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.
"Ancient Ruins dating back to the time of the Endless has been discovered remarkably undisturbed within your empire. Researchers have been sent to investigate but your advisers believe it is taking far longer then it should to benefit from this incredible find. As a result you are being pressured by several groups to either let the scientist be to hopefully uncover whatever secrets that remain or send in a militarized excavation crew that will search for new tech but would likely damage the ruins. However there may be a third option worth considering."
1. Research the ruins
30% for 15 turns with a new tech unlocked on the last turn. Scientific Ideology increases.
2. Reap the ruins
30% for 15 turns with a new tech tech unlocked on the last turn. Military Ideology Increases.
3. Make the ruins a natural treasure
20% and 10% for 15 turns with new tech unlocked on last turn. economic ideology increases.
"A big asteroid is going to hit your home world. And your scientists predict it will hit the big city. You still have time to stop the impact it will cost much. And the news hasn't spread yet"
Option 1 "Do Nothing"
"Don't stop the impact nor spread the news, citizen can bread easily and go on panic, and we have a big asteroid to examine"
- 3 on your home world planet
- 5 on your home world system (for 10 turns)
+ 10% of (for 10 turns)
Option 2 "Spread the News"
"as soon as you spread the news, citizen go on panic, and rush to the shelter. but hey we have a big asteroid to examine"
- 20 on your home world system (for 10 turns)
+ 10% of (for 10 turns)
Option 3 "Stop the Impact"
"you send your best team to stop the impact to happen"
- 500
+ 10 on your empire (for 10 turns)
EDIT by François : okay if we replace the pop removal by a growth freeze or a diminished food production
An alien ambassador arrives on your homeworld and presents an artificial life-form. He promises that it shall "truly transform your people," and proposes to trade it to you, "life for life"
1. I Approve - Convince the life form that its true calling is as a comedian
Lose 1 population, Gain +10 Approval on Planet (Are you not entertained?)
2. No Thanks - Ever the diplomat, you invite him to dinner before sending him off
-[50] dust, +1food/pop on planet for 10 turns
3. The Workers Are Few - Direct the life form to make your empire productive
Lose 1 population, Gain +10% Production for 10 turns empire-wide.
EDIT by François: okay but we'll replace the pop removal with something else.
"A group of XYZ[thefaction-racewiththehighestpercentinyourtotalpopulationbesideyourempire-race] demands equality to your kind! Most demonstrations are peaceful, but some turned already violent! Other races will probably join, too"
1.No consideration:
"If we ignore them, they will give up shortly."
- Y% on system for 8 turns, Y based on XYZ's percent of the -produced plus of each system
- X on system for 10 turns, X based on the half of XYZ's percent of the of each system
small decrease XYZ's ideology (if allowed a random known ideology)
2.Break Them!:
"Treason! they will pay with DUST and blood!"
+ Y on system for 5 turns, Y based on 5-times value of the of a system produced by XYZ's on systems
- X on system for 10 turns, X based on 10 plus XYZ's percent of the population of each system
20% decrease of XYZ's on systems next turn
increase of Militarists ideoligies
3."Help them"
"They were loyal to us for so long, they deserve more rights."
- Y% on system for 15 turns, Y based on XYZ's percent of the -produced plus 10% of each system
+ X on system for 20 turns, X based on XYZ's percent of the population of each system
small increase of XYZ's ideology
increase of Pacifists ideologies
Notes:
the Idea is that the values of and are always different and unique based on your situation.
EDIT by François: Works except for pop removal and dynamically pulling the ,inor faction's ideology.
"Parasites found inhabiting the guts of our colonist have placed them into a trance like state obeying purely at a robotic level. More worrisome however is that those who are infected seem to operate as a unconsciously as some sort of hive."
1.Explore: This creates new avenues of research
per on planet and -n on planet for x turns
2.Exploit: Perfect workers, just keep this on planet
+nand +n per The planets will be at 50%
3.Exterminate: This cannot be allowed to spread
-n on planet +x% and on empire for x turns
EDIT by François: okay but we'll replace the pop removal with something else.
The new Possibilities of interplanetary tourism and the not learning of absolute important survival techniques like "sanity and reason" ask for your decision. Planets with incredible colourful hunting Animals with noteable size variations or with culture and Artful Warriorcultures were discovered. But rather with both?
