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 here is an idea. following from Nasarog stating.....
Nasarog wrote:
No more human and biped factions. I want really "alien" Aliens. I love the Unfallen and Riftborn. I want more like those with even stranger gameplay mechanics.
Remember when the Harmony were in development? Remember how there was a space virus faction that ended up becoming a single hero? Think about it, intelligent space virus. Personally, i would love to "infect" planets.
Yea, they could be fun. With the talented dev's at Amplitude, I know they would make this faction very interesting.
Thanks! Figured I saw a few cool ideas that worked well together, since I've seen them all over the place in pop culture with the Reptilian Conspiracy thing.
In all seriousness, I'd really dig a gothic/dark sort of faction with kind of a ruined/recycled aesthetic, and a "deep space" theme for mechanics involving moons and asteroids. Stone ruins, start on an Ash world, have ships that maybe are carved from asteroids and have a bit of a ruined cathedral aspect. They themselves would be some sort of warped alien gargoyles, and have something like the curses of the Morgawr, involving corrupted Black Dust that both made them what they are, and allows them to inflict malevolent Dust effects on other empires and systems. Sort of like the Singularities, but with a focus on the debuffing aspect, going for more of a Plague/Four Horsemen of the Apocalypse vibe rather than Time.
Politically they'd probably be... maybe Religious and Militarist? To reflect the fact that they, to say the least, run things very poorly and would thus want to suppress other species and handle disapproval with Religious laws.
Basically I want whatever our Space Morgawr could be, lurking creepily in the deep void between starlanes.
Anything weird and interesting that isn't another human faction. Which leaves out the Vaulters I know, but they wouldn't be different enough from the UE to be interesting. Give us more weird aliens please.
We don't have a true machine intelligence yet, so that's one option. It should be something we can negotiate and trade with. Not Saberhagen Berserkers or else they're too similar to the Cravers niche. Maybe another completely space-based faction like the Vodyani, but focused on resource harvesting and trade. Something like a robotic version of the migratory Outsiders in the Niven novels.
I can't understand why so many are against another human faction. We have the United Empire and *probably* the Horatio (They probably don't consider themselves Human anymore at all and they might be correct given their culture and genetic engineering.) as major factions along with the Pilgrims as a Minor Faction. That's pretty much it. So of the 8 major factions 12.5%-25% are human and when it comes to Minor Factions (Of which their are 16.) only the Pilgrims represent another human faction. (So 6%)
Anyway. Chances are that if the Amplitude follows the same strategy as Endless Legend we might receive an additional Major Faction with each piece of large DLC with maybe an additional 2 minor factions. How many large pieces of DLC is up in the air, but it probably will be two or three like EL. Although if SEGA backing them they might get a bit more bold and release Faction DLC.
Zenicetus wrote:
Anything weird and interesting that isn't another human faction. Which leaves out the Vaulters I know, but they wouldn't be different enough from the UE to be interesting. Give us more weird aliens please.
We don't have a true machine intelligence yet, so that's one option. It should be something we can negotiate and trade with. Not Saberhagen Berserkers or else they're too similar to the Cravers niche. Maybe another completely space-based faction like the Vodyani, but focused on resource harvesting and trade. Something like a robotic version of the migratory Outsiders in the Niven novels.
I don't see how the Vaulters would play anything like the United Empire. The United Empire is all about pumping out stupendous amounts of industry while if the Vaulters played anything even remotely like how they did in ES1 they'd be able to get wormholes on their settled planets, get buffs to science and require cracking a planet in order to vacate the Vaulters from their bunkers. They were very defensive oriented.
I'd say that Harmony is a good pic for the next faction.
They are alien enough both in appearance/makeup and gameplay.
As much as I'd love to see Automatons and/or Sowers in the game, I'm afraid their niche is already filled as a completely artificial race, and their attributes are divided among minor races.
Harmony would fit for sure. Especially as they were in ES1, it'd give some nice structure to the established game universe.
