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.
So I know Endless Legend had a diplomatic victory, getting all the diplo points, but in a game I just recently finished playing as the Unfallen, I think I might've accidentally won an unofficial "diplomatic" victory, which I suppose could happen in any game if you bee-lined for all the diplomatic and infulence tech--at least in singleplayer. I feel like in multiplayer this sort of thing couldn't ever really happen >.< But anyways, what I did was I just created an alliance out of all the somewhat pacifistic empires in the game, Sophons, Riftborn, Lumeris, and of course me, the Unfallen, and what happened was I won a "conquest" victory because my alliance, the Super Peace Busters as I named ourselves, controlled a certain amount or percentage etc of all the systems in the galaxy. This felt very shocking to me as I was in the middle of playing and reaping the rewards of peace and trade when I just won out of the blue. Is this supposed to happen? Could this alliance or diplomatic victory be a viable way to win the game in the future, at least unofficialy? I personally don't think so, I think this was just a fluke XD Does anyone else have experience with this happening to them, or is it just me?
The thing to fix first is that the tooltip on the victory screen saying how many systems you need for conquest (e.g. you have 10 of 49) doesn't account for your allies. If the tooltip was expanded and listed the breakdown of systems owned in your alliance and then the total, that would be much better for starters.
Had the same happen to me during my first game ever last night. Won as the Lumeris by having an alliance with 3 other factions. Well, according to the victory screen we all won at the same time through the conquest victory. Definitely felt far too quick. Very happy it's being looked into! Thanks for being awesome devs.
Just registered to comment on this, so forgive me if I in any way disrupt the conversation.
I am very happy that alliance victories are possible at all as this is a feature that unfortunately lacks from many 4X games. While I agree that it probably should be harder to achieve and the UI also should make clear what's going on, the fact that alliance victories are possible at all is great news!!
A suggestion though: Maybe it should be possible to turn alliance victory on/off in the same way it is possible with the other victory conditions? (technically an alliance victory is not a victory condition in itself, but it would somehow fit the great flexibility we already have to fine-tune how we want to play the game)
I know that it is off-topic, but I nonetheless want to take the time to tell you, the developers, how great, varied, and simply awesome playing Endless Space 2 feels! Great work! And now excuse me, I'm off to pump more science out of my Sophon laboratories!
A suggestion though: Maybe it should be possible to turn alliance victory on/off in the same way it is possible with the other victory conditions? (technically an alliance victory is not a victory condition in itself, but it would somehow fit the great flexibility we already have to fine-tune how we want to play the game)
I think there are 2 separate issues here. The first is an alliance victory is very shaky to implement. While you can make the conditions harder for the human player to achieve, how do you balance it such that this isn't abused by the AI factions? Like AI faction 1 could think "look, the human is winning, do something quick!". AI faction 2 then thinks "ok, let's all ally together and win, woohoo!!!"
The second issue is an alliance victory, if indeed implemented, should be separate from a conquest victory. In Total War for example, you win a conquest victory when you either own the province or turn a newly captured one into a vassal state that also counts towards your winning land quota. Technically, the vassal acts as a de facto ally (even if somewhat involuntarily) but this is still counted as a conquest victory, not an alliance win.
I agree that alliance victory might be challenging to implement right. As for the AI not abusing the system, I would think there are ways to prevent that behavior or, maybe even better, to make it unlikely, so in some very specific instances the AIs might indeed form an alliance - for example if their relation is really good and an alliance between them does not lead to instantly winning the game. I am sure other and better criteria can be thought of.
As with the second issue, I somehow disagree. In my opinion an alliance is just the circumstance which leads to a victory. IMHO it would be very exciting if the player could forge an alliance in order to win a specific victory type (not only conquest). This could be especially interesting if the player decides in the middle of the game to change which victory he wants to work towards.
Vasallage is an interesting concept, but it would be a new mechanic - maybe it would be better to first clean up the alliance mechanic before implementing a completely new one.
The exact same thing happened to me. I was playing as hardcore pacifist Unfallen and stumbled my way into a Conquest victory by turn 100. This seems especially problematic, since I was able to just brute force bribe my way into the last two alliances by giving away some techs, so I pretty much won by spending a few thousand influence and hitting the suggest term button. Didn't even know it was going to happen until I got the victory screen. I'm still loving the game, but it was kind of a anticlimatic end to my first playthrough.
Thanks for the reports. Just so you know, we currently have a limit on alliances and a single alliance can't have more than half the total players in the game.
Also, I'd like to add that we have been fixing an issue in the Conquest Alliance Victory formula so it should now get harder the more people you have in your Alliance!
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Sorry to post something in this thread about 3 weeks later, but in my opinion, alliance victories could be very fun and balanced this way :
- Supremacy victory : no change here, the alliance has to own all the home systems.
- Conquest victory : has been fixed already, the more players there is in the alliance, the more systems you have to conquer.
- Score victory : the average score of the alliance could be calculated and taken in consideration, in order to make it fair for players who didn't ally to anyone (maybe it already works like that, I have to say I never had the occasion to try that)
- Tech victory : for each player in the alliance, the number of technologies of the Endless that would be required to win could be increased by 4. A single player in the alliance would then be able to research the 4 technologies several times, even though he/she wouldn't get additional bonuses, and would need more science points to research them. So, in an alliance between 3 people, either a player needs to reasearch the 4 technologies of the Endless 3 times, or all the players have to research them once.
NB : a player could also do it only twice while one does it once (you got it).
- Wonder victory : we could multiply the number of required Wonders by the number of players in the alliance, and make victory wonders more and more difficult to build for a single player in the alliance, depending on how many he already has (the aim is to encourage people to go for the objective together)
- Economic victory : we could multiply the amount of dust that is required to win by (at least) something like 2.25/player. Since trade agreements and all that stuff can be very beneficial in making money, I would say it has to be more than 2/player. Also, considering that dust income can increment very fast at the end of a game, the multiplier could even be set to 3/player or more.
Two last things : first, the "Perfect Diplomacy" technology could also add the possibility to ask people in the alliance to sign a contract that would prevent them from leaving the alliance to win alone (we could say that it would consist in setting up a dangerous planet cracker explosive on every single allied planet, in order to be sure that the player deserves everyone's trust).
Betrayal would be still possible as long as the contract isn't signed.
And second, an alliance chat, and even a private chat channel would maybe help in diplomatic relationships. I ended up several times talking to people on Steam to avoid revealing information to everyone in the game.
I am really glad to see devs & co. answering to suggestions. The game is already amazing, but I'm just trying to find the only things that could be still improved! :)
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