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overcoming overcolonization

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8 years ago
Jun 4, 2017, 9:39:57 AM

I think the primary purpose of overcolonization as a mechanic is to discourage players from burdening themselves too hard with macromanaging their colonies.  It's straightfoward to easy to manage 4-5 building queues earlier on. It quickly becomes an exhausting to juggle 18 or more every turn for however many hundreds of turns are needed to finish the game.  This mechanic also keeps players who aren't interested in constantly expanding from feeling like they have to go through data entry chores before getting to the "fun" content.


That one religious law is there, in part, to at least open the door to players who insist on owning every single star they can reach. If you like rapid expanding, religious government is the one you'll want to push really hard. Time will only tell if that subversion to the core mechanic is balanced as intended or not.   (it does make Religious a very attractive option just by itself)

Updated 8 years ago.
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8 years ago
Jun 8, 2017, 6:19:13 PM

It is the vastly better option on larger empires.

-you save science and production from researching/building happiness improvments/techs

-you can choose system development resources which grant you whatever fidsi you want instead of wasting 2-3 slots for happiness

-some happiness penalties can not be overcome, e.g. large system with a lot of slaves for cravers. unless you eat a sizeable portion of the slaves.

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8 years ago
Jun 8, 2017, 5:22:35 PM

You miss the potential 25% growth/influence on systems, plus 30% dust/science on empire staying on content, so... I don't consider it OP.

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8 years ago
Jun 8, 2017, 11:39:50 AM

Yes there are options, lots of them, but they don't scale particularly well. There comes a point where you are trying to effectively optimise a whole bunch of game systems to cope with the approval... or you can just enact the religious law. There's all this interesting and difficult stuff here that we can do, and then waaayyy over there is the religious law. It's like easy mode, suddenly half the game doesn't matter any more. Planet type? Who cares, colonise it! Slaves unruly? Who cares, enslave them all!


I'd just like something inbetween, so I can carry on using all the great stuff without going jihad crazy on the galaxy.

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8 years ago
Jun 8, 2017, 9:23:15 AM

Except you're not being told you can't. You have a multitude of options if you want to paint the universe. Lots of ways to push up approval if you want to own all the good systems, many of which were already discussed. If that's not good enough, you still have the religious law if you insist on clinging -- religiously, should we say -- to the notion that players should be forced to grab every single star in reach in order to stay competitive. 


ES2's systems cater to both obsessive-compulsive colonizers who love seeing their colors grow and to people who find spamming colony ships to be repetitive data entry busywork that delays getting to the strategy-oriented part of the game.  (even putting aside the enormous amount of micro that comes afterward because you can automate it, just having to plan widespread colonization can itself be very tedious)


So you have to learn a new system and make some interesting decisions if you want to play 4X the traditional way. Why is that such a problem? This genre is all about systems. Did you not start playing 4X in the first place because it's fun to learn systems and game them? 

Is it that you feel like you have to sit out on other interesting choices if you want to go for the religious law? Except no, ES2 has you covered even there. You can have 2-3 political parties in office at once if you're not a dictatorship. It's just that you'd be using one of those party slots and one of your law slots to essentially remove approval as a mechanic, allowing you a hell of a lot of freedom.  Admittedly at the steep price of potential Happy/Ecstatic FIDSI bonuses, but the ability to own every single star and vacuum up all the luxury and strategic resources within arm's length might be worth it and the resulting empire-wide FIDSI might more than make up for it. It might even become the meta competitively which I'm a little bit concerned about, but it's too early to say for sure.

Updated 8 years ago.
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8 years ago
Jun 8, 2017, 8:44:04 AM

To my mind, the only thing an overcolonisation penalty achieves is reducing a player's exposure to a structural flaw in the game. Namely, micromanagement.


So the problem is not acquiring the whole galaxy, it's ruling it while maintaining the fun. Sure we have some automated tools to help, and other games have taken the route of enforced automation (Stellaris), but it seems these tools are always lacking in one way or another.


Painting the map is not weird. For some of us it's why we play! We conquer and we exterminate and it's unsatisfactory to be told we can't, especially for some gamey reason that doesn't make any sense and serves just to protect the designers from having to find a real solution to the micromanagement problem.

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8 years ago
Jun 8, 2017, 7:04:31 AM
Emeshow wrote:


I am expansionist in most of my turn-based strategy games and this is the one game I have had a hard time playing because I can't expand. 