According to the Pulsos lore, most of the Harmony have already left the Dust-filled galaxy.
Also, there's a quest where you get ambushed by a small force of Harmony. I don't remember the details, but the quest was particular about how the Harmony were an ancient race that should've disappeared from the galaxy ages ago, according to the narrator's/player's knowledge.
I don't think that the narrative of this particular quest would work if the player was a theoretical Harmony faction, or if the player has already encountered a major faction of Harmony.
Ah, but as a counterpoint, the quest as stands is strange due to the explicit reference to crystalline ships while (at least in the early access, I don't know about now) using Sophon ships. It's not impossible for them to add Harmony and simply add a check to stop the event from firing if a Harmony faction is present, in a manner similar to how several current events will only fire if a certain population type is present in your empire.
I remain of the opinion that this quest, and the Pulsos's reference to the greater Harmony as still existing out there somewhere, is meant to, if not tease the return of Harmony, at least leave the door open to bring them back.
We don't have a true machine intelligence yet, so that's one option. It should be something we can negotiate and trade with. Not Saberhagen Berserkers or else they're too similar to the Cravers niche. Maybe another completely space-based faction like the Vodyani, but focused on resource harvesting and trade. Something like a robotic version of the migratory Outsiders in the Niven novels.
Well, maybe mix that with my desire for a Deep Space centric faction? Maybe a faction of asteroid carvers and miners, they could possibly use ships to directly exploit Nodes or something. I'm not really sure, I'm just an idea guy for lore and theme, not mechanics very much.
Ah, but as a counterpoint, the quest as stands is strange due to the explicit reference to crystalline ships while (at least in the early access, I don't know about now) using Sophon ships. It's not impossible for them to add Harmony and simply add a check to stop the event from firing if a Harmony faction is present, in a manner similar to how several current events will only fire if a certain population type is present in your empire.
I remain of the opinion that this quest, and the Pulsos's reference to the greater Harmony as still existing out there somewhere, is meant to, if not tease the return of Harmony, at least leave the door open to bring them back.
I don't see how that is a counterpoint. It is merely a discrepancy caused by the lack of a unique ship model for a single minor quest.
As for the stop-check idea, that is a completely different situation than the events that check for specific population types. It's not merely quest or no quest. It is effectively changing the history of the Endless universe itself before the game even begins from a history where the Harmony left and never came back to a history where they are still here in the galaxy. It's not like the other factions are absent in the Endless universe just because a player or AI hasn't chosen that specific faction. They would still be a current presence in the lore even if no one is playing them.
Rather than leaving the door open, it is more like they shot themselves in the foot if they ever plan to re-introduce the Harmony. Why would they ever come back? They have already stopped by the galaxy on their quest to the Core. Since they left, there wasn't anything of interest to them in this galaxy. Their repulsion towards Dust is even more of a deterrent that keeps them away. There's very little reason for the Harmony to ever return to the Endless galaxy. If there was a reason to stay, why would they even leave in the first place?
Aesthetic wise, the faction would look like the Zerg or Tyranids. Their ships would be very organic and living just like they are. They would be an ecologist faction that is heavily dependent on food production. They wouldn't use science to research technology, instead they would use food as well. The reasoning I had with this is that they don't need science or technology, every adaptation they need would be through mutations. Need to colonize/live in an ice planet? Evolve to do so! Need bigger ships? Mutate them! Need manpower? Mutate your population to be super soldiers! Maybe they would also infect other populations to be part of the hive mind. So when you assimilate a minor faction, you change their political ideology to fit yours.
Ah, but as a counterpoint, the quest as stands is strange due to the explicit reference to crystalline ships while (at least in the early access, I don't know about now) using Sophon ships. It's not impossible for them to add Harmony and simply add a check to stop the event from firing if a Harmony faction is present, in a manner similar to how several current events will only fire if a certain population type is present in your empire.
