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.
In the last 2 weeks I have been playing Endless Space 2 like a fanatic :p, been a long time I had not played this much a 4x game (been around during the beta, but back then I lost interest due to how bland the game looked at the time). That being said, I noticed not all factions perform equally under the AI's guidance, some perform so bad (cravers) that I decided to not include them in my solo games. I want to share my findings and see how well or poorly the AI did for other players out there and maybe try to figure out what isn't working properly. All my impressions are playing against the AI at medium difficulty. Did try a hard game once but the ranking seem to remain rather similar.
Factions
The Riftborn
For some reason, the last few games I played, the Riftborn always end up being the most powerful faction among the AIs. Most planets, better fleets... And while they are supposed to be pacifist type, they end up way too often in wars with most of their rivals.
United Empire
Only added it in my last game since i'm actually playing that faction, but they seem to do alright score wise. Yet they have a pitiful spacefleet and often use minor factions ships rather than their own ships. Not sure why they struggle with building up a worthwhile fleet, they have more systems than me and I completly outproduce them.
The Horatios
Every game I played they where there, and scorewise they were among the strongest. They have lots of colonies and have a good score. But their fleets are weak, they fold rather quickly when attacked.
The Unfallen
So far, they always end up one of the weaker factions. Few contact with them so I don't know what they are doing.
Sophons
Strangely enough, the brainiacs seem to not keep their edge technology wise, they often end up being one of the weakest factions.
Lumeris
After the Riftborn, the lumeris seem to be the strongest each game. For a peace loving, trade centric faction, they seem to grow rather huge, field plenty of fleets and not be a push over when bullets start flying. Strangely enough, i've seen them declare war on me early game while I thought they were not allowed to.
Cravers
Had them every games at first until I realized they were both pushovers and also a major pain to conquer since I don't want their pop to wreak my worlds. For a war/expansion centric faction, they hardly deliver and sue for sease fire way too often. They fleets are easy to deal with and if we stall them long enough, their depleting worlds mean they will drop down good last in the ranking and be a really weak faction that can't do much.
The Vodyani (Forgot that one)
As far as I can tell, even they manage to expand they are hardly a force to reckon with. Their moderships are juicy targets they often leave unprotected. They spam their little ships but hardly field any worthwhile fleets. They are also the most annoying diplomacy wise, and they declare war when they have no fleet to speak of...
This certainly changes a lot when on Endless difficulty, as the Cravers are by far the strongest faction in the hands of the AI at that level. They will with high reliability steamroll any other AI in their way and likely you unless you engage them early enough to contain.
Your impressions are otherwise fairly accurate. Lumeris and Horatio are most consistently the best in my games, followed by UE and Riftborn. Sophons is a toss-up; sometimes they do exceedingly well, sometimes they do not. Vodyani never do well, and Unfallen only do well if left alone.
FWIW, fleet power doesn't really vary much. All the AI are bad at combat, with some rare exceptions. This is exacerbated a lot by the fact that the AI is coded to 'play the game as it's meant to be played', while players can easily break the flimsy combat balance.
Cravers are usually number one unless they've got themselves contained early.
Horatio or Lumeris is usually second. The bonuses the AI gets to population further increase Horatio's key strength in population. Both Lumies and Horatio tend to expand fast when it comes to taking minors, so that can snowball a bit if not contained early one. Both can be a pushover if your military has been keeping up.
UE is often next. Just a strong faction all round really. They will start producing some scary fleets quite early if things go well for them. They almost always go Sheredyn, which is probably the best option for them.
The rest are all on the bottom, although Unfallen can sometimes be second or tops if they get a good start.
Furthest bottom is always Vodyani. To be expected in terms of score - they will always have the lowest score for a long time even if manned by a good player. They are also tricky to get a good balance with, and the AI struggles with that. This patch Vodyani generally are pretty weak (not that they've ever been super strong). Pirates can absolutely wreck your game. The nerf to early Arks means that even the first pirate fleets can take out an Ark. The new patch allows for pirate alliances, so that's probably going to be a key part of Vodyani strategy, and perhaps a good reason to pick Varb as a governor for the early influence boost. Looking forward to trying them out in the DLC. I think Vodyani could still do with some love to be honest. Anything less than a blindingly good starting position means you feel like your constantly playing catch up. You don't have the overall production power of everyone else, you don't have the manpower of everyone else, your systems are easier to lose - all you have to do is kill the Ark, and all colonies must be built from scratch, unlike everyone else. A small buff to the Ark modules would go a long way for a remedy.
I am honestly having trouble understanding why it is necessary to play Endless difficulty to get a challenge out of the AI.
In my current game, the AI I have come into contact with has expanded well, has a ton of resources and has absorbed several minor factions (both Horatio and Sophons). What exactly is preventing the AI from fielding decent fleets at lower difficulty levels when they have the means?
I'm not necessarily talking about ship design here. I mean researching CP and hull techs and using weapons that they have resources for, then sending sizable fleets at me. The patch notes say that the AI can now build invasion fleets. Why am I the one with the unenviable task of clearing out pirate bases then?
I was struggling with Vodyani. I hadn't played them in a long time and lost a couple of Arks to pirates. At the same time I was being a thorn in Horatio's side and pressuring him to give me stuff. He never declared war on me. I was weaker and was lagging on building fleets because I was researching a lot of colonization techs.
I keep seeing way too many Explorer ships from the AI instead of war ships.
Well, at first welcome to the club of the fanatics ^^
Nice to read you’re having fun in playing the game. It’s interesting to read other player’s experience with the factions. From what I’ve gathered it’s often dependent on the starting positions. Luxuries play a major role, too.
