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.
Hey all, long time lurker here. Played Endless space 1 when it came out and loved it, espescially the soundtrack and setting, decided to preorder Endless Space 2 but after hearing about the release problems decided to let it be 'fixed' from last year and just started playing yesterday.
Just a question, is there a way, like the title, to get rid of unwanted alien pops in your empire? I have done some research on it and so far the only way is to get tier 2 spaceports and send them to orbit a planet thats already full. In some old threads over a year old i did read some responses by the Devs saying they will think of something but i guess nothing happened? Its getting annoying getting all sorts of aliens on your planets, some literally out of the blue through events or by conquest and i just don't want Cravers on my planets.
Is there a mod or something that allows you to punt them out of your empire without going through the whole get tier 2 spaceport and send them to orbit a planet way?
No way just yet, but it's such a highly requested feature that I can't imagine that there won't be a mod - or maybe even an official game mechanic - at some point...
Chain gang requires some micro and i'm the lazy sort of person. Guess i'm too used to Stellaris in which you can just kick out or exterminate aliens you don't want.
I know populations are valuable but sometimes my planets are full and i'd prefer them to be filled with my populations instead of random alien races.
But really - there are very few situations where you'd want to get rid of a population. All pops are extremely valuable.
The result of Chain Gain is absolutely random. if you have more than 1 minor civ pop on a system, you cannot control which minor civ pop to get rid off, the game will choose for you.
It's kinda ironic for a 4X game to not having a exterminate feature.
it's fine, if you don't want to deal with minor civ pop at all, play as the Vodyani. they automatically purge all pop on a system immediately upon a successful invasion. but under most circumstances, minor civ pop are valuable, especially for the Cravers, because they need lots of slaves, hehe.
But really - there are very few situations where you'd want to get rid of a population. All pops are extremely valuable.
The result of Chain Gain is absolutely random. if you have more than 1 minor civ pop on a system, you cannot control which minor civ pop to get rid off, the game will choose for you.
It's not random. The pop chosen is the one next in the pop growth queue.
I hope the devs implement this as a refugee diplomacy option instead of just outright killing them. For example, if you can get a pacifist empire to agree with it, it gives you a pressure reward or something.
When unwanted population units crop up, especially in the early game, it really interferes with my minor population growing schemes (e.g., if I'm trying to grow a single minor population to 20 and don't have access to their luxury, having that extra population on a planet cuts into the growth rotation).
Maybe this is a noob question, but why would I want to get rid of a certain pop type? They all have strength, so it might make sense to shift them properly. But completely exterminate? Can somebody give me a situation where this might make sense?
Maybe this is a noob question, but why would I want to get rid of a certain pop type? They all have strength, so it might make sense to shift them properly. But completely exterminate? Can somebody give me a situation where this might make sense?
In the extreme late game, perhaps removing Craver pops or when all systems are entirely full and you'd like to opimise your populations heavily. But games end long before that is worthwhile.
Maybe this is a noob question, but why would I want to get rid of a certain pop type? They all have strength, so it might make sense to shift them properly. But completely exterminate? Can somebody give me a situation where this might make sense?
Depending on the minor factions that I encounter, I plan far ahead to hit the 50 unit bonuses for those with useful laws/perks and in the near term, the 20 unit bonuses. I like to play low resource games, so luxury items are problematic for me in the early game. I can't just build starports on every system. Furthermore, it is sometimes really hard to get access to the population boosters if it's a tier 2/3 luxury resource. Therefore, in order for my population growing schemes to work out, I try to keep the faction mix on my systems to three tops -- original population + faction 1 + faction 2. That way, without any population boosters, they grow equally in a rotation: original population > faction 1 > faction 2 > original population. Having a random fourth population unit pop up from an event or curiosity is really annoying because they cut into the growth rotation.
Also, not all population types can be considered a strength. Cravers are the obvious example since they come with a depletion malus. If you're trying to min/max the politics mini-game, the politics of the minor populations can be a major factor. For example, in my low resource games, I want my secondary senate slot to always go to the industrial party. That way, I can eventually unlock the law that boosts strategic resource output. While I can use the election mechanics to force the industrial party to win, I don't actually want them to get the primary senate slot. I like to use my election rigging to pick my theme for the next 20 turns -- I'll pick ecologists if I want to rapidly colonize within system to snag a particular deed reward; I'll pick scientists if I want the star boogie movement + system improvement cost reduction; I'll pick military if I want ship cost reduction, etc. For this to work, I need to grow industrialist-favored minor factions and forego some of the others. In one of my games, I kept a democracy and by rigging the populations, was able to keep the same three parties in power for the entire game.
It's a time-consuming and laborious process, but when I want to get rid of a population -- looking at you, Cravers -- I vacate the system, sell the colonizer that I get refunded (since I believe that colonizer is somehow tied to the previous population? might be wrong on this), and re-settle the system with my own people. It takes a few turns, but it works, and the re-settled system keeps everything it previously had.
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