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[ES2] GDD 7 - Empire Management

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9 years ago
Jan 13, 2016, 1:40:41 PM
Digitalhawk96 wrote:
How could you tell good sir!




"Forge world" smiley: wink



I do agree that internal trade routes would be interesting, and would open up strategic possibilities, in so far that you can ravage an empire with well placed blockades and strikes.
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9 years ago
Jan 30, 2016, 3:23:51 AM
Brazilian_Joe wrote:
Amplitude should have the game released - be it a stable or a beta - and also publish one mod (or more) of their own with tweaked values.



"Aplitude's +1 MOD" - THis mod is used to test updated values to rebalance the game in the next patch. There is no guarantee any of the changes tested here will actually make it in to the stable game.


I completely disagree with this idea. Many game developers already proved many times that they know nothing about game balancing. Not once game communities which were allowed to mod games were able to create great community patches that were balancing various games in a truly wonderful way. Therefore Amplitude should forget about balancing because it will take alot of their time, which they can use on creating games (which will allow modding) and content for them instead.



Brazilian_Joe wrote:
Say the player wants to research a tech level 3 but has only 9 tech level 2 weapons. He would able to do so, but with a "This technology is too advanced!" penalty, having to pay 20% more science to unlock it. It still allows for beelining, but the further the player goes, it gets diminishing returns. In the other hand it could be an investment, to snatch a tech early andcompensate by either trade or war afterwards.



This is a sci-fi game, the player shouldn't have to be bothered with hard locked eras.


Fully agree with the idea and statement. In reality we never say that humanity has entered a new era just because some guy/group of scientists discovered something or created a new technology. We say that humanity has entered a new era only when that technology has started to be widely used around the world. Thats not all. From the gameplay side of things the era system implemented in EL is completely nonsensical, it takes away what was great in ES. As The-Cat-o-Nine-Tales wrote: A tech web offers some structure that helps in decision making, yet also challenges the player to plan ahead to ensure that he grabs prerequisite technologies. - Planning ahead creates hard decision making, which has been completely removed in EL and made the research completely unsatisfying due to complete lack of thinking and planning behind it. In EL player was never hindered by the fact that he didn't researched some technologies because he didn't had to. In this way many technologies were completely useless and the best part? Those technologies contained some of the game mechanics implemented by Amplitude that ended up never being used by players. Therefore the amount of gameplay strategies and options has been limited. The content is there, Amplitude worked on it, but it isn't used because of that nonsensical research system, where technologies are becoming more expensive as we research. Amplitude is not only controlling the game pace, they also prevent players from using all the content that game has to offer. Therefore I'm strongly against this system and I really hope that it will be removed from ES2. I won't buy a game which suffers from a bad design choice.
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8 years ago
Oct 20, 2016, 2:26:14 AM
pax368 wrote:

I have two thoughts to share on your colony building. The options for manpower, dust and influence mimic having supply ships speed up the creation of the colony, without the need for actual fleets and ships, which is nice from a micromanagement standpoint.


The system I have a problem with is the influence option to pull food from the nearest star system. On multiple occasions I have had a civilization colonize a system next to one I have been growing quickly, and when they use the influence option to steal 50% of the food growth, I suddenly go from having hundreds of spare food at that system, to being HUGELY in the negative. While I can understand some of that is intended, I have lost 3 or 4 population in my system before the neighboring star system turned into a colony. This can be stopped by blockading the system that is developing, but it would also be nice to have this prevented if you have your system protected by a fleet.


Alternatively, I would suggest having an outpost put the neighboring system down to zero growth rate, much like building a colony ship did in ES1. A little bit more intuitive than losing several population on your system before another empire gains 1 population on its new colony.

What about having colony ships able to 'invade' outposts you make speeding up colony production like a ground invasion but with less guns and death, expending the ship in the process?

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8 years ago
Oct 19, 2016, 8:44:46 PM

I have two thoughts to share on your colony building. The options for manpower, dust and influence mimic having supply ships speed up the creation of the colony, without the need for actual fleets and ships, which is nice from a micromanagement standpoint.


The system I have a problem with is the influence option to pull food from the nearest star system. On multiple occasions I have had a civilization colonize a system next to one I have been growing quickly, and when they use the influence option to steal 50% of the food growth, I suddenly go from having hundreds of spare food at that system, to being HUGELY in the negative. While I can understand some of that is intended, I have lost 3 or 4 population in my system before the neighboring star system turned into a colony. This can be stopped by blockading the system that is developing, but it would also be nice to have this prevented if you have your system protected by a fleet.