I remain of the opinion that this quest, and the Pulsos's reference to the greater Harmony as still existing out there somewhere, is meant to, if not tease the return of Harmony, at least leave the door open to bring them back.
I don't see how that is a counterpoint. It is merely a discrepancy caused by the lack of a unique ship model for a single minor quest.
As for the stop-check idea, that is a completely different situation than the events that check for specific population types. It's not merely quest or no quest. It is effectively changing the history of the Endless universe itself before the game even begins from a history where the Harmony left and never came back to a history where they are still here in the galaxy. It's not like the other factions are absent in the Endless universe just because a player or AI hasn't chosen that specific faction. They would still be a current presence in the lore even if no one is playing them.
Rather than leaving the door open, it is more like they shot themselves in the foot if they ever plan to re-introduce the Harmony. Why would they ever come back? They have already stopped by the galaxy on their quest to the Core. Since they left, there wasn't anything of interest to them in this galaxy. Their repulsion towards Dust is even more of a deterrent that keeps them away. There's very little reason for the Harmony to ever return to the Endless galaxy. If there was a reason to stay, why would they even leave in the first place?
I'll grant that it's a discrepancy, but I still disagree that the situation is all that different from population events. I'd view it as less a change of history from "Harmony never came back" to "Harmony came back/never left" and more of a "Small force of Harmony came back" vs. "Large force of Harmony came back", like how, sure, the other factions still exist as a lore presence when noone's playing them, but they are not a significant force that the player will engage with on an empire-wide level. You're not going to be going to massive war with the "Lost Horatio Ship", as an example.
A return could easily be explained by the Harmony developing more effective means to keep themselves safe from Dust, enough to be willing to go back and properly cleanse the stuff, or possibly by having some interest in the whole "Heretic attempting to restore Dust's perfection and in the process cleanse the galaxy" thing. ENFER did say they were "crystal healing for the Universe" during the ARG, after all.
Though, of course, as my avatar would indicate, I am very much inclined to take things as a reason to believe they'll come back.
EDIT: The wording on the Pulsos description is actually "Most Harmony strive to pass beyond the Dust-tainted galaxy", seemingly indicating that it's a similar situation to ES1 where they're still in the galaxy due to Dust disrupting their hive mind and throwing them into disarray.
If I could grab any faction from an Endless game, I'd kind of like to either see the Ardent Mages (Giant chained crystal ships firing out lightning across space) or the Shifters (Giant bio-organic ships that can alter their purpose, maybe a grand quest to return to Auriga?)
Truly alien is only nice if it is written well. I think the majority of my favorite sci-fi novels all entail humans and humans changes/ interactions into the future.
I suggest sid meiers alpha centauri (very old 4x game) a classic and with fantastic human factions, which I think shows how well only human factions can work well. Here ideas from communism and capitalism are taken to the extreme in some factions. If you got the history of the spartan nation to build on, who need the hissho or cravers? Are aliens that feed on us more scary or are humans that kill all offspring with deformities more terrifying?
The news today mentioned North Korea firing a missile into the japanese maritime zone, a totalitarian regime of which we can hardly grasp how living in it would be like for us. Put across it: South Korea, japan and the USA who now for decades maintained a policy of de-escalation. I doubt the current game AI could even remotely remain passive under such circumstances.
According to the Pulsos lore, most of the Harmony have already left the Dust-filled galaxy.
This is true. I had missed their lore description and it indeed indicates that Harmony is gone. Pulsos is all that remains (well, for the most part at least). While there are ways to write a story about their return to me it seems that they're gone for good. Pulsos are there as a reminder of them.
Ozgwald wrote:
Truly alien is only nice if it is written well. I think the majority of my favorite sci-fi novels all entail humans and humans changes/ interactions into the future.
