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.
"After colonizing a planet, you find pockets of a people who rather startlingly resemble your own. Genetic testing shows they're not related, but they look like your citizens, hold similar philosophies, and even their language sounds vaguely familiar. Rumors fly that they may be a lost colony."
1 Integrate: It may take some time to bring them up to speed, but it's worth it for the easy boost to your work force.
Immediate +2 increase in population on system; 15% reduction in food and industry on system for 10 turns
2 Preserve: Whether you're neglecting their development or protecting their future, your citizens will be charmed by these primitives' customs for decades to come.
5% boost in happiness on system for 40 turns
3 Exploit: Even if you respected them as people, they'd still be sitting on valuable resources. Those who stand before the scythe will be mowed down.
10% increase in food and industry on system for 10 turns
Ordinary circus act was marred by nervous breakdown of Midas. Regular jokes about goddamn ability to control nanobots finaly got him. Megapolis turned into hardened city of dust. Soon, group of mystically survived heroes detained crying "Dustroyer".
Rein in dusty boy and build NewPolis:
new "Midas", -1 instant. +100 , +15% , Militarist & Industrialists political ideology increase on system for 12 turns
Sacrifice guy to science worms, statues come alive:
+30% , +50 , -10% , Scientists & Pacifist political ideology increase on system for 12 turns
Free messiah and get miracle:
+30% , +50 , -10% , Religious & Ecologists political ideology increase on system for 12 turns
Please use these threads to submit your Dilemma proposals!
Dilemmas can affect: a fleet, a planet, a star system, an Empire (either all its star systems or its other data like its treasury or its fleets), or the galaxy at large.
Below are two examples to give you an idea: you'll find the event title, followed by its description, and its possible outcomes to choose from.
Friend or Food
"Signals from this system indicate that it was once inhabited. Yet all that remains now are docile, roaming quadrupeds. They are well-fed, somewhat chubby, and relatively friendly... So what in all the stars are they?"
1 Cattle: +20 Food on Empire's Systems, Industrialist political ideology increase on Empire for 10 turns
2 Pets: +20 Happiness on Empire's Systems, Ecologist political ideology increase on Empire for 10 turns
Riled Researchers
"It appears that an intergalactic congress of scientists has turned into a labor dispute. They have come to the conclusion that their work is grossly under-appreciated, and plan to halt all experimental efforts until their wages improve, their lab equipment is upgraded, and their work reported more professionally."
1 Ignore: -20% Science on System, +30 % Industry, Industrialist Ideology increase for 10 turns
2 React: -20% Dust on System, +30 % Science, Scientific Ideology increase, for 10 turns
YOUR SUBMISSION MUST HAVE
A name (50 characters max)
A description (250 characters max).
Two or three outcomes that the player will be choosing from when your event triggers
A title for each possible outcome (50 characters max each)
A description for the outcome, with a target and duration if applicable (instant, or X turns; on hero, system, planet, fleet, empire, etc.), eg: +X approval on System for 10 turns (250 characters max)
GUIDELINES & ADVICE
You are limited to one submission. Please also note that we will only accept submissions posted in English.
If you want to modify your submission, please edit your post (don't repost your submission)
This event will have several possible outcomes. If you choose three outcomes, make sure there isn't an obvious "worse" choice!
Keep the event Empire-agnostic, that is to say, it should make sense and be possible for all factions.
If your event will happen to all Empires simultaneously, make sure that stacking effects won't slow the game down to a halt (a stacking "-20% science to all players for 10 turns" choice by each player would have quite dramatic results)
Keep it simple. If what you have in mind is a convoluted quest with great narration, perhaps it is best you keep your idea for some other time. ;)
You cannot participate if you have already won the previous Event creation contest. Let somebody else win for a change!
DEADLINE Submit your ideas before May 18th. We’ll be closing the thread at midday (CEST). We will then put all submissions that meet the required criteria to a multi-entry vote (where you can support several ideas), from which the three most popular will be selected for the G2G vote.
PRIZE The lucky winner will receive the following:
Your name in the game credits.
An Endless Space 2 t-shirt that will be the envy of your friends.
Two copies of the game when it comes to Early Access, for you and a friend!
We told you that if the event creation contest worked we'd likely do another, and you guys blew us away with your enthusiasm, so here's another chance to participate! :)
Please note that Amplitude reserves the right to modify the proposals and will work with the winners to finalize the design and adapt it to development constraints. Modifications might affect descriptions, scope or effects.
Good luck to everyone!
