ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
“A heavily damaged ship belonging to the virtual endless has been discovered in one of your systems. While it will certainly hold great knowledge, it is by no means certain that all security systems are offline, despite the extensive damage.”
One of your people has emerged with the mental powers of a supercomputer along with the curiosity that comes with life. This savant is still young and not widely known; he may be convinced or coerced to use his mental powers for whatever purpose you desire without risk of revolt.
Psychohistorian: The savant is given a full scholarship to the galactic academy and a guaranteed professorship.
-G /turn for 50 turns
+X% on empire for 50 turns
+P Scientist ideology increase for 50 turns
Mentat: The savant is trained in the ways of war, politics, and diplomacy. His training also includes complete and unwavering loyalty to you.
Cheapest technology providing battle cards is discovered
+X min/max on empire weapons for 50 turns
+Y on empire ship defense for 50 turns
+Z to relations with all races for 50 turns
+P Militarist ideology for 50 turns
Precog: The savant is wired to machines and programmed to detect crimes before they happen.
When your empire had just begun its expansion across the stars, a minor diplomat, a disgraced scientist, and an expendable soldier vanished in the middle of a surveying mission near the centre of the galaxy. Now, their ghost ship returns and within it are the three lost souls infused with Dust. The Triad, as the masses are calling them, speak your language, but they speak of things you can barely understand. Only three things are clear: something terrible is coming, they each have an idea on how to stop it, and you are the leader destined to direct their efforts.
Golden Tongue: With the Diplomat at the helm, the Triad inspire your people to work more than ever before. As great works rise throughout your empire, you only hope they will be enough.
+10% in your Empire
-5% in your Empire
+5 turns to ship production in your Empire
Bright Mind: With the Scientist at the helm, the Triad propel your research efforts to unprecedented heights. With knowledge flooding your empire, you only hope to discover the solution in time.
+10% in your Empire
-5% in your Empire
+5 turns to ship production in your Empire
Sharp Aim: With the Soldier at the helm, the Triad boost your fleet in formerly unimaginable ways. While your generals prepare, you only hope the cost in life won't be too high.
-10% ship production cost in your Empire (basically, make ships faster)
-5% in your Empire
-5% in your Empire
(Dev team might have to change the numbers to reach the desired effect, but the general idea is there.)
As you come into contact with more and more empires in the galaxy, your people become worried and restless. They look to you for protection and guidance, and in these times of uncertainty where war can come at any moment, they look to you for action.
PREPARE FOR WAR: Convinced that war will come sooner or later, you prepare your people for the worst.
On Empire -20% cost on ships for 15 turns
On Empire -20% cost on ships for 15 turns
On Empire +15% for 15 turns
On Empire +75 system defense for 15 turns
IMPROVE RELATIONS: One less front to attend to relieves your people.
Within 15 turns you must successfully Declare Cease Fire, Offer Peace or Create an Alliance.
On success:
On Empire+20% for 20 turns
On Empire +10% for 20 turns
On failure:
On Empire -15% for 20 turns
INSPIRE THE MASSES: You convince your people to continue their duties with renewed conviction and disposition.
On Empire +5% for 15 turns
On Empire +10% for 15 turns
Edited a couple of times for clarity and eligibility. Maybe a couple more times for balance.
While exploring an uncharted sector, your fleet stumbles on a derelict, barely functional spacedock, powered and manned by nothing but a nanomachine cloud. The spacedock seems to run on a routine, and sends an automated message to your ship. Judging by the state of decay of the installation, this might be its last task.
Create: The cloud scans your fleet and builds a replica of your most powerful ship .
Upgrade: The cloud repairs and gives your whole fleet 2 experience levels.
Salvage: The cloud dissassembles your weakest ship and gives you twice its value.
I searched in the GDDs to find information about units experience and found nothing, so i hope it's not a thing of the past. I will adapt if it's the case. :)
EDIT by François: you can't select dynamically a ship to replicate. Thus, both your effects #1 and #3 wouldn't be possible. :)
"A scientist on one of your research stations around (planet x) managed to link the station to the galactic lanes. Unfortunately, the ensuing instability has swallowed the station and now threatens the lanes around (system x)"
Panic!
