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.
ok i played three long games two with cravers (one with militarist the other with the religious party) one with the ue and the cravers still have issues comparatively:
1) you are basically forced to use the religious party for the law that sets all happiness to content, reasons being:
-if you have a system with a lot of non craver pops you will have to eat them wasting precious turns building nothing while the depletion points accumulate
-to make use of the 50 pop collection bonus you want as many depleted planets as possible, meaning on medium and larger maps you will have huge issues with overcolonization
-other laws that give happiness are not as powerful and/or are conditional
to be honest the religious law feels like a cheat code for the cravers, you can ignore quite a few techs and buildings and slavery unhappiness. i tried both one game with military happiness laws and one game with religious.
2) depleted planets are a big economic issue in the mid to late game.
-depletion affects all buildings and development bonuses that are on per pop basis. basically the most powerful buildings are cut in half in their effectivness. craver systems are a lot weaker than systems of other races
3) early game the cravers are too strong
-the 2 command points make a big difference in the early game
-the economy is very strong as long as you don't have many depleted planets
-i never met an enemy in the early game i could not conquer
4) late game militarily i prefer the united empire (sheredyn faction through the faction quest)
-ue fleets are a bit smaller
-ue ships deal more damage if you choose the sheredyn faction and get their combat card and focus on projectile attacks. (the card gives -50% enemy projectile absorbtion)
-the damage bonus from depleted planets is not as strong as you might think, late game ships usually have 60-70% damage absorbtion
-needless to say the ue have a much better economy in the late game
-ue can have multiple parties, e.g. military+economists for 50% increased damage and 30% increased hull points and more laws strengthening the economy or fleet.
cravers are basically stuck with thre religious party.
suggestions:
-depletion should be a passive terraforming process and depleted planets should simply not give any bonuses to fids. the big difference to the current system is that system improvements and development are not affected, i.e. a building that give 4 production per pop is not halved in effectivness any more. this would make the late game economy more competetive
-fids bonuses from undepleted planets should be lower i suggest 100% to 75% down from 150%. the economy is simply too strong in the early game.
-there should be a midgame tech that increases the fids bonus to 150% (current value) from non depleted planets.
-slavery unrest as well as overcolonization should have hard caps (i suggest -100 for slaves and -125 for overcolonization) this way you don't have to use the religious party
-the ship that you can capture from the starting quest should not be given to the player. it makes early game agression even easier (i conquered an enemy riftborn and all it's systems in the first few turns: i had 4 colonies the riftborn had 5)
-the craver unique building should not be an emprie unique and should be capped at 50 max happiness to prevent exploits.
The largest improvements to system yields are population and percentage bonuses. The "per planet" or "on system" bonuses are very small. So -50% FIDS on planets is a huge penalty.
The infantry bonuses are very "meh." One of the "Tikanan" assimilation bonuses for example doubles infantry. Doubles it. So a 30-50% bonus here or there is not a big deal, especially when taking over a planet is so easy to begin with. You are just saving a little manpower, and manpower is currently an ignorable infinite resource for every faction other than Riftborn.
I dont think any improvements are affected by depletion. So the 4 industry per pop building will still keep the 4 industry per pop even after depletion. The only improvements that will be affected indirectly are percentage based improvements.
Nope, anything that says +per pop is applied to the pops not the system, it's added up on the planet based on number of pops working that planet, and then effected by penalties like depletion or the hardship ready FIDS reduction. Improvements, system upgrades, hero bonuses, everything that says +per pop is reduced by depletion.
I just did a run of Craver Jesus (religious Craver with the law to set happiness to content) and in that case I just got to keep all my depleted system for the pop collection bonus. Not having to worry at the happiness at all is very powerful, you also don't care about the political opinion of your pops since you can just select religious at every election and you don't take the happiness hit since you got it covered by the law. All you have to do is being able to maintain the influence cost of the law.
Once you finally unlock it (after 3 elections) it also basically remove the concept of overcolonization so you can just spam colony ship to every available system. In fact I tried to deplete planets as fast as possible by also having the religious law to only grow cravers. Late game with multiple depleted systems my fleets and troups were just unstoppable and I could directly invade a system in one turn without having to siege at all (i also had assimilated the minor faction with the bonus to infantry)
I just discovered that thread about the Cravers, and woooa I am very surprised by what I read.
I play a lot with them and in each of my runs they looked really really powerfull. I played them before and after the depletion reduction, and honestly I am not at all sure it is needed.
I agree with all the points WeLoveYou listed in a post above. Their early game is very powerfull, the fids bonuses, the ship from the quest, the starting tech in the industry branch (which give you an industry improvment from start but also you can directly research the Ash planet colonization), the bonuses from the cravers hero skill tree, etc.. they have all the tools needed for a strong early game.
