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.
If you takeover an enemy system you have to wait your ownership of the system (displayed in the top left of the system screen) to build up to 100% before your able to decolonizes the system.
I don't believe there is a way to de-colonize individual planets as there is no reason too.
Burn down and kill anyone.. unless there is a choice which population you will save or none... sure it will be with great ramication with the other factions.
Actually we considered it (and we still do), but the main problem is to leave some reaction agency to the other player; hence the ownership requirement.
We are discussing some potential solutions but feel free to post an Idea; the ones with a certain score get reviewed eventually!
The simplest solution I think would be to make the end-game techs more viable, and by extension make the Planet Cracker weapon module more effective. That module should occupy roughly a similar position in ES2 as nukes do in Civilization, but as it stands it instead occupies a position more like the Death Robots of Civilization V- a "luxury" tech that you get to clean up the stragglers or see how high you can pump a number, just like the other 5th stage techs.
The Planet Cracker should really be the scorched earth option for when you want a system dead, and you want it dead ASAP. Unfortunately the cost of researching, constructing, and using those ships is prohibitive. The hull is in 4th stage Empire Development, 4th stage of Economy and Trade to get the resources and Dust/Industry to build the ship in a reasonable time frame, 5th stage of Military to unlock the module, and probably 3rd or 4th stage of Science and Exploration to research all of those things; then you have to take a long time to build the ship; then you need to escort the defenseless Carrier to its target; then you need to protect it for a whopping 5 turns from all comers, to destroy not an entire system but instead a single planet, representing probably a fifth to a quarter of a systems total capacity. Nobody particularly cares if you shatter a one planet system.
I harp on this a lot, but as long as 5th stage techs are reliant on other 5th stage techs to be of any use, then they're not going to be of any use. Even Science factions are better off researching the Endless techs and getting a Science victory than wasting their time on those techs, when they're the only ones who can feasibly afford to make effective use of them.
It should go fast gameplaying after you can wreack one planet as soon all the defender is gone. If you got a strong fleet with reinforcment. Never thought about that. IceGremlin: Good Written
Either it take 1 turn to kill every population. That would mean with 16 population = 16 Turns, to raze the planet.
Or this I would prefer more:
------ 1
attackers: 3000 Manpower
Defender: 300 Manpower
Population 6
Attacker overhelm the defenders. Defender got nowhere to run and get killed. So the attacker move swift with numbers. Would take 1 turn or so.
------ 2
Attackers: 300 MP
Defender: 100 MP
Population 16
Attackers struggle to win the battle. Eventual they win and then they got a lot of civilians run and flee to the nearest planet. While the attackers destroys everything and kill anyone.
Not sure where this would go on the Tech tree. Or if it could be an option to give the soldiers in field. Give an ship commander an direct order perheps. Posting this at The Idea Forum.
The Planet Cracker should really be the scorched earth option for when you want a system dead, and you want it dead ASAP.
I agree with you. Planet Cracker cool down should be dramatically reduced when you just took over a system (no more than 3 turns). While I don't like the cool down of 10 turns for attempting to blow-up a system that is not in your control, adding in the Scorced Earth cool down to the Planet Cracker would make it finally worth building from a strategic perspective.
Couldn't it just be done like a Vodyani/Unfallen system capture/vine loss. You can destroy the system, but the opponent has a certain number of turns to take it back without losing the pop?
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