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.
I was just saying that Vodyani population works a little bit different than normal.
I mean during the elections each Ark has 7 votes that, unlike all other factions, don't change according to "pop".
I just took this as saying that the numbers of Vodyani in the Arks is either pretty low or pretty static and the actual increase of "pops" has more to do with making enough speciallized Vodyani to oversee slaves working the planets.
But, like I said, this is more me trying to understand how the hell Vodyani pop work.
You know, Dictatorship also has 7 representatives per system, no matter how many people live there or how many planets are colonized.
Having said that, I still don't understand exactly how the Vodyani pop count works.
For example in a game I had a homeworld with 3/3 pop in 3 planets each, a 2nd system with 1/3 pop in 1 planet, and a 3rd system with 2/3 pop in 1 planet.
Why does my tooltips say that my empire count is 6?
Shouldn't ground combat troops be in the color of your Empire?
Is it a bug that my Red Cravers were orange instead?
Also I had a quest asking me to increase the Craver pop by 2 in 10 turns! In a single planet system! WTF How could I do that???
On another note, a few more suggestions about the Cravers.
1) I think that maybe they shouldn't start with a minor empire in their midst. It screws up their morale from turn one!
2) They should be able to transport pops between stars (in fact maybe everyone should). This is also another way to put Craver pop on a conquered planet and start depleting it.
3) They shouldn't receive a happiness penalty if you support the majority's party in elections.
4) If they're able to consume planets, they should be allowed to consume foreign pop in their Empire as well. Maybe through a policy?
I read in the GDD that #2 on your list will be coming. Haven't read all the updates in all the GDD, but at the bottom of each one they address what is available in EA and what will be coming.
Awesome! Thanks for letting me know. :)
Can you please tell me in which GDD they said that?
What do you mean about their over-population and the votes they get? I don't think I understand.
I meant that instead of getting over-population disapproval like everyone else, they should at least get half of that, because to my understanding they are used to living inside crowded ark ships.
I was just saying that Vodyani population works a little bit different than normal.
I mean during the elections each Ark has 7 votes that, unlike all other factions, don't change according to "pop".
I just took this as saying that the numbers of Vodyani in the Arks is either pretty low or pretty static and the actual increase of "pops" has more to do with making enough speciallized Vodyani to oversee slaves working the planets.
But, like I said, this is more me trying to understand how the hell Vodyani pop work.
Also they couldn't get over-population disapproval because, unlike every other faction, one normal "pop" is multiplied by the number of planets in the system. So for there to be over-population there would need to be a whole other set of calculations.
I mean depending on the level, each ark can take 3 "pops", 5 "pops" or 7 "pops" (not sure about the last one). So if you have over-population for the Vodyani you would be giving them maluses for really low pops.
Then the Over-extention issue is also the same (actual low pops in few Arks) with the added problem that their flavour is all about how they are the chosen ones and how everyone should be slaves, so I don't know how Over-extention would fit in.
I mean I get that they are basically forever happy/ecstatic and that could cause issues, but they are already so slow at growing and so dependent of others that I don't see that as problem at the start. It could be an issue once they snow ball enough though...
If anything they should get a special malus to due to "heresy" on Arks depending on how much they support non-faith ethos or something. Maybe even a mid-game event chain about the Heresy mentioned in their Flavour spreading in some Arks and how that affects their .
For the Vodyani to have over-population their growth should be represented during the Votes, because right now every Ark has 7 votes no matter how much actual "pop" it has.
Which always made me think that there are actually very few Vodyani and the pop just represents enough of them to organize the slaves and drones working on planets... but that's just me trying to understand the discrepancy.
What do you mean about their over-population and the votes they get? I don't think I understand.
I meant that instead of getting over-population disapproval like everyone else, they should at least get half of that, because to my understanding they are used to living inside crowded ark ships.
Currently they don't suffer any problems due to over-population or over-extension. IMHO They should at least:
Receive 50% less penalty due to over-population. (They're living inside Ships and don't mind)
Receive penalty as normal for over-extension.
Also a similar solution is required for the Cravers. They already get more pop in planets, but they need the drive to expand and consume. So they should at least:
Receive -50% penalty due to over-extension.
Be able to consume other type of faction in their empire.
Be able to allocate population not only in same system but to other star systems as well.
About the Lumeris
It is true that they can spam outposts as long as they can pay for them, but if they cannot get them out of their hands in time, that can seriously hurt them once the over-extension penalty kicks in.
For the Vodyani to have over-population their growth should be represented during the Votes, because right now every Ark has 7 votes no matter how much actual "pop" it has.