Focus all efforts on stabilising the new lane: -50% on empire for 5 turns, but 1 extra lane created on (system x) and +25% bonus on (system x)
Monitor
Observe what happens as the unlinked lane flails about the system: +20% on empire for 10 turns, but 1 lane is removed on (system x) and (most relevant negative anomaly) created around (planet x)
Exhibit
Invite other empires to marvel at the progress your faction has made: Other empires +10% for 10 turns and +20% on empire for 10 turns. However, one lane is removed on (system x)
A ship full of refugees from a minor tribe stops on your native system. Their ship seems to be very well maintained and operational for people fleeing their country. They came with a query : to be part of your nascent Empire and help you to build a great living place. You are sceptical and your advisors are are whispering to your ears.
Welcome aboard !
With the oratory of your industrialists advisor about the need of workforce and your compassion, you accept those people in your Empire. But all are not agree...
+1
+10 on Empire (5 turns)
Industrialist Ideology increase (5 turns)
-10% on Empire (10 turns)
You are more than capable on your own !
You think that your great Empire doesn't need foreign people to be built. Moreover, you judge that their ship is too shinny to be full of good intentions.
They make piracy. A pirate emerges on your native system.
-10% on Empire (5 turns)
Militarist Ideology increase (10 turns)
Just get away !
You are not inclined to integrate those people in your population... But why not send them as a gift to your potential ennemies ?
-300
Pacifist Ideology decrease (5 turns)
A pirate emerges on the natives system of all the other players
Something was discovered at a government laboratory on one of your planets. Instead of revealing the information to the galaxy, the scientists detonated the facilities’ reactor. They destroyed the facility and in the process, they devastated your world.
option 1: We must know- +100% on planet -10% for 20 turns. The planet climate randomly shifts for 30 turns
What if they discovered some new ultimate weapon or a way to make endless amounts of dust? It was not their decision to hide the knowledge they uncovered. That is the job for the politicians. We must know.
option 2: We must rebuild- +75% on planet -5% for 25 turns. The planet climate randomly shifts for 10 turns.
It was a tragedy but we must not forget the citizens who still live there. They are the victims and we must do everything we can to help them. We must rebuild.
option 3: We must flee- a new colony ship placed in orbit around the planet. All of the planet’s improvements and population are stored aboard it. +10 happiness on the new planet for 25 turns. The planet is turned into an asteroid belt.
They were smart people. Whatever they found must have been so terrible they had no other choice and so we must honor their sacrifice. We will destroy any evidence they might have left by destroying the planet. In the end, we must flee.
EDIT by François: you can't terraform a planet willy-nilly or turn it into something. Thematically it's a cool event, but it's not doable... and a little bit unfair :p
An idol group touring your empire was gaining unnatural amount of popularity. Millions of people became fanatically devoted to the group to the point of abandoning their jobs and emptying their bank accounts to buy their merchandise. Your science department believed that the group may contained dust enhanced individuals, which explains their unnatural popularity. The government is trying to figure out what to do with the situation:
Options:
All work no play! : Make an example of the group and arrest them on charges of "threats to national security".
-10% approval in empire for 10 turns
+10% industry in empire for 10 turns
+10% Industrialists ideology in empire.
Galaxy hear me sing! : Respect the people's rights the use their time and money however they want. Allow the idol group to continue their tour.
+10% approval in empire for 10 turns
-10% industry in empire for 10 turns
+10% Pacifists ideology in empire
For Science!: Secure the idol group members for scientific study in secret. Nobody will know where they've vanished to.
Upon encountering a seemingly derelict Hissho dreadnought in deep space you discover a group of survivors in cryogenic stasis, they are woken by automated systems and face down your scouts unarmed yet unafraid
1 - No Mercy - your scouts kill the group of Hissho warriors and manage to recover secret military tactics from the ships computers. +10% attack and defense on all fleets for 20 turns, -10% happiness on empire for 20 turns
2 - The Hellion - your scouts manage to convince the leader of the warriors that you are not their enemy and you agree to help them rebuild the dreadnought if they will join you in battle. Dreadnought class ship added to fleet, -100% on nearest system for 5 turns
"A large amount of deadly debris from the outer reaches of space is approaching your fleet, [nameoffleettargeted]! The metal fragments are moving far too quickly for your ships to dodge but there are still some countermeasures that can be taken."
