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.
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.
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.
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.
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).
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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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.
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.
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.
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.
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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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.
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 ^^)
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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