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Minor Factions Need Work

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8 years ago
Dec 6, 2016, 1:04:29 AM
Romeo wrote:
lo_fabre wrote:
Romeo wrote:
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

For what it's worth, don't be afraid of micro. It's a turn-based game, so it doesn't matter if we have 349756 individual things to manage, we have all the time in the world to do it. You won't find many players will be upset that they have more game to play and manage, and more choices to make; That was actually one of people's favourite things about the first game from what I've been seeing on these forums.

As I have not much time to play, I won't agree with you. Although probably MF needs some work, here I coincide with Amplitude vision.

Probably when I was in my teens or 20s and got all time to play I would agree with you, but not now, sorry I have to take max profit of my appreciate time.

Said that Amplitude should make games from everyone and sometimes can be difficult to please all players.

Nor do I! But that's the nice thing about turn-based games. Doesn't matter if it takes me two hours, or two weeks, I can play the game at my own pace without issue. If we were discussing a real-time strategy or some such thing, I'd be flying the same banner as yourself - not everything needs to be a six-hour slugfest like Supreme Commander or Sins of a Solar Empire, because not everyone has time for those. But I've played games in Age of Wonders and Civilization that have lasted months on their own. More game is a plus in turn-based, always.

Eh not really.


I already don't currently like population micro as it stands.  There's 0 reason to not do it right now, and it's something that always has an optimal answer, but I still have to shuffle pop around because there's not just a "solve the equation" button.  It feels like a waste of time when I'd rather be thinking about how to split my fleets up or what my tech path should be, or where I should spend my dust.


I assume it'll get more depth as the game gets patched, but micro like that isn't interesting.


Likewise with how the probe system currently is, I can see in a real game just spamming 3/4 probe ships and then spending every single turn having them fire a probe down a space lane so I always have vision of that route so I don't get ambushed by a fleet.  There's obvious tactical advantage, little to no investment or cost (especially past the early game), and yet it's the sort of mindless pointelss micro that isn't interesting or deep.  It's just something you do to min max, and yet if you don't you could lose because of it.

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8 years ago
Dec 2, 2016, 7:45:52 PM
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.


Man, I am seeing the anti-micro thing again and again.

The whole reason to play that sort of game for me is to spring my brains and micro things.

I get a coffee, light a cigarette, and thinking on my turn, sometimes long.


You guys have already butchered fleet setups and ground invasions, reducing them to 1-button push.

Please stop chopping and let us do the micro we are playing strategic game for.

If i wanted a fast-paced game I would play Pacman.



Updated 8 years ago.
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8 years ago
Dec 2, 2016, 7:59:34 PM

There's a difference between micro'ing optimization tasks and giving the player deep decisions.  The two are not the same.


I'm all for less mindless micro'ing - provided there are still interesting and meaningful decisions to make.


With respect to minor factions, there is no micro, but nor are there any interesting decisions in the current implementation.  As a reference point, the minor faction quests in Legend were far better and at least took a little planning to accomplish.  


This is a case where heroes could be put to better use in ES2.  You basically needed to use your heroes as diplomats for interacting with minors in EL, which was cool - and if nothing else posed you with a choice about keeping your hero back in a city or leading an army, versus pulling them off to deal with minors.  That was more interesting.  What we have in ES2 is.... very empty and trivial feeling.

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8 years ago
Dec 5, 2016, 8:31:09 AM

The other point I'd bring up is that there is no real benefit to acquiring a minor faction besides getting a free colony-- migration means you can poach population from that faction anyway, and there's no other significant benefits that they bring. In EL each faction added an empire-wide bonus and a unique unit.


Longer quest chains that ended with unique rewards (like a ship design or a specific tech) depending on how you resolve them would be good.

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8 years ago
Dec 5, 2016, 8:34:15 AM
atejas wrote:

The other point I'd bring up is that there is no real benefit to acquiring a minor faction besides getting a free colony-- migration means you can poach population from that faction anyway, and there's no other significant benefits that they bring. In EL each faction added an empire-wide bonus and a unique unit.


