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.
I want to know from the beginning of the game what planets I can colonize and I want to know which ones I can change from x to y. As Riftborn I would love to be able to turn everything into lava or Ice (I think this is the right one) to maximize the industrial or research bonus. You don't care about food. But I can't tell what the tree is I have to navigate to get to that result. Presumable there will be more changes to factions and new factions added. Once there are more Races that start with different starting kinds of planets they can live on and colonize then this just gets unmanageable to the extreme. Already it feels like you have to play the game to understand the game to be able to strategically in a later game know what to do to get the desired affect you want. It needs to be more WYSIWYG, via tool tips and information in the research tree.
my biggest issue with terraforming is that it is pretty much mandatory:
1) you get more population slots. having more pops on planets is usually better than having pops that get benefits from a certain planet type
2) you need that happiness
which leads to any empire i play having the same planet types. it feels way too easy to transform whole planets. i don't think turning a lava planet into a lush pardise should be easy and common
Just a quick response after my long post on terraforming concerning min maxing.
We choose to go down parts of the tech tree for the advantages they give us. If I want to spend more time terraforming my planets to "min max" the "perfect" fids production, I am, in the mean time, giving up advancing down other tech trees and building fleets with that production.
In other words, it's a choice. A choice of how I want to play that particular race in that particular play through. It gives replayability, because it gives options. Options which have costs.
Your point of "what if the people didn't want terraforming" is an interesting concept, but would require a lot more work to balance out. Perhaps terraforming to a planet type people didn't like would cause anarchy if enough of them didn't like it. Like saying a majority of your pop was riftborn, and you tried to terraform to jungle from arid (if that were an option). Then perhaps that system would go through revolution, or have a potential to. That could be a very interesting mechanic, though again, it would take a lot of work and time.
Just allowing for up and down terraforming is more logical, technologically, more fun, as an option, and yes, as an "Exploit!" does make more sense.
And really, I don't think it'd make any difference to the beginning of the game, where you do need to be somewhat choosy of which systems you colonize. That exists regardless because no one magically has all the techs they need right off the bat. xD
I am with Vorell. The terroforming features should get fleshed out a bit more - including the ability to terraform into those planet types that are currently unavailable. But it should cost more resources (including some strategic resources maybe). In mid- to lategame stages it is far to easy and quick to terraform planets at the moment.
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing.
Isn't that one of the four corners of any good 4x game? (Exploit)
No it really isn't.
Completely disagree. Min / Maxing is part of exploiting. And its a important part of the game. As it realates to this conversation being able to through technology unlocks to terraform a planet to the desired type. This has been a part of most of the space 4x games and for good reason. The current system just seems half thought through or half finished. My intent is just to have more thoughts about how to fill it out, not to just say lets just not have the feature at all.
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing.
Isn't that one of the four corners of any good 4x game? (Exploit)
No it really isn't.
LOL.
Deyric wrote:
cyrusmagnus wrote:
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing rather than dealing with a system that isn't perfect. It also gives you a reason to use and move around various minor factions that benefit differently from different worlds.
Ok I can understand not being allowed to terraform in the wrong way up or down. Maybe your people wouldn't accept that.
But sideways in a tier, that's got to be added. If I get an ice world then it's silly not to allow a few minor adjustments into an arctic world. Or a forest into terran or whatever, we did that already to our own planet without anything more than an axe.
Also please fix adding the climate tag. Not-hot lava worlds? That's just a ball of rock, right? Riftborn terraforming is pointless right now.
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing.
Isn't that one of the four corners of any good 4x game? (Exploit)
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing.
Isn't that one of the four corners of any good 4x game? (Exploit)
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production
Probably why they did it right there. Ridiculous min maxing rather than dealing with a system that isn't perfect. It also gives you a reason to use and move around various minor factions that benefit differently from different worlds.
I created an Idea to try to spark interest in this. It would be great if other people could add to it, so we can get to an easier to understand and use system of mechanics.
The way terraforming is right now is a mess. The tooltip information is useless gibberish; when I get a tech I want to know exactly what it does prior to getting it. The way the terraforming tooltips are now would be equivalent to all the dust techs just saying "Gives more dust per population." with no specifics. How aggravating would that be? Quite.
Also, as a race with access to science that can terraform an entire planet, it makes no sense, lore or otherwise, that they can't terraform it in any direction they like. Do you have planet altering technology? Check. Can you make a huge planet of lava into a lush jungle given enough time? Check.
But you can't make a jungle into a huge planet of lava? This makes zero sense. It's downright cognitively dissonant. A simple core disruption could make Earth a lava planet toot sweet!
The forgiving aspect of ES1's terraforming, was that if you terraformed to something and later decided that was no longer optimal, you could change your planet. So you could make jungle planets for that early boost to filling out your infrastructure, then make all your systems ocean once infrastructure has been built to optimize your science production (if you wanted pop and fervent, or you could go back and make arctics, though tech generally favored higher "level" planets).
Conversely, in ES2, we have "haha, you picked forest, you just screwed yourself out of making jungle and then atoll which is higher production. hahahahahaha" which just does not seem very player friendly with no planet trees, and useless tooltips.
And then there's aesthetics. One of my favorite parts of ES1 terraforming was making all my systems all oceans. They were beautiful and blue and showed my techno-industrial might. Now if I get a system with a terran or forest planet, that's it, that's all it can ever be. Unless I'm Riftborn, in which case if I get an ice planet, that's it, it can never be made into snow or artic, because somehow, somewhere along the way, that made sense to someone.
Please, just find the dev who made the decisions on terraforming and put them in time out so they can rethink how they made this system, because it's utterly ridiculous at the moment.
This is my aggravated version. Below is my [TL;DR] nice version.
Terraforming is poorly explained in game by the tooltips. It is unintuitive that planets can only be terraformed one direction, and with the various options at certain levels, snow/ice/artic, for example, it becomes even more of a mess trying to terraform to the optimal planetoid. All three come from tundra, so you'd think it'd be quite easy to make any of them into tundra, and then back into the type you'd want (this was a Riftborn example). Much like how terran/forest/jungle(atoll) can't all go back to arid or savanah or steppes or whatever it is they come from, with no published terraformation guide or map it can be a bit confusing keeping all of them straight.
So much potential for awesome, getting hung up on such a simple thing. Allow terraforming to go both ways, problem solved. Complaining and confusion allayed, because people can just terraform a planet back if they accidentally picked the wrong type, or if their skill just improves to such an extent that they realize they really want all cold, fertile planets so they want to make a bunch of boreals, not terrans, they can actually do that. Or if they just WANT a system of all savannahs for their own internal RP aesthetic, they can do that. Empower the players!
I want a easy way at the beginning of the game to know what things you can terraform in research tree. Now that Riftborn are very different this would really help
Maybe it's just me, but I'd like to have a kind of "planet type" tree, to better plan terraforming...
+1
Also I'd appreciate it if there was a chaining option. In other words having All the possible "end result" planets on the list, not just the first step.
Playing riftborn, can only degrade planets to a lower tier, there are no upgrade options. Is this intentional? If so, it really sucks!
Riftborn get (as a trait) +20 happiness per sterile planet and -10 per fertile to offset the base negative happiness cost of sterile planet. Also sterile planet produce less to no food for much more science/dust/production and since the riftborn have no use for food this is actually very good.
Terraforming is for gaining approval and food now, i.e. it mostly serves expansion. You can't devastate the planet for resources, but it can return some day (maybe as a special mechanic for new faction?).
Vodyani can't terraform nor specialize nor clear anomalies from planets, because of the ship-bound affinity.
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