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.
They were broken as hell before the nerf and now they are still fearsome. A competent Unfallen player can deploy 48-60 Cp worth of ships with T3 components by turn 55-60 on normal speed.
Eh? I'm pretty sure this is impossible. Unfallen are good, but not that good, not even close (no one is), and I think I'm a fairly competent player. Just to have the science, dust, industrial, and colonial infrastructure to have half that amount of mid-tech ships takes more than 55-60 turns. Turns 50-60 postpatch is basically the early game on normal speed.
If you can summon a save, on Endless difficulty, with this, I'd be convinced, and downgrade my own self evaluation.
Anyway, I think they're in the right place right now. Still one of the stronger factions, but their not strong for free. You need to protect your viners now, build several of them in order to expand decently, plus the AI gets annoyed at you now if you have them in their space. It's mostly just an influence sink with the force peace, but it's still a cost. I don't agree that peace is useless. Approval is now a hard to come by and important commodity if you want to expand quickly, and forcing peace is an easy way to get it.
I think this might be one of those cases where they were so good before that the nerf is going to feel overwhelmingly harsh to anyone who played them as a main, but they are definitely still extremely strong. They still have monstrous food output, good approval, a good starting planet, good starting political system, and decent heroes.
This is good feedback.
I can definetly agree on the points of monstrous food output, High Approval, Good starting planet.
Where I take issue is that some races NEED to be stronger early to balance the likes of Cravers. Cravers are Military/Expansionist, there needs to be early equivalence in other races and in the case of unfallen it was Pacifist/Expansionist.
To nerf their early game was to go against the whole point of the race and the playstyle.
i will reiterate, I am all for nerfing the unfallen, just not in the early game. Nerf their mid/lategame instead, Allow the early expansionist playstyle and punish players who dont react accordingly just as if you were against Cravers.
In an earlier post you said 50-60 CP with T3 components by turn 50. This is 8 ships at turn 36, which is not difficult if you build shells and then use dust to upgrade them. You got rushed. UE could pull this off faster with their scout ships. No one is complaining about UE. In fact, you're down as saying they are the weakest race. You can't see from the screenshot (which is why I asked for a save), but if their system isn't next to yours, then there isn't a whole lot of payoff for them rushing you, other than eliminating a rival.
We started in same slave on Spiral galaxy, 5 systems between us, around 7 turn of flighttime with one hyperium engine. What do you see is the remaining of his 10 ships fleet after engagement with my 7 ships fleet all of them were are atackers, he alredy unlocked 10CP limit 7 turns ago and pushed =) BTW unfallen at this point has topscore on the map, 5 colony`s 2 of them filled to max pop alredy.
There is no downside for him to rush me either, yes, he dont get any extra pop or planet, but you need a fleet anyway, why not use it =)
And if somebody didn`t know - blank vineship cost 400 production points, if you manage to change governement to military you can drop the cost to 300 production points. =)
I just leave it here. Spiral 8 map, normal speed, 4 players. I spawned near Unfallen. GG on turn 36 https://steamuserimages-a.akamaihd.net/ugc/849347022571426415/40C73CCA25882C0AFBC36A13C935DEE2A41F15C2/
In an earlier post you said 50-60 CP with T3 components by turn 50. This is 8 ships at turn 36, which is not difficult if you build shells and then use dust to upgrade them. You got rushed. UE could pull this off faster with their scout ships. No one is complaining about UE. In fact, you're down as saying they are the weakest race. You can't see from the screenshot (which is why I asked for a save), but if their system isn't next to yours, then there isn't a whole lot of payoff for them rushing you, other than eliminating a rival.
Plutar: I didn't say Unfallen were bad. I think they are only second to Cravers. I was just pointing out a weakness that not many people talk about. You can talk about how exploiting that weakness is difficult, but it's still a weakness. The home system is hard to take because it's the only system you need to take.
unfallen player here. I really like the race as it is right now. The only weakness is that in the beginning they are very much bound to the map with the vineships, so it requires more effort, but as we all know this is very well counter-balanced.
yea that pretty much proves my point, starting next to them is like starting next toa fortress that shoots cannon balls over there vine walls. There in a good place.