Longer quest chains that ended with unique rewards (like a ship design or a specific tech) depending on how you resolve them would be good.


IIRC you do get an empire wide bonus for assimilating each minor faction. 

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8 years ago
Dec 5, 2016, 2:47:29 PM
MadMyke2010 wrote:
atejas wrote:

The other point I'd bring up is that there is no real benefit to acquiring a minor faction besides getting a free colony-- migration means you can poach population from that faction anyway, and there's no other significant benefits that they bring. In EL each faction added an empire-wide bonus and a unique unit.


Longer quest chains that ended with unique rewards (like a ship design or a specific tech) depending on how you resolve them would be good.


IIRC you do get an empire wide bonus for assimilating each minor faction. 

This is correct.  You can see the benefit to gaining each faction before you assimilate them (at the diplomacy window), but I don't think it's mentioned anywhere after you get them.

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8 years ago
Dec 5, 2016, 6:19:27 PM
lo_fabre wrote:
Romeo wrote:
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

For what it's worth, don't be afraid of micro. It's a turn-based game, so it doesn't matter if we have 349756 individual things to manage, we have all the time in the world to do it. You won't find many players will be upset that they have more game to play and manage, and more choices to make; That was actually one of people's favourite things about the first game from what I've been seeing on these forums.

As I have not much time to play, I won't agree with you. Although probably MF needs some work, here I coincide with Amplitude vision.

Probably when I was in my teens or 20s and got all time to play I would agree with you, but not now, sorry I have to take max profit of my appreciate time.

Said that Amplitude should make games from everyone and sometimes can be difficult to please all players.

Nor do I! But that's the nice thing about turn-based games. Doesn't matter if it takes me two hours, or two weeks, I can play the game at my own pace without issue. If we were discussing a real-time strategy or some such thing, I'd be flying the same banner as yourself - not everything needs to be a six-hour slugfest like Supreme Commander or Sins of a Solar Empire, because not everyone has time for those. But I've played games in Age of Wonders and Civilization that have lasted months on their own. More game is a plus in turn-based, always.

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8 years ago
Dec 5, 2016, 7:04:53 PM
vahouth wrote:

3) Assimilation should be partially unlocked in stages. First a non aggression, then exchange embassies, migration rights, patronage or ally, and finaly a full assimilation.


I like this idea. There could also be bonuses/penalties related to each stage. Maybe get partial assimilation bonuses for being an ally, but it costs gold/influence each turn. Assimilation could take a bit of time. Simply going the conquest route could pull in their allies


Romeo wrote:
I'm not a fan of simply stealing from Endless Legend, but if they are going steal from it, at least do a good job of it. The biggest fault of minor races isn't balance; The biggest fault is irrelevance.

It's the same devs (and even same universe), hardly stealing :)


But thinking about EL, it is a much, much bigger choice which factions the player assimilates in that game. Part of that is the concrete limit of how many you can take in until you research more. If the assimilation process were drawn out, it would be very easy to limit the minor faction relation count, which might force the player to make harder decisions on which ones they are going for, based on position, ideology, etc

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8 years ago
Dec 6, 2016, 12:20:11 AM

I agree with pretty much everything in this thread. 


Here's another idea: Once you've assimilated a minor faction, there should be a population quest linked to each distinct one as well. I.e. a quest for Hissho, a quest for Amoeba etc. I'm thinking this would be like the Science Up or Garrison quest for Sophons (which you also get once you get Sophon immigration to your non-Sophon empire). This would help flesh out the minor factions' lore and give you meaningful decisions to make after they've been brought into the fold of your empire. The outcome of this could even determine what kind of bonuses or ships you get for assimilating them.

Updated 8 years ago.
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8 years ago
Dec 2, 2016, 7:15:11 PM
Romeo wrote:
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

For what it's worth, don't be afraid of micro. It's a turn-based game, so it doesn't matter if we have 349756 individual things to manage, we have all the time in the world to do it. You won't find many players will be upset that they have more game to play and manage, and more choices to make; That was actually one of people's favourite things about the first game from what I've been seeing on these forums.