EDIT : Rules clarification :)
HappyHead wrote: 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?
3. Also, are we allowed to have unforeseen consequences that happen later?
4. If we CAN have unforeseen consequences, can THOSE have elements of chance attached to them?
No hidden consequences or secret outcomes, no chance, and of course, no chance playing a part in a hidden outcome. These are all happening in what we consider quests, and if you guys still want more at the end of this contest, we might be doing quests next. Might. :)
"A new school for dust magic on [Planet] is opening. Many scientists are protesting because they think the school only decieves people with superstitious nonsense to steal their money. The teachers on the other hand seem to take matter very seriously."
Stop the opening: +20% on system for 10 turns
A bit of superstition is not harmful: +10 , +20 on system for 10 turns
Dust Magic IS real: gain new governor hero with dust abilities (e.g. +5% )
You fleet (Fleet Name) has discovered a large, ancient space ship drifting through the void. While it is heavily damaged, the loss of atmosphere has preserved it perfectly. What should be done with it?
Scrap it for parts: +200 and a 200 stack
Study its technology and history: +400
Recover and repair it: a large spaceship with only 1 HP left is added to the fleet (needs to be repaired)
HappyHead wrote: 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?
3. Also, are we allowed to have unforeseen consequences that happen later?
4. If we CAN have unforeseen consequences, can THOSE have elements of chance attached to them?
No hidden consequences or secret outcomes, no chance, and of course, no chance playing a part in a hidden outcome. These are all happening in what we consider quests, and if you guys still want more at the end of this contest, we might be doing quests next. Might. :)
(This dilemma can only occur when your faction has been at war for a long time)
The word is spreading among the officers that the troops on the front lines have low morale and flee more and more frequently before and during battles. Some people say it is the fault of traitors, others that we should simply add more soldiers to this war, but one of our strategists implies that we should "attack our enemies' tactics and not their troops" in order to win with minimal fights.
1. Trust the strategist
Gain of all enemy , increased the of our and make them invisible to enemy factions during a medium number of turns (in normal speed : 15 turns).
2. Increase conscription
Greatly increases pacifist ideology in our faction until next elections. Lose one in one of our systems per turn and gain +100% for military ships production in all systems for a medium number of turns (in normal speed : 15 turns).
3. Track the traitors
Greatly increases militarist ideology in our faction until next elections. Increase , and a little in all our during a medium number of turns (in normal speed : 15 turns).
What it look as a huge asteroid aproaching one of your system's star, revealed as a part of an ancient planet burst long time ago. What makes it different is the remains of some structures over it. ¿What will you do before the asteroid burns in the star?
Forgotten Science
Send a team of scientist to get as much as they can of that structures.
--One science technology discovered
Pay respect to the past away
While is safe, make tours to visit and know more about who lived there. Also make some dust out of it.
+10% , +20 during 10 turns
Let the dead rest in peace
What happened in that planet was not a natural thing. Somethings are better left in silence and just learn of what we can observe from the distance
"Citizens from around your systems have flocking in droves to hear the teachings mysterious stranger. As his influence grows, it has become apparent that his ideas directly contradict your ideologies and traditions, but may have the potential to enlighten your empire... or destroy it."
1. Embrace the change
You take and apply his teachings throughout your empire.
- Scientific Ideology decrease (15 turns)
+ Religious Ideology increase (15 turns)
- 10% dust (15 turns)
+10% approval
- 10% science
2. Imprison the dissident
There is no place for false prophets in your society!
+ Scientific Ideology increase (10 turns)
- Religious Ideology Decrease (10 turns)
- 10% approval (10 turns)
+ 15% science
+ 5% influence
3. Incorporate his dogma into your society.
Allow your people to hear him out, and choose whether they want to follow his teachings.
(It should probably be trigerred by some distress in a system, low happiness and/or battle over the system and/or attempted invasion.)
The protracted suffering of the population in X made the people turn to fringe religiuus movements seeking consolation. A strange cult spreads, it's members practicing self-flagellation, scarification and even self-mutilation.
Crack down on the leaders
Arrest the leaders, there will be some turmoil but it will eventually pass.
System: -30 for 5 turns
Empire: -5
Let them be
Better not to annoy the population, they already suffered enough. and the movement will eventually fade.
System: +20 -25% -25% for 30 turns.
Infiltrate
Infiltrate the movement and sow discord among the members while launching a propaganda campaign discrediting the leaders.
System: -10 -10% -10% for 20 turns
Provide state support
They may be useful...
Empire: +10 -10% -10% for 30 turns.