Which always made me think that there are actually very few Vodyani and the pop just represents enough of them to organize the slaves and drones working on planets... but that's just me trying to understand the discrepancy.
And it's true that Lumeris shoot themselves in the foot by buying too many planets, but that doesn't change the fact that you still don't have that good of a reason to sell them, especially after you already have a few of them and they become too expensive to make a profit.
So the Lumeris ability ends up being just buying planets and buying minor races.
smith2757 wrote:
The ability to build some sort of orbiting defenses around a planet or at the warp in points. Seems to me that every space sci-fi has orbital bases or defenses.
Plus it would help with what feels like a lot of frailty to me. I don't understand how a few ships full of people would ever be able to conquer a species of nearly equal tech's home planet with conceivably billions of residents. I've also had a species invade one of my planets when I had a fleet in orbit guarding. I lost the planet and had to retake it, not even sure how that makes sense.
I completly agree to this, right now you can just sneak to a system and conquer it without much effort.
Also the ships have way too many troops and the planet too little. I mean a star system at the start has as much manpower as 4 light ships.
Currently they don't suffer any problems due to over-population or over-extension. IMHO They should at least:
Receive 50% less penalty due to over-population. (They're living inside Ships and don't mind)
Receive penalty as normal for over-extension.
Also a similar solution is required for the Cravers. They already get more pop in planets, but they need the drive to expand and consume. So they should at least:
Receive -50% penalty due to over-extension.
Be able to consume other type of faction in their empire.
Be able to allocate population not only in same system but to other star systems as well.
About the Lumeris
It is true that they can spam outposts as long as they can pay for them, but if they cannot get them out of their hands in time, that can seriously hurt them once the over-extension penalty kicks in.
For the Vodyani to have over-population their growth should be represented during the Votes, because right now every Ark has 7 votes no matter how much actual "pop" it has.
Which always made me think that there are actually very few Vodyani and the pop just represents enough of them to organize the slaves and drones working on planets... but that's just me trying to understand the discrepancy.
And it's true that Lumeris shoot themselves in the foot by buying too many planets, but that doesn't change the fact that you still don't have that good of a reason to sell them, especially after you already have a few of them and they become too expensive to make a profit.
So the Lumeris ability ends up being just buying planets and buying minor races.
I don't know if this is planned or not, but you shouldn't be able to assault planets that the Vodyani own.
Right now the Ground Assaults destroys Arks, which doesn't make sense.
Instead of that, you should have to Destroy the Ark ships through combat.
Otherwise the Vodyani will just be wiped out by the Cravers' 600 manpower worth fleet as soon as they meet.
Also having enemy ships in a system with an Attached Ark shouldn't disable the ability to Detach planets. Plus the Ark should be able to attack while Attached instead of having to Detach to do so.
Sugestions for the Lumeris:
The Lumeris spam outposts too much and they don't sell them because they really don't have anyone that can buy them:
- Vodyani and Cravers can't even trade the planets
- Sophons usually don't have enough dust
- Lumeris usually just spend dust in other planets instead of buying planets
- Buying planets near AIs pisses them off and they prefer to just war you for them.
The ability should either be somehow replaced or tweaked.
For instances the outposts could be cheaper and slow to become proper planet systems so that you have a reason to sell them ( you still wouldn't be able to sell them to at least 2 of the 8 races in the game... but oh well).
Or the ability should be more focused on trades routes... maybe starting with one Corporation right of the bat and be able to handle one more than normal, either replacing or going along with the ability to buy outposts and minor races.
Also the creation of outposts shouldn't be instant for the Lumeris. Instant outpost creation all around the galaxy creates really weird situations.
About the Vodyani. They should:
Receive 50% less penalty due to over-population. (currently they are immune)
Receive penalty as normal for over-extension. (currently they are immune)
Their systems should be immune to ground assault. Only defeating the Arks could dislodge them.
Also a similar solution is required for the Cravers. They already get more pop in planets, but they need the drive to expand and consume. So they should at least:
Receive -50% penalty due to over-extension.
Be able to consume other type of faction in their empire.
Be able to allocate population not only in same system but to other star systems as well.
About the Lumeris
It is true that they can spam outposts as long as they can pay for them, but if they cannot get them out of their hands in time, that can seriously hurt them once the over-extension penalty kicks in.
The ability to build some sort of orbiting defenses around a planet or at the warp in points. Seems to me that every space sci-fi has orbital bases or defenses.
Plus it would help with what feels like a lot of frailty to me. I don't understand how a few ships full of people would ever be able to conquer a species of nearly equal tech's home planet with conceivably billions of residents. I've also had a species invade one of my planets when I had a fleet in orbit guarding. I lost the planet and had to retake it, not even sure how that makes sense.