As I have not much time to play, I won't agree with you. Although probably MF needs some work, here I coincide with Amplitude vision.

Probably when I was in my teens or 20s and got all time to play I would agree with you, but not now, sorry I have to take max profit of my appreciate time.

Said that Amplitude should make games from everyone and sometimes can be difficult to please all players.

Updated 8 years ago.
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8 years ago
Dec 7, 2016, 12:07:06 AM

I think the greatest improvement to be made is ''slowing down'' the relationship build-up with minor faction. As of now, whenever you have enough Influence you can just come in while being greeted like a god, offering laser guns and fusion power to savages living in huts. Integrating an interstellar civilization should take a lot of time after First Contact.


How about this : Raising relationships cannot be accomplished more than once per turn (maybe have a check-box for auto-spending).  Minor civs also have War/Cold War/Peace/Alliance status (kinda), beggining in Cold War and enabling talks for a peace treaty around the 30 mark on the relationship bar (signing the treaty should be easy but not automatic, requiring a few gifts or fulfilling a request). Once peace is achieved, the Minor Race can offer a quest, or you can just build up relations the normal way until it tops 100, at which point you can ask for an alliance treaty. Again, it shouldn't be a huge bother given the ressources availables to your empire, but it could require a little bit of work. One important thing is that relations with minor races don't degrade in peace and increase slowly in alliance. Also, minor races will never lower their diplomatic status with you unless convinced to do so by another player. 


Finally, once an alliance is signed, you must reach a new relations threshold to assimilate that race, but you must also be number 1 in their opinion when compared to other major empires. That way, other players could keep you from assimilating common allies in the late game. The whole thing also delays assimilation some time after discovery, so that explorer empires aren't loaded with minor faction traits by turn 100. In turn, I'd like to see minor factions step up their activities, not necessarily expanding beyond their first system, but mostly fielding official fleets to secure neighboring stars and maybe assist you in defending your borders. Of course, this means that large pirate fleets must spawn from elsewhere, but let's leave it for later.


Wild suggestion here, but a nice way to accomplish this would be using the representative/elections system from the Senate. Minor Races could have Representatives, the goal being to convert them to your interest through Influence, quests, deals, etc... When you feel you've reached sufficient status in their ''government'', you can ask for a referendum on integration in your empire. The vote goes off in a few turns, let's say 3, and other players allied with the minor faction are notified of the vote, giving them a slight window to hinder you or ask to be included. When the vote comes, representatives can vote for any empire that offered federation or to remain Independent, the 'ideology with the most representatives winning. If Remain Independent wins, empires in the vote suffer a drop in relations. That way, you have to be careful that an adversary doesn't take advantage of a lost referendum.


Anyway, long story short, the whole assimilation process shouldn't take much more than 20 turns,  but it shouldn't take less than 15ish turns, even for a master negotiator (all on Normal speed).

Updated 8 years ago.
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8 years ago
Dec 7, 2016, 9:14:40 AM
Trentius wrote:

How about this : Raising relationships cannot be accomplished more than once per turn (maybe have a check-box for auto-spending).  Minor civs also have War/Cold War/Peace/Alliance status (kinda), beggining in Cold War and enabling talks for a peace treaty around the 30 mark on the relationship bar (signing the treaty should be easy but not automatic, requiring a few gifts or fulfilling a request). Once peace is achieved, the Minor Race can offer a quest, or you can just build up relations the normal way until it tops 100, at which point you can ask for an alliance treaty. Again, it shouldn't be a huge bother given the ressources availables to your empire, but it could require a little bit of work. One important thing is that relations with minor races don't degrade in peace and increase slowly in alliance. Also, minor races will never lower their diplomatic status with you unless convinced to do so by another player. 

Reducing influence spam is a good idea, however, I'd rather do it like this: Spending more than once per turn rather reduces each following influence spending instead. (Like by 20%: 10 -> 8 -> 6.4 -> 5.12 and so on)


The idea to have a diplomatic status with minor factions like with major factions seems pretty nice.

