

Minus several million for ruining the early game for me. So 10 out of 10 for giving the Khaark a role.

Made into something utterly miserable by the changes in mining that accompanied the COH release. My usual early game strategy hasīeen completely removed by the Khaak. I like to start with S and M mining ships. In the original X4 and after the Split Vendetta a viable start / play style. My usual start in an X game (since X2) has been to build Solar power plants, then become a mining magnate. You combine that with the fact the pirate bases themselves are immune to the same factors that cause colonies to implode, it basically allows them to wear down any poorly defended world over time.So the Khaak now have a role in the game. A planet with only a patrol HQ can get away with doing so if there's other same-faction planets in the system spawning fleets (and it has a station), but a solo planet without a military base is as good as dead, station or no.Īfter that, it's mostly random chance, but those factors massively help back-to-back raids to succeed and drive stability down to zero. Only planet in system: If the faction only has one planet in the system, it will be easily overwhelmed when a level 3 base shifts its target.No military base or only a patrol HQ: Especially combined with no station, this will spell inevitable doom for most planets.No orbital station: usually what's needed to keep raids out.This means the new target is instantly hit with -3 stability and -50% accessibility right off the bat.

These will frequently change which systems they are targeting as well, if left alone.