I would also add that the happiness is not at all a problem for the Cravers, and not thanks to Feeding the Pit, which is quite handy but quite limited. No, the happiness is not at all a problem because of the warSSS you declare. With Jingoist Bill (at start) and Us or Them (at mid) laws you get +35 PER war, which is huge. This means that you are nearly constantly Ecstatic at empire level, and this despite explosing your overcolonization threshold, and without building ANY happiness improvments. Yes, that means you keep some minor alive to keep having a good number of 'wars'. I had a +300 bonus at the end of my last T120 supremacy victory (large galaxy, 7 IAs, serious) for example, just from the wars.
So from my experiences, I would say that they are one of the strongest faction, maybe not in the hands of the IA that's true, but in the hands of a player certainly. As competitive multiplayer goes, I would not be surprised to see them being considered OP* in their current state to be honest.
I'll just correct one mistake above - the 50 pop bonus is plus damage to ship weapons and plus damage to infantry. I thought it was plus damage and health to infantry. Doesn't change the basic point.
I'm still struggling to tell whether depletion affects population improvements. I'm *fairly* sure it doesn't, but it's difficult to tell with so many multipliers and effects going on. Maybe a dev could wade in on this to confirm?
I tested the effects on pop bonuses in relation to depletion before I made that comment. I am 100% sure improvement and hero related per pop bonuses are reduced by depletion. I did the test again using the same save and took screenshots.
Here's the hero used:
Here's a depleted planet with 2 pops on it:
You'll notice the planet has 5 base industry per pop, plus the 2 from the hero is 7 industry per pop. With 2 pops on the planet it's only producing 7 industry.
Here's the planet after building the interplanetary whatever inprovement that adds +1 industry per pop:
As you can see industry only went up by 1 instead of 2.
I tested the effects on pop bonuses in relation to depletion before I made that comment. I am 100% sure improvement and hero related per pop bonuses are reduced by depletion. I did the test again using the same save and took screenshots.
<snip>
thank you for settling this.
C0ldSn4p wrote:
I just did a run of Craver Jesus (religious Craver with the law to set happiness to content) <snip>
i think this law is somewhat gamebreaking. you basically loose out on the ecstatic happiness bonuses which are minor (25% food and influence) but you can ignore all happiness buildings which is a lot of production that can be used on ships or other improvements. in my current craver game i have about -100 happiness from over-colonization i just can't make this up with happiness buildings. if i want to expand further and keep my planets at content i basically have to build all happiness buildings and terraform all planets and this compared to one law. the military laws that give happiness are a bit too unreliable/weak in my opinion as i usually are at at war with one or two factions.
another issue is that the unique technology and building that gives gives happiness per ship is once per empire although the tooltip does not say so. if this building could be build on every planet the happiness issue would be fixed from my perspective. it would also encourage cravers to spam many little ships as compared to my current goto strategy of the biggest ships possible full with the best modules my strategic resources can provide.
I just did a run of Craver Jesus (religious Craver with the law to set happiness to content) <snip>
i think this law is somewhat gamebreaking. you basically loose out on the ecstatic happiness bonuses which are minor (25% food and influence) but you can ignore all happiness buildings which is a lot of production that can be used on ships or other improvements. in my current craver game i have about -100 happiness from over-colonization i just can't make this up with happiness buildings. if i want to expand further and keep my planets at content i basically have to build all happiness buildings and terraform all planets and this compared to one law. the military laws that give happiness are a bit too unreliable/weak in my opinion as i usually are at at war with one or two factions.
another issue is that the unique technology and building that gives gives happiness per ship is once per empire although the tooltip does not say so. if this building could be build on every planet the happiness issue would be fixed from my perspective. it would also encourage cravers to spam many little ships as compared to my current goto strategy of the biggest ships possible full with the best modules my strategic resources can provide.
As I explained in my post above, the militarist way is even more powerfull than the religious one as you can easily keep the Ecstatic happiness on Empire by just having enough warS ongoing, even without building any happiness building, and even with a huge overcolonization malus. ;)
i read your post but it does not cover my experience. the religious law is just one law you need the miltarist have multiple laws (including a neutral one) and in the end they don't scale as well with larger empires. you have to consider that some systems have way bigger happiness penalties due to planet types and anomalies (which can be removed/terraformed only late in the game)
i am not saying the laws are bad or your strategy is invalid (to the contrary), just that in my experience the religious law covers all your need with just one law, no matter the size of empire, the size of the galaxy and so on (also you do not need to be at war with multiple factions all the time).
once i reached a size of 70+ planets the happiness bonuses from the military laws are just not enough and this is with happiness buildings.
imho turning the craver empire unique building into a regular improvement would be fine (the tooltip afaik currently does not say it is an empire unique, but it is)
Taking everything you just said, would it not be even more powerful to heavily micromanage your systems to avoid complete depletion and very strongly favor minor faction pops? You'd still get most of the bonuses you listed in your points, but also have an empire full of planets actually producing a solid amount of FIDS.