Alternatively, I would suggest having an outpost put the neighboring system down to zero growth rate, much like building a colony ship did in ES1. A little bit more intuitive than losing several population on your system before another empire gains 1 population on its new colony.

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8 years ago
Oct 18, 2016, 11:51:21 PM

I am really not a big fan of the current trade system, particularly intra-empire trading.



Food, for instance, should be traded through any linked systems in your Empire. Then, being blockaded takes on a whole new meaning as your system slowly starves too death because they do not produce enough food on their own.  Industry and Dust could also similarly be generated behind the scenes for linked systems via intra-empire commodities trade.  This is much like how one city produces circuit boards and then exports them to another city for assembly into larger components which are then exported elsewhere for final assembly. Even if it required a system upgrade like a space port before the system started adding to the empire's trade network, it would make it feel more like an empire and less like a bunch of isolated systems.  This could, in-turn, lead to other imperial improvements, like generating new space lanes between empires within x radius to speed travel between them based on trade.  In this manner, when a system is blockaded, it actually has a slight impact on the empire as a whole. It would also be nice to see more options for inter-empire trading. Particularly if there is a surplus of food or production in your own empire that could be traded. Bonus points if doing so increased your influence across the galaxy as other empires became more reliant on your trade goods or coin. 


Influence peddling is also awkward in the current build. You see that minor civilization over there, just stockpile influence and go buy them... right? There is no subtlety to it at all. It is like identifying the tiny screw on your glasses and then removing it with a sledge hammer. Influence between civilizations normally comes in four flavors: Culture, Trade, Diplomacy, and Intimidation/war. You already have a mechanic in place for Culture (the influence borders), so why not use trade, diplomacy, and intimidation to take over civs?


The new tech era thing is also not my favorite. I do agree that while the tree from ES1 was charming, it didn't tell much of a story. I think that was largely because the whole tree was revealed from the very beginning, so the story of how you get there was already written in stone. The current era thing also has no real narrative. It reminds me strongly of Civ V, minus the sense of progression. One thought on what might be interesting is to have all future techs beyond the next available hidden so that the player gets a sense of actual discovery. Then, give each tech three to five pre-requisites. Once the player reaches a majority (two-thirds or three-fifths) the tech is revealed. If a tech is researched prior to all of its pre-requisites, they are revealed as well, and available at a slightly reduced cost. This system would add the discovery narrative as well as adding a 'hindsight' narrative.  


For colony building, I have mixed thoughts. On the one hand, the current system makes sense, but only when the occupation of the system is in a state of competition between one or more empires. That is something I don't run into often (largely due to map size and the painfully slow ramp up in the early game). Why are there not more manual ways to speed up colonization? Maybe a 'supply ship' that could shuttle goods/people from more developed systems to the newly founded one, with each such run influencing the speed at which the outpost develops. If we assume that a newly formed outpost needs people, infrastructure(industry), and food to grow to the extent it is considered colonized, that leaves room for interesting choices in gameplay. Assume also that an outpost needs 20 points of each plus a minimum of 5 turns (time) to grow to a colony . If a transport ship could carry 10 units of one type to that outpost, then six transport ships could, in theory, carry enough food, people, and goods to knock the time down to 5 turns. That generates interesting strategies and fleet options for occupying new systems. In conjunction with the mechanics already in place, it makes colonizing a planet almost as strategically satisfying as warfare. Do you build up your colony ship and all your transports before setting out? Is one system better for generating transports of a particular type due to their FIDSI outputs? Is it worth giving up population from an existing system to speed up the growth on a new one? Could it be used as a form of over-population control? What about laws that banish criminals to settle new colonies? (As Australia was for Britain) And if another civ jumps in on you, you still have the mechanics that are already in place to handle settling conflicts, only now it is deeper and richer because you have options.

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9 years ago
Apr 7, 2016, 4:29:42 PM
While I find most of these concepts very promising I'm slightly worried about the fact that using propaganda is not a viable way of establishing a colony far away from your other systems. I would prefer if you had the option to shuttle people to your new outpost using ships and dust. The dust being my suggested means of persuading your citizens to join the colonization effort. (The dust would be used, e.g., to provide free housing and some luxuries in order to provide incentive for moving.) I imagine there would be a need for multiple trips, and the ships (personnel transports) would preferably be automatable, i.e., you designate a departure system and a arrival system.