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8 years ago
Dec 7, 2016, 11:41:35 AM

I'm not sure we're willing to go for a diplomatic status for Minor Factions, but I quite like the idea of a decreasing addition of Influence. Visualized with each Influence gain being 80% of the previous, this is what it looks like, side-to-side with the current method:


Don't know if that's a solution we'd go for, but that's a direction to look in.


(I personally like the concept of thresholds to reach, etc. but I'm no designer)

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8 years ago
Dec 7, 2016, 12:13:05 PM
One thing i may add is i find doing suests for minor civ as voydani really funny.

"Thank you you protected us from these pirates, to thank you we will all mass suicide"


derp


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8 years ago
Dec 7, 2016, 4:09:06 PM
Romeo wrote:
lo_fabre wrote:
Romeo wrote:
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

For what it's worth, don't be afraid of micro. It's a turn-based game, so it doesn't matter if we have 349756 individual things to manage, we have all the time in the world to do it. You won't find many players will be upset that they have more game to play and manage, and more choices to make; That was actually one of people's favourite things about the first game from what I've been seeing on these forums.

As I have not much time to play, I won't agree with you. Although probably MF needs some work, here I coincide with Amplitude vision.

Probably when I was in my teens or 20s and got all time to play I would agree with you, but not now, sorry I have to take max profit of my appreciate time.

Said that Amplitude should make games from everyone and sometimes can be difficult to please all players.

Nor do I! But that's the nice thing about turn-based games. Doesn't matter if it takes me two hours, or two weeks, I can play the game at my own pace without issue. If we were discussing a real-time strategy or some such thing, I'd be flying the same banner as yourself - not everything needs to be a six-hour slugfest like Supreme Commander or Sins of a Solar Empire, because not everyone has time for those. But I've played games in Age of Wonders and Civilization that have lasted months on their own. More game is a plus in turn-based, always.

A personal taste. Can't agree with you, but can understand what you're saying.

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8 years ago
Dec 7, 2016, 5:22:38 PM
lo_fabre wrote:
Romeo wrote:

Nor do I! But that's the nice thing about turn-based games. Doesn't matter if it takes me two hours, or two weeks, I can play the game at my own pace without issue. If we were discussing a real-time strategy or some such thing, I'd be flying the same banner as yourself - not everything needs to be a six-hour slugfest like Supreme Commander or Sins of a Solar Empire, because not everyone has time for those. But I've played games in Age of Wonders and Civilization that have lasted months on their own. More game is a plus in turn-based, always.

A personal taste. Can't agree with you, but can understand what you're saying.

Fair enough!

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8 years ago
Dec 7, 2016, 8:58:25 PM
Pejman wrote:
One thing i may add is i find doing suests for minor civ as voydani really funny.

"Thank you you protected us from these pirates, to thank you we will all mass suicide"


derp


That, and the quest where you have to search through Endless ruins to find the minor faction leader's lost child.


"So it turns out that a Vodyani stole my child and ate his soul in an Endless Temple? Okay, thanks Vodyani, that sounds like a really good idea actually, let's all just line up in front of your essence extractor, and here's some (minor faction assimilation bonus) for the trouble!"


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8 years ago
Nov 30, 2016, 9:11:24 AM

What I think is needed to fix this problem:

1) Assist (quest) missions should chain events that would take time and make you work for it. Maybe 3-4 missions. Not a single mission.

2) Influence required to interact with minor factions should be dependant on their disposition towards you. For example if you are industrialist and they are the opposite (ecologists), you'll be having harder time getting on their good side.

3) Assimilation should be partially unlocked in stages. First a non aggression, then exchange embassies, migration rights, patronage or ally, and finaly a full assimilation.

Updated 8 years ago.
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8 years ago
Nov 30, 2016, 9:43:19 AM
vahouth wrote:

What I think is needed to fix this problem:

1) Assist (quest) missions should chain events that would take time and make you work for it. Maybe 3-4 missions. Not a single mission.

