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.
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?
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.
thx for the tip. I just missed that (thought it was a trait from Sophons that was not linked to political issues)
There is something strange with the elections - its either bug in voting or bug in presenting stats to the player.
2-3 turns before elections i got pool that stated around 80% for scientist and 20% for pacifists.
Election comes and there is roughly the same stat one the first elections screen, then on the third screen pacifist are winning for a great amount of votes and i get to switch leading party and law its more strange because i got like 3 sophons and 1 haroshems in my population so scientist should win with ease.
That happened to me few times always with the sophons.
The election polls are very inaccurate. 90% militarist poll. Aaannnnd i'm industrialist now. Cravers man... I even picked up a threatening chunk of pacifist while being at war with every faction on the map.
In short, its all buggy as hell. It'll get ironed out... Hopefully.
In era 3, there are upgraded versions of the planetary exploitations for food, industry, dust and influence, but I cannot see one for science. Is it meant to be there, or is it just set to be in era 4? (or am I just blind)
There is something strange with the elections - its either bug in voting or bug in presenting stats to the player.
2-3 turns before elections i got pool that stated around 80% for scientist and 20% for pacifists.
Election comes and there is roughly the same stat one the first elections screen, then on the third screen pacifist are winning for a great amount of votes and i get to switch leading party and law its more strange because i got like 3 sophons and 1 haroshems in my population so scientist should win with ease.
That happened to me few times always with the sophons.
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.
Suggestion: Make possible to see the Heroes abilities before choosing them when a new Hero is being recruited. Also I don't understand what the Academy Embassy does really, maybe update the tooltip?
I think we can all agree that a suggestions & bugs thread is required from now on.
So let me start with some things I feel are needed in the game.
1. I'd like to see how long it is required to research a tech when I hover the mouse over it. This to me is very important especially when I queue research where I need to know how long will it take.
2. A slow regeneration of hit points for damaged ships must be implemented, when the ships are in orbit of controlled space or at least in a hangar.
3. A better galaxy seed where planets match their star's description.
4. I'd also like to see the empire's happiness in the upper left part of the galaxy screen, along with dust, influence and research.
5. The option to choose if I want to have a minor faction in my starting system (yes, no, random)
I'm clueless when it comes to a UI element for 'Population', specifically, why am I constantly battling against Happiness? The UI is glorious except this has been a bit odd to get my head around.
There's a tech to setup trade routes, which I have to assume increases dust generation, to what degree? Absolutely no idea, can't find anything in the UI giving numbers, systems which have trade routes are extremely easy to see thanks to a UI icon above each system which has the trade route system upgrade. Hopefully in future, like Sins of a Solar Empire Rebellion we'll be able to see trade ships, or at least an icon on the map, making blockades more powerful, like in Sins. [I've just noticed recently there's a 'Marketplace' area, I'm presuming that has the information I seek in this post?]
As an example how can I min-max Craver early-game dictatorship by making sure I choose the support option which gives me the smallest happiness loss?
Happiness - Overpopulation and Overcolonization
Happiness is a really important stat, naturally; overpopulation and overcolonization both make sense, however Vodyani have the easiest way to combat colonization, due to not using outposts, as when non-Vodyani conquer a system, they'll take the populations, suffer a more harsh penalty and have their empire-wide happiness debuff grow more severe.
Will there be ways to counter this in future? So each major faction has an option, Vodyani don't use outposts so they have the choice there, Cravers could perhaps 'Pillage' as opposed to subjugating then very slowly enslaving, Sophons could reduce everything on the system to science loot, choosing whether or not to overcolonize or not and so on.
Or, just simply have the same thing for Vodyani apply to every major faction; the choice between overcolonizing or not when going to war and being victorious from a ground battle.
Pre-game options
A ship load-out screen, where we can rename and outfit our ships up to X industry cost? Would be great as the first thing I usually do is retrofit more probes, remove kinetic close-range and immediately go for laser heavy armaments on all ships until end of game.
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.
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
Many players experience that problem, myself included. I've opened a thread about it.
Either the elections system is completely bugged or the game is not giving us enough information. Starting a game as Sophons only to lose the ability to research era 2 techs 20 turns into the game is really frustrating. :(
Some indication of what the actions you can perform before elections might do to the support would be nice, as I can't tell if they work or just have very little effect
They say: small boost, average boost, or small penalty to the opposition, but yeah, something more concrete would be nice.
Some indication of what the actions you can perform before elections might do to the support would be nice, as I can't tell if they work or just have very little effect
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.
Saves help; they should be under Documents\Endless Space 2 for Windows users, and they're small enough you can just Upload File to your post.
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