Not really. Of course, you can do that if you want to, and I'm sure it will improve your FIDSI output a bit, but you're getting diminishing returns for the amount of work being put in. You're not really missing out on a whole lot with depleted planets if the system has a few decent developments.
For example: Take a 6/6/6/6 FIDS output planet, that has a pop cap of 10. Let's total it up for ease, and say you are producing 240 FIDS total just from population. After depletion, you are producing 120 FIDS less. But depletion doesn't affect system developments, and 120 FIDS is not a whole lot. It's around the equivalent of 4 early game improvements. With larger systems with larger pops, your loss is more, but your development yields are also greater.
In terms of total Empire output, as most games on normal speed only last around 150 turns, fiddling around with population to stop depletion isn't really going to help that much given that the diminished output will not be running that long anyway until victory. You could maybe move pop around from your first systems when they start to be fully depleted.
Moving large amounts of population around is risky, means you have population doing nothing for a long amounts of time, and it's not always clear you are making any overall gains in the long run, as you are going to have to regrow whole systems with minor faction populations, while those systems could have just been at full pop that whole time, albeit with some diminished output.
But the REAL reasons you want to be actively depleting planets is your 50 pop bonus. 1% health and damage increase on infantry for each depleted planet. That's huge. Who cares if you have loads of depleted planets, when you have super-soldiers that can just take more. Cravers already get a health boost to infantry, so with just 10 depleted planets, and no upgrades, your infantry are 30% more effective than anyone else's infantry other than Vodyani (20% more effective) and Sophons (50% more effective). Don't even both upgrading to tanks or aircraft, as your infantry is just as effective, and you can field way more of them. In other words, depleting planets helps you get more undepleted planets faster.
i currently play a game with a custom faction and have cravers as an empire:
-they are not at war, theyhave all the time to develop
-they are stuck and are seriously behind all other empires
-they abandon their own colonies
this is on serious difficulty. imho something is wrong if even the ai with some(?) bonuses can't even keep it's own empire afloat.
It's the problem in itself that they aren't at war, since without expansion they'll get stuck with depleted planets. But that's for players, AI cravers spam impressive fleets from fully depleted systems heh.
In my expirience (playing serious difficulty too) cravers are the only race that can become runaway AI (being way ahead of the rest AI's) and pose a serious military threat (it's not uncommon to meet their doomstacks of 20+ CP with 3 carrier class ships in them by turn 130+-).
Atm imo they're the strongest AI becouse increased difficulty doesn't improve AI gameplay (just look at conquered colonies, they're always awfull with barely any buildings) but give them FIDS bonuses, then that bonuses are multiplied by cravers 150% FIDS bonus and as a result when cravers spawned near me i saw their core world supporting 3 outposts and still growing population (if human player try this, he'll starve it's homeworld to death).
So in your case cravers got unlucky with starting location, didn't have space to expand or smth. else. For example in my recent Unfallen game i literally screwed cravers by turn 80 and now they're worse of all AI's, but that doesn't mean cravers have problems in general - they've some countradictory mechanics but still in right hands with right aproach they're one of the strongest races.
In my expirience (playing serious difficulty too) cravers are the only race that can become runaway AI (being way ahead of the rest AI's) and pose a serious military threat (it's not uncommon to meet their doomstacks of 20+ CP with 3 carrier class ships in them by turn 130+-).
i made this experience with the riftborn, they tend to spam vast amount of fleets comparativly. i never saw this with cravers
Atm imo they're the strongest AI becouse increased difficulty doesn't improve AI gameplay (just look at conquered colonies, they're always awfull with barely any buildings) but give them FIDS bonuses, then that bonuses are multiplied by cravers 150% FIDS bonus and as a result when cravers spawned near me i saw their core world supporting 3 outposts and still growing population (if human player try this, he'll starve it's homeworld to death).
So in your case cravers got unlucky with starting location, didn't have space to expand or smth. else. For example in my recent Unfallen game i literally screwed cravers by turn 80 and now they're worse of all AI's, but that doesn't mean cravers have problems in general - they've some countradictory mechanics but still in right hands with right aproach they're one of the strongest races.
they had room to expand, in fact they have uncolonized systems within their borders that they don't colonize. i saw colonies they had for many turns being vacated/abandoned (the colony disappeared and they got a colony ship in return). it is not the case that they lack room to expand.
however i am talking about the late game here. i agree that cravers are too strong in the early game before depletion sets in (see my suggestions in the second post above yours) for both the ai and the player. as a player the main problem with the need to expand for cravers is overcolonization (which the religious law neatly negates), maybe the ai suffers from mass unhappiness?
