Galactic Council, on 03 July 2013 - 01:01 PM, said:
How the fuck are you supposed to win with the Rho Indi???
I know the idea is to keep them on the move and make money from battles and such, but having no dreads is really limiting, no VPs for the homeworld is silly, hardly any production in the home system is sillier still, 2 diplomacies max, 2 colony ships, expensive ships and in practice the plunder bonus is not very useful.
The shields and extra init are nice of course, but it seems an incredibly underpowered tradeoff for all the limitations, especially considering that I somehow need to beat other players' dreads without having any dreads of my own, and being crippled by the high ship costs the whole time.
Don't get me wrong, I'm glad I played them for the hell of it, but I cannot see me ever choosing the Rho Indi again. Even if I'd had pretty decent hex draws at the beginning, I can't see how it would have improved things that much. I can see how they're great in the early game and can gear up for early strikes against other players and ancients, but once others get established there's no possible way I can go after them unless I get extremely lucky with disco draws.
I dunno...just seems a race with benefits that are situational at best, but not really a contender unless luck is heavily on their side.
EDIT
Maybe in a lower player-count game, but in a big game like this, I regret not choosing terran or Magellan.
The 3 money -> 2 mat/science trade is really good, though. I think the idea is to focus mostly on getting money planets and plundering, then using that to get the extra materials for your ships. I think the problem you have is that you almost cut yourself off from everyone and then let two of your systems slip. Overall I think you probably should have kept those systems to keep your productions up and be relentlessly sending light attacks against anyone anywhere you see a weak point since the quadruple move lets you send your ships just about anywhere.