- A way to turn off the craver affinity from conquered planets... or at least to deport them. Very annoying to defeat cravers only to have your planets depleted;
- An empire happiness display;
- The taxation slider from ES1 (a tradeoff between influence and dust?);
- The luxury resource bonus activations from EL;
- A better visual layout of the tech system. It takes some getting used to as is. Seems disorganized. ES1's branching tech tree was elegant;
- More predictability in the political system, or at least more ways to influence the process between elections. There are too many dramatic and sudden shifts right now;
- More choices in the battle system. I really like the lack of micromanagement, but more tactics would be nice. Not sure what's planned along these lines; and
- More ship designs/battle strategies unique to each race. Maybe vodyani have lone, gigantic ships, while the cravers have swarms of smaller and faster ones, and the sophons have a few very advanced prototypes? Something like that... Just want to avoid uniformity between races.
I don't know if this is planned or not, but you shouldn't be able to assault planets that the Vodyani own.
Right now the Ground Assaults destroys Arks, which doesn't make sense.
Instead of that, you should have to Destroy the Ark ships through combat.
Otherwise the Vodyani will just be wiped out by the Cravers' 600 manpower worth fleet as soon as they meet.
Also having enemy ships in a system with an Attached Ark shouldn't disable the ability to Detach planets. Plus the Ark should be able to attack while Attached instead of having to Detach to do so.
Sugestions for the Lumeris:
The Lumeris spam outposts too much and they don't sell them because they really don't have anyone that can buy them:
- Vodyani and Cravers can't even trade the planets
- Sophons usually don't have enough dust
- Lumeris usually just spend dust in other planets instead of buying planets
- Buying planets near AIs pisses them off and they prefer to just war you for them.
The ability should either be somehow replaced or tweaked.
For instances the outposts could be cheaper and slow to become proper planet systems so that you have a reason to sell them ( you still wouldn't be able to sell them to at least 2 of the 8 races in the game... but oh well).
Or the ability should be more focused on trades routes... maybe starting with one Corporation right of the bat and be able to handle one more than normal, either replacing or going along with the ability to buy outposts and minor races.
Also the creation of outposts shouldn't be instant for the Lumeris. Instant outpost creation all around the galaxy creates really weird situations.
I'd like to make another suggestion about the camera modes in tactical combat.
I think it would be awesome if we could double-click on any ship and view the battle through its field of view. Using the ship as a reference and rotating the camera with the mouse, and zooming in and out with the wheel.
Maybe that could be a feature of the Free Camera mode?
Shouldn't ground combat troops be in the color of your Empire?
Is it a bug that my Red Cravers were orange instead?
Also I had a quest asking me to increase the Craver pop by 2 in 10 turns! In a single planet system! WTF How could I do that???
On another note, a few more suggestions about the Cravers.
1) I think that maybe they shouldn't start with a minor empire in their midst. It screws up their morale from turn one!
2) They should be able to transport pops between stars (in fact maybe everyone should). This is also another way to put Craver pop on a conquered planet and start depleting it.
3) They shouldn't receive a happiness penalty if you support the majority's party in elections.
4) If they're able to consume planets, they should be allowed to consume foreign pop in their Empire as well. Maybe through a policy?
I read in the GDD that #2 on your list will be coming. Haven't read all the updates in all the GDD, but at the bottom of each one they address what is available in EA and what will be coming.
Awesome! Thanks for letting me know. :)
Can you please tell me in which GDD they said that?
After playing a bit, here's some things I've found that are either annoying or need to be toned down.
First, the Academy is found way to easily by stumbling upon it. I don't know how many times I've been playing, gotten the quest, started to look for it going to the atmospheric anomalies to only have one of the AI factions stumble upon it or even worse, have it stumbled upon before turn 5 by one of the AI factions. The Academy should be setup in a lone system that is not part of any constellation so it can't just be stumbled upon, especially given the information mentioned about the academy as listed in the lore so far.
When you stumbled upon the Academy after starting the quest for it, did it fail the quest for you? It did for me. I did report it under the Help forum earlier.
Shouldn't ground combat troops be in the color of your Empire?
Is it a bug that my Red Cravers were orange instead?
Also I had a quest asking me to increase the Craver pop by 2 in 10 turns! In a single planet system! WTF How could I do that???
On another note, a few more suggestions about the Cravers.
1) I think that maybe they shouldn't start with a minor empire in their midst. It screws up their morale from turn one!
2) They should be able to transport pops between stars (in fact maybe everyone should). This is also another way to put Craver pop on a conquered planet and start depleting it.
3) They shouldn't receive a happiness penalty if you support the majority's party in elections.