^ This feature would be incredibly useful if you find something particularity appealing in an unsettled region, e.g., a large system with large planets filled to bursting with positive anomalies and useful resources.
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9 years ago
Feb 10, 2016, 12:17:26 PM
Brazilian_Joe wrote:
1) On planet surface, and EL boroughs



I like the way EL plays in that we can expand the boroughs and automatically increase our city's output.



How I envisage this working on ES2?



Every planet, surface-wise should be "divided" as a buckyball (buckminsterfullerene) like a football (soccer).

https://en.wikipedia.org/wiki/Buckminsterfullerene





Unfolded:



These would be "political regions" and be upgradable individually, similar to how the boroughs are created in EL, boosting the planet's output.

The "political geometry" then would be comprised of 32 regions, regardless of planet size: 12 pentagons and 20 hexagons.



Each territory would have a distinct terrain. Rather, 5 of the triangles on each territory will have one single bonus - so each territory have equal properties and are equally desirable to be built upon.



Planet sizes would influence production values with a % modifier for FIDSI and militia replenishment, rebellion time which would apply to the final planet production.



This fits nicely with the 'system level up' mechanic. An outpost can have up to 4 territories occupied: the outpost foundation and 3 'boroughs'. This leaves 28 territories, and every time a policy is enacted, 4 additional expansions are possible, except the last upgrade, when the whole planet becomes "improvable" (is that a word?).

This does not limit specific regions from being enhanced; rather, it is a cap on max number of enhanced regions.



The system's improvements would no longer be a generic construction which you queue up. Rather, every system improvement would also act as a 'borough', improving one tile on one planet. Each building will also have pluses and minuses which will change the output of that specific territory as well. A mega-factory would reduce food by 100% but increase industry by 200% for that tile only, in addition to the 'system effects'. So the player will be keen to choose wisely where to expand.



The initial outpost would be a jack-of-all-trades and unlock only a few population slots.

As for generic city expansion ( the "borough" improvement), initially a generic 'megalopolis' improvement is available, which just adds up the undelying tile production to the city. Later, other improvements are unlocked via technology.

Before or alongside terraforming there should be 'biospheres' to unlock slots to even make population growth possible on planets which as inhospitable for the player's race. Biospheres on planets with friendly environments would reduce expansion/overpopulation penalties, so the effort is not lost if the planet is terraformed later.



In a space system, the outpost->planet surface expansion would not be restricted to building in adjacent tiles, like the city expansion in EL. The player can build the improvement in any tile.







SURFACE COMBAT, ORBITAL COMBAT



I am going to ingress in the combat territory because it ties in the 32 tiles I am proposing above.



The 32 tiles might be handy for the planet domination combat arena too. 32 tiles are a little bit too little though, it's half of chessboard. So my proposal is: For combat, each of the 32 tiles will be split in triangles, and the units would move from triangle to triangle. Obviously, the pentagons would be split in 5 triangles, and the hexagons in 6.

This gives us 180 different tiles to position units in the surface.

Fleets in orbit will give assistance from another layer of 180 triangle tiles.

The battle can happen on both layers and go up and down.

It's great that the difference between pentagons and hexagons becomes immaterial, since each triangle necessarily only has 3 neighbors anyway.

On a space game, it's unlikely that any unit will be purely melee, attacking only adjacent tiles, almost all of them probably will have at least 2 tiles range.

180 tile is also much more than the "combat theatre" of EL, which I always felt a bit cramped. The buckyball shape also allows the player to wrap around the planet chasing enemies.

Terrain-wise, each triangle will have its own terrain type, with height, mobility, visibility modifiers, as it would impact combat.



Each city 'borough' has militia units for surface and orbit.

Instead of having 'build once and forget' military improvements, or the plain tile improvements above, the player has access to military improvements which can be built multiple times:

Barracks for additional militia

Surface-to-orbit weapons

Tesla continental coils to secure territory/attack invading troops

Exploit natural phenomena such as 'cave systems' for additional defense

Ships may be able to deploy bombers to give air to ground support

Or fighters for air superiority

Or have other orbit-to-surface weapons with varying radiuses around the ship tile

Even have a massive scorcher beam which attacks only the tile directly below but does massive damage

And more (which I can't think up right now).




I like that idea! Will be difficult to manage if all the planets in the system had that. But I would take the time to do it anyway. I like doing long-term planning.
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9 years ago
Feb 2, 2016, 1:54:04 PM
Players have expressed concerns with how science is generated in ES2 because approval technologies to overcome environmental and expansion disapproval are essential and numerous in ES1(especially in huge galaxies). I'll exclude the Harmony as they have their unique difficulties.



