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.
Glad you are enjoying the new population collection bonuses :)
Mailanka wrote:
Ridiculi wrote:
UndeadPuppy wrote:
Mailanka wrote:
Ridiculi wrote:
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
I honestly have no idea how it works. I dropped one or two Tikanan on my Craver homeworld, and it popped nothing but Tikanan for turn after turn after turn. I suspect it's random.
To answer that question, every Population type in a system has a "Growth Score" that is increased every turn. When Growth has grown enough to generate a new population, it picks the Population type with the highest Growth score and then resets it - which should lead populations appearing in alternate sequences.
Will we be able to choose what kind of troops we recruit if we have several different pops in a system? For example, if I have Hissho and Sophons in a system, will we be able to recruit manpower from just one of the factions?
Manpower is derived from Food production (or using Exotic Rations to sacrifice a pop for Manpower), so it doesn't take into account the population type. :)
Kweel_Nakashyn wrote:
Is the 1 cost for these laws is (somehow) definitive or supposed to be very low ? Or this will change ?
This will probably change! These values were set low for now to be easily accessible once they are unlocked.
Dragar wrote:
This seems a bit odd. A population of 10 grows as fast as a separate population of 1.
The risk of having population quantity weigh in the growth is to have lopsided growth that systematically stops a smaller population from growing, which would be frustrating and make moving populations between systems a necessity to have them grow - a level of micro-management that can be a drag after a while.
Glad you are enjoying the new population collection bonuses :)
Mailanka wrote:
Ridiculi wrote:
UndeadPuppy wrote:
Mailanka wrote:
Ridiculi wrote:
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
I honestly have no idea how it works. I dropped one or two Tikanan on my Craver homeworld, and it popped nothing but Tikanan for turn after turn after turn. I suspect it's random.
To answer that question, every Population type in a system has a "Growth Score" that is increased every turn. When Growth has grown enough to generate a new population, it picks the Population type with the highest Growth score and then resets it - which should lead populations appearing in alternate sequences.
Hope that helps!
Cheers,
This seems a bit odd. A population of 10 grows as fast as a separate population of 1.
Awesome! Are there ways to manipulate Growth Scores, or at the very least, is that planned?
This is something we are working on, yes :)
Kweel_Nakashyn wrote:
Yeah but there is a problem with the Pilgrim law : you can just use it temporally.
There is 2 types of law : those that gives benefits after one turn (typically all FIDSI laws), and those that gives insta-bonuses like this.
You can enact pilgrim law, see the fleets, study them, then remove it and use a different law (especially in dictatorships imo).
It okay because this law is not really strong in its effects compared to others. But if they made something like "+50% damage to yours lasers", you can activate this for your battle, then remove this for another law : I don't think this is intended.
On the other side, you can't promulgate something then say "no, let's do other thing" if you have a cooldown. :s
-edit- I wonder if there should be laws for major factions ?
That's the advantage of dictatorships - switching up laws as you wish. Switching the Pilgrim law systematically might lead to not seeing some fleet movements though!
For Major Factions, we felt it was better to have something with a permanent effect. Having Laws means the player has to make a choice in how he wants to shape his Empire and is limited with Law slots. This is also because the player will tend to have had Assimilation Traits from Minor Factions (or enhancements of Ground Battles for Gnashasts / Tikanans, which is a very specific bonus).
Don't hesitate if you have any other questions!
Will we be able to choose what kind of troops we recruit if we have several different pops in a system? For example, if I have Hissho and Sophons in a system, will we be able to recruit manpower from just one of the factions?
Awesome! Are there ways to manipulate Growth Scores, or at the very least, is that planned?
This is something we are working on, yes :)
Kweel_Nakashyn wrote:
Yeah but there is a problem with the Pilgrim law : you can just use it temporally.
There is 2 types of law : those that gives benefits after one turn (typically all FIDSI laws), and those that gives insta-bonuses like this.
You can enact pilgrim law, see the fleets, study them, then remove it and use a different law (especially in dictatorships imo).
It okay because this law is not really strong in its effects compared to others. But if they made something like "+50% damage to yours lasers", you can activate this for your battle, then remove this for another law : I don't think this is intended.
On the other side, you can't promulgate something then say "no, let's do other thing" if you have a cooldown. :s
-edit- I wonder if there should be laws for major factions ?
That's the advantage of dictatorships - switching up laws as you wish. Switching the Pilgrim law systematically might lead to not seeing some fleet movements though!
For Major Factions, we felt it was better to have something with a permanent effect. Having Laws means the player has to make a choice in how he wants to shape his Empire and is limited with Law slots. This is also because the player will tend to have had Assimilation Traits from Minor Factions (or enhancements of Ground Battles for Gnashasts / Tikanans, which is a very specific bonus).
Yeah but there is a problem with the Pilgrim law : you can just use it temporally.
There is 2 types of law : those that gives benefits after one turn (typically all FIDSI laws), and those that gives insta-bonuses like this.
You can enact pilgrim law, see the fleets, study them, then remove it and use a different law (especially in dictatorships imo).