1 Martyr: One ship is sent from the fleet to detonate into the debris to protect the rest of the fleet. That ship is destroyed but the rest of the fleet scavenges the wreckage and your empire obtains 1 stockpile.
2 Defensive Formation: Your ships deploy shields and get into a favorable "V" formation to alter the angle of the debris and lessen the impacts. 50% (rounded up) of your fleet takes 50% maximum health damage.
EDIT by François: we're not sure yet if there will be stockpiles in ES2. Might replace the stockpile with an Industry bonus.
"One of our politicians has been found sending funds to a private account located into a clock-manufacturers minor faction. But this doesn't ends here: some bureaucrats had been receiving bribes for long. Our people seeks for justice, and yes, we can send our hero to a jail, but there are still other options..."
1. Send him/her/it to the jail:
"Our people asked for it, we made it, and everyone is happy."
- Your highest level hero is locked for 1 turn/ hero level.
- +1/hero level empire-wide during 1 turn/ hero level.
- Decreases highest level hero political ideology and increases opposite ideology during 1 turn/ hero level.
2. Try to cover him/her/it:
"Well, we take part of the bribes to improve our funding. Also our media is trying to convince our people that all was a journalist's mistake. But we are not sure everyone will be happy with it."
- -0.1/hero level empire-wide during 1 turn/ hero level.
- Decreases highest leveled hero political ideology and increases opposite ideology during 1 turn/ hero level (half effect of result 1 regarding ideology).
3. Found an scapegoat:
"We have too much interest in keeping this individual on our side, but our people wants someone to blame."
- Your lowest level hero is locked for 1 turn/ hero level.
- +1 /hero level empire-wide during 1 turn/ hero level.
- Decreases lowest level hero political ideology and increases opposite ideology during 1 turn/ hero level.
NOTES:
- This is my general idea of the effects, but the numbers can be changed for balance reasons.
- Results 1 and 3 refers to the level of affected hero, so in 1 you can get +lots, but having your hero disabled for lots of turns, and in 3 few with hero disabled few turns.
- Result 2 calculations are referred to your high level hero, and turns rounded up, to avoid being less than one turn.
EDIT by François: it is not possible to get the hero's level to base the other effects off of it. It could be possible to do this by adding a prerequisite. You can't get the hero's ideology dynamically, or decrease an Ideology. :)
You thought this planet to be habitable, but you could not have been more wrong. Whatever experiments the Endless have unleashed on the surface, they transformed it into a hellish nightmare of corrupted Dust and inexplicable disasters.
1. Protect your citizens. Your people deserve better than to be exposed to the whimsies of Dust. These phenomena need to be neutralised before the planet can be claimed.
No FIDSI output for 5 turns on planet.
2. Research the phenomena. Though it will cost your people dearly, the secrets of the Endless are too precious to be left alone.
-20 happiness, -1 max population and +5 science on planet.
EDIT by François: your second effect is really too punitive. The population removal would be too harsh, and nobody would pick it.
Trigger: When you lose over 50% (empire wide) of your military power in one battle.
The unthinkable has happened; our glorious fleet has been destroyed and now there is nothing stopping an enemy with the will and the means to annihilate us. Our people demand an answer on how we will wage this war from now on.
1. TOTAL WAR! - +50% military ship construction, -50% production of buildings, war exhaustion -5/turn,+25 approval.
We will fight to the last citizen of our free state! We will never surrender!
2. Remain calm - +10 approval
No matter the situation, we cannot seem fazed lest the people lose faith in the war. However, we will make it a point of keeping our options open.
3. Call for peace - enemy gains: 3 war exhaustion/turn, you get: 50 invasion defence on every planet, if the enemy stays at war for more than 12 turns, they get the "ruthless" reputation badge (heavy negative diplomatic modifier, and reduces the war exhaustion of anyone they're fighting by like half), cannot build military ships
By making our intent for peace known, we can reduce the enemies' citizens willingness to wage a wasteful war, putting the enemy on the clock. If they continue to wage war, we'll have a clear sign of an unjust war and can hurt them on the diplomatic stage. Of course, this relies on leaving ourselves defenceless....
All bonuses last the length of the war unless otherwise mentioned. All numbers are pulled out of nowhere and should probably change.