2) Influence required to interact with minor factions should be dependant on their disposition towards you. For example if you are industrialist and they are the opposite (ecologists), you'll be having harder time getting on their good side.

3) Assimilation should be partially unlocked in stages. First a non aggression, then exchange embassies, migration rights, patronage or ally, and finaly a full assimilation.

Agreed with basically all of this. Dunno how much is planned, but being able to have some or all minor factions have a unique bonus you get from allowing them to exist, but also being on your good side could be interesting.  Something like a trade route with the econoimic ones, access to ships from the military, and so on.

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8 years ago
Nov 30, 2016, 4:58:45 PM

I was thinking about this same thing myself.  


Acquiring minors is too easy, as each race has a fast way to do it (dust acquisition, warfare, bribe/praise, etc.) - and if all else fails the quests are trivial to accomplish.   


Once acquired, minors are basically irrelevant to the game play - I hardly notice their influence in the game.  Compare this to Endless Legend, where you had limited slots for integrating minors, and more importantly, minors gave you a unique unit and special empire/regional bonuses that expanded your capacities in interesting ways.  Since you were limited in how many minors you could retain, it forced you to make some sort of choice about which minors your assimilated.


In ES2, you just trivially acquire all of them - because doing so is pretty much always a good thing to do.  There is no decision because there are no tradeoffs.

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8 years ago
Nov 30, 2016, 6:48:00 PM
mezmorki wrote:

I was thinking about this same thing myself.  


Acquiring minors is too easy, as each race has a fast way to do it (dust acquisition, warfare, bribe/praise, etc.) - and if all else fails the quests are trivial to accomplish.   


Once acquired, minors are basically irrelevant to the game play - I hardly notice their influence in the game.  Compare this to Endless Legend, where you had limited slots for integrating minors, and more importantly, minors gave you a unique unit and special empire/regional bonuses that expanded your capacities in interesting ways.  Since you were limited in how many minors you could retain, it forced you to make some sort of choice about which minors your assimilated.


In ES2, you just trivially acquire all of them - because doing so is pretty much always a good thing to do.  There is no decision because there are no tradeoffs.

Agreed. I'm not a fan of simply stealing from Endless Legend, but if they are going steal from it, at least do a good job of it. The biggest fault of minor races isn't balance; The biggest fault is irrelevance.

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8 years ago
Nov 30, 2016, 9:12:02 PM

I totally agree with Minor faction interactions being shallow at this point. It feels as there should be more time where the player has to deal with them as an independent faction, maybe require a tech to or ERA unlock to actually assimilate them, maybe even introduce the idea of having them be vassal empires instead of just straight taking over their system.


Another thing that seems like a step backward from EL is the quest system. In EL you had to do a quest PER VILLAGE you wanted pacify, here you can assimilate an entire civilization with just a single quest, which seems like a really big pay off for almost no time or resources invested. At one point during my first UE game, I wound up assimilating the Amoeba because I accidentally completed their faction quest. I feel there should be no scenario where you can accidentally assimilate a faction, and that it should take an actual concentrated effort on the players part for it to happen.


One way of doing this might be by having the attitude bar have several stages. For example, instead of assimilation being the first option you have available to you once you've reached 100% approval, you can now offer peace, resetting the attitude bar. Now they are no longer at a cold war with you as they were before and you're working toward filling up the approval bar to 100% again, which would then give you the option to assimilate them. Also make it so you can only bribe them with influence once a turn, and instead of a minor faction quest rewards being an out-right assimilation, make it a significant boost to the approval bar, forcing players to do a combination of quests and bribes.

Updated 8 years ago.
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8 years ago
Nov 30, 2016, 10:37:08 PM

Agree with most of this thread. I hope they get improved in upcoming updates.

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8 years ago
Dec 1, 2016, 2:36:19 AM
mezmorki wrote:

I was thinking about this same thing myself.  