With the implementation of Eras and ever increasing cost of research introduced from EL, factions whom science doesn't come easy/constantly will find it hard to achieve the numerous technologies needed to habitat differing types of planets plus offset expansion disapproval.



The method of "Collecting all the techs" worked advantageously in ES1 as players wish to explore the galaxy, colonize every single world, conquer all comers, and transform the worlds into perfection. That requires many technologies to achieve, yet ES1 allowed it's players to do so!



Short and Sweet: Streamlining the technologies into something manageable with an Era Type approach is needed.

The Eras limited # of techs until the next era unlocked thus "missing" the optimal time to grab all essential tech within a designated era.



I enjoy the tech web from ES1, but I understand the design choice. I just hope there will be more direction in technologies than an assorted jumble of small tech bubbles within a larger bubbles.




While keeping the spirit and inheriting from the tech tree of Endless Space, we’re reworking the tech tree from scratch to adapt it to this new structure. For instance, colonization technologies aren’t tied to one specific planet type but to a group; it’s similar for modules.



I think that moving FIDSI production from one planet to another should be possible by means of domestic trades.



It could work like this: any two adjacent systems may do a domestic trade route. It is only 1 jump long. Surplus can be moved from one system to another.



Inside a system, each planet consumes its own food production. Each planet consumes its own food, and would-be surplus is consumed by planets with deficit, to then calculate a 'liquid' food surplus for the system.




As lo_fabre said, we won’t have manageable domestic trade as you present it but internal trade routes will provide industry and food to your system, giving a similar effect!



You said that you need to apply a policy to convert the outpost into a colony. IS that policy the same unlocked through luxury resources? And if it is, are you forced to have at least one luxury resource to convert an outpost into a colony?




That’s the initial idea. After the first test, we see some limits with that, and we’re working on how keeping the idea while making it simpler for the player to kickstart.



If you convert an outpost into a colony with planets in the same system colonized by other empires, what happens to other empire's pop? Will be different what each faction do with them? Will be converted into food by cravers? And what other factions will do to cravers?




For now, you indeed take over other empires’ population. We can imagine having different solutions based on traits as you suggest, even if it’s not implemented yet.



What exactly means the X03/5 when you speak about number of available companies?




We plan to not exceed a number of 5 companies per empire, with a “normal” limit that will be 3. Only the faction dedicated to trade should reach five.



Can you explain more about the relation between trade routes and companies?




In the previous game, the trade routes were generated by the empire and attached to a system / city: the origin system.



In ES2, the trade route is attached to the company. Each company has a limit of routes it can generate and an area of effect that defines the systems with which it can interact.

Both the number of routes and the size of the area can be increased by the player by investing in the company.



Will there be an specific GDD about trade routes and companies?




It’s not planned for now, we want to provide info on all game features first smiley: smile



I'd like to see the luxury resources accumulate automatically (to a certain degree) upon colonization. With the player having the option to further increase/exploit production of their chosen luxury(s) through tech/buildings.




They actually are: strategic resources require the unlock of specific technologies while luxuries are automatically unlocked through eras. The only prerequisite is to colonize the planet where they are.





Will there be luxury markets within ES2? If there is; It would be nice to tie the different luxury(s) available/quantity based upon minor/major factions met. It would further increase the importance of exploring the galaxy.




Yes there will be! As in Endless Legend, Minor factions will define partially what can be found in the marketplace by selling what exists in their system.





I understand that you want to create a mini-game in research tree, but to say that you want to give freedom to players here is clearly a lie and a false advertising. I hope you will think about it before you start your advertisement campaign, because some customers may be later very displeased with your poor choice of words.




We provide freedom as the player has a bigger choice than he had in Endless Space. Even if we have links between technologies, they are not always dependency links. In terms of freedom we’re close to what we had in Endless Legend, which offered a very flexible approach of the tech tree.



Regarding the era constraint, we’re using for now a number of unlocked techs, but we’re also thinking of alternative ways of progressing through eras for less science-based factions.



