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Where's the mid-game?

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7 years ago
May 31, 2017, 10:44:46 AM

Just finished my second game and, while enjoying myself plenty, it felt odd overall. The main reason for this was that by the time I'd done filling my starting systems the game was over. So many of the things I teched were barely used in any systems, the final 2 strategic resources were never even unlocked and over half the galaxy didn't need interacting with at all.


Basically, it felt like the game moved way too quickly for the ideas in it. Am I alone in thinking this? Is it intentional? Have balancing decisions otherwise been discussed? Just curious as to what people think about the current state of play really.

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7 years ago
May 31, 2017, 11:23:07 AM

I think you played on a small galaxy on normal or fast speed.

The most enjoyable games I played were on slow and on huge or gigantic galaxies with more players than the "average" number of players in the galaxy.

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7 years ago
May 31, 2017, 11:50:45 AM
VieuxChat wrote:

I think you played on a small galaxy on normal or fast speed.

The most enjoyable games I played were on slow and on huge or gigantic galaxies with more players than the "average" number of players in the galaxy.

Nah, it was default settings except difficulty which was just Hard. It could easily have been the fact that I was Sophons doing Science Victory though - that'd tend to move things quickly. That's why I was wondering what others experiences/opinions were rather than just issuing silly blanket statements with a sample size of 2 games!


I'll try with your settings and see how it goes. Cheers.

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7 years ago
May 31, 2017, 11:56:10 AM

If I may, I would suggest to try an Endless difficulty game, with Hard minor faction and Low ressources. For me it was the best experiences so far, the last one in particular make the economy far more interesting for me.

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7 years ago
May 31, 2017, 12:32:32 PM
Kruos wrote:

If I may, I would suggest to try an Endless difficulty game, with Hard minor faction and Low ressources. For me it was the best experiences so far, the last one in particular make the economy far more interesting for me.

You may, but I'll be slowly working up to that as I'm not very experienced with the Endless series and certainly not brave enough to just jump to the most difficult settings. I'll see how Serious and then Impossible go first.

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7 years ago
May 31, 2017, 1:16:55 PM

I play on Endless difficulty, normal speed and Large map size (which I assume is the default for one of each faction), and completely agree with OP. The mid-endgame pacing as of now is rather questionable as far as non-militaristic victory conditions go, to the point endgame and their various toys are pretty much non-existent unless you purposefully delay winning. By the time you unlock last tech quadrants you're already well on your way to quick victory because:

  • Science: If you got the last tech buildings and tech cost reduction victory tech unlocked (which you will do first if you plan on this victory condition) you're going to be speeding through the rest in no time, focusing solely on victory techs instead of the other last tier techs due to research speed in late game being so fast, their cost relatively low (despite being higher than normal tech) and as such not an issue, not to mention researching additional techs would be actively counterintuitive due to globally increasing tech costs. Possible solution would be to make victory techs much more expensive by default, and maybe have them abstain from the global increased tech costs in order to encourage researching other regular endgame techs? Or, create one additional tech era for each quadrant and move only the victory techs there (kind of like EL). That way you would force players to research several endgame techs before moving onto researching victory techs, resulting in a longer game and giving players a span of time to actually use the current last era unlocks.


  • Economy: Currently completely broken no matter how you slice it, and the worst offender in terms of early victories. Trade routes are extremely overpowered, especially when leveled up and even non-trade focused factions can easily achieve it around turn 100-120 on default speed. In all my games it's always the Craver AI who is announced first as being close to economy victory, and while I haven't lost a game to econ victory myself (presumably due to AI being worse in trade route optimization plus I declare war on them), if I pursue it myself it's a very early GG. I don't know their exact workings apart from trade route income seeming to multiply endlessly with a weaker start, but once they get going every single one will be bringing in several tens of thousands of Dust per turn. One solution would be to massively turn down trade route income or increase Economy victory cap.


  • Wonder: The only time you're going to be needing the last tier strategic resource extraction (due to them being very rare in the market) and perhaps even researching last tech tier industry buildings both from the right and left quadrants (for Food2Industry conversion). Nevertheless once you've extracted the required amount of strategic resources the 3 wonders themselves complete in a mere handful of turns provided you've built few industry focused systems. Possibly similar solution as others, just increase the industry cost of the wonder so they don't complete in less than 10 damn turns.


All these are also reflected in Luxury resources as the last tier ones never get used in leveling up colonies due to their curiosities being locked in last tech tier of Science and Exploration, and the big global Academy quest line as well, because by the time the last "Defenders vs. Rejuvenators" chapter rolls in the game is pretty much already over. Same thing with more obscure stuff like the Vodyani faction quest requiring you to research, build and use a god damn planet cracker, which by the way is more expensive to build than one victory wonder.