Acquiring minors is too easy, as each race has a fast way to do it (dust acquisition, warfare, bribe/praise, etc.) - and if all else fails the quests are trivial to accomplish.   


Once acquired, minors are basically irrelevant to the game play - I hardly notice their influence in the game.  Compare this to Endless Legend, where you had limited slots for integrating minors, and more importantly, minors gave you a unique unit and special empire/regional bonuses that expanded your capacities in interesting ways.  Since you were limited in how many minors you could retain, it forced you to make some sort of choice about which minors your assimilated.


In ES2, you just trivially acquire all of them - because doing so is pretty much always a good thing to do.  There is no decision because there are no tradeoffs.

I will say that their population (and the system by extension) is interesting.  Or at least has interesting potential.  Right now its the occasional min maxing of shuffling pop between planets to get extra bonuses + some of the "X bonus per type of pop on planet" stuff, but I do like what I see already from that.  I just hope it gets deeper since right now it's rare that it matters (need the proper type of planet in the system for it to matter at all) and then it's sorta annoying and obvious micro (of course i want all my UE guys on the temperate planet kind of thing).

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8 years ago
Dec 1, 2016, 3:52:01 AM
Eji1700 wrote:
mezmorki wrote:

I was thinking about this same thing myself.  


Acquiring minors is too easy, as each race has a fast way to do it (dust acquisition, warfare, bribe/praise, etc.) - and if all else fails the quests are trivial to accomplish.   


Once acquired, minors are basically irrelevant to the game play - I hardly notice their influence in the game.  Compare this to Endless Legend, where you had limited slots for integrating minors, and more importantly, minors gave you a unique unit and special empire/regional bonuses that expanded your capacities in interesting ways.  Since you were limited in how many minors you could retain, it forced you to make some sort of choice about which minors your assimilated.


In ES2, you just trivially acquire all of them - because doing so is pretty much always a good thing to do.  There is no decision because there are no tradeoffs.

I will say that their population (and the system by extension) is interesting.  Or at least has interesting potential.  Right now its the occasional min maxing of shuffling pop between planets to get extra bonuses + some of the "X bonus per type of pop on planet" stuff, but I do like what I see already from that.  I just hope it gets deeper since right now it's rare that it matters (need the proper type of planet in the system for it to matter at all) and then it's sorta annoying and obvious micro (of course i want all my UE guys on the temperate planet kind of thing).

How are you able to shuffle population around from planet to planet? I've been wanting to do that in order to maximize racial bonuses, but thought that it wasn't yet possible.

Minor Faction populations are definitely interesting to have, and the population mechanic as a whole is very neat (and new for Endless games). I like the diversity they bring to my empire. It would be good to be able to send them where they fit most.


I agree with this thread that it is currently too easy to assimilate minor factions, but I'd rather not staple on an additional technology to the assimilation process. Techs are limited enough as it is, you have very little room to deviate if you want to succeed and I'm guessing it's the same at higher difficulties. Until the tech system is fixed, please don't make even more of them required.

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8 years ago
Nov 30, 2016, 3:27:46 AM

First off, I'm somewhat sure that minor factions are not complete, however as they stand they're extremely shallow and basically gamebreaking.


The issue is that it's much much much too easy to get a minor faction, especially if you have any sort of influence economy.  Any race with a decent influence income has basically 3 stages of "minor faction":


1. Very early game.  


Scout them out, get xenotech, and assist ALL of them (only reason not to might be it's in a very difficult location).  Some of the quests are extremely easy (get 6 pop, put a hero in orbit for 8 turns, etc) and will net a you a free system lumeris style that's got a headstart on pop and infrastructure.


2. Early Game.  


If the quest is obnoxious you can go to war and conquer them very quickly if you're a military race, or with any sort of influence economy it only takes a few turns to first contact, praise, assimilate.  


3. Everything after it.


"oh look i found a minor race in a good spot.  Thank god i've got 2k influence banked up.  Free planet."




