So how am I winning, then?
I mean if it's so damn simple that it's too boring for you and you just have to tip your fedora at it for being too simplistic, why aren't you able to survive long enough to get more villagers? You can even individually re-roll them at the starting screen when it shows them to you, so don't give me the "screwed from the start" bs, just hit the button until you get one that's ezmode enough for you.
STOP. HOARDING.
The wave size is tied to your wealth, which is a shitty design decision, but easily worked around.
Right, which is what makes it interesting rather than a snoozefest on perpetual fast-forward between raids.
Unless you reroll and get one you like, which you can do, in vanilla. Or get a mod that lets you build supermans or cannibal psychos, which is how must of the plebs play because cannibal psychos are so easy.
I've said it before, I'll say it again: play on a lower difficulty setting (there are FIVE, plus an AI setting specifically designed to give you more time between fights independent of difficulty…did you not even read the AI descriptions?), and STOP HOARDING.
"The way to make this management game better is to remove the management parts, I mean if there were like 100 units it would make sense to have to individually tend to them but with just a few so you realistically can? Absurd, this is badwrongfun."
Again, learn to plan and execute battle maneuvers or play on lower difficulty. Do you even check weapon ranges and cooldowns? Do you even pause during battles? Do you even check enemy health during pauses to see who's slowed and who's still full speed? Or do you just drag and click like it's Age of Empires and get triggered when they all die because you didn't engage any of the strategy which as you've pointed out is pretty simple? You pretty much always start with the range advantage over early enemies, USE it.
Gee if only the game had looting, crafting, and trading and some way to recruit fallen enemies…
No, the dev is creating what the people who funded it want to play, which he planned to create from the beginning. It's not anyone else's fault you're too busy genrefagging to have fun. That's not a design flaw, that's a pebkac.
Noice. Can you make a completely blind man make sculptures? Try it.
If he makes more space-age stuff there might be eventually, but as space colonists risk is sort of the name of the game, the entire theme of it.
Yes, but you need multiple mortars because they're slow, so you've gotta have two or three and you need to man them, then if you're lucky the spam blows them up.
But what you CAN make is IEDs, both normal and incendiary I think. Along with the obvious walls/mazes of turrets.
Just recruit some shitty noskillz prisoner with a passion for melee and/or Brawler trait, harvest the blades off the next few scythers you kill (you should anyways, it's like a surgery you can do on them, might need them to be downed instead of deactivated though, can't remember), and have your surgeon attach the scyther blades in place of the fresh meat's fists. 20 damage each blade instead of 5 on each fist, and just feed them and use them for fighting because it makes them clumsy as fuck and slow at everything. You can make hybrid warrior/workers by giving melee guys just one arm, but they sort of suck at both, best to give them two and a personal shield and just keep them around.
So they're basically a robot, just a robot that runs on unprocessed ethanol (corn) and occasionally gets mad…though if you're using them just for combat, like they were a combat bot, they can spend their entire life wandering around just eating a little and will stay happy from entertaining themselves. You just recruit instead of build, and you have to equip them. Recruitment's easier if you build a jail that isn't hell to live in, counter-intuitively.
Nice. You tailor them or just extras from fights that you didn't need?
I think your wealth should actually go DOWN since you're losing value on the trade according to the game.
Yeah, this, win-win. Unless it doesn't count clothes for some reason.