And this is the exact reason that I strongly support the game's current expansion mechanic, because this is the first game I feel that's actually gotten the Wide/Colonization-Rush problem of every 4x correct. If anything needs tweaking it's perhaps the expansion limit hard # based on map size. But removing or nerfing the mechanic as it is, is a big no-no.


The thing to remember here is that all players in the game are playing under the same limitations, so you should never feel hindered when you get near your limit. There are tools to get around these limitations (goverment, tech, laws) if you just must go as wide as possible, but you're not forced to to be competitive. It strikes a good balance, while at the same time cutting down on unnecessary colony spam micro later in the game.


I freaking love it, honestly.

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8 years ago
Jun 7, 2017, 7:38:34 AM

Hi guys,

I noticed everyones discussion on this topic. I play a large map primarily with the United Empire. I focus on industry primarily as my government leading political party and science second. I have maxed out Tech and imporvements and terraformed planets to minimize the negative effects of over expansion but because of the map size it is a problem I can't ovoid. It is very annoying. I feel like there should be improvements either in minimizing the effects of overexpansion in the tech tree or providing more approval improvements that we are able to build.  That is only a simple and quick statement because it looks like everyone has touched in good detail on this matter. I am going to start downsizing my maps til maybe I don't have that issue. I saw someone mention the law for the religious party. I will try to check that out. I am expansionist in most of my turn-based strategy games and this is the one game I have had a hard time playing because I can't expand. I didn't have this issue in the first Endless Space. I will try different methods but expansion gives you resources and provides better FIDS if you colonize the right systems. This ultimately, for me, makes me a strong player in my games because of my economy.

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8 years ago
Jun 6, 2017, 9:06:05 PM
Ozgwald wrote:

I think you should consider minor factions as population managment. It is a big thing in this game. The spaceport system needs an overhaul and with more information transparency, games should become a lot more strategic. 

i agree on the space port overhaul, the problem i see is that the game becomes slow when it is automated (like pre patch, when the ai would make full use of it). The last games i went for minor race bonuses was with the ue to get the hisso law.


The luxury resource that reduces the penalty by 50% is called Benthic Gems. Curiosity level 4.

you are right, i went through my late game saves from various races and found it in the fourth game session (oldest to newest). This is quite the indicator to it's rarity. Added to the op.


A grand empire is lategame, but if you hit tier 4 in teh science tree a wonder or science victory is more liekly to occur (again balance and fine tune). 

i only play with the military victory conditions. i never felt it satisfying in 4x games to just sit idle and research/build something.

Kornstalx wrote:

The one thing that will aggravate me the most about a new 4x is when I realize that playing wide and colonization-rushing are the most effective tactics to win. As soon as I realize this as truth, I lose the impetus to play. That said, I think ES's approach is absolutely perfect, and I applaud the devs for actually implementing the mechanic even knowing it would be a hotspot for debate. If you want to play Wide, they gave you the tools to do so (Religion, happiness focus), but they do NOT force everyone to play that way to feel competitive.


Honestly, if the devs rescind on their current overcolonization system, I will be disgusted and probably stop playing.

most 4x games have mechanics that try to limit players and ai in going wide (i think civ3 was the last game where you could/should expand endlessly). some have more success than others and some play/feel better than others. e.g. if the limit was tied to planets or overall population in your empire i would like the mechanic a lot more, because it would not matter if i colonize a system with 4 or 1 planet.

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8 years ago
Jun 6, 2017, 6:56:27 PM

In practice you can have a hell of a lot of colonies before you have to seriously worry about empire-wide happiness hits.  The trick is that you can't take too many too quickly, which is why the system exists in the first place -- it's to indeed discourage colony rushing. But really, take every single planet that looks too good to pass up. Even if it puts you well over the threshold. So long as you keep giving your colonies (especially newer ones) enough bread and circuses and senate representation, it shouldn't be a problem. Monitor empire-wide happiness and decide in advance whether you're satisfied with it being Ecstatic, Happy or Content. As a rule of thumb, I'd probably suggest that Content is only acceptable if you've been getting insanely lucky with good planets in immediate reach. Then it's a good idea to grab them ASAP before anyone else can set up in your backyard and drink your milkshakes.


Again, this is why ES2 is amazing and is only going to get better as more content comes in -- that's a conscious choice you're making and it feels good to make a call on it, especially if it turns out to be the right call. You're not playing it as algorithmically as some 4X.

Updated 8 years ago.
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8 years ago
Jun 6, 2017, 6:43:26 PM

Overcolonizaton is a mid-late game issue, so you have time to prepare and plan before gaining a penalty -even as a rapidly expanding Unfallen.  