I rarely change my galaxy generation settings when it comes to constellations, age, resources and so on, so I think it might favour some factions over others. I’m going to write a bit about what I’ve encountered so far:
Cravers:
Probably the biggest difference to your experience.
Cravers are the sole reason for a couple of losses I suffered so far in ES2. In these memorable cases, I always fought to the bitter end and lost. Quite an experience which made me revise my playstyle! I get super cautious with Cravers and they’re often among my first neighbours.
I seem to get lucky when they encountered anyone else before me and have their focus there. This gives me time to come up with something. Because of them, I tend to play more active and invest more in military early on. I’m usually more of a defensive/counter player and since Cravers tend to snowball so hard in the beginning, I just had to adjust or get crushed.
An amazing faction. I miss the sound when they’re encountered, though.
Sophons/Horatio:
Not much to say about them. They’re definitely the weaklings in 9 out of 10 games I had. Not sure what’s wrong with them. I had some great games playing them myself but the AI can’t seem to make them work for some reason. I guess they need some fine-tuning.
Horatio AI probably needs some guidance when it comes to tech and should focus more on food. And Sophons probably can’t make use of their science bonuses often enough.
Riftborn:
Not much to say about them. Definitely one of the strongest.
Unfallen:
Somewhere in the middle. I like to encounter them. Needles are a pain, though. Hard to conquer them as they tend to be so wide.
UE:
Usually the faction I play myself. I played a couple of times against them. Probably not often enough to get some good idea about their AI. Seems to be lower mid-tier for me.
Lumeris:
Hard to rank. They tend to backstab and always regret their decision later. More bystanders in most of my games. I often had bigger problems and they just liked to add a bit of annoyance. But nothing major. I was often more cautious of them of what I should’ve been.
Vodyani:
One of my favourite enemies. I love crushing Arks :D
Good rivals and nice to have as early enemy to get the military machine going. They always push me and provide a nice challenge. Had some great games against them.
I am honestly having trouble understanding why it is necessary to play Endless difficulty to get a challenge out of the AI.
In my current game, the AI I have come into contact with has expanded well, has a ton of resources and has absorbed several minor factions (both Horatio and Sophons). What exactly is preventing the AI from fielding decent fleets at lower difficulty levels when they have the means?
I'm not necessarily talking about ship design here. I mean researching CP and hull techs and using weapons that they have resources for, then sending sizable fleets at me. The patch notes say that the AI can now build invasion fleets. Why am I the one with the unenviable task of clearing out pirate bases then?
I was struggling with Vodyani. I hadn't played them in a long time and lost a couple of Arks to pirates. At the same time I was being a thorn in Horatio's side and pressuring him to give me stuff. He never declared war on me. I was weaker and was lagging on building fleets because I was researching a lot of colonization techs.
I keep seeing way too many Explorer ships from the AI instead of war ships.
I don't think there is any issue with not playing at Endless difficulty. In honesty, I've considered lowering it to get a more rounded experience of the game. The one thing I will say at playing at that difficulty level is that it requires incredibly directed gameplay. You have to decide pretty early about how you want to win, and how you are going to get there. If you don't, the AI will beat you, either at economy, or conquest. I think the difficulty level is more about sharpening certain playstyles rather than having a more fun or rounded experience. There is a certain joy in knowing that you've really nailed a particular path to victory. But as this is a primarily single player game, and none of the skills at Endless AI necessarily translate to multiplayer, who are are we really impressing? <existential crisis hamster face>
I still have a ways to go in this game so I will see how it shapes up. The AI are fighting one another though. So that may explain why some are ignoring me. But man...pirates expand pretty quickly if you don't stunt their growth. Wodner if the AI has been sending them against me.
Endless Difficulty (Endless Speed with Max faction count and pirates)
1. Cravers and Riftborn
Both generally become the strongest factions by mid game (roughly turns 200-300) but neither seem to make Alliances and end up getting swallowed by other factions and thus I've never seen them by turn 400.
2-4. Lumeris
They expand extremely quickly and usually make an alliance with the Sophons and the Unfallen (sometimes I see them ally with the UE). However, their fleets generally aren't that good, and typically choose diplomatic actions and trading over war (since they're capitalist pacifists). I hate being in trade agreements and alliances with them since they always find a reason to eventually declare war, and/or force me to war when they absorb one of the minor factions in my empire.
2-4. Sophons
By far one of the strongest late game factions (if they make it that far), this is in part b/c they gain access to a majority of the technologies first and since scientific laws are some of the best in the game. I've seen them survive if they make an alliance early on in the game, but if the Sophons become isolated they generally fall off relatively quickly.
2-4. Horatio
Also pretty warlike once they reach late game, and they always reach late game. But expands extremely quickly and generally wins wars against other AI's, though I can't see why cuz their fleets are pretty bad.
2-4. UE
So, damn, annoying. Aside from the Cravers, the UE declares war the most. They almost never choose the Mezari path and a number of times I've seen them go for the Sheredyn path, which I would assume, makes them more warlike (in the AI's decisions). However, their fleets aren't too much to worry about and fold pretty quickly (except for that single one led by Hadri Lenko, b/c of the bonuses he provides).
5. Unfallen
Though they can dish out some pretty strong fleets, they're hampered by a slow expansion rate and I've only been in two games where they actually begin to pose a threat (it is important to note that they ended up dying once they expanded too quickly, I killed them both times since they spawned in the same constellation and were kinda in the way).
6. Vodyani
Also hampered by the slow expansion rate, and even though they somehow always manage to survive until the end (even after declaring war on everyone ???) they stay relatively small and have never posed much of a threat.
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