All in all the non-militaristic victory conditions are way too easy to achieve, and as a result everything end-gamey ranging from techs, to improvements, to unique resources, to weapons, to global quests and events is left completely unutilized.

Updated 7 years ago.
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7 years ago
May 31, 2017, 2:23:35 PM
FB5813 wrote:
VieuxChat wrote:

I think you played on a small galaxy on normal or fast speed.

The most enjoyable games I played were on slow and on huge or gigantic galaxies with more players than the "average" number of players in the galaxy.

Nah, it was default settings except difficulty which was just Hard. It could easily have been the fact that I was Sophons doing Science Victory though - that'd tend to move things quickly. That's why I was wondering what others experiences/opinions were rather than just issuing silly blanket statements with a sample size of 2 games!


I'll try with your settings and see how it goes. Cheers.

turn off score victory and the game regardless of other settings will last a lot longer.  Score victory is limited to a certain number of turns, it never ends up feeling very satisfying to me, but it still has its place. (As long as everyone is away of it from the beginning)

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7 years ago
May 31, 2017, 2:48:19 PM
FB5813 wrote:
Kruos wrote:

If I may, I would suggest to try an Endless difficulty game, with Hard minor faction and Low ressources. For me it was the best experiences so far, the last one in particular make the economy far more interesting for me.

You may, but I'll be slowly working up to that as I'm not very experienced with the Endless series and certainly not brave enough to just jump to the most difficult settings. I'll see how Serious and then Impossible go first.

Instead of that I think going with low resources and hard minors is a better way to have to use all the layers of the game. And put more players than the average (if your comp can handle that).

And you're right about the scientific victory being fast. But with sophons it's even faster.

You could also try to uncheck the scientific and economic victory.

Or play on slow : you'll have a lot more time to play with what you unlock :)


EDIT: playing on impossible will just give more resources to the AI, so they will get to the economic and scientific victories really fast. I think it's harder to play on normal with more players than playing on difficult with the suggested number of players.

Oh and last ! Some galaxy shapes will create more deadend and more constellations. If you want more diplomacy then use only one constellation and a circular galaxy (avoid the "donut" one)

Updated 7 years ago.
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7 years ago
May 31, 2017, 4:22:48 PM

Fyully agree on hera35's observations. Also look at the builgings: Most Era 5 builgings and some era 4 ones are terribly weak.


My own take is that the game is just not balanced for endgame right now. Also some factions are clearly superior to others right now.


Clearing the game of bugs is much more important at the moment, but I hope it doesn't take too long to get into balancing issues.

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7 years ago
Jun 1, 2017, 9:25:39 AM

i only play with domination and supremacy victories. gives me all the time in the world and the gameplay i like: to crush my enemies, see them driven before me and hear the lamanetations of the sophons.

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7 years ago
Jun 1, 2017, 3:52:07 PM
FB5813 wrote:

Just finished my second game and, while enjoying myself plenty, it felt odd overall. The main reason for this was that by the time I'd done filling my starting systems the game was over. So many of the things I teched were barely used in any systems, the final 2 strategic resources were never even unlocked and over half the galaxy didn't need interacting with at all.


Basically, it felt like the game moved way too quickly for the ideas in it. Am I alone in thinking this? Is it intentional? Have balancing decisions otherwise been discussed? Just curious as to what people think about the current state of play really.

Partly agreed. If you keep the default game settings aka all victories, medium galaxy with some 6-8 players (I forgot the exact number) I've had similar experiences. One time I ran as Sophons and was dedicated to Science Victory. Around maybe turn 70-80 I had my corner of the galaxy covered and was just sitting back pumping tech buildings and upping my numbers while doing the odd quest or two. Game ended at.. I don't know, turn 130? Difficulty was Impossible I think. But then there was a game on Endless where Cravers beat me by getting economy victory on turn 100-105!

Basically, the games are overall relatively short if you compare ES2 to some other games. Here your typical run is 100-150 turns long and I think Score Victory hits on turn 200 with normal speed. The biggest problem is probably the fact that most new players run "default game" as their first one and might get disappointed in the finale.


Luckily you can tweak the settings to your liking. If you think 100-200  turns are too short, just disable the appropriate victory conditions.  Change game speed, amount of opponents etc like already suggested.

I'm currently running a gritty campaign as Vodyani on Endless with pretty much default settings, just no economy victory. Happens to be, Cravers are my southern neighbour. From turn 40-50 to 100 or so where I'm right now, there's been a brutal war against them and I'm forced to two fronts as Unfallen to my northeast have strange ideas of expansion. Great fun and I don't need to stress about early Dust runners.


Overall I agree with Hera35 though. Science and Economy seem a bit out of place currently. Wonder Victory isn't as bad (though might still need fine-tuning) as you must ensure access to those rare resources, which requires a bit of extra planning. Balance patches are in the horizon, no doubt about that.

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