1 prohibit interplanetary tourism
- 20 happiness 15 turns
+ 10 Dust 10 turns
+ 8% fleet Attack ability 10 turns
and constant "Why?" Questions
2 Hold the old Way but without Rescue missions
- 15 Happiness 10 turns
- 8% experience permanent for current Heroes
+ 20 Dust for 10 turns
and constant "Why?" Questions
3 They can travel for fun to other Planets but with suitable Security arrangements
+ 10 Science 10 rounds
+ 6% experience permanent for your current Heroes
+ 3% Fleet Attack 10 rounds
- 12% Industry 10 rounds
EDIT by François: okay but we'll rebalance durations a bit.
An abandoned research vessel of unknown origin has begun to publicly broadcast some interesting data. The data is heavily encrypted, but initial decrypts show that it contains building instructions for highly advanced ship modifications. The signal is somehow covering the entire galaxy, and yet it's also growing weaker with every moment. What's even more interesting is that the data is rigged to self corrupt if read. We won't be able to look at all the files and we'll only have the time to relay building instructions as we decypt them. The designs are so advanced we can't hope to reverse engineer them, but if we don't make use of these files our enemies could use them against us.
1. Decrypt the "Glass Cannon" file: This could give us an edge in battle. Besides, you don't need to defend yourself when the enemy is already dead.
For the next (X)* turns,+x% cost on ships and any built within your empire will have the unique "glass cannon" bonus applied to them. This modifier remains even if the ship is retrofitted. +5 on any planet with a militarist majority.
--- [GlassCannon]: This ship deals (200-300%) damage, but only has (50-10%) maximum health.
2. Decrypt the "Stone Wall" file: This could give us an edge in battle. Besides, we cant lose if we cant be destroyed.
For the next (X)* turns, +x% cost on ships and any built within your empire will have the unique "stone wall" bonus applied to them. This modifier remains even if the ship is retrofitted. +5 on any planet with a militarist majority.
---[StoneWall]: This ship has (200-300%) maximum health or shield strength (depending on ship defences), but only deals (50-10%) damage.
3. Study the broadcast itself: These modifications were unused for a reason. Let your enemies waste their time with ships that can be destroyed while you seek knowledge that will last forever.
For the next (X)* turns, +(x%, a fairly big amount) production on your empire.
-10 on any planet within your empire that has a militarist majority.
+10 on any planet within your empire that has a scientist or pacifist majority
* X should be long enough for an empire to reasonably be able to produce a good number of small ships, but short enough so it's challenging/almost impossible to produce a large ship without making use of quite a few industry stockpiles. Ideally, this dilemma would take place in the late-early game or the early-mid game so consequences can be seen as time goes on and to ensure that nobody has a massive empire they can use to build ships with.
** "Glass Cannon" and "Stone Wall" should be balanced in such a way that:
-if two ships from the same faction, of the same size, with the exact same equipment were to fight eachother and one had GC while the other had SW, the fight would play out just like a fight between two ships without those modifiers would
-There should be a noticeable difference in the flow of battle if a GC or SW ship is present.
-There shouldn't be any other way to make ships with GC or SW ships.
EDIT by François: Cool idea, but will need balancing to make all options equally attractive.
People in your system has started to feel desire to travel to space. They want to find something between the stars, something that is “calling” them, as they describe it. The call is strong and they use even old ships, that may fall apart.
Close borders and get them to work: - 10 and +20% on system for 15 turns, Industrialist political ideology increase on Empire for 15 turns
Let them explore on their own: -1 in system instantly, +20 and +5% on system for 15 turns, Religious political ideology increase on Empire for 15 turns
Fund them to explore for you: -300 instantly, +5 and +20% on system for 15 turns, Scientific political ideology increase on Empire for 15 turns
EDIT by François: okay but we'll replace the pop removal with something else.
Your scientists have reported considerable growth of a blue-green, glowing, lichen across the waters of this world and say it is caused by pollution from the planet’s factories. You’ll need to move fast to deal with it, as it’s blocking light to the seas and killing all marine life.
Synthesise food – “We can’t let those nutrients go to waste…”: +10% food, -10% happiness, -5% production on system, Socialist political ideology increase on Empire for 10 turns
Synthesise fuel – “This could be a good money earner…”: +10% dust, -10% food, +5% science on system, Capitalist political ideology increase on Empire for 10 turns
Clean up our act – “We must project the ecosystem…”: -10% food, -15% dust, +20% science on system, Ecological political ideology increase on Empire for 10 turns
EDIT by François: okay but we'll get the appropriate ideologies, yours seem to come from another game... :p
One of your leading AI scientists has reported a very unusual case : one of their 'specimens' is talking about receiving illusory sensory inputs during maintenance phases, in a way that is very reminiscent of biological dreaming...
