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.
We turned all fish and other lifes forms into Horatio, for the greater good.
on this note, splicing should be WAY STRONGER. Like full stat stealing.
Why? Because you can barely get over 3 splices in a game due to most the neutrals being on terrible planets, cut off by pirates, or other factions, meaning you cant get to 6 or 7 pops of that civ to splice them in the first place.
Considering how absolutely ridiculously vodyani are starting off or the fact lumeris get UNBELIEVABLE generation right off the bat, making one of the worst pop stat based horatio only slightly less mediocre after splicing so many people with CONDITIONAL requirements prior to splicing is just terrible design.
Full stat stealing need to be done for them to become the late game super pops they intended to be.
The lowest grade scanner IN THE WEAPON SLOT and an engine....K.
Oh and 2 empty support slots that could use scanners but hey, why waste space when we can put it in the only weapon slot.
We'll have a word with the Horatio quartermasters, to reconsider their aesthetic priorities! (Thanks for bringing that up :) )
godman85 wrote:
SuperMarloWorld wrote:
You dont know what is beautiful that's all.
We turned all fish and other lifes forms into Horatio, for the greater good.
on this note, splicing should be WAY STRONGER. Like full stat stealing.
Why? Because you can barely get over 3 splices in a game due to most the neutrals being on terrible planets, cut off by pirates, or other factions, meaning you cant get to 6 or 7 pops of that civ to splice them in the first place.
Considering how absolutely ridiculously vodyani are starting off or the fact lumeris get UNBELIEVABLE generation right off the bat, making one of the worst pop stat based horatio only slightly less mediocre after splicing so many people with CONDITIONAL requirements prior to splicing is just terrible design.
Full stat stealing need to be done for them to become the late game super pops they intended to be.
We have a feature coming up in Update 3 that'll enable you to prioritize which populations should appear first, for a luxury cost. This should help you out with splicing!
We have a feature coming up in Update 3 that'll enable you to prioritize which populations should appear first, for a luxury cost. This should help you out with splicing!
Cheers,
Sound good. Two advantages: gives more use to these exceeding luxuries from trade and allows to choose who sill appear first in same change. Never thought about that.
Just some questions:
- Will these be each pop linked to one resource? Like Horatio <->redsang (food) and Sophons <-> Bluecap mold (Sci), or on the contrary any resource will be good for any pop?
- Or have you considered a limitation like in actual rebellion that the resource to bribe people seems set randomly, giving you a reason to search into market / expand to planets with it?
- It sounds good when you have few systems and pop types, but can become a hell of micro with big empires. Have you considered some automation or ability to use this from system list screen?
We have a feature coming up in Update 3 that'll enable you to prioritize which populations should appear first, for a luxury cost. This should help you out with splicing!
Cheers,
Sound good. Two advantages: gives more use to these exceeding luxuries from trade and allows to choose who sill appear first in same change. Never thought about that.
Just some questions:
- Will these be each pop linked to one resource? Like Horatio <->redsang (food) and Sophons <-> Bluecap mold (Sci), or on the contrary any resource will be good for any pop?
- Or have you considered a limitation like in actual rebellion that the resource to bribe people seems set randomly, giving you a reason to search into market / expand to planets with it?
- It sounds good when you have few systems and pop types, but can become a hell of micro with big empires. Have you considered some automation or ability to use this from system list screen?
Hi lo_fabre,
Yes, each pop will have one luxury assigned when the galaxy is generated. The required lux will change with each game though! About the "Seduce" action of rebellions, one idea we have is to make the luxuries required dependent on the pops of the system. All this contributes to making trading and exchanging luxuries with other empires important.
And don't worry ; the action is empire-wide from the population screen, so no micromanagement to fear!
We have a feature coming up in Update 3 that'll enable you to prioritize which populations should appear first, for a luxury cost. This should help you out with splicing!
Cheers,
Sound good. Two advantages: gives more use to these exceeding luxuries from trade and allows to choose who sill appear first in same change. Never thought about that.
Just some questions:
- Will these be each pop linked to one resource? Like Horatio <->redsang (food) and Sophons <-> Bluecap mold (Sci), or on the contrary any resource will be good for any pop?
- Or have you considered a limitation like in actual rebellion that the resource to bribe people seems set randomly, giving you a reason to search into market / expand to planets with it?
- It sounds good when you have few systems and pop types, but can become a hell of micro with big empires. Have you considered some automation or ability to use this from system list screen?
Hi lo_fabre,
Yes, each pop will have one luxury assigned when the galaxy is generated. The required lux will change with each game though! About the "Seduce" action of rebellions, one idea we have is to make the luxuries required dependent on the pops of the system. All this contributes to making trading and exchanging luxuries with other empires important.
And don't worry ; the action is empire-wide from the population screen, so no micromanagement to fear!
Thanks for your quick answer. Good stuff here. I'm eager to test this.
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