I just leave it here. Spiral 8 map, normal speed, 4 players. I spawned near Unfallen. GG on turn 36 https://steamuserimages-a.akamaihd.net/ugc/849347022571426415/40C73CCA25882C0AFBC36A13C935DEE2A41F15C2/
You do realize that in MP you can take unfallen HW and they can get it back pretty easily. You have to take it, defend it, and you have to take over there HW which has the ENTIRE EMPIRES MP at its disposal, where you only have your orbiting fleets, and they've got a gaurdian. A gaurdian on defense is no joke, its like having a Ent on your football team. And your playing a human. Also a jump to Koyasil is not as easy as you think. With a seeker, full sophon 20+ movement speed fleet, as soon as I hit a vine, im down to 3-5MP while the unfallen are buzzing around there network like there all hyperspace gates. You make it sound like you can simply ninja there HW. And if it happens to be off axis to their vine network, when the unfallen retake it while the network is still together for that 3-4 turns, they again, get all there manpower to get it back, you have what you dumped off. You make it sound like its easy. ITS NOT.
Maybe in single player the AI is stupid, but in MP your playing a human who is fully aware of how fDSJHed he will be if he loses his HW, so you better expect him or her to play that way.
Also a unfallen world is nearly impossible to get through early, you need MP upgrades to get through, and only the lumens can come close to making enough dust to get enough upgrades to overcome gaurdian defenses early. I am sorry for your nerf sir :( your playstyle just needs to be adjusted a bit.
They are not a bad race to play at all, still lots of fun and can win, pretty handidly. Just now you have to work for it :) Cheers
Population numbers are key in winning any game with humans, and they did not give a serious nerf to the unfallen pop growth, they gave you a guardian out of the gate but took away a pop instead of 3 pop+ locked gaurdian. Some races start with ONE pop. ONE! I'm not trying to rant at you, just trying to prove they still got a lot of love in the basket, its just now there basket isnt a auto-win unless your playing a grossly OP custom race (and some are really bad, were talking turn 40 6K science 4k dust and industry to match, oh yeah, that on normal speed, slow maybe turn 60, lot of balancing to be done with customs the only way to beat a custom now is with a custom). Think of it this way too, the unfallen pre patch could go tow to tow with customs, now they can't like every other race in the game.
Really depends on how well it's defended, and how good your troops are compared to theirs, and how good your fleets shape up comparatively. If these things are mildly in your favour, you can take out a whole empire in a couple of turns, no matter how well they are doing in other departments. This is another point about not being expansionists. If you're playing Unfallen, you have to defend your capital to prevent being sniped. Doing so, while also trying to defend a large empire is extremely difficult, even with the added speed on vines. The other factor here is fleet direction. For any other empire, if I send all my fleets to one system just to conquer it, I will get the system sure, but it also makes conquest extremely slow, giving the opportunity for retaliation. No problem here though, just dump everything on Koyasil.
Honestly, I'm surprised they are considered so viable in multiplayer because of this. Late game (even mid game) fleets can easily take systems. The usual barrier to steamrolling is system caps, attrition, and whether you can realistically hold that system for very long. All you need to do against Unfallen is take one system, and hold it for a few turns, and they've lost the game completely. They have a couple of buildings to mitigate the weakness, but even these don't stand up to well upgraded troops.
It's possible that all you really want is to take some of their strategically important systems, but the thing is, if you wipe them out from the capital, when you recolonise the lost system, if you get there soon enough, it comes back immediately as a fully fledged system, as if it had been conquered. So why bother with the smaller systems, when you can get them as well?
I still think Unfallen are strong, but even pre-patch, this major weakness for them was often overlooked.
It does require someone to take out their home system which I imagine is though. Wouldn't it be simpler to take out their sytems contecting their whole empire together and slowly take them apart? It's really useful to know mind you because now I could possibly use it in a future so thanks.
On a other note, Unfallen dying if they lose their home system might be more of a gameplay thing considering how their vine network have to conect to it to be able to stay in place. Not sure anyone has tested what would happen if you took it out though considering how much of an investment it must be.
They die. If you hold their home system for around 3-4 turns, they lose all their other systems. It's a pretty significant weakness.
I knew that people would more or less everything I had to say but much more coherently if I let them. As someone that admitedly doesn't have that much experience with the game it really does look like the only really harsh thing they might have to deal with is getting choked and even then they might be able to hold on long enough to break through at some point or get out by using wormhole or warp travel to nearby unconected systems.
Again, as I think most other people have said, their passive loving turtle style of play does give them a unique identity that could be loss if we nerfed their mid game instead. It would allow them to play a much more agressive solitary game from the get go rather than have to relly on diplomacy with others. Also we haven't figured out how they could be nefred in the mid game. I can think of three ways but 2 of them change their style of play a lot. You could nerf their bonuses they get from friendly factions but that not only remove an incentive to play peacfully it might not be that much of a change for some in multiplayer considering they don't seem to care about diplomacy. You could reduce their deffensive capabilities but that could change their play from a defensive stance to premtive offences while something they don't seem particuliarly better at than any other races. And finally you could reduce the amount of ressources they recieve from nodes but that's something the nerf all stages of the game from early unlucky expantion choices to late game amount of ressources you can have.
