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.
"I don't feel I want to assimilate them since their faction trait isn't useful to me and their system is poor and I don't want to waste one of my system limit points on it."
Regarding decoupling pirates from minor factions, I think that amplitude does plan on doing that eventually - one of the devs wrote about it in a forum post somewhere - for both the gameplay reasons listed in this thread, and because it doesn't make much sense, thematically, for aggressive pirates to spawn from minor factions that have good relationships with their neighbors.
I agree that there is a need for some third option regarding interaction with minor factions, because as others here have discussed, the current ones do not cover all of the bases. Perhaps something like the Vodyani 'brainwash' action could be repurposed to a general 'alliance' - but not 'assimilation' - meaning that your empire will maintain a preferential relationship with the minor faction, gaining access to their faction trait, resources from good relationships, and unique diplomatic options (like 'train foreign corps' and 'development grants'). Also, if the quests provided different rewards along with a relationship boost (like the minor faction quests in EL) so that you could do them multiple times and they didn't instantaneously result in assimilation - that would be cool.
Maybe this could be a permanent action; once you've entered into alliance with a minor faction, nobody else ever can, and declaring war on them would be considered an act of aggression against you (or perhaps just hurt relationships).
Honestly, the idea that I like the most is using a system like that in Civ 5. Relationships with City-States aren't permanent, and in the late game maintaining hegemony over city-states becomes an ongoing economic war with other civs, but it is well designed, fun, and better than what we have in ES2. That said, I doubt Amplitude will use the same system, but hopefully they can take inspiration from it.
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I would like to note that as the "Unfallen", finding 2 Minors in your immediate system is both Great, quick Pops, Resources, Systems etc. etc., and Terrible as you have to spend 95% of all available resources dealing with, in this case, a Dual Pirate threat. (I did interact with both of the Minors quickly before thinking about the consequnces though)
Now, I find myself scrambling to defend my own space, as well as that of 2 other minors, a mere +/- 40 turns in (having entwined only 2 systems completely). And this is trynig to play as the default "Pacifist" Unfallen.
I have never had so much "military" resources on the go this early in any game ES2 to date, even when I played through as the Cravers fcol... LOL! :)
Thanks for the reply, good to know what the devs are thinking so I know what to expect going forwards. If it helps feedback wise I've been giving a bit more thought into why I'm having an issue with minor civs.
Voidstar, I have to add a thought to yours.
If you choose the second path (non-assimilation), the risk is not the pirates. It is not too difficult to provide police services to the minor civilization in exchange for its resources. The problem is that other major factions can assimilate it if you don't. If it is a system on your boarders, this will negatively affect relations; other negative consequences are also possible. Therefore, it is crutial that we could lock the status of a subject for a minor civilization instead of assimilating it. I personally don't care if it goes on generating pirates, but if many people are concerned with this phenomenon, there could also be an option to prevent piracy or even taking direct/indirect control over them.
Thanks for the reply, good to know what the devs are thinking so I know what to expect going forwards. If it helps feedback wise I've been giving a bit more thought into why I'm having an issue with minor civs.
Essentialy what it comes down to is that minor civs in your space can't just be ignored, you're forced to interact with them and there's only two interactions available. Your first option is to assimilate them, whether by force or influence, and then do as you wish with them afterwards. Your second option is to commit to fighting the continual stream of pirates they spawn. If you choose not to do the first option then you automatically default to the second option.
I don't think there's inherintly a problem with being forced to interact with them, what bothers me is that a forced interaction can swing so heavily between being a positive or negative thing for your empire depending on the luck of the dice. For example if a minor civ spawns on a good system or has a trait you really want, then assimilation is very positive for your empire. If however the minor civ spawns on a poor system then both of your available interactions are negative. You don't even have the option just to do nothing and take no gain or loss like you would by simply choosing to ignore a poor system without a minor civ on it for a better system. Instead you're forced into a scenario where you must try to work out and choose the lesser of two sub-optimal plays, all the while knowing it was just down to unlucky RNG.
Personally I feel that the situation could be improved by either increasing the number of available interactions such that there is a positive or at least non-detrimental way to interact with minor civs on poor systems or those who you simply don't wish to assimilate for whatever other reason. Either that or perhaps pirates and minor civs could be decoupled by having pirates spawn from pirate bases on special nodes which could be attacked or bribed and having minor civs be benign. That way minor civs on poor systems could simply be skipped over and pirates would have to be dealt with consistently so would be a hurdle less prone to RNG.
I hope that makes some sense and you find it thoughtful. Thanks for taking the time to reply to the thread and letting me know what the current intentions are regarding minor civs.
So far Minor Factions are mostly working as intended (with a few quirks here and there, still) but as always this is called Games2Gether with a reason! If enough people believe something should be changed in a way that makes sense, then we will consider the changes.
Feedback and discussions are always welcome anyway!
