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.
With the open tech tree I'm having some trouble figuring out what to focus on early. I know a lot of things depend on who you are playing, but I think these questions are pretty general.
Are there key industry buildings?
How important is food if you don't have many open populations slots?
How soon should you focus on tech to colonize more planets?
Is it worth colonizing any planet you can even if it has no food, for example?
How important are large worlds?
There seem to be less dust buildings then other basic ones. Is that because you should get a lot of income from trade corps?
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Xenolinguistic xenobiology then planetary landscaping. First gives industry, then science, then food. That will boost your early game once you get a 2nd planet. Build colony ships and get whatever resource that speeds up outpost development (For most factions this is dust)
Law wise getting + dust for - approval and +approval -science is a good combo early. (especially if needing dust for outposts)
Colonize such that you got good system development resources. Head for system development techs.
Mid game: Either keep colonizing or start to conquest. Or both. Or even trice if you get influence and can get minor factions with assist quests. (I tend to do all 3 at the same time for the most speed.)
Exploit:
Currently trade routes is the way to go, boost them with any trade % bonus. This will net you exponentially more dust. (I have had over a million dust per turn) This will however net you dust inflation. You can simply remove the trade routes after having a large amount of dust then buy much cheaper again with less inflation.
None exploit: Focus on whatever victory condition you are going for. Decide if you are warring or if you are peaceing up with everyone around you. In general you cant have too much industry and food. Spread out population if you care to do the micro (hopefully this will be more automated in the future.)
end game: If you got this far without leading you should focus on disturbing whoever is in the lead and winning yourself before they do.
Your questions: Are there key industry buildings? Depends on map setting but I would say the industry per planet buildings are all quite good.
How important is food if you don't have many open populations slots? Depends on playstyle and how much micro you can do. If you keep shipping off population from planets allmost full you can more easily grow other planets quickly. If you do that then keep getting food buildings until you have 1 pop per turn growth. If you are big in war and lacking manpower you could even go above this.
How soon should you focus on tech to colonize more planets? Depends. Can you get ecology then it is not a big priority. If not it is a big priority. In general get the planets with food early (if not playing riftborn)
Is it worth colonizing any planet you can even if it has no food, for example? Depends, can you ship many population to the planet? are you playing riftborn? But in general. No not if it is not your only better option.
How important are large worlds? Large in the meaning of many planets per system is very important.
There seem to be less dust buildings then other basic ones. Is that because you should get a lot of income from trade corps? Yes. Currently in my opinion too much.
It absolutely does depend on your faction, but I usually go with Industry > Food / Science >> Dust early on. Food is preferable to science but depending on the planet, it's size, and food bonus from anomalies, it may not be necessary or not worth the industry cost.
Key industry building is Xeno-Industrial infrastructure. Interplanetary Transport Network isn't worth it until a decent pop size AND with a strategic deposit (otherwise skipped until population is 15 or so). Next would be a Jadonyx system development upgrade. If you get really lucky, you might get Sim-camps that give 0.1 Industry per manpower capacity from a curiosity, making that those manpower defenses worthwhile (usually+20-25 each). Next in line is Predictive Logistics for a flat +20 per planet. As with Xeno-Industrial infrastructure/sustainable farms/ Public-Private partnerships, it's usually more worth it to grab an extra planet first instead of building any of the higher tier industry buildings (especially if it has a luxury to offset the approval penalty or has a strategic metal). Industrial Zones planet specialization might be worthwhile to put on Temperate planets if you really want to push it too. AI Labor is next as it's fairly situational (needs Hot and/or Sterile) but is amazing if you find one of those 5 desert/lava planet systems. Nothing after that is really worthwhile compared to other buildings or ships except maybe Fabrication License. It's usually better to build the lower tier buildings first, unless you can afford the buyout for predictive logistics. If you used a Voidstone system development and can afford it, queue that first.
Not that important, unless you really need the manpower (and you really NEED manpower playing on a difficulty like Endless with a bloodthirsty race like Cravers - never again). The tier 5 food conversion comes too late and is too costly to be useful. Someone is likely close to winning by then, or it's just a win-more improvement.
As soon as you can get away with basically. The goal should be to ideally reach 1 or 2 planets past the point you start getting over-colonization penalties. Just don't settle on those one-planet systems, settle so fast that you choke your main systems of food from food shipments, or settle too early those juicy 5-cold-planets systems that have everything (luxuries, anomalies, strategics) except industry. In decision-making terms, I usually put this at the same level as getting the early military techs. If nobody is close and I don't need a sturdy fleet for pirates/quests, I pick colonization techs instead.
It used to be the case, but with the new food shipment system and tougher over-colonization penalties; don't. Unless it has some really good luxuries/strategics, or if you have no where else to expand. Come back for these nearer to the mid game.
Large worlds are a good bonus, but not something I'd go out of my way to find and settle. On the other hand, I'd avoid tiny planets with only 2 or 3 slots unless it had good FIDS and if there are bigger planets in the same system. Remember that you can terraform some of the hostile worlds to get more slots.
Seems so in my experience. I often find selling strategics/luxuries on the market superior to trying to build Xenotourism Agencies and Pulvis Production. By the time I think I can spare the industry, I can already build trade-related buildings. Pulvis-production in particular is too expensive for its small benefit. 1 dust does not equal 1 of any of the other FIDS, yet this building gives less of it than other buildings in the same tier.
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