For system upgrades,  Transvine can get you +75 happiness in all systems.   N-P artifacts can provide -150% unhappiness, or if you really wait, Benthic Gems can provide -150% overcolonization penalty.   The easy combo is +75 happiness, -100% unhappiness and -50% overcolonization penalty.  


Add a few race options, hero adjustments (Set system to exstatic works wonders while you build happiness + power level the hero further), laws, buildings, terraforming, and happiness buildings.    Do all of these things and conquest victories in the largest galaxy size are possible. 


Yes, choosing the conquer route limits your system upgrade choices, forces you to spend the massive amount of resources that comes from a massive number of systems on approval research and buildings, and can force you to locate specific luxuries to further your victory.   But that's true of any victory choice.  Economic victories really prefer high dust generation.  Wonder victories desire large high industry systems.  Science victories require massive science investments.    


On the other hand, what I love most about Endless Space 2 is how much available luxuries change the way you play each faction.    Start with Bluecap and a shot at a science victory is available.  A start with Dustlicious trees, Jardonyx, or Transvine requires you to consider adjusting accordingly.   


What you have to exploit has a SERIOUS impact on how you play the game.    I found watching 4xalchemist adjust his UE strategy for the entire game based on what he could exploit by turn 10 illuminating.   The youtube link is here:  https://www.youtube.com/watch?v=6Xf6h4rZ88g


Good Luck out there. 

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8 years ago
Jun 6, 2017, 5:46:45 PM

The one thing that will aggravate me the most about a new 4x is when I realize that playing wide and colonization-rushing are the most effective tactics to win. As soon as I realize this as truth, I lose the impetus to play. That said, I think ES's approach is absolutely perfect, and I applaud the devs for actually implementing the mechanic even knowing it would be a hotspot for debate. If you want to play Wide, they gave you the tools to do so (Religion, happiness focus), but they do NOT force everyone to play that way to feel competitive.


Honestly, if the devs rescind on their current overcolonization system, I will be disgusted and probably stop playing.

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8 years ago
Jun 6, 2017, 5:04:32 PM

I think you should consider minor factions as population managment. It is a big thing in this game. The spaceport system needs an overhaul and with more information transparency, games should become a lot more strategic. Let's face it, balance is far off between mechanics, races, resources, techs and more for this to really matter in your standard game. Some victory condition being easier, you have to turn on and off features to make it shine. Still population management and minor factions are meant and designed to be used in this way. 


The luxury resource that reduces the penalty by 50% is called Benthic Gems. Curiosity level 4. A grand empire is lategame, but if you hit tier 4 in teh science tree a wonder or science victory is more liekly to occur (again balance and fine tune). 



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8 years ago
Jun 6, 2017, 6:19:05 AM
mezmorki wrote:

Good post and topic.


This issue strikes at the core of what a 4X game is and demonstrates a rather fundamental flaw with the entire premis of the genre.  Namely, that everything encourages you to expand forever, except then the gameplay would impode on micromangement hell.  Different games have tried different ways of dealing with this. Endless Space 2 took the least interesting approach possible.


Age of Wonders 3 neatly handled this via their vassal system.  Basically, you could turn over a city as a Vassal which pulled it out of your direct control.  However, it built up it's own garrison force, and once that was reached would periodically generate units or bonus resources for you.  Furthermore, the city continued to provide a fixed % of of it's output (even 100% of research) back to your empire.  AND.... to add more incentive, vassal populations got a happiness boost since they had more freedom/autonomy, which improved your racial happiness scores.  In short, they stacked the incentives to make it beneficial to use vassals liberally, and it works well.  


It would be nice to see something along these lines for ES2.

oh wow that would be a perfect solution. currently i do something like this by not assimilating the minor factions if I can. this is quite risky and someone else it free to grab them. my cioce depends on what the faction trait for the minor fation is.


when in a war state with someone I'd love to be able to capture thier systems and then just hand it over to a vassel so i don't overburden my empire and gather some taxes type thing.


this would be a great idea

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8 years ago
Jun 6, 2017, 4:17:49 AM
ManyEagles wrote:

I've always thought it would make more sense to move that one religious law that sets all your system to content into the Military category. I get that religion can make people happy but It just fits so well with the militaristic conquer everything you see playstyle. It seems weird having to change your whole government to religious everytime you play the Cravers who seem to make the best use of the law.