Edit: I additionally wanted to express my concern about something that came to my mind. I remember that EL research tree was extremely boring not only because of eras, but also because of the fact that only some techs were really needed. What does it mean? It means that each time I was researching (no matter what faction I played), I was always taking the same route in my research. I personally believe that is a huge flaw. Now you say that you want to implement both systems and additional ones in ES2 and I already see where does it leads to. It leads to the same research path in EVERY game. What was beautiful in ES research tree was the fact that I had the choice to concentrate research on various parts of my empire. I was researching either science/industry, or diplomacy/food, or exploration/colonization, or military. I had the choice to concentrate my efforts somewhere depending on my current needs. In your new design my only choice will be the same path of research over and over again. I will wait until the game comes out with a definite opinion, but I'm already getting the feel that there is a major flaw in game design here. After reading responses in this topic I see I'm not the only one who expresses concerns about the research tree, which I believe should already be very alarming for you




We’re aware of issues with the relative value of Endless Legend technologies, creating some redundancy on the path players take. For Endless Space 2, we’ve been working for months now on game pace and unlocks content in order to avoid the same flaws.



I’m confident in the fact we’ll manage to provide different paths that will be affected both by the faction played and the context of the game.



Still, we’re considering your concern and we’ll be open to modifications to the tech tree from the feedback we’ll get with the first builds.





How exactly are branches placed, and what is their effect?

Are branches always the beginning and end point of trade routes?

Do trade routes always take the shortest path, or the most valuable?

If they always recalculate to the most valuable, but they also produce luxuries from systems they pass, how can we be sure our companies won't suddenly decide to run a different route and cut of access to a luxury resources we desperately need?

Are trade routes internal or external, and if the latter, how do we control which enemy empire/systems they trade with? Do they just go to the “same” company in a different empire?

Will we be able to raid trade routes? If so, how will they be visible on the map?




Branches are placed by the player on a system in order to expand the influence of the company: they increase the list of available systems for the related company.

The company list of available systems includes all systems in the vision range of the system where there are the headquarters and branches AND all systems connected to them as well.

The trade routes start and end within the company influence but not necessarily on a system with a branch / headquarter.

Trade routes always take the most valuable path. In order to avoid the shifting phenomena, the idea is to have a trade power score on systems that is built based on its economy stats and that is also increased each turn per the number of trade routes crossing it; thus used systems will likely keep being used.

We want to add the idea of pirating trade routes, a bit as pillage has been done in Endless Legend. Trade routes will be visible thanks to one of the scan views.
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9 years ago
Jan 31, 2016, 4:45:04 AM
uqcu wrote:
I did wrote in my post that this is actually a positive side of this type of tech tree. It gives you the ability to grab less important techs as well, which means you will have the ability to use additional game mechanics to more extent. It also forces you to think hard about the strategy you should implement, because you need to plan ahead and if you fail at it, then you will have to pay the consequences. Therefore I personally think without a doubt, that ES research tree is the best (or at least one of the best) I ever saw.




I didn't hate ES's tech tree. but I didn't particularly miss it in EL either. It seems like the devs are favouring the EL approach though. I think it could do with some tweaks, but I don't think it is a disaster.
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9 years ago
Jan 30, 2016, 5:02:58 PM
Slashman wrote:
Actually, a tech web is just as limiting. It locks you into take a string of techs that you might not want in order to get to one that you really, really need.


I did wrote in my post that this is actually a positive side of this type of tech tree. It gives you the ability to grab less important techs as well, which means you will have the ability to use additional game mechanics to more extent. It also forces you to think hard about the strategy you should implement, because you need to plan ahead and if you fail at it, then you will have to pay the consequences. Therefore I personally think without a doubt, that ES research tree is the best (or at least one of the best) I ever saw.
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9 years ago
Jan 30, 2016, 5:13:42 AM
uqcu wrote:
I completely disagree with this idea. Many game developers already proved many times that they know nothing about game balancing. Not once game communities which were allowed to mod games were able to create great community patches that were balancing various games in a truly wonderful way. Therefore Amplitude should forget about balancing because it will take alot of their time, which they can use on creating games (which will allow modding) and content for them instead.




Actually what has been proven is that modders have their own idea about what balances gameplay and utilize mostly their own experience and playstyles when making mods. Nothing wrong with that. That is exactly what modding tools are for. Still, lets not pretend that a modder has access to the same gameplay statistics and information that a developer has...or should have.



I've been around long enough to see some modders try to make their own games and end up with something utterly boring exactly because fun was thrown out the door, and 'balance', based mostly on their personal feelings, was the measuring stick for everything.