I suggest sid meiers alpha centauri (very old 4x game) a classic and with fantastic human factions, which I think shows how well only human factions can work well. Here ideas from communism and capitalism are taken to the extreme in some factions. If you got the history of the spartan nation to build on, who need the hissho or cravers? Are aliens that feed on us more scary or are humans that kill all offspring with deformities more terrifying?
The news today mentioned North Korea firing a missile into the japanese maritime zone, a totalitarian regime of which we can hardly grasp how living in it would be like for us. Put across it: South Korea, japan and the USA who now for decades maintained a policy of de-escalation. I doubt the current game AI could even remotely remain passive under such circumstances.
So definitely don't rule out more human factions.
True as well but it swings both ways. The success of any faction/race concept depends largely on the writing behind them. And, of course their gameplay style. I guess the appeal of alien aliens rests largely in the idea of a vast galaxy. It's a big unknown universe out there so it's natural to expect to encounter very strange creatures on the journey. It's a whole different story if you take the game setting on to a single planet, nation or such like. In EL it was quite natural to see Rovers, Ardent Mages, Vaulters (not related to Auriga though.. but they look pretty much like the rest!) and so forth as they all share the same world. Space, on the other hand, is vast.
For example in this thread there's been ideas about shadowy reptilians, organic mutators, living planets etc. Those kind of creatures hit the "wow what's this thing now" nerve with me. With UE and Horatio, I find humans to already have their corner of the galaxy covered. Been there, seen this, done that.
With all that said though, I don't loathe the idea of extra human factions. If it's well written, sure go ahead. Just a personal preference to see more alien aliens.
No more human and biped factions. I want really "alien" Aliens. I love the Unfallen and Riftborn. I want more like those with even stranger gameplay mechanics.
More or less +1.
While I don't get what's wrong with biped, I share the general sentiment.
We have UE which are as "normal" as it gets, we have Sophons and Lumeris, which are nearly as normal as it gets, and we even have Horatio which is not quite normal, quite ugly, and yet still technically human or at least very close to human. I don't see how we would need any more vanilla flavored factions than that in foreseeable future.
That said, it's not “normal” that bores me, it's typical. Give me another zerg faction, or another tentacled ones, and I'll be as uninterested in them as I am in UE. Being revolting doesn't by itself exclude you from being boring.
I like the Harmony faction. And while they may have lore reasons to not be here, something similar has no lore reasons not to appear.
I'd also like to see a nomad factions that is:
-Not required to suck the daylight out of other beings. (Let's face it – non violent essence collection is NOT how you play them.)
-Not fanatical and doesn't stink of a cult. Preferably not religious as well.
I also like the gene stealing (but I hate everything else about Horatio), and I'd like to see a version of it that:
-Doesn't require consuming population.
-Doesn't require amassing said population.
-Has nothing to do with a deranged and deformed baldie triying to destroy diversity in the universe. (thankfully that part can be dealt with via custom factions)
Get some other ways of getting gene samples (trading, stealing, capturing in war, using heroes) and don't make the faction unnecessarily freakish, and “I'll be sold” on it.
I also like the ideas of strong population factions in general. So far my 3 favorites happen to be the 3 strongest ones “per pop”. (I should probably note that I don't see Cravers as strong, more like uncivilized, desperate, and reckless, or maybe just genetically flawed. Didn't dig the lore, no idea if they mostly can't stop because of genetic traits or just mostly can't stop because they aren't bright enough for any self-improvement.)
Ozgwald wrote:
Every-time a science/ tech is unlocked you get to complete one system development (could tactically be used on wonders).
It's arguably OK for developments, though I'd say it would only be ok if it's a development of the tech of the same tier or lower, and only the kind with unlimited numbers of them per empire, but never for wonders.
There are improvements that are SUPPOSED to be costly to build in their respective stages like the ones with +25 per system level, and even the normal ones are not meant to be build in earlier stages easily. This is reflected in both their production costs and buyout costs. And it's there for a good reason.
