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.
In a recent match, I'm neighbors with a Craver faction. They recently declared war on me, captured my frontier colony from me, and started settling more colonies on my doorstop. I reclaimed my colony and took a few more of their colonies as well before a truce was forced, but now I'm in two... rather difficult situations:
My reclaimed colony now has Cravers for half of its population and is slated to be completely depleted in 30 turns. I don't want that to happen, but I can't get rid of the Cravers or shove them onto another planet in the system.
Since I can't destroy captured colonies, I have to choose between letting these Cravers colonize my doorstep or capturing them just to run my empire into debt from Overcolonization unhappiness.
I hope they add a solution to these problems soon.
Agreed. There really needs to be a way to neuter Craver pops for the other races. Maybe remove their depletion trait at the cost of their bonus, or just let the other races exterminate/deport Cravers.
Not also being to destroy colonies also gets really painful given how much more severe the penalties for disapproval are. Makes keeping a positive income during war a massive annoyance and completely wrecks early game efforts to carefully manage the empire. There really needs to be a way to capture but-not-quite-annex colonies (puppeting?) or outright destroy them after invasion.
My first game with the cravers wound up with me and the other craver AI who started on the opposite end duking it out. It would've been a stomp no matter what, but rather than being an epic rollover the decaying colonies at the back of my empire finally caught up with the income my new ones could generate due to mass starvation and tanked approval. Just having an "abandon colony" option would do wonders as right now you basically just sell everything that doesn't generate dust and then let it starve to death.
In the previous game you had the option to raze a system. I think that should be introduced back into the game.
This is a bit of a tangent, but it would be interesting (though possibly OP) if, instead of razing a colony, the Cravers had the ability to 'gorge' on it instead, depleting the planet in just a few turns and destroying the colony, but creating FIDS bonuses for their other systems. It would be nice to be able to use the depletion mechanic a little more offensively.
I recently encountered this same issue as the Cravers, where I had 12 systems, and couldn't keep them from rebelling constantly, but also couldn't cut out the weak ones. What I would really like is multiple ways of abandoning a system, based on the different ideologies:
Pacifists just let a system go, and it functions as a minor civ or something like that
Militarists just destroy it
Industrialists forcibly relocate the pops
etc
I also wish that the "In Rebellion" level of unhappiness would prompt you for a reaction (station ground forces there to force back to the "unhappy" level, give in to "demands" of some sort, kill certain pops, etc).
That said, I'm sure at the very least a way of razing a system is in the works, it probably just didn't seem like an integral feature of the Alpha.
I defiantly feel like the happiness mechanic shouldn't just be making people less productive, but should be pushing them to go independent and start their own factions.
That would make the whole mess a lot more dynamic and fun in my opinion. A craver that over expands becomes 7 cravers who fight an eternal civil war until one proves they are stronger and more united then the rest.
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