A note on the idea: I belive the event should be a little bit more than a nuisance and should possibly have a fairly longlasting efffects unless you solve it with force and suffer some massive local approval hit. It's however a bit difficult to balance the stuff not having spent hundreds of hours with and not playing much for quite some time.
"An controversial article had been published throughout your empire. Some groups demand for it to be ban, while others said the article speak the truth and must be allow to stay. The article seem to regard some actions of your predecessor."
1.Ban it.
"You decide the best course of action is to ban the article. This create great resentment among the populace, but at least your predecessor secrets doesn't get out. On the side note, you will have to pay compensation to the article writer."
Militarists ideology increase (for 10 turns).
-15 all over the Empire.
-100
2.Censor some parts of it.
"The article can stay, but it must be modified and censored if it want to stay. While most are disappointed, though also indifferent, that you choose this method, some think that is was good that you are a modest leader. You'll still have to pay for the rewriting and censoring though."
Religious ideology increase (for 10 turns).
+15 all over the Empire.
-100
3.Let the article be.
"You decide to leave the article be. However, not only does this upset the group that wants it ban, it also causes resentment and long line of people asking for compensation because of your predecessor actions. At least people all over the galaxy know you are honest."
"Be it poor planning, a hasty getaway, or damaged sensors, it seems a local pirate fleet has stumbled into one of your patrols. Judging by the notorious criminal heading the operation, it must have been a valuable haul... and the fleet is not prepared to deal with your presence."
1. Negotiate
Allow the pirates to return home with their precious leader and bounty intact, provided they agree to To launch a raid on [enemyfaction].[/i] (Spawns a few pirate fleets on faction X's home system.)
2. Adjudicate
In no condition to retaliate, you are able to arrest the pirates and confiscate their loot. (Small bonus to for 5 turns, for capturing the criminal. And a large flat sum of )
3. Obliterate
Show their leader the same mercy they have shown to others - destroy the fleet and loot the wreckage. (Small flat value of , moderate increase in militarist ideology.
EDIT reply to francois. Alright went with the dust reward for option 2, and you can have the "choose to spawn a pirate fleet (s) on [factionhere]s system thing" like in ES1 right?
A massive moon-sized ship has been detected entering your system on a direct collision course with the sun. Upon boarding the ship, your scientists discover that the ship contains an entire civilization in stasis who have been infected with an deadly plague. The ship contains vast amounts of technology and riches, however you are warned that disturbing the environment could cause the plague to spread to your own civilization.
(250 Character version: A ship is detected entering your system on a collision course with the sun. Your scientists discover that the ship contains a civilization who have been infected with an deadly plague and are trying to destroy it before it spreads through the galaxy)
***
1. Leave the ship alone.
Quarantine the system and allow the race to nobly sacrifice themselves to eradicate the plague. Your people celebrate their sacrifice throughout your empire.
Religious Ideology increase (10 turns)
+15% (10 turns)
-10% (10 turns)
-100% to system (5 turns) [Edit:Notsurehowtowordthis.Theeffectbasicallywillbeshuttingdownthetraderouteorshipsfromenteringthesystemfor5turns(thetimeittakesfortheshiptosacrificeitself).Thisisanoptionaleffect,butIthinkitaddsaniceextradimensiontothedilemma.]
***
2. Salvage the technology.
Disassemble the vessel and learn from it's secrets. A few people getting sick is nothing compared to the value contained inside.
Scientific Ideology Increase (10 turns)
+15% (5 turns)
+1 random technology
-1 across empire (10 turns)
***
3. Weaponize the ship against your enemies.
Your enemies deserve no mercy! Re-route the ship's course to infect your enemy's empire.
Militarist Ideology Increase (10 turns)
+10% (10 turns)
-10% (10 turns)
-3 to enemy empire (15 turns)
Note: Dev's can change any parameter they need to for the effects
Good news your scientists have installed weather machines on some of your planets, bad news someone forgot to carry the two and now your planets are covered in clouds, shrouding them in darkness. The people are outraged and demand reparation.
1. Justice Must be served!
Imprison the scientists for their reckless experiment and their endangerment of the public.
-20% +20% -10% for 10 turns
2. It was an honest mistake, let them fix it
The scientists didn't mean to endanger anyone and should continue their work so they can resolve the problem.
+20% -20% for 10 turns
3. Send relief, but study the effects of the weather
This is a once in a lifetime opportunity to study the unique effects this will have on the planets and we can't let it slide, but the people must be compensated for their situation.
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