The point of this event is to make the wars more interesting; Normally once your fleet is destroyed the war is over, it's just a matter of cleaning up. Total war aims to fix that by providing a huge plus to the losing side to help fight off the aggressors. This should (hopefully) provide some disincentive to the enemy to slowly siege you for 50 turns, instead opting to stop wasting resources on the war. Call for Peace intends to make it so an overwhelming enemy can't just sit on top of you and blockade for 50 turns without taking serious penalties. Remain calm is the "I don't want either" option.
Thanks again for creating an event like this Amplitude! :D
EDIT by François: your third effect is unfair on your opponent, since it's not his choice. It could be possible to decrease Truce or Peace costs instead however. :)
When discovering [System] your Scouts find a group of very friendly people. They welcome your Scouts and politely convince them to convert to their Religion. After some refuse the cultists become angry and infuse them a liquid that makes them convert to the mysterious religion. The not converted Scouts must decide what to do:
1. Kill them all
"Your scouts will kill all cultists as well as their former comrades. This leaves your fleet with a huge loss of people, but they can analyze the converting liquid."
Half (round off) of your ships in that fleet will be destroyed.
A new military technology is discovered.
2. Surrender
"Your Scouts surrender and voluntarly convert. The cultists will rapidly distribute and will be trying to convert your enemies."
Your fleet will completely be turned into pirate ships.
-10% on enemy systems
3. Take what you want, don't hurt me
"Your Scouts grant the cultists access to their ships. They use them to spread their "religion".
Half of your ships in that fleet will be converted to pirate ships (the other half remains in your control)
"The intruder was caught in the lab. He hacked it's security system and secretly used it's power. He appeared to be a small talent child, who wants to complete his research, but the scientists believe that the child has no place in the lab."
1. Give him an official access to the lab: 1 free technology, Scientific Ideology decrease (10 turns)
2. Allocate him an education grant: -200 , +10% on empire (10 turns), Scientific Ideology increase (10 turns)
3. Apply his hacking skills in the military sphere: +30 XP on all ships, Militarists Ideology increase (10 turns)
Your scientists have uncovered a strange artifact that appears to be a weapon capable of disrupting wormhole integrity for a limited time. They advise you of the great discoveries they could make if permitted to deconstruct and study it, but you could also press the alluring red button...
Outcome 1:Study It:
+20% on empire for 15 turns
Scientific Ideology increase
Outcome 2:Press the Red Button:
No travel using wormholes for all empires for 5 turns (Is this something that can be done? If not, I can restructure this submission)
Militarist Ideology increase
I think it would be an interesting mechanic to disrupt wormhole travel that all players would need to adjust to for the time being. It could stall out an invasion, buying some needed time for the defender or it could have a unique implication on galactic exploration and expansion.
Just one more day before this part of the contest closes! We'll be reviewing events to make sure that stuff that doesn't work gets a chance to be modified. Make sure to take a look at your event to see if there's a comment from me! :)
During the colonization of (Planet_Name) the children found and activated a previously unknown dust artifact while they were playing. We know that many heroes are born from their dust interactions with artifacts, but these are children and they have a long time before they will rise as potential heroes.
A Beast of Burden.
The Dust that your children were exposed to changed them. You decide to use their new abilities to manipulate Dust for the good of your empire. You send the children to the nearest shipyard and put them to work. (-production costs for ships built in that system, - 5 approval on planet, + 1 production per person on planet)
To The Heroes of the Future.
Many of the heroes that have been exposed to Dust have had tragic lives. You don't want to see your own children suffer this same fate. You let your children grow and prosper placing your hopes on their future potential as heroes. (-dust purchase costs on heroes, + 5 approval on planet, +1 dust per person on planet)
The Price of Knowledge.
The artifact changed your children, imagine what it could do if you exposed the rest of your people on the planet to the artifact and studied them. You could learn much but at a great cost. (- 1 population on planet), (-5 approval on planet), (One Random technology is learned for free), (+1 science per person on planet)
Deadcurze
Academy Shadow
Lasers beat kinetic weapons every time. Why? The rule of cool demands it.
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Space Survivor
Got 'em coooach
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Fanatic Enthusiast
Gloria Dei homo vivens!
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The Ancient One is on a roll !
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Personality Horatio
Tell me about the cultist, why does he wear the mask?
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This: https://www.youtube.com/watch?v=pGLYu94U3IU remembers us that "impossible" is only a word.
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Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
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