1. We must disassemble this robot immediately before this spreads !
+5% Science for 10 turns
2. Isolate and study it - we may learn something useful
- 5 gold for 10 turns
+ 10% Science for 10 turns
3. It clearly has become sentient - liberate it from its chains !
1. Are players shown what the consequences will be for their actions when they are choosing or are they only shown the choices and the consequence is revealed immediately afterward? Can players be shown the consequences for one option beforehand but not the other(s)?
2. Is it allowable to have a dilemma with elements of chance in it?
For example, say I wanted to make a coin toss dilemma where the choices were heads or tails where winning had a positive effect and losing had a negative effect.
Now, obviously, if heads always won, then there's no real point in presenting the situation since it would only be a mystery for the player's first play through.
Another example, different this time around. Say I wanted to make a dilemma that revolved around a lack of understanding/information.
"The people have a favorite tv show you have never personally seen and ask you in an interview what your opinion is about a certain character you've never heard of."
1. respond positively,
2. respond negatively.
(3. deflect and change the subject)
In this situation, rather than a win/loss set up, the first two choices would be randomly assigned 1 of 5 possible outcomes beforehand (all of which are generally positive but mess with ideologies) while the 3rd choice would be given a definite generally negative outcome, but doesn't mess with ideologies.
So, is "chance" allowed to play out at all in our submissions?
Obviously, this is tied up in my first question since revealing the outcome of a choice beforehand will remove many possibilities for chance to be used. The first scenario would be impossible, but situations like the second one could still be done.
3. Also, are we allowed to have unforeseen consequences that happen later?
For example: "WE FOUND A BOX FILLED WITH DUST!"
1. open it (instantly get 250 dust)
2. launch it into space (-10 happiness on empire for x turns.)
(Later, after X turns have passed) "THE BOX WAS EVIL!!"
If player chose option 1: (-15 happiness on empire for X turns)
if player chose option 2: (+5 dust per turn on each planet within empire for X turns)
In this situation, the player would only be shown the consequences for their immediate actions while something unknown is also coming on later in the future.
And then, logically I have to ask
4. If we CAN have unforeseen consequences, can THOSE have elements of chance attached to them?
"during an cave investigation, some Miners found an oddly looking Tree, on wich some strange glowing fruits seem to grow. After researching them youre scientists notice reproducing abilitys. For wich purpose schould we use them"?"
Thanks again Amplitude for making these contests. I'm really enjoying them! Here is my entry.
Intergalactic Circus
"A travelling circus has arrived to your empire. Their reputation as the best performers of the universe precedes them. Their price too. Rumors spread fast "A show capable of inspiring the minds" they say. Your people are already anxious to see them."
1 Move on: -20 , +20 % , on Empire for 10 turns.
2 Welcome!: -20% , +15 , +5% , on Empire for 10 turns.
3 Patronage: -50% , +20 , +10% , +20% , on Empire for 20 turns.
An unknown fleet has just entered one of our systems, and their crescent models match no known Empire. Despite warnings they don’t show any signs of response, and are instead looming near an Endless wreck.
Outcome 1:Blast ‘em:
After hailing them failed, the vessels were considered hostile and engaged. Unfortunately this led to a few new holes in the Endless wreck. Though the fleet was recycled for Dust.
-1 on planet (permanently on one planet among the system)
+Militarist Ideology increase (10 turns)
+100 (scale-able) (1-time injection)
+10 Ship XP on existing ships
Outcome 2:Message at the beep:
In the end it was they who contacted us. Survivors of a dead marsupial race, only a few tens in number now. They offered to aid us in patrols in exchange for food.
+1 Mercenary fleet.
+15% on Empire (10 turns)
-5% on system (10 turns)
[SpaceBilbies!]
Outcome 3:Disabled Parking:
After ordering the intercepting fleet’s commander to deal with the matter, they launched EMP torpedoes at the Aliens and called in some civilian tugs to haul the ships out of the system – someone else’s problem now.
+Pacifist Ideology increase (10 turns)
+ 20 XP on weakest Hero
+10% on Empire (10 turns) [becauseitmakesafunnystory]
Aaaand that's it. I've got descriptions of each outcome - I'm assuming that they're displayed when the outcome takes effect. Either way, easily removed if need be.
"It appears that many years ago, an alien prison ship crash landed on this planet, stranding it's crew and "passengers". The descendants of this crash now have their own secluded culture and welcome your scouting parties with welcome arms, openly discussing their history. The question you face, is how will you welcome them?"
1 Integrate: Welcome the populace into your empire as equals; +10% science output on system, -5% Food output. Population and maximum population increase by 2.
2 Obliterate: Destroy the encampment; +10% food output on system, any ships in this system gain double XP for 10 turns, any ships built in this system start with +1 XP.
