you've basically already won and stacked the entire galaxy's population on your habitat) that's not a choice: fleet powers are double or triple the Toxic God's, so you sniped it with whatever fleets you had nearby instead of massing your forces for an attack, and giving up the knights for a tiny increase in fleet power is obviously just a mistake. KotTG is clearly meant to have a choice at the end of the quest line: get fancy colossus and give yourself a Reanimators-esque spike in fleet power (and cut your knights in half) or keep the status quo. If you move a 100-year mid-game scaling to 50, that 30-40 year scaling moves closer to 20 years, and the other benefits of the Knights over plain scientists- the unity, the naval capacity- become considerably more unbalanced as other quest benefits start stacking. They're an origin where the critical mass of Knights and Accolytes kicks in considerably later- vaguely 30-40 years in- before it's actually preferable to hyper-focus on your order domain with a number of developed colonies supporting. Knights have never been an origin where you use only the Knights for your science. and to match the effects in the unity and naval fields, they're going to take far more pops than the Knights will need to just employ more scientists. Your 10 scientists are producing 0 unity, 0 naval capacity, and a notably higher upkeep chain. Knights and Squires are strong because they're replacing your scientists and your unity workers and your Soldiers for naval capacity and upkeep pops that support them. Knights aren't strong job because they're supposed to replace your scientists. and this isn't even structurally correct as a balance argument. I should not have to ask this, but I know what this forum is like. Please, however, do not insult people for their opinions. Thoughts on this or any other suggestions to speed up the event would be appreciated. this would increase the RP factor and be more true to the story, as the more knights you have searching, the faster it would progress. Due to this, I feel the devs should rebalance the situation progression for knights to ever scale with your mid and late game with a simple modifier to the progression of the event chain or increase the speed the event goes per knight to make it so if you choose to go knight heavy RP, you can complete the event faster. This, to me, feels out of line with how people play stellaris and how other origins are worked. It still took me 85 years to complete the event chain. I have been trying different builds, making as much progress as I can through vassal buildings, and getting as many knights as possible. This made me think again about the main problem with enjoying Knights of the Toxic Go origin: it takes too long to complete. So with the release of the new origins, we can see that their story lines are linked to when the mid- and late-game times are set, meaning that if you want a quicker game, you can just change your speed and still enjoy the story of the origins.
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