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.
Dyson Spheres and Ringworlds are fine, but would probably take several million industry and (realistically) a few thousand turns.
To make a Corusant, you would need to move (and need the tech to move) about five agri planets close to it, in order that the population wouldn't starve.
I feel these are unrealistic in the ES2 universe (which is just not technically up to this sort of thing), although would be amazing in a ES3 universe which is technically much more advanced to begin with. This could be very interesting! Something simple, like Corusant could be your initial project, then go on to more advanced ringworlds and Dyson spheres.
Dyson Spheres and Artificial Suns are already in the game... they just don't do anything except determine the planet type you may find in the system, or give a buff/debuff to fleets fighting there.
I thought about self-created Starlanes a while back. There are a couple of computer games (StarWolves and Freelancer come to mind) and TV-series (Cowboy Bebop) which explore that idea nicely. So, it's pretty much needless to say that it could be a major source for new quests and lore (perhaps too much). It'd also be a new significant mechanic.
Just imagine how amazing it would be to connect systems in a way the player sees fit.
I see it this way: Hyperium as fuel and Gates/lanes created by races with a lack of those strategic ressources. We could have broken/dotted Starlanes which have to be established to be used first, which could then be upgraded to make voyages faster. Those Starlanes could be blocked by taking out the gate or hacking it.
The possibilities are literally endless. I'm sure it'd make a pretty nice DLC. We'd just have to come up with a cool and unique name ^^
I thought about self-created Starlanes a while back. There are a couple of computer games (StarWolves and Freelancer come to mind) and TV-series (Cowboy Bebop) which explore that idea nicely. So, it's pretty much needless to say that it could be a major source for new quests and lore (perhaps too much). It'd also be a new significant mechanic.
Just imagine how amazing it would be to connect systems in a way the player sees fit.
I see it this way: Hyperium as fuel and Gates/lanes created by races with a lack of those strategic ressources. We could have broken/dotted Starlanes which have to be established to be used first, which could then be upgraded to make voyages faster. Those Starlanes could be blocked by taking out the gate or hacking it.
The possibilities are literally endless. I'm sure it'd make a pretty nice DLC. We'd just have to come up with a cool and unique name ^^
An added benefit would be that you could finally link all those unconnected systems to your trade networks...
Lovely idea all around. This reminds me of the wonders from ES, which were discoverable immediately but required high-level technology and an industry investment to fully utilize, providing a thematic progression to your empire as you explored, colonized, and developed the galaxy.
Would Gates consume resources continuously (so a per-turn upkeep) or a one-time cost? How easy would it be to "take out" Gates - can they be fortified to resist damage, acting as millitary starbases? Or should that be a different type of megastructure?
If there isn't one already, you should make an Idea out of this. It would probably have a higher chance at influencing Amplitude's plans for the game than this conversation will.
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As the current starlanes don't seem to need gates, why should new ones (or if they do, they are not visible)?
A (high level) quest or build, on an unconnected system, should be all that's required to add it to the network.
Personally, I find unconnected systems useful to launch attacks... if the AI were able to connect them, it would take away that possibility.
I also wonder whether, in lore, there are reasons that certain systems are not connected.
I also wonder whether, it might be better to have an extra build in a system with a trade company, to enable an unconnected system in the same constellation to have a subsidary. That would certainly solve the trade problem. The extra build might be in the same circle as the second subsideries.
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