Depletion seems like a relatively new mechanic for the series and kind of radical for 4X in general, which are games largely built on the assumption they'll take a long time to complete. Having a race that is effectively under the gun to win ASAP is a very neat mechanic and very flavorful.
Here's a thought -- what if the player could partially control the depletion rate for themselves? At the end of the day you're still ultimately the one calling the shots for how these colonies should be run after all. As the one in control of a hive mind, it shouldn't be too hard to force the swarm to bend to your will with some heavy caveats.
Example: You can freeze depletion, but happiness will take an enormous hit. The hungry populace will rebel if you're not careful. However this incentivizes sacrifice of non-craver population to even it out, which is otherwise right now not an overly attractive mechanic. Of course since this gives a big food bonus as well as approval, you'd also see a craver population boost, meaning this is not renewable as they'll begin to fill in the vacancies. The player shouldn't be able to ignore or put off depletion entirely, it'd just be interesting if they had means of mitigating it long enough to buy time to finish preparations for making the galaxy their next meal.
If I'm offering Craver balance suggestions anyway, might as well bring this up -- seemingly, currently the way a lot of people avoid dealing with depletion is heavily containing Cravers to one planet and instead picking out non-Craver populace and sending them out to conquer the stars, effectively roleplaying the faction while the primary members of it languish in containment on a depleted world. (or are situationally allowed to "eat" less relevant colonies for the FIDSI burst)
If the players can situationally mitigate depletion, might it also be a smart idea to make it so Cravers refuse to be so easily contained? They did after all throw off the Endless shackling them. Maybe their population growth somewhat ignores planetary boundaries. And if you try to avoid depletion by filling up one planet with a members of other populace, one of them will be force-sacrificed to make room for more Cravers. With the approval/food bonus that this entails. I'd suggest either limiting or even eliminating slavery happiness hits if this change were made though. Maybe in-universe Cravers have a narcotic toxin that keeps their slaves docile until the time comes to eat them. In general, the player shouldn't be incentivized to avoid propagating their main populace and Cravers shouldn't be able to be kept contained. That fact is exactly why they're scary to have as neighbors.
imho the intended gameplay of the cravers currently simply does not work, i.e. a devouring swarm that exploits whole systems to death and moves on. there are simple ways to fix this and make the gameplay work:
one or a combination of the folling points:
1) systems with only depleted planets do not count toward the overcolonization limit:
in the current iteration of the game this would mean that your old exploited worlds would barely contribute to your economy while keeping the current gameplay intact, i.e. your are forced to conquer.
2) depleted planets only set the planets fids to 0 or reduce it by some percentage. this would mean that all buildings and system development bonuses would still provide their full bonus; however, this would weaken the flavor of the race
3) eating slaves should set the systems happiness to content for 10 turns instead of providing 10 happiness per turn. this would mean that if you conquer a world full of slaves you don't spend 10-20 turns eating slaves without using the slave production and getting depletion points.
4) cravers could abandon systems and set them up elswhere similar to the vodyani, i.e. you keep all your improvements and travel from world to wrold to exploit it.
5) a mid to late game tech that increases fidsi output of depleted worlds to 75%.
personally i would prefer 1+3 as it would fix all the issues i have with the race currently and keep their flavour/gameplay intact. the other suggestions would make them more like other races, i.e. old core systems being economically viable/competetive.
MidnightTea wrote:
Depletion seems like a relatively new mechanic for the series and kind of radical for 4X in general, which are games largely built on the assumption they'll take a long time to complete. Having a race that is effectively under the gun to win ASAP is a very neat mechanic and very flavorful.
i agree, but the current iteration does not really work (although it is close). currently they are too strong in the agression phase and way too weak in the depleted phase. a lot of those issues stem from happiness issues. on the one hand you want new planets and slaves for fidsi on the other hand you depleted worlds for the population bonus.
Here's a thought -- what if the player could partially control the depletion rate for themselves? At the end of the day you're still ultimately the one calling the shots for how these colonies should be run after all. As the one in control of a hive mind, it shouldn't be too hard to force the swarm to bend to your will with some heavy caveats.<snip>
imho this would just delay the core issue of the race. the current flavour of forced expansion or death is quite nice the problem are the overcolonization penalties in combination with the 50 pop bonus.
i still maintain that in the very early game their warfare capabilities are too strong. when i encounter a race in the same constellation it is basically doomed (on serious), even if the focus 100% on military they can't compete.
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