Top tier Military politics arguably gets an even better law which gives a whopping +30 approval empire-wide for as long as you're at war. That synergizes exceptionally well with Cravers, who pretty much have no reason to want peace.  Combine that with spaceports and the ability to eat minor faction populations for big approval bonuses and you'll be able to have plenty of colonies even without pushing religion. Worse comes to worse, you can just opt to drop some completely-depleted systems entirely if they don't have improvements or strategic resources making them worth keeping.


The religious law in question, "Saints and Sinners" I believe, works best with the Vodyani because mass-producing arks is the most efficient use of essence. Arks that aren't currently being used as part of a flotilla are, naturally, best off docked somewhere. Late-game, it's exceptionally nice to not have to monitor empire-wide approval ratings every time you want to dock.

Updated 8 years ago.
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8 years ago
Jun 5, 2017, 8:50:48 PM

I've always thought it would make more sense to move that one religious law that sets all your system to content into the Military category. I get that religion can make people happy but It just fits so well with the militaristic conquer everything you see playstyle. It seems weird having to change your whole government to religious everytime you play the Cravers who seem to make the best use of the law.

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8 years ago
Jun 5, 2017, 7:38:20 PM
Ozgwald wrote:

You don't use minor factions traits, 

i do not consider them, because you can't (nor should you imho) rely on the appearence of a minor faction in your galaxy. however you are probably right that i have swept them under the rug. i added the race and law to the op. thanks for the guide btw.



nor do you truly consider all the available laws,

besides the laws from minor civilizations i am pretty sure i considered all, you can see all laws in the senate election party screen.


 and you do not seem to consider the tier 4 luxery resource that gives a 50% reduction to overcolonization. 

lost cities (n-p artifacts) gives reduction to overpopulation, not overcolonization. is there another one i have overlooked?




There is a minor law that reduces overcolonization by 50%, that is 100% reduction. Aprt from numerous mor eoptions towards approval. 

what other options are missed?



Than you don't properly consider faction specifics such as gene splicing for horatio

i do consider it, i put it under the options of:

-some populations provide happiness


in the op (i am currently playing a custom race with the horatio trait and use this).


 or the craver era 3 tech that gives approval for each military ship you own. 

the craver tech unlocks an empire unique building that works only in one system, this barely helps with anything. (and yes the tooltip of that buildings is not correct)


The first change I want to advocate is more transparency on minor factions and population management, too much is hidden or obscure to players.

i wholeheartedly agree with this.


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8 years ago
Jun 5, 2017, 7:14:28 PM

You don't use minor factions traits, nor do you truly consider all the available laws, and you do not seem to consider the tier 4 luxery resource that gives a 50% reduction to overcolonization. 

There is a minor law that reduces overcolonization by 50%, that is a 100% reduction on the penalty. Apart from numerous more options towards approval. 

Than you don't properly consider faction specifics such as gene splicing for horatio or the craver era 3 tech that gives approval for each military ship you own. There are numerous ways to deal with overcolonization that have not been explored or entirely not known by all previous posters.


Some races have it easier than others, but each race is unique. Hey a science victory is easier achieved with Sophons than with Cravers right? I specifically made a post about all minor faction traits, such that people would read and get a better understanding of the game. Approval right now on largers mpa poses for certain playstyles, and the most classic I want to have it all an unique challenge. Is it properly balanced? No it is not, but I am strongly against the general consensus that pops up in the forums where the mechnic and its effects are dumped down, such that each faction plays the same. 


The first change I want to advocate is more transparency on minor factions and population management, too much is hidden or obscure to players. After this the 2nd one, only when option 1 is properly evaluated, should be to reduce some of the RNG in obtaining these elements that allow you to deal with overcolonization ( you can only assimilate the faction once).


The potential of resource scarcity and needing minor faction traits to win in a certain fashion is far too interesting to remove. 


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8 years ago
Jun 5, 2017, 6:35:59 PM

Another issue I see with encouraging players to try and own every single system is that it makes the game more susceptible to RNG spikes.  While RNG is pretty much impossible to avoid as a determining factor in non-fixed maps, I think if the player can rapidly take every planet in their constellation and beyond, it tips it more towards RNG. Think of it in terms of cards. Say two players draw ten cards and each is instructed to discard four and choose which six are best for the play they're going for.  That creates player choice and it smooths out some of the more dramatic RNG spikes. Whereas before, just colonizing every single planet within your grasp isn't an active choice, it's almost purely a mechanical one. It doesn't become a matter of "if" you can or should colonize a planet but more "how quickly".


To put it another way, in 4X planet-generation RNG I'd prefer to play the equivalent of Poker and less an extended version of War with the busywork of 52 Pickup.

Updated 8 years ago.
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