And wonders are simply out of the question no matter what. They are supposed to be competed for, not cheesed away.
I'm seeing a lot of love for bringing back ES1, but I would kind of like to see Endless Legend make a comeback the way the Vaulters did. Maybe an Aurigan faction of nomads who set themselves up on a different planet, with a multitude of different "Original Empire Races" making them more a coalition of minor factions than any one race. You could get into a sort of diversity theme, maybe make them urban and very cosmopolitan, like a Space New York with their wide variety of races in harmony.
Unfortunately a lot of the existing EL factions don't work, because they're too similar to current ES2 factions by necessity; only the Morgawr, Allayi, Drakken, Forgotten, and Ardent Mages could really work as their own thing that doesn't resemble the others. Even then the Forgotten and Ardent Mages bring in yet more humans, and the Ardent Mages step on Riftborn lack-of-toes with their original mechanics.
I think one interesting thing we could get is a faction all about laws or all about battle tactics. They would be able to unlock additional and more interesting/powerful battle tactics, or alternately have their own custom law for each party. Battle Tactics could be changed to incorporate an Ardent Mages style mechanic, with tactics that cost resources akin to their spells, so we could get back some of that feel on a new faction; for a Law based faction we could have some sort of ancient faction of Endless administrator bots, possibly as a one-system Megacity faction running a vast planetary bureaucracy of city departments and services- like a non-fanatical, cosmopolitan version of the Cultists.
They would be able to incorporate other systems as client colonies, affecting them with laws and gaining their FIDSI, but unable to properly assimilate them. (they'd be immune to assimilation by others though) Laws would apply to those systems and minor factions as they do for the player, but the player could only control their development by cancelling projects or setting the System automation option. Meanwhile the player would always instantly gain a Pop slot/planet and a unit of that new population filling it on the home system, possibly with additional slots across the top of the screen or the side to accomodate overflow slots. Alternately it would just provide an overall Maximum number of slots, and list the races by their numbers, instead of bothering with the usual radial arrangement of slots.
By the end game the system would have an immense population and look like a bloody collection of Coruscant's all in a row. Or even just one massive city world if
Every-time a science/ tech is unlocked you get to complete one system development (could tactically be used on wonders).
It's arguably OK for developments, though I'd say it would only be ok if it's a development of the tech of the same tier or lower, and only the kind with unlimited numbers of them per empire, but never for wonders.
There are improvements that are SUPPOSED to be costly to build in their respective stages like the ones with +25 per system level, and even the normal ones are not meant to be build in earlier stages easily. This is reflected in both their production costs and buyout costs. And it's there for a good reason.
And wonders are simply out of the question no matter what. They are supposed to be competed for, not cheesed away.
I think it would fine.
The way I see it they are strong in dust and need it for construction as they suck with industry (science and dust is their forte). Because they are mostly tied to gas planets, you have a lot less resources easily accessible. To balance this out they get extra tech to make something out of gas planets and as an extra feature the sun (just because it would be a cool feature). Telluric planets give less, but you get a lot more from gas planets, this does mean that you also need to research more, something that might pay back by more buildings completing. For a small empire a strong feature, for a large empire a weak one.
Locking the unlock to sector and tech era definitely is an option, but the idea of getting some cheap food tech of almost no use to pump out some fancy system upgrades could be cool.
On top of this there is a disadvantage from some wonders that give a system bonus, but penalize the empire on science and dust (-10% and -25%).
Another strategy aspect would be approval. Most of it is combined or in the sectors with industry and food. Having the empire bonus from happy and ecstatic could be a viable strategy to focus on.
Without question, the Sowers and the Amoeba are the two factions I would most like to see make a return. I'm hoping that eventually the majority of the ES1 races will be added as major factions though.
I'm not against new factions - I like the Riftborn and Unfallen, and I warmed up to the Lumeris and Vodyani over time - but at this point in time I definitely think the priority should be with bringing back more of the classic factions.
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