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.
Just like the title says, about midgame i always end up pumping out a massive amount of ships just because there is nothing left to build, also in most of my systems growing pops is no problem since food is really easy to acquire. This doesn´t seem fun to me since there is no choice to make, just spam buildings in all systems with the only drawback being mantenaince.
Anyone else feels that these two resources costs or production should be looked into?
Agreed. And while it is important that the early game isn't spent building Drone Networks for 20 turns, I always run out of buildings and have to either spam fleets or research the Ind-Sci/Dust techs.
And then late-game you end up with thousands of each resource. Like, what? Dust inflation would help with this, at least for Dust, but it rarely comes up.
Good to hear. I was honestly afraid there wouldn't be any changes to the current resource balance before Release hit, because the overabundance of resources (and food improvements being completely unnecessary) were killing my midgame interest.
I will note that in wars, I can never have enough manpower, and I'm often dumping food and pops to it as fast as I can (the fact that I can't constantly queue it is a little irritating, but the problem might be how hard it is to get manpower).
I can never have enough science: more science means more techs sooner, and techs will literally let you win the game.
I can never have enough industry. I know, I know, people here say otherwise, but if I run out of buildings, I can can set my industry to fuel science or dust provided I have the right techs. I find this the biggest problem mid-game, when I haven't gained those techs yet, but I've run out of buildings, but I don't have enough dust to support endless military expansions either. Once I'm past that hump, though, being able to kick out a full fleet every few turns is nice. I think the biggest problem here is when industry outpaces tech, so we run out of new things to build.
I can (maybe) have enough Dust. I mean, I know I can win with it, but eventually, I just run out of stuff to buy. I had a Lumeris game where I just started buying up all the fleets I could. That said, if I paid closer attention, I'm sure I could find ways to spend my Dust, it's just that this requires some micromanagement, and it's only really a problem when I have a very Dust-focused gameplay.
I can (maybe) have enough Influence. I find this is largely fixed by the new system for laws, though. If I have several high-value laws, then I can easily cripple my influence economy if I want top-tier laws for my huge empire, so perhaps it's not so bad.
I can have enough food. At some point, there's no additional room, and expanding into additional colonies will just make everyone angry. So, if you're at your cap for colonies, all your systems are full, and you've got peak manpower, what's the rest of your food going to? Nothing? Are we okay with that? When I need food, I think the levels of production are fine, it's only the end state of "My empire is as big as it's going to get" that it becomes a problem, and that means that an excessive focus on food tech is a waste of time by end-game. Perhaps there should be a way to use it to contribute to happiness?
I can't have enough resources. This changed in Update 3, since in 1 I had more than I needed, and 2 they were basically worthless. They seem to be rarer now, to the point where, in my last game, I literally had to fight a war twice over access to resources (first for antimatter, then for Eden Incense). Personally, this feels right, since I would expect the rarity of resources to churn the market and make it interesting, and to drive war and politics. One idea here might be to allow players to generate artificial resources with spare industry or food, but that might make resources "too common" again.
- Early ships & buildings shouldn't be built in 5 turns. For exemple, with Drone building, by memory it cost 150-ish industry to give +5-ish industry. It's "refunds" itself in 30 turns or something, whereas all other production (costing 180 or 250-ish or 380-ish something) building bring +40.
Drone & the other basic building should cost a lot less than that because they are a huge newbie trap (best minimaxing move is not building those).
- You could have a little more Dust in the begining (and Dust use), and a little less Dust in the end : for this, medium & large ships dust maintenance costs could be a little more higher. There should also be more maintenance for 10 ships than 10 x the maintenance of 1 ship to help small empires.
- With influence, you could try radius based on logarithm rather than circle (because square root grow a lot more than log for huge values).
- strength indicators should be computed depending on actual ship stats (not hardcoded values). Because if a modder like me come on make "Da Über Titanium Laser Of Doom with 666 dps", or just Amplitude making a patch, I would want the game to calculate attack / defense indicators based on modded values, since I beleive those are the main indicators the AI use for making fleet decision.
(minor)
- there should be a science => food "ration" for Sophons named "Food for though". -50% system science to give +50% system food.
You know. Astrophysics pr0n and stuff. I can allready imagine them. :p
- approval of Cravers... I hope "winning" a campaign with each faction is a part of release testing because winning with Cravers is still not easy... You should make people export their scores and see what happens :s
- approval of Cravers... I hope "winning" a campaign with each faction is a part of release testing because winning with Cravers is still not easy... You should make people export their scores and see what happens :s
Working my way up the difficulty focusing on trying to win with cravers. Currently at serious. They are very start dependent, and some of the curiosity RNG can be real. Finding a better weapon system or ESPECIALLY a manpower module early on is a big deal. You can slot the manpower modules onto the exploration ship, and you can overwhelm systems VERY fast.
The quest ship from the first part of the quest, if you chose the intercept option, combined with your starting exploration ships is very good at grabbing minor faction planets.
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