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.
During a normal difficulty game as the Sophons yesterday, I lost access to the second era techs after researching Portable Fusion Systems. I had to unlock 10 techs in era 1 to unlock era 2 techs again.
Happened again today (while I didn't search any era 2 tech as u can see in image bellow)
Bug or am I missing something ?
Did you switch your leading political party during an election?
I'd like a little more feedback on the effects of the various options during the election menu. I like how the projected polling changes are shown, but there's no way for me to gauge how effective, for example, supporting one party over another will be. In my last game as the Cravers I ended up accidentally getting 100% of my Senate controlled by the Religious faction despite the fact that almost none of my population was Religious, which caused a game-ending approval malus across all my systems.
Hi Everyone,
Something very similar happened to my game too, and I am still puzzled.
As the Sophons, I had more than 80% of my pop supporting scientists but at the elections, the pacifists won by 55%.
Is this normal or am I missing something?
Many thanks for your help/comments
This must have something to do with the Senate representatives. They appear to be a fixed number eg. 14 and are just divided between your systems.
So if you control 2 systems each one has 7 representatives even though the first system has 5 pops while the second has 1.
This must be part of the problem, or at least that's how it appears to be.
I'd like a little more feedback on the effects of the various options during the election menu. I like how the projected polling changes are shown, but there's no way for me to gauge how effective, for example, supporting one party over another will be. In my last game as the Cravers I ended up accidentally getting 100% of my Senate controlled by the Religious faction despite the fact that almost none of my population was Religious, which caused a game-ending approval malus across all my systems.
Hi Everyone,
Something very similar happened to my game too, and I am still puzzled.
As the Sophons, I had more than 80% of my pop supporting scientists but at the elections, the pacifists won by 55%.
The pacifists took a stronghold in the election, when this happens you lose your scientific base law which allows teching to era2. It´s the law that is automatically on and gets replaced by other faction laws when they take over!
It´s a balancing issue with the sophons - gotta keep those pacifists in check.
Just a suggestion regarding the political system after 22 hours of play:
I feel the player needs to have more of a tangible impact on the politics of his/her empire. Impacting the opinions of your pops by preforming necessary tasks, such as building dust improvements, feels disconnected and is sometimes irritating. If the player is attempting to bring militarists into power, he/she will have to build dust improvements to support the maintenance costs of his/her fleet, thereby increasing the power of the pacifists, counteracting the players intention. While I have no direct ideas or solutions to the overall issue of player disconnect from the political system, I do have suggestions regarding the issue of improvements affecting politics.
1.
Create improvements that serve similar purposes, but affect a different party.
EX, rather than only having Xenotourism Agencies for early game income, create Recruitment Agencies to empower militarists, but have the improvement generate dust through militaristic activity rather than passive, pacifistic activity. This process could be applied to all political ideologies. These alternative improvements must also replace their counterparts, so the player can't create 5 separate early game dust improvements.
2.
Allow the player to finance partisan propaganda to influence the ideology he/she wishes to come to power, outside the electoral process. This type of mechanic would give the player a tangible influence on the politics of his/her empire, while also giving them a means to counteract the influence of improvements they build.
I appreciate all the hard work you guys have put into this game, and I really hope it turns out to be the definitive sci-fi 4X when it releases.
I'd like a little more feedback on the effects of the various options during the election menu. I like how the projected polling changes are shown, but there's no way for me to gauge how effective, for example, supporting one party over another will be. In my last game as the Cravers I ended up accidentally getting 100% of my Senate controlled by the Religious faction despite the fact that almost none of my population was Religious, which caused a game-ending approval malus across all my systems.
Another good Feature for the Alpha would be having no time limit and no auto-go-to-menu when you loose, i didn't get to try out everything and wanted to build a mighty sophon fleet :D but lost a score victory to the lumris :(
7) Reintroduce the ability to raze a system. This way we can get rid of the odd Craver depleting the planet and it's another tool to fight the happiness malus due to over-extension.
8) Give us the option to move population not only between planets in the same solar system, but to other controlled systems as well.
So much this. Both of these 2 would greatly enhance the experience imo.
Just a general comment: very good suggestions! It is the kind of stuff I love, because it is nor so hard to implement, and greatly improves the game. But that is my lazy side speaking :) We will get back to you on all this.
I think there should be both "suggestions" and "bugs" thread, with a guideline that includes ways to search issues to limit the number of posts.
I've found a bug with the industry and population tooltips switched in all eras (playing as sophons)
When you get an outpost before other faction, are you supposed to win its population and planet as well? It happened while playing sophons with another sophons empire.
During a normal difficulty game as the Sophons yesterday, I lost access to the second era techs after researching Portable Fusion Systems. I had to unlock 10 techs in era 1 to unlock era 2 techs again.
Happened again today (while I didn't search any era 2 tech as u can see in image bellow)
Bug or am I missing something ?
Could it be that the Scientists also lost the elections? That bonus is tied to the Scientific Party.
During a normal difficulty game as the Sophons yesterday, I lost access to the second era techs after researching Portable Fusion Systems. I had to unlock 10 techs in era 1 to unlock era 2 techs again.
Happened again today (while I didn't search any era 2 tech as u can see in image bellow)
7) Reintroduce the ability to raze a system. This way we can get rid of the odd Craver depleting the planet and it's another tool to fight the happiness malus due to over-extension.
8) Give us the option to move population not only between planets in the same solar system, but to other controlled systems as well.
On one of my planets there's a subterranean curiosity that I've been investigating continuously for the last few turns. I didn't have anything queued to go after it, and it's not going away after I investigate it, it stays there and my planet investigates it again, providing another deposit of Hyperium. So now I have infinite hyperium on this planet, increasing my 2 more every turn.
If it could help I'd be willing to upload a save of this game, but I don't know how to do that, or if it would even be necessary.
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Some indication of empire point generation (and what is influencing it) would be nice somewhere, as in my games the AI would have vastly larger borders than me and I have no way of really knowing how to improve mine.
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