Fully agree with the idea and statement. In reality we never say that humanity has entered a new era just because some guy/group of scientists discovered something or created a new technology. We say that humanity has entered a new era only when that technology has started to be widely used around the world. Thats not all. From the gameplay side of things the era system implemented in EL is completely nonsensical, it takes away what was great in ES. As The-Cat-o-Nine-Tales wrote: A tech web offers some structure that helps in decision making, yet also challenges the player to plan ahead to ensure that he grabs prerequisite technologies. - Planning ahead creates hard decision making, which has been completely removed in EL and made the research completely unsatisfying due to complete lack of thinking and planning behind it. In EL player was never hindered by the fact that he didn't researched some technologies because he didn't had to. In this way many technologies were completely useless and the best part? Those technologies contained some of the game mechanics implemented by Amplitude that ended up never being used by players. Therefore the amount of gameplay strategies and options has been limited. The content is there, Amplitude worked on it, but it isn't used because of that nonsensical research system, where technologies are becoming more expensive as we research. Amplitude is not only controlling the game pace, they also prevent players from using all the content that game has to offer. Therefore I'm strongly against this system and I really hope that it will be removed from ES2. I won't buy a game which suffers from a bad design choice.




Actually, a tech web is just as limiting. It locks you into take a string of techs that you might not want in order to get to one that you really, really need. Each version has downsides. The only question is how much one downside weighs against the other.
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9 years ago
Jan 13, 2016, 1:26:19 PM
KnightofPhoenix wrote:
I sense a Warhammer 40K fan.




How could you tell good sir!



Well, the thing that pops into mind was Civilization for me, since recently I played a bit of Beyond Earth recently; the localized trade routes would send Food and Production between your cities, whereas routes to other cities would generate Energy and Science among other resources. It ofc was rather useful to send a ton of Production to a new city which lacked a solid food and/or production tile base to draw upon, so sending a trade route its way sometimes helped speed its growth quite drastically.



All is well having trading companies wanting to seek trade outside our empire, but I hope we are allowed to develop our local trade routes as well; and perhaps specifically send supplies to a specific system to help its growth.



The new system for colonization seems a lot well... slower? From the sound of it anyway; although the idea of setting up and base camp on a new planet and drawing people to it with "Come to Mars for your New Life!" posters, really appeals to me. Its good a real good story sense, the feeling of pioneers on a new world.
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9 years ago
Jan 29, 2016, 11:37:44 AM
On science management & development:





One thing which goes without saying is that there should be no useless techs.



I would love to see the game have a "tick-tock" evolution, in the beta and patches management. Let me explain:



Amplitude should have the game released - be it a stable or a beta - and also publish one mod (or more) of their own with tweaked values.



"Aplitude's +1 MOD" - THis mod is used to test updated values to rebalance the game in the next patch. There is no guarantee any of the changes tested here will actually make it in to the stable game.



Say in beta 1 some unit is too strong, a building's effect is too weak.



The +1 MOD is updated quickly to new values, Players test, give feedback in the forums. Amplitude decides whetehr it's good enough, rinse and repeat: update the +1 MOD with 30 other tweaks 10 times until the next patch comes out, incorporating only the +1 changes which worked.





Also on the tech tree:



I think something which goes in-between the Eras and the Web paradigm could be used.



Say the techs are tiered in eras, Tech Level 1 to Tech Level 10 for example.



TL1 techs would have no requirements. TL2 could have hard or soft requirements, e.g.:



Tech FOO requires any 2 TL1 techs of any field to be researched. (soft)

Tech BAR requires any 1 TL1 science tech to be researched. (soft)

Tech BAZ Requires a specific TL1 tech to be researched. (hard because it has a straight evolutionary path)





Instead of being separated by eras with a hard cutoff, Tech Levels could have an advancement penalty.

In previous games, the player had to research e.g. 10 tech levels to advance an era, and the next techs were unavailable.

This hard cutoff could be changed into a soft penalty.

Say the player wants to research a tech level 3 but has only 9 tech level 2 weapons. He would able to do so, but with a "This technology is too advanced!" penalty, having to pay 20% more science to unlock it. It still allows for beelining, but the further the player goes, it gets diminishing returns. In the other hand it could be an investment, to snatch a tech early andcompensate by either trade or war afterwards.



This is a sci-fi game, the player shouldn't have to be bothered with hard locked eras.
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9 years ago
Jan 29, 2016, 10:39:31 AM
Well, finally I've had the time to read all this and write a response... (Though I'll be honest, I don't think I would have taken part in that heated discussion about the buckyball, anyway, as I do not feel like walking into no man's land between the trenches.)





Having different main sources for the different FIDSI strikes me as a good idea, as that will shift the economy away from focusing almost entirely on system improvements. Hopefully, players will be able to focus on Trade or Diplomacy over improvements and industry if they so desire. Which aspects of your empire should generate which FIDSI is probably a discussion we could drag out over several pages, though personally I think the improvements crop up as a main source too often (Influence, for example, strikes me as being generated by diplomacy and trade, less by improvements.) I share some concerns about factions like the cravers, though. I hope they will receive a reasonable replacement source of science.



