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.
Not to insist that this be in the game, but I was wondering what other people thought about resource logistics.
Presently strategic resources and luxury resources are gained and stored in an empire bank, spent as required.
What if there was a system in place that took into account where resources are coming from and where they are spent.
For example, if all of your hyperium is found on the western edge of your reaches, but your industrial powerhouse system is on the eastern edge, you should have some kind of transport network to move the resources to the place they are required. Especially if resources are purchased via market locations.
This could allow for complex blockade strategy for cold war nations. Being able to harass supply lines, might be more important than ensuring a strong adversarial military force.
I understand that a resources and their respective spending mechanics take into account a simulation of resource distribution. But considering the complex population systems in place in ES2, why not go deeper?!
Imo, it would make games more map dependent, as industrial systems with resources will be vastly stronger than those with simply one or another. If there was no random map generation (quasi-random where there is some aspect to where this is considered with map generation), I could see it.
Maybe store them in the system and when you spend them they take time to transport to the given system?
But I dunno, seems more like being a simulator for the sake of being a simulator. If you "have" to build supply lies to get your resources to X system, then it seems more creating a player actionupkeep rather than giving players a new option to play with.
Not to insist that this be in the game, but I was wondering what other people thought about resource logistics.
Presently strategic resources and luxury resources are gained and stored in an empire bank, spent as required.
What if there was a system in place that took into account where resources are coming from and where they are spent.
For example, if all of your hyperium is found on the western edge of your reaches, but your industrial powerhouse system is on the eastern edge, you should have some kind of transport network to move the resources to the place they are required. Especially if resources are purchased via market locations.
This could allow for complex blockade strategy for cold war nations. Being able to harass supply lines, might be more important than ensuring a strong adversarial military force.
I understand that a resources and their respective spending mechanics take into account a simulation of resource distribution. But considering the complex population systems in place in ES2, why not go deeper?!
I like the idea of supply lines, but it would be pretty difficult to implement. It's kind of already in the game. Systems with strategic resources are already industrial powerhouses due to several industrial buildings having their efficiency directly tied to system strategics.
I can also imagine this would make for some really frustrating game play. Sometimes you just have to buyout a ship in a non-industrial system due to impending enemy fleets. Being unable to do that would be really irritating. I'm all for planning ahead and risk assessment decision making, but there is a fine line between this making for more meaningful player decision, and just being too punishing and not fun. Maybe you could suggest some ways to overcome this?
I like the idea of being able to gather resources without colonizing a system. Right now you either don't have a resource, or you have 999 of it. And it can be hard to mine any resources if you're unlucky. I am sometimes desperate for any resources at all.
My idea for this would be to implement modules (only equippable on support ships?) which harvest ~1% resource per extractor. From my vodyani experience, protecting leecher fleets is no small investment.
Imo, it would make games more map dependent, as industrial systems with resources will be vastly stronger than those with simply one or another. If there was no random map generation (quasi-random where there is some aspect to where this is considered with map generation), I could see it.
Note that many improvements offer bonuses if a planet has access to a strategic or luxury resource, so in a sense, this is already true (and this at least sort of fulfills the requirement for local resources offering local bonuses)
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