4) If they're able to consume planets, they should be allowed to consume foreign pop in their Empire as well. Maybe through a policy?
I read in the GDD that #2 on your list will be coming. Haven't read all the updates in all the GDD, but at the bottom of each one they address what is available in EA and what will be coming.
I have the same issue, but it is intermittent on my computer. Sometimes I get the entire cut scene showing the different planets, sometimes you just see the first planet.
BTW something else I noticed (and apparently I'm not the only one) is that the Vodyani are the easiest race to invade.
When my fleet enters their system were an Ark is present, I can only invade the planet, not start a space battle! WTF Why???
If anything the Ark should act as a defensive platform against invading ships foremost, THEN if the space battle goes south, make the invasion of the planet possible.
Insult to injury, they destroy your ark without even fighting it just by the act of capturing the nearly defenseless system. A change making an ark block a siege/ground invasion is sorely needed. Either that or severely buff their earlygame planetary defense capability with some faction perks, then make an orbiting ark contribute to any ground defense by lowering the enemy invasion manpower by some percentage high enough to encourage the strategy of destroying the ark first.
I couldn't agree more.
Right now if you don't want to get invaded as Vodyani, you have to dislodge your Arc before the invaders arrive.
It turns into a stupid mini-game where; your Arc gets rekt if you're not on time, or the invader fleet gets surprised by your Arc (suddenly) guarding the system.
Honestly I don't like to be tested on my reflexes in 4x games, but I'm not sure how others feel about this.
It's understandable early-game.
But for example, when you have the technology to anchor an Ark in a system which has 5 planets, then you have 3 pops, thanks to your Ark and being Vodyani is those 3 pops work all planets in the system.
This is achieved through researching technology; researching technology, maybe a Vodyani only technology, possibly a quest reward could be used to make a defending Ark more strong, however not too overbearing that it completely eliminates the need for an escort, like systems for all the other races.
Would definitely be great to, at maybe Era III or something research a Vodyani technology which allows you to have a smaller defence fleet in main Ark systems, so let's say they break through your first system and murder your defence fleet, your Arks will be sturdy enough to slow them down as you assemble another fleet on the fly, while your main fleet is out in the galaxy attending to other matters.
After playing a bit, here's some things I've found that are either annoying or need to be toned down.
First, the Academy is found way to easily by stumbling upon it. I don't know how many times I've been playing, gotten the quest, started to look for it going to the atmospheric anomalies to only have one of the AI factions stumble upon it or even worse, have it stumbled upon before turn 5 by one of the AI factions. The Academy should be setup in a lone system that is not part of any constellation so it can't just be stumbled upon, especially given the information mentioned about the academy as listed in the lore so far.
AI Lumeris is really, really crazy on score. Every single game I've played where the Lumeris is an AI player, they're always atleast 100 score ahead of me on a normal difficulty game. Something needs to be tweaked with the AI Lumeris to tone them down. They also are the one that end up coming at everyone else with military more quickly then even the military leaning race (Cravers). For a race that is all about economy, they really appear to be not following the tendency of the race.
Official support does not seem to do anything to affect the outcome of campaigns. Also, there needs to be some kind of explanation of where each voting faction is gaining or losing influence during the twenty turns leading up to the elections. There's no indication on which political faction is more popular at any given time. Even voting in certain laws (which political leaning they have) doesn't seem to affect the vote either.
Costs of upgrading ships and repairing ships is way, way too high. Case in point, adding a weapon and switching the dedicated scanner to a standard scanner makes the cost of the ship be 269 dust from the base. Likewise, trying to add things like a standard scanner to a starting heroes ship is in the range of 470 dust. When looking at Endless Legend where you want to add armor and items to your starting troops and heroes, the costs are more reasonable (around 60 dust per initial troop and 50 dust to heroes to add trinkets). Also, if you want to repair a ship, the cost of repairs are exorbitant as well, to the point where it's better to just build another ship than actually repair a given ship even with experience. Simply, costs on ships really need to be looked at.
Starting new outpost is also problematic as there's no good reason to expend resources to increase the time it takes to get a outpost up to a colonized system.
I was playing the sophons and suddenly some event drop and say I must acquire some mothership of i will loose the game, I don't know what happen but the game ended two turns after and heck I won according to scores victory ... so that was my first game.
next are a possible bug that stops me from buying structures for dust all a sudden
then I must said I am not impressed with the diplomatic system, I cant event engage a good alliance nor that I stood to benefit much In terms of setting up a trade empire with Lumeris.
Late game also drags things down in terms of performance, I run it on a core i7 3xxx series with 16G ram and SSD and it slows down on the zooming and moving
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