Ok, so... just so I get a bit a feedback here.
It's MUCH MUCH funnier now that they don't park there.
I have somewhat of a new learning curve/wall to register given how hard fallen spire is compared to, for example, macrophage or nano... but... a lot of the complexity comes with the fact that low API style doesn't really work with fallen spire.
Now, I have a couple of suggestions / remarks...
- default game name could be the name of the planet you're starting on if you don't choose a name manually.
"late? game" it's next to impossible to actually move a relic from a planet to the next, the AI will eventually spawn an artillery golem that will OS the relic. I'm supposed to clean all warp gates on the path of the relic to where I want to place it or did I miss something else ? I think the game should make a bit clearer how to escort the relic reliably.
Trains suiciding into my defenses causing an insta exo-wave with 3k or more power, at spire fallen 5, AI diff 7, and city level 4 ? Train dying to dyson sphere and triggering exo ? Not to mention trains moving into battlegrounds and instantly dying ? Are they supposed to do that ?
I'm fine with either leaving the train response as it is or nerfing it, don't care, but... I would suggest that either trains aren't attacked by default... and / or some warning if for some reason it's on the very planet I'm on. I don't really want to change the gameplay here, but a bit more of warning could be cool at least.
Anyhow, I did make it to 30 seconds before dying in 5-6 hours of play instead of getting stuck and blocked at 12-15, so... I'm improving, so there's that.
About the dyson sphere, sigh. I seem to have noticed Chris asking for "if hacking it 3 times didn't break the sphere". Well. it doesn't break ! Good news ! But that goes with a bad news: it doesn't break after 20 attempts either ! Or more ! After each hack, the sphere can't be hacked during the whole "antagonized" part, which enables the AI to retake the planet (as it stops defending itself) and once the dyson sphere "resets", hacking attempt quantity against it also resets, and you can hack an infinite amount of ship lines. Also, raising the Dyson sphere level does work (and level is kept), but costs don't raise (no idea if it should however, 20 hacking is pretty steep given the minor effect this boost has).
I'm not sure what is intended here, but I'm pretty sure that's not it. Although having 20 dyson ship lines is really fun.
Oh yeah and we get a nice "A wyrm has spawned message", I could be cool if we got "We destroyed a wyrm" message too.