This feels bad for a whole slew of reasons:


A. It breaks the gamebalance pretty badly.  I tried playing on hard, elliptical with hard minor factions and lots of minor factions (and scarce resources).  This was recommended by another user (i think), and I figured the extra minor factions would serve as more barbarians for me to have to deal with in the early game.  I picked UE and have assimilated 5 minor factions so far (2 amoeba, 2 pilgrim, 1 hissho) which made the early game trivial (i had one fleet of 4 ships for defense).  3 of those factions secured my early game, and then 2 of them happened to be in the center constellation between the galaxies so I just grabbed them both on the same turn to reinforce my empire and grab a choke point into the center.  


The only thing that made me not do it the turn I discovered them (with probes no less) was making sure I could get a fleet in position to deal with the reavers and potential craver threat (waited a whole turn).  The ability to just grab an entire system from across the galaxy off a probe scout in a single turn is nuts.  It means that in any real game minor factions will not exist past turn 50 as someone somewhere will buy them up instantly (even if to raze the system or deny it).


B. It makes them feel pointless. The buff and pop they give is interesting, but their effect on the game outside of that is nonexistent.  You don't "deal" with minor factions or really make any other choice beyond "is there any way I could regret acuqiring this system RIGHT now".  EL at least had the upside of requiring a colony in the region + the minor faction slots to really give them some depth, and even into the late game you cared about which minor factions were where and how you were going to influence/deal with them.  I stopped even bothering with quests around turn 30 because it's just easier to buy them out.


Solutions:


Some of this will be fixed with time.  Pushover AI doesn't help for example on the war front and the total lack of things to bother spending influence on (even as UE) means it's always easy to buy them.  Still even if both those things changed a full FREE system in one turn is still more than good enough that I'd be banking my influence anyways until I knew the minor factions had been gobbled up (thus meaning they'll never make it to anywhere near Era 3).


Once per turn on the bribe/praise action would help, but still be boring.  Now it's just a race to see who found them first with better relations.  I'm still going to pump every single one I see once the influence cost is negligible, but now I'll have to remember to micro it every turn, which is boring, and still the same result (colony from across the galaxy with nothing committed).  Military players at least have to commit a fleet (which will get harder as AI gets better, and maybe for each race) and then time for fighting their forces and invading (still trivial in the mid game but not as easy to do if it's way off in a corner or in the middle of someone elses empire). 


Ideally I'd sorta like there to be tiers.  The idea being that influence can only get you so far, while other things become important.  Nearest colony, trade routes, fleet strength, and othe such things could all be considered or even given as a final "assimilation" quest. There could still be a passive/diplomatic way to do it, but I'm hoping it takes longer and actually requires real thought rather than just "lol mine".



Edit-


I should mention I really loved how the EL system worked.  It wasn't perfect but seemed like a great base to build on.  With regions gone I know something like that isn't going to be quite as viable, but maybe giving minor factions the ability to slowly expand and trade could help, and then add things like "must be a trade partner" or "must be X colonies away" or "must have X fleet stregnth" and so on.


Updated 8 years ago.
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8 years ago
Dec 1, 2016, 12:39:51 PM

Let me add few more ideas:

  • Make bonus related to population you got from this minor. More pop = better bonus.
  • Only earn bonus in systems you got pop from this minor (if applicable, I know some can't only work empire-wide). gives more importance to pop and migration together with previous one.
  • Minors assimilated can give you specific hulls, modules, techs, system improvements, etc...

Of course all proposed here are good ideas to consider, and as I share most of them, won't repeat here.

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8 years ago
Dec 1, 2016, 1:32:55 PM
lo_fabre wrote:

Let me add few more ideas:

  • Make bonus related to population you got from this minor. More pop = better bonus.
  • Only earn bonus in systems you got pop from this minor (if applicable, I know some can't only work empire-wide). gives more importance to pop and migration together with previous one.
  • Minors assimilated can give you specific hulls, modules, techs, system improvements, etc...

Of course all proposed here are good ideas to consider, and as I share most of them, won't repeat here.

