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.
Question, why is pathfinders 40 points in the game? and the Gardians ability only 25? Which seems more important, a free population on a planet that can generate food and defend a world? and be able to see where a starlane stops, but yet not see whats there. I could see pathfinders being 40 points if it showed you what that starsystem was at the end of the lane. Just curios trying the balance mod today out in MP, should be fun.
In multiplayer there are a lot of folks who won't let you play unfallen because they are too strong early game, I never seen anybody post about it. Anyway its not much of a issue, more of a balance question/discussion im trying to start :(
The free pop is really good right at the start, but falls off pretty fast, and is map dependently good on how many worlds you find that will have a guardian on it. The early boost is great, but other than that, it doesn't give you much. Unfallen are OP because of how quickly they grow, how quickly they expand, the speed benefits of vines, and (until the balance patch) the pacifist force law. Guardians is pretty low down on the list of things that make them so strong.
Pathfinders overall is an incredible ability, and only falls off once you've explored nearly every node in the galaxy. Knowing how close a system is (the amount of times I've sent an unfortunate colony ship down some 30 parsec starlane just to find gas giants!), knowing where to send your probes, knowing whether there is a star in the system at all, are all super useful when working out where to colonise, where to send your scouts, etc. Not many people talk about the benefits of good scouting, but it can seriously turn you into an early game powerhouse. Picking up extra science, influence, and the occasional free population can launch you into getting all those techs, resources from minors, and extra FIDSI super fast. If you find some of T2 or even T3 ship tech, you will have stronger fleets than everyone else for a considerable amount of time. Make sure to prioritise the ruins, signals, and atmospheric curiousities.
Anyway, any trait that helps with scouting is really, really good, and its cost should reflect that. I imagine this only gets stronger in multiplayer, where information becomes far more crucial to taking out your opponents. Locating trade HQ's, key resource systems, etc., is essential to pulling off a win. Pathfinders is strongest scouting trait, and the cost reflects that.
As an aside, I'm kinda surprised that the MP games you play allow for faction customisation. It crushes any semblance of balance, so talking about balance in terms of traits when it comes to customisation feels a bit moot.
We've changed the point values of various faction traits recently, including Pathfinder and Guardians.
These changes should be made available in an upcoming update of the G2G Balance Mod at first, and if the community is pleased with the new values, they will be added to the base game.
Cheers :)
Updated 7 years ago.
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To each there own I guess, I find the gaurdians do much more due to the positive approval they have on the empire. That single point in custom allows you to jump start your colonies, which once running I agree falls off, but it also allows you to keep extastic longer, overcolonize more, and it just seems sooo strong where the largest point in a custom race to can spend shows to the destinations of the starlanes, which is great mind you, but anybody who scouts with a hero knows that its pretty pointless. But that is also probably due to my playstyle. I will check that out weapon TY for the update. I seem to be getting a few devloper responses you guys must have seen how many hours I've played on steam lol **embarassed :)**
I've been thinking about this and it does feel like Pathfinder should give you more informations on adjacent systems. I think number of planets on top of the already known type of star might be enough but it could add curiosty, the actual planet types or even starlanes depending on what would be more balance. Because I don't actually know for sure but don't the Sophons have one of the weakest early game. Mind you I might not know what I'm talking about since I've only played one game on hard as them and only played far enough to get choked by a riftborn and a craver only to luckily enough barely ammass enough ressource to militarise in time to avoid loosing a war with one of them.
What does make them so nasty late game? I mean they don't have any bonus to anything but science and come that point everyone has a lot of what they wanted the most be it dust, industry or whatever. You would think that they just wouldn't be able to climb back up from a nice game of "kick the sophons for the whole game" when they have to catch up to people that possibly never got sidetracked. Is it that the results of scienctific development can never be removed?
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