Cheers,
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Fair point, but I don't think there's any harm in asking for clarification. I do appreciate the suggestions offered, and there is one that sounds like it might aleviate the issue which I haven't tried yet (farming the pirates), but I've also explained why other suggestions don't feel like desirable options to me when I play. At the end of the day the devs are perfectly entitled to state that the minor civs are currently working as per their vision and they've no intent on changing them, I'll except that. All I'm doing is expressing feedback and asking if other players have workarounds for the issue I'm experiencing and I'd like some clarification on whether the devs agree an issue exists or not since one has kindly been replying to the thread.
I'm not trying to be rude either, but after reading through this thread, I think you are coming across as being pushy. Many options on dealing with them have been discussed now and the good and bad that come with each method. A dev has already responded saying how things are and helping to point out the options within the game. You simply aren't getting to hear what you want to hear.
I kind of feel like we're splitting hairs now. To sum up, I consistently encounter situations where there are minor civs that I don't want to assimilate (for whatever reason) and there is no desirable way to resolve the problem. I don't wish to come across as rude or pushy but I'd like to know if minor civs are considered fixed now or is this a problem that is recognised by the devs and are they considering looking into it for the future?
I'm talking Minor Factions traits in general: depending on your situation you will find different levels of usefulness to different traits, although some of them can be quite interesting at all times.
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I'm often finding myself in situations where I have unwanted minor civilizations in my region of space and am unsure of the best way to deal with the situation. This scenario often develops because in the early game I feel it's always beneficial to build relationships with any minor civs I come across since:
I have little else use for the influence at that point
The positive relationship bonuses (dust, science, etc) are a significant boon in the early game
If they have an easy assimilation quest, getting the extra system and pops early game can leap your empire forward even if the system isn't a great one
However what then happens as I'm transitioning into the mid game is that I'll have some of these unassimilated minor civs left over in my region of space. I don't feel I want to assimilate them since their faction trait isn't useful to me and their system is poor and I don't want to waste one of my system limit points on it. I also don't feel like it would be beneficial to destroy them since I don't want to divert military resources to the task and I've already invested influence into them for the relationship bonuses which are still useful. Lastly nor do I really just want to leave them be since the pirates they continually spawn become a nuisance if left unchecked or I have to invest in a fleet to babysit the system. So out of my three options non of them feel like good ones.
Just wondering how other people deal with this situation, any advice?
Yeh I suppose if it comes down to it and I'm not happy with any of the other options I might turn pirates off until a better solution comes along. Generally though I prefer to play these games 'as inteded' and I think that pirates do add some interest to the early game and can be exploited to help with certain quest lines.
Thanks for the response Sotnik. That's an interesting idea about equipping FIDS per CP type modules and tactics and farming the pirates. That's making me feel a bit better about leaving those minor civs hanging around. I'll give it a go in my next playthough and see how it works out.
Also good to hear that the devs are looking into that area of the game and it's not just me seeming to have a problem.
Thanks for the replies. Unfortunately I don't think evacuation really makes me feel any better about my options, if anything it makes them seem worse. That would reduce me to two options:
1) Assimilate then evacuate the minor civ. To do this I have to spend more influence or invest / divert military resources to assimilate them. What I get in return is I loose the relationship bonus, I get a colonization vessel I likely don't need since I'm at my empire system limit, and I get a one-off small amount of gold which doesn't really make up for the lost bonuses. If I want to save the pops on that system then I first have to build a system level upgrade to migrate those pops which I'm not sure is worth the time and luxury investment.
2) I leave them alone. In this case I continue to get the relationship bonus. In return I have pirates spawning in my space blockading my systems and destroying civilian vessels, in the long term this seems like it will end up costing my empire a lot. Alternatively I can invest in a fleet to babysit the system but the fleet upkeep and repairs will probably negate the relationship bonus I am receiving from the minor civ, plus it will have cost me industry and time to build that fleet in the first place.
Both of these options have pretty terrible reward to investment ratios which doesn't make either of them desirable.
Minor civs still feel beneficial in the early game, and if you are lucky with the minor civ systems then your early game investment into them naturaly develops into further gain later when you assimilate them. This is in-fitting with the feel of the game which encourages expontial growth and maintaining forward momentum. If however you aren't lucky with minor civ systems then I feel like I'm force to halt my forward momentum and pour time and resources into a pit for no reward. In this sense I'm starting to think of them as little more than speedbumps, and who enjoys driving over speedbumps right? I feel like there should be a better way of dealing with minor civs that are non-beneficial to assimilate.
If you are playing as Lumeris, you can sell your systems to your ally. It is very useful because the AI seems to cheat with approval. I fed 8 systems to the Riftborn that way (you don't need ownership for this) and they did not collapsed under that burder.
When you assimilate a Minor Faction, you should have 100% System Ownership, which means you can Raze/Evacuate the System.
So if you want the trait but don't have room within your Overcolonization threshold, you can assimilate the Minor Faction, queue Raze/Evacuate and end your turn.
I hope this helps!
Cheers,
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