It okay because this law is not really strong in its effects compared to others. But if they made something like "+50% damage to yours lasers", you can activate this for your battle, then remove this for another law : I don't think this is intended.
On the other side, you can't promulgate something then say "no, let's do other thing" if you have a cooldown. :s
-edit- I wonder if there should be laws for major factions ?
Glad you are enjoying the new population collection bonuses :)
Mailanka wrote:
Ridiculi wrote:
UndeadPuppy wrote:
Mailanka wrote:
Ridiculi wrote:
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
I honestly have no idea how it works. I dropped one or two Tikanan on my Craver homeworld, and it popped nothing but Tikanan for turn after turn after turn. I suspect it's random.
To answer that question, every Population type in a system has a "Growth Score" that is increased every turn. When Growth has grown enough to generate a new population, it picks the Population type with the highest Growth score and then resets it - which should lead populations appearing in alternate sequences.
Hope that helps!
Cheers,
Awesome! Are there ways to manipulate Growth Scores, or at the very least, is that planned?
Other than exiling certain pops from the system and Ecologist laws, no. We will probably get more options in a later update.
Glad you are enjoying the new population collection bonuses :)
Mailanka wrote:
Ridiculi wrote:
UndeadPuppy wrote:
Mailanka wrote:
Ridiculi wrote:
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
I honestly have no idea how it works. I dropped one or two Tikanan on my Craver homeworld, and it popped nothing but Tikanan for turn after turn after turn. I suspect it's random.
To answer that question, every Population type in a system has a "Growth Score" that is increased every turn. When Growth has grown enough to generate a new population, it picks the Population type with the highest Growth score and then resets it - which should lead populations appearing in alternate sequences.
Hope that helps!
Cheers,
Awesome! Are there ways to manipulate Growth Scores, or at the very least, is that planned?
Those laws were a superb surprise from the 2.3/2.5.
Could you post pictures of their laws?
Tonight if I don't forget :)
Both cost 1 inf / no support to enact. I don't remember the Pilgrim law, but the Kalgeros law nerf the approval malus for over-colonization or over-population.
The thing is, these ovepop. or overcol. are symbolized by new icons that I did not fully understood. We may need a help / legend screen to sumurize all those icons.
Teething problems aside, I've really enjoyed this latest patch. The population mechanic have suddenly made the minor factions deeply important, at least to me. Suddenly, stumbling across a specific species becomes extremely intriguing, and I find myself adjusting my populations and such to try to create as many of them as I can. This gives me a deeper sense of connection and understanding of the particular race, because instead of seeing them as a free system and some political issues, I find myself trying to understand what makes the race tick.
The latest example of this is the Tikanan from my Cravers game. As soon as I saw them, I knew I had to have them, and I was very curious what the 50-pop "Tikanan ground offense strategy" looked like. I'm sure some of you are too, so here it is:
Blitz becomes -25% instead of -50%, and +3 turns instead of +2. Not an enormous change, but definitely superior.
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
I honestly have no idea how it works. I dropped one or two Tikanan on my Craver homeworld, and it popped nothing but Tikanan for turn after turn after turn. I suspect it's random.
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Space ports take a single turn to build, always. The trick is to make sure you have resources aplenty.
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Kind of wish that the amount of a particular species determined the likely hood of which species the next pop generated will be. I think if there was more of one particular species they'd obviously be more likely to outpace outnumbered species in population creation.
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
How do I do that without a Spaceport, which takes time to build, in the other species continue to spawn?
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Ship all other species away. When you take over a new minor faction, you'll spawn one member of your race, and then both will spawn on that world. But if a world only has a single race on it (say, you send away the single member of your ruling race), then only the remaining race will spawn.
I hit 50 Tikanan by having worlds with nothing but Tikanan on them (originally to protect them from Craver devourment, but it's generally a good tactic for this sort of thing)
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Is there a way of encouraging the growth of a particular species on a system over the others besides that Ecology law? I would love more options to play around with in that regard
Just look at Lumeris and Eyder (Relic Peddlers) dust bonus. Not sure if propperly balanced yet, but that's great, and makes you want one Lumeris in each system.
IMO Amplitude is working in the correct way and doing a good job to give more importance to pop.
Also just curious about some minors, that has a "minor faction name" law as 50-pop bonus, but didn't get one of those ATM.
I do the same thing with Minor Factions. I also try to spread them a bit to other systems so as to get population bonuses, which isn't always easy if they require certain conditions to reach their maximum potential.
I've had Amoeba food farming and exporting systems on Teeming water worlds, Pilgrim/Sophons science research systems with as many anomalies and cold planets as possible, etc.
Just look at Lumeris and Eyder (Relic Peddlers) dust bonus. Not sure if propperly balanced yet, but that's great, and makes you want one Lumeris in each system.
IMO Amplitude is working in the correct way and doing a good job to give more importance to pop.
Also just curious about some minors, that has a "minor faction name" law as 50-pop bonus, but didn't get one of those ATM.
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