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.
I've been playing the United Empire, and I absolutely love them! The lore, the ship design, the affinity etc.
But, somehow I think their affinity is a little bit too... strong? If you play as the Empire, if you manage to grab enough colony and assign counselor-type UE heroes to the colonies, you'll get enough influence to buy almost anything you need (And gulp other empire's systems with you influence area. I managed to gulp 4 systems with the influence area of my home system alone!)
Is the United Empire truly overpowered because of that? I don't think so, as every civ in Endless Space 2 needs the correct playstyle and strategy to unlock their true potential (Esp. when it comes to the Vodyani, where it comes to make-it or break it when playing them. Kudos to Amplitude for making a civ with a truly unconventional and interesting playstyle!)
However, related to that "not-OP" argument, what do you think is the weakness of the United Empire in Endless Space 2? Personally, what I think as one of their chink in the armor is their lackluster science? I played as the Cravers and researched faster than the UE! (Even considering the fact that I assimilated the Deuyivans (Bless 'em!) in both playthroughs with different affinities, Art of Science (-10% research cost) in the UE playthrough and that affinity I forgot that makes systems produce more science in the Cravers playthrough)
So, what do you think?
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I think the UE has no weakness. That kink in their armor can be triple fixed and shielded by converting Industry into Science instead of Dust and buying out everything with Influence. I think their weakness is no bonus for approval thus more government anarchy.
The UE is a powerhouse and lets say that we, in its current form, play ES2 in multiplayer, the player controlling the UE would have an easy time in Mid and late game if he doesn't gets zerged by other factions.
I think its a matter of fine tuning attributes and bonuses. The same with all other factions as to put them on a balanced playing field and if focused on their strength, each faction could reign supreme in their respective path E.g, Sophons science victory, Lumeris economical victory, cravers domination victory, UE influence victory and so forth.
Currently the factions lacks more distinct mechanics imho. Another issue is that for other factions, getting influence requires using the SPIN projects mostly. There is less occuring ways to grab influence than other FIDSI, hence why heroes and the affinity are so strong.
I too actually don't see weakness in UE. Never tried Cravers, about the rest I see Vodiany and Lumeris with their strengths capable of competing with UE, Sophons are weaker (I posted about their traits and why I think they're, not due to their main affinity, but their traits), and Horatio are weakest due to its ships plus its increased costs. to be honest don't see UE OP as Vodyani and Lumeris can stand them, but I can't see any weakness.
Since the factors to develop your empire don't vary much, many factions are bound to have no "apparent weakness".
The devs can't at the moment put some arbitrary barrier to expansion because all factions need to perform roughly the same in the long run. If the sophons are for a rough start, it's mostly unintentional.
I think the problem is that there isn't any sink for influence, so they can tap on a resource that is mostly useless during the game. They don't "sacrifice" influence, just spend it while others factions cannot
I think the problem is that there isn't any sink for influence, so they can tap on a resource that is mostly useless during the game. They don't "sacrifice" influence, just spend it while others factions cannot
True this. A sink might help control UE, but would it add to the "fun" factor? It might be just and fair to put but in the eyes of the player might be a hindrance.
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