On a other note, Unfallen dying if they lose their home system might be more of a gameplay thing considering how their vine network have to conect to it to be able to stay in place. Not sure anyone has tested what would happen if you took it out though considering how much of an investment it must be.
Free expansion, food penalties and manpower arguments on colonies are all very good points. Something I perhaps was not taking into full consideration when I made my rant. I do not have a counter argument to make here so I will agree.
The view that they should be a slowly expanding impenetrable fortress, as opposed to a quickly expanding pacifist empire, works better with the concept of what a tree is I guess, so again I concede.
I guess overall I'm just a salty unfallen main, but I did disclaim that in the first post. It just feels so much harder to get anything done now but that is probably stemming from being used to pre-patch unfallen for so long. :P
Playing 3 to 4 multiplayer games every week. Often each with one or two unfallen players. I find that the race is in a good place. I play them as well and win with them when the conditions are right. The conditions are right its a bit of luck and good decision making. I'll play somebody and if the decision ends up being the correct one, the game is very winable. Which is the way it should be if you make the correct strategic decisions you should be able to win.
One of the points i didnt see mentioned here is the unfallen are the only race that gets colonies for free. It only takes time. Other races lose food resources and population due to colonies, the unfallen still do not. They may have been over nerfed because there are stronger races now in multiplayer. However with the guardian ability the in unFallen are almost impenetrable until you're in the mid game stage around turn 60. And the reason being is the way speed and Manpower function across Vines. I love the fact that they were heavily nerfed, prior to this patch most multiplayer games unfallen players we're not welcome because they were so overpowered.
My point is, not losing food devoloping your colonies is a huge benifit at any stage of the game. In my mind the unfallen were the slow to expand inpenatratable fotress that took a goliath amount of resource commitment and energy to overpower. They always will have the strongest home system. And there population accross what they vine still grows faster than any other race. The lumens are the expansion passifist race. The unfallen ships are also in a good place. If you check out the win record post patch youll find the unfallen are doing quite well. Also pirates are generally off in mp due to lag so possobly that is a actual issue that could be addressed.
The unfallen were designed to be slow at science due to them being incredibly long living ents in the lore and as the game stands now that is where they struggle. The ability to vine a nebula star asteriods ect can really help the unfallen, also if i remebef correctly in the lore they were not supposed to survive without there homeworld. That makes me assume there hw should be the strongest in the game, and that it certainly is. Im not sure where the question of how they are as a race or what there playstyle was, but now it seems to fall inline with the lore better than ever. Granted this is just one person's experience but I have logged enough hours to be embarrassed. I've been with the game since early Alpha and this game has destroyed my life almost as much as World of Warcraft. Also I apologize for all the typos this was written on my phone
I can definetly agree on the points of monstrous food output, High Approval, Good starting planet.
Where I take issue is that some races NEED to be stronger early to balance the likes of Cravers. Cravers are Military/Expansionist, there needs to be early equivalence in other races and in the case of unfallen it was Pacifist/Expansionist.
To nerf their early game was to go against the whole point of the race and the playstyle.
i will reiterate, I am all for nerfing the unfallen, just not in the early game. Nerf their mid/lategame instead, Allow the early expansionist playstyle and punish players who dont react accordingly just as if you were against Cravers.
Thanks, I try :)
Not sure I entirely follow on the Cravers point. The 'pacifist' expansionists are 100% the Lumeris, who are pretty much unrivalled for expansion in the early game, partly for the same reasons as Unfallen. They have optimist which lets them go over their system cap with little consequence, and the ability to buy colonies, especially unconnected colonies (so no loss of food before warp tech) gives them a serious edge.
If you mean in terms of defence. Unfallen are nearly unkillable in the early game due to the Guardian defense buff, and their defensive buildings. Taking systems via conquest in the early game is already pretty hard. Unfallen are one of the only factions that I don't radically adjust my playstyle for if I find myself next to the Cravers.
In terms of playstyle, I gathered it was supposed to be the opposite of expansion heavy. Due to the vining mechanics on resource nodes (like black holes etc), the Unfallen don't really need to expand fast to stay competitive. That's your main strength and weakness. Koyasil becomes a super system relatively fast, but if you lose it, you die. I gather that people expanded really fast with them before, but that was partly why they were broken. A race that is supposed to have fewer, but higher quality, systems, could actually have lots of high quality systems. I guess thats another reason it burns so much with the nerf. People liked them because of the rapid expansion possibility, but that wasn't really supposed to be their playstyle. Especially as we already have two expansionist empires, namely Lumies and UE.
