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.
One feature that was immensely helpful in Endless Legend (as well as many other 4X games) was the demographics screen, where you could consult graphs on how everyone was doing in terms of military power, resource production, tech, progress towards victory conditions and the like. It's a great tool at any level of play, so you know when you might be lagging behind on certain aspects and who your biggest threats are.
But come Endless Space 2 and it's nowhere to be found. Even worse, it's still there, because the AI still knows at all times when they're stronger or weaker than you, but it's just not accessible to the player.
Am I just missing something? Is it hidden away somewhere and I just haven't found it or did Amplitude honestly thought this was a good idea?
Check the victory screen, it may include some of the data you're looking for ( Victory Tab of the Empire screen). For the entire list of opponent's score, mouse over the end turn button.
Afaik, no way to know exactly for each opponents your relative position in a particular area, you only have clues, no evidences.
Yeah, I know both of those things exist, but that's far from being enough. Especially when there's A) no breakdown on how each score is being calculated, and B) that's still not the tools that the AI has. Remember, the AI HAS this information. One of the reasons why the might have a given attitude towards is because "we are stronger than you", and they just KNOW this even if they've never seen your fleet.
I mean, it wasn't OK when MAC users could see minor and major areas of influence through the fog of war because of a bug, now imagine if you gave certain players the ability to see other kinds of information on your faction that you couldn't access. Does that sounds like good design?
I'm not sure the AI has the information. It's maybe more like the AI thinks it's stronger than knows it. But I may be wrong. I'm still discovering the game, so I'm not sure it's a problem. I like the idea of having clues but no evidences, and need to make some gamble. I'll say more in a few hundred hours of play ;)
I'm not sure the AI has the information. It's maybe more like the AI thinks it's stronger than knows it. But I may be wrong. I'm still discovering the game, so I'm not sure it's a problem. I like the idea of having clues but no evidences, and need to make some gamble. I'll say more in a few hundred hours of play ;)
Indeed, the AI only gauges your existing army but doesn't know anything about your "potential army" which is why some Lumeris can try to attack you because they have more combat ships at the ready than you... Only to be crushed by an army twice as big you pumped out in three turns.
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Indeed, the AI only gauges your existing army but doesn't know anything about your "potential army" which is why some Lumeris can try to attack you because they have more combat ships at the ready than you... Only to be crushed by an army twice as big you pumped out in three turns.
Ok. Thank for the confirmation. I was asking myself if the AI is aware of the range and offence/defence capacity (kind of weapons/shield/Armor) of my fleets?
As I can select and check the range of an enemy fleet before starting the battle, I can plan ahead of time my fleet composition and what modules I fit on the ships.
That give me at least the possibility to get the best fleet I can afford with my current tech for each enemy (I didn't see an enemy changing completely the range or weapons/Armor type since launch of game). If the AI can't do the same, I've an huge advantage on it.
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