I agree with points 1 and 3.  I would also like it if they were to allow players to choose which pops Ground Troops and Vehicles get recruited from. I find it ironic that playing as Cravers I have an army almost exclusively made out of Amoebas and Sophons. You would think little gray men and jellyfish were physically inferior to genetically enhanced killing machines, but nope, the game doesn't think so.

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8 years ago
Dec 2, 2016, 3:32:33 AM
UndeadPuppy wrote:
lo_fabre wrote:

Let me add few more ideas:

  • Make bonus related to population you got from this minor. More pop = better bonus.
  • Only earn bonus in systems you got pop from this minor (if applicable, I know some can't only work empire-wide). gives more importance to pop and migration together with previous one.
  • Minors assimilated can give you specific hulls, modules, techs, system improvements, etc...

Of course all proposed here are good ideas to consider, and as I share most of them, won't repeat here.

I agree with points 1 and 3.  I would also like it if they were to allow players to choose which pops Ground Troops and Vehicles get recruited from. I find it ironic that playing as Cravers I have an army almost exclusively made out of Amoebas and Sophons. You would think little gray men and jellyfish were physically inferior to genetically enhanced killing machines, but nope, the game doesn't think so.

I think this is actually a potentially interesting strategy choice handled right.  I don't think a ship built on a planet with no hissho for example (since cravers are weird) should have hissho pop on it, even  if I wanted it to.  This means certain planets start to matter more for military production, not just because of industry, but because they have a good invasion pop.  Shades of Dune with Arrakis and Salusa.

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8 years ago
Dec 2, 2016, 6:55:40 AM
vahouth wrote:

It's a simple drag &drop.

Only works within a solar system ATM.

Thanks! Can't believe I missed it. Very nice to be able to do that, though being able to do it freely/without restriction is a little immersion-breaking.

Eji1700 wrote:

I think this is actually a potentially interesting strategy choice handled right.  I don't think a ship built on a planet with no hissho for example (since cravers are weird) should have hissho pop on it, even  if I wanted it to.  This means certain planets start to matter more for military production, not just because of industry, but because they have a good invasion pop.  Shades of Dune with Arrakis and Salusa.

It would certainly be nice to choose which populations get conscripted for manpower. In my games I've seen that minor faction populations have a higher chance of getting conscripted, but I'm not sure if it's intentional or not.

Do you mean that populations and their combat effectiveness should transfer over into manpower on an individual scale? So, as a faction with an invasion bonus, by recruiting Sophon troops you are foregoing that bonus or even replacing it with the Sophon's combat penalty? It would certainly make sustaining populations that produce quality troops more important. The imagery that you bring up is cool... that would be neat to see in-game, having the planet a unit of manpower is from influence its combat effectiveness.

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8 years ago
Dec 2, 2016, 10:57:48 AM

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

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8 years ago
Dec 2, 2016, 11:42:33 AM

Once assimilated you should get a few quests that would be the path to "integration" (after all when a new population joins a country/empire it will take time for them to get used to it and for others to get used to them).


An integration quest line for each minor faction (whatever the way you got them) could be interesting (and would lead to different minor faction bonuses for each choices in the quests i guess)


In the current game the assimilated just get into rebelion from ownership and i think it's a bit silly (i mean they sometimes join my empire without me asking because of border influence, and then they get into rebellion, make your mind damit ^^) 

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8 years ago
Dec 2, 2016, 6:20:25 PM
Frogsquadron wrote:

Our purpose with Endless Space 2 is to make interaction with Minor Factions meaningful, without being overbearing or inducing too much micro. As such, our purpose is to make the initial steps of the relationship more intensive, but less demanding in the long run.


This thread has pretty good feedback so I'll pass it on to the rest of the team for review.

For what it's worth, don't be afraid of micro. It's a turn-based game, so it doesn't matter if we have 349756 individual things to manage, we have all the time in the world to do it. You won't find many players will be upset that they have more game to play and manage, and more choices to make; That was actually one of people's favourite things about the first game from what I've been seeing on these forums.

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