IMO very harsh nerf. Unwarrented given the early game dominance of some of the other races, felt like unfallen were in a good spot to balance them out abit.
Firstly Vineships were already vulnerable to enemy fleets and pirates more than colonies with 10 turns of vining, let alone 20. Pirates in particular because as to my knowledge pirates don't seem to blockade a colony and thus prevent its growth, only factions do. Pirates might stop for one turn but they will always roam on. (correct me if I am wrong though).
Pirates will ALWAYS engage on vineships which means you either defend them for 20 turns or lose them as they cannot fight for themselves. 20 turns without interference from pirates is a big ask. this further hits the ability to expand early as you need to invest resource in early military which defeats the purpose of your pacifist govt/expansionist style.
Secondly in versatility, Vining is limited completely by the star lanes you have available to you. spot a nice system somewhere further out? too bad you are looking at loooong waits before you could have any chance of colonizing, much easier for another race to quickly send a colonizer out and secure it.
Thirdly, this change puts ALOT of emphasis on your starting system as your main early game FIDSI machine Combined with the nerf to the unfallen starting pop (used to be 3 unfallen + 1 locked guardian, now is 2 unfallen + unlocked guardian) you can no longer secure that early 4th pop bonus to help you on your way. This in combination with the vineship nerf hits the unfallen with a double-whammy early game nerf.
Lastly, the change to pacifist govt default law gives you almost no incentive to pursue peace other than for Approval which is not what the unfallen need to be competitive. Is just another nerf to the early FIDSI potential.
..Yeh am salty unfallen main, but valid points I would argue.
They were broken as hell before the nerf and now they are still fearsome. A competent Unfallen player can deploy 48-60 Cp worth of ships with T3 components by turn 55-60 on normal speed.
Eh? I'm pretty sure this is impossible. Unfallen are good, but not that good, not even close (no one is), and I think I'm a fairly competent player. Just to have the science, dust, industrial, and colonial infrastructure to have half that amount of mid-tech ships takes more than 55-60 turns. Turns 50-60 postpatch is basically the early game on normal speed.
If you can summon a save, on Endless difficulty, with this, I'd be convinced, and downgrade my own self evaluation.
Anyway, I think they're in the right place right now. Still one of the stronger factions, but their not strong for free. You need to protect your viners now, build several of them in order to expand decently, plus the AI gets annoyed at you now if you have them in their space. It's mostly just an influence sink with the force peace, but it's still a cost. I don't agree that peace is useless. Approval is now a hard to come by and important commodity if you want to expand quickly, and forcing peace is an easy way to get it.
I think this might be one of those cases where they were so good before that the nerf is going to feel overwhelmingly harsh to anyone who played them as a main, but they are definitely still extremely strong. They still have monstrous food output, good approval, a good starting planet, good starting political system, and decent heroes.
Prirodaktill I think you should focus less on trying to base your points on the presumption I dont know how to play the game.
Vodyani rush is a thing, Have seen it done and it can be brutally effective.
UE with no production bonus?? They can build whatever they want, including tech, with Influence, that's kinda their schtick.
They do not Dominate early anymore as it's impossible to expand faster than other races, including races designed to snowball mid/late. Unfallen should be on par with craver expansion if not higher as that was what they were designed for! Nerf their mid/late game instead.
PS. also where are you seeing these multiplayer win rates??
Vodyani can easily wipe Unfallen early if they set their minds to it. An early Ark rush with support still has very little counterplay for anyone but the cravers really. Something that happens alot in multiplayer.
Early game? Vodyani rush before turn 40 is something new and fascinithing. I wish ive seen it, cause most of the time they get kicked out of the game by turn 50 or so.
at turn 50 UE are easily one of the better races at pumping out ships and should have no problem going toe-to-toe with Unfallen.
There must know some magic to pop out these ships en mases without any production or growth bonuses from faction, i bet theyre aslo use upgraded atackers with T3 weapons like sophons or Unfallen. :D Wonder why they have a abyssimaly low winrate in MP.
Also vining special nodes only applies bonuses to your Home system, I don't see how this is in anyway overpowered or even how it would be possible to nerf this without implementing a default FIDSI reduction on all unfallen special nodes]
So you dont see how a system with 300+ food, 1k production and 1k sciece could be OPie if you posess such system by turn ~65-70 on nomal speed or so? So you havent tried hero shifting to powerlvl them? =)
Finally, to try and reign it back some, I dont see how this is addressing any of the points I made other than 'Unfallen are broken as hell'. I'm advocating for the return of the unfallen EARLY game, by all means nerf their mid/late if they feel broken, but early growth was kinda their whole identity..
But they still dominate early game, lol. And they are strong in midgame. At least when you know how to build vineships and deal with pirates.
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