3 Enslave: Round up the populace and spread them across your empire as slaves; +1% industry output, -1% food output empire wide.
"Group of scientists signed a petition, to remove any restictions and taboo in scientific researces. This could result badly, but according to high scientific council, current methods are far from perfect, too slow, and doesn't supply us with most reliable information"
1. End justifies the means
Accept the petition.
On planet, with hightest population: -1
On empire: +50% for 15 turns
On empire: -5 for 15 turns
Scientific Ideology increase until next election
2. In the end, what will we become?
Decline the petition.
On empire: +15 for 15 turns
On empire: +25% for 15 turns
On empire: -10% for 15 turns
Pacifist Ideology increase until next election
3. Things that matter most, and not
Accep the petition partically.
Random planet: -1 of minor faction
On empire: +25% for 15 turns
On empire: +10% for 15 turns
Militarist Ideology increase until next election
I'll probably change it. This one looks a bit ordinary (and unbalanced)
P.S. A question to devs, i want to clarify this for myself: is "[X] Ideology increase until next election" acceptable game limit? or it has to be "X turns"?
A new conspiracy theory is spreading fast among the population, presenting stars as sentient beings who can control minds through cosmic waves. While it will make a great movie, you might want to do something about it.
Outcome 1: Let them dream:
People will believe what they want, as they always do. Whatever gets them through the day. You have no say in this and more pressing concerns.
-Scientific Ideology decrease (10 turns)
+5 Happiness on Empire (10 turns)
Outcome 2: Sponsor research:
We know this idea is nuts, but by officialy researching the subject, it will give the impression that we are doing something about this.
-Scientific Ideology decrease (10 turns)
-10% Science on Empire (10 turns)
+10 Happiness on Empire (10 turns)
Outcome 3:Officially refute the idea:
This is not about faith, we KNOW this idea is nuts. Give some extra media time to the scientists, and they will be happy to disprove this.
"Our scouts have found a long abandoned vessel, that seems to have hold a massive DNA collection, apparently for colonization purposes. Although most of the data is corrupt, we were able to retrieve one sample: the genetic code of an ancient race of tiny, cute furballs. We could try to bring them back to life, but is it worth it?"
1. Bring them back as pets
Although it could annoy ecologists that we are messing with nature, we could revive the furballs and sell them as pets - nothing boosts the morale and lowers the productivity more than tiny, adorable furballs!
Ecologist Ideology decrease for 10 turns
On empire: +5% for 10 turns
On empire: +15% for 10 turns
On empire: -10% for 10 turns
2. Bring them back to do some tests
Of course they're cute, but we really shouldn't distract our citizens. And even though it seems cruel, we could learn much from the cloning process, studying their behaviour and, of course, cutting them open.
Scientific Ideology increase for 10 turns
Ecologist Ideology decrease for 10 turns
On empire: +20% for 10 turns
On empire: -10% for 10 turns
3. Let it be
We don't know what happens when we bring them back, it's just too dangerous - from causing skin rash to destroying complete ecosystems, we simply don't know what they're capable of. It's a risk we shouldn't take.
On empire: Ecologist Ideology increase for 5 turns
I realized this after reading through the examples, but I think there are enough differences to make it unique enough, actually the only thing that's similar is the option to obtain pets. And after all, they're tiny cute furballs, who could say no to them? lol
"Experiments with Dust and related Dust medical products has led to unexpected (but lucrative) Dust narcotics that have distinct effects upon their users. This could potentially change the relationship between our society and this substance starting here at (SYSTEM NAME). While there are some noted positive effects this can represent a danger too."
Choices:
1) Regulation. -10% Dust production on System, +5% Industry on System, +5% Science on System, +5% Happiness on System.
2) Prohibit. -10% Happiness on System for ten turns, +10% Dust production.
3) Cultivate for Foreign Markets. Target other player. Relationship attitude -10%, Trade increase of 10%.
4) Anathema. -10% to system happiness, +10% to foreign relationships with other players.
" On one of your worlds a endless laboratory has been uncovered deep inside the planet. Just as scientists start documenting artifacts , a massive tremor is caused by the excavations and the underground facility begins to collapse. Leaving only enough time to save the artifacts or the civilians. "
1. Knowledge at any cost:
The advancements we could learn for the artifacts outweigh the civilian loss.
On empire +20 for 15 turns.
On empire +10% for 15 turns.
On empire -10 for 15 turns.
- 1 on random planet.
2. Too high a cost
Saving the civilians shows your empire where you priorities lie and are in turn motivated to work harder.
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