I really like what I'm reading about luxury resources and policies. I always felt the Empire Plan could have been executed better (and perhaps offered more fresh options over simple bonuses). I am left to wonder whether strategic and luxury resources will be harvested like in Endless Legend as stockpiled items, or as a “general availability” as in Endless Space.

Also, I really hope to see a good lore explanation for why we need luxury resources to enact policies on our outposts/colonies, and why there can be only one per era.



The new colonization system sounds great. Competing with another empire over a system to be the first to turn it into a proper colony should offer a good “non-violent” form of conflict in the early to mid game. Not to mention that it's always bothered me that I could not at all speed up the conversion from outpost to colony in Endless Space 1.



I'm also happy to hear about converting systems. Finally more to the Influence area than “look how big my empire is.” Some people might not like it for various reasons, but I've always enjoyed culture flipping mechanics in 4X games. In Endless Space especially, where the influence area represents communications and surveillance range as well, the idea that you might drown out the enemy media with your culture/propaganda and bring the population to prefer your society over their own to the point that they give the finger to their rulers. That we don't see conflict on the same scale as when empires clash doesn't mean that the culture flipping is a peaceful event, either.



The new types of connections in the technologies sound interesting. However, I'd like to see a hybrid between the Endless Space 1 and Endless Legend systems. A tech web offers some structure that helps in decision making, yet also challenges the player to plan ahead to ensure that he grabs prerequisite technologies. I believe a technology web similar to endless Space 1 with concentric rings for the eras could work well, but I would rather see eras be a “soft cap” than a hard cap, i.e. you can research higher era techs without getting X techs in the previous era first, but for every tech you're missing, it's 10% more expensive.

If you do use a system closer to Endless Legend, please make sure there are enough technologies per era to always offer significant choice, and make sure that all technologies are viable and there are no absolute must-haves (this also extends into the military balance, as most players agree that in EL, a single elite army can wipe out several armies in basic gear). “Must-have” choices are not choices, and ruin systems theoretically designed to offer greater freedom.



The new trade route system could be great, or could end up adding micro without depth.

How exactly are branches placed, and what is their effect?

Are branches always the beginning and end point of trade routes?

Do trade routes always take the shortest path, or the most valuable?

If they always recalculate to the most valuable, but they also produce luxuries from systems they pass, how can we be sure our companies won't suddenly decide to run a different route and cut of access to a luxury resources we desperately need?

Are trade routes internal or external, and if the latter, how do we control which enemy empire/systems they trade with? Do they just go to the “same” company in a different empire?

Will we be able to raid trade routes? If so, how will they be visible on the map?

There are still so many unknown factors in the trade system.



The idea of transferring food from one system to another has been part of science fiction for a long time, and I would like to see it present in Endless Space 2 as well. Perhaps a simple solution would be to have certain trade companies that provide food or industry to the involved systems, though that would run into the problem of increasing overall production instead of just moving it. Alternately, a stockpile system similar to Endless Legend could be used.



Tainted makes a good point about the access to luxury resources. If the luxury resources are no longer just an optional bonus, but mandatory for creating policies and thus changing outposts to colonies, then some of the more basic luxuries (is there such a thing as a basic luxury?) should be unlocked and gathered from the very start of the game.



A market for resources or ships would also be welcome, provided the AI makes better use of it and prices properly fluctuate with supply and demand.



On Brazilian_Joe's note about ubiquity: Seeing the Sophon affinity listed on the wiki (Know which techs have already been discovered and gain a science boost for being the first), you are obviously already tracking this, so I second the motion of research discounts for widely known techs. This could also be an interesting kind of treaty: Knowledge Sharing to gain hefty discounts on the technologies your treaty partner already knowns.

Even if neither of these options is present, some mechanic that helps backfill old technologies would be quite welcome. I don't want to see earlier technologies just being given away for free, though.

On a related note: I've never been too fond of everything magically getting more expensive as you research technologies and advance eras in Endless Legend. I can agree to it for science from a pacing perspective, though I feel it may have worked better if the cost increases were era specific (for example, era 2 is naturally more expensive than era 1, but techs in one era do not increase the cost in the other), but I always found it a little off-putting for buildings and units. The units at least started with more experience, letting me think of it as advanced training taking longer, but why does a Seed Storage become more difficult to build?



Now, a general remark on the discussion between a tech tree/web or a free-form era “cluster” as in Endless Legend:

I don't think that optimal strategies are a systemic problem of either system.

The tech tree offers the player some structure along which to formulate his plans. He might need to pick up technologies he doesn't want to get the ones he does want, but he will often have a choice between different paths.

An “era cluster” system, in theory, always offers the player freedom of choice in his research, without forcing him into picking technologies he does not want. The hard requirement of a number of technologies does have a negative impact here, and I'd rather see a “soft requirement” that makes high level techs more expensive, but this hard requirement is no different than having to pick up technology X to get to technology Y.

The real problem with both systems, and the source of optimal strategies, are balance issues. If one technology is clearly superior or more useful then another, it will be picked with little question. Why does almost nobody pick the city defense technologies in EL? Because Fortification points are at best a speed bump, and you need a powerful army to defend your territory, so a new unit type or better weapons are clearly the superior choice. Why does nobody research Agache Shamans? Because ultimately other units will improve your army's ability to tank more than the Shaman does, so the research is better spent elsewhere. Similarly, I often have a number of improvements I never build in Endless Space, simply because I picked them up along the way to other technologies.
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9 years ago
Jan 26, 2016, 4:47:48 PM
Yes, it was good too. I played, I know. There was only one bad point: it was difficult to learn what is where. Units, science, money, were sometimes very far from each other. I hope Amplitude find something betweet it: techs that are similar in offered improvements and have something in common should be close to themselves: genetics here, mining here, sociology in other place.
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9 years ago
Jan 26, 2016, 4:41:21 PM
I know I'm going to get slapped silly for saying it, but I also like the tech web from Civilization: Beyond Earth. Open-ended web, with certain technologies being obviously catered to a certain style of play.
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9 years ago
Jan 26, 2016, 4:37:40 PM
I' ve liked tech web from ES 1, because it was constructed in way that made balanced development necesserry(correct if wrong). Era system from EL didn't have such construction, so if somebody wanted, he could play only researching military techs. In ES it was possible, but maked winning nearly impossible. Also, in that system soon appeared ,,optimal research order".
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9 years ago
Jan 25, 2016, 4:58:05 PM
Yes, I will admit, I've always been a fan of tech trees and tech webs more than the system in Endless Legend. That said, Amplitude has never failed to knock it out of the park, so I don't expect them to fumble it now.
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9 years ago
Jan 25, 2016, 12:39:35 PM
First of all I've got to say that I love the concept art you guys are sharing! Especially the ones in this update. The marketplace is just vibrant and the human/sophon science lab just speaks to me somehow.



Digitalhawk96 wrote:


I hope at least, that one tech doesn't just do one thing. Perhaps its placeholder right now, but I think I seen "Isolation Shields" in one of the screenshots so far; if I remember correctly this Tech in Endless Space just led into "Public-Private Partnerships" building which produced Science based on pop and had a dust upkeep. Something I hope for is that most techs will not be so one sided and will do a little more than simply providing one resource or path type.




I've been thinking the same thing.

I don't mind the era-based tech system at all. As long as it feels like it offers me more choice, instead of limiting me to researching the same 8 best technologies every game.

For example, in Endless Legend I almost never researched the city defense technologies, since it was almost always better to simply have more industry/dust to make military units instead.

However, if the important defense technologies also, for example, unlocked a building that improved military unit production, then I'd have more reasons to pick them.

Then it would be a real strategic choice between researching a general +Industry technology, and picking something that only gave me limited Industry, but also helped defense.



This is even more important when it comes to faction specific technologies and buildings. I hope the unique buildings/improvements are a part of other technologies, instead of being alone in a separate one. It almost never felt worth it to "spend" an entire "research slot" on a faction tech that only unlocked a single improvement, instead of a common tech that gave me several things.
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9 years ago
Jan 25, 2016, 11:25:04 AM
Valannor wrote:
I see your point. Maybe it doesn't give you much freedom but can military go forward without researches on other branches of science? I mean you should first discover the element to be able to make a weapon out of it. Maybe this is not extreme freedom but I think the web design is "convenient".




I for one will have faith in what they have planned... until I see it in early access that is, then we can actually play around with it.



I hope at least, that one tech doesn't just do one thing. Perhaps its placeholder right now, but I think I seen "Isolation Shields" in one of the screenshots so far; if I remember correctly this Tech in Endless Space just led into "Public-Private Partnerships" building which produced Science based on pop and had a dust upkeep. Something I hope for is that most techs will not be so one sided and will do a little more than simply providing one resource or path type.
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