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’m not totally sure why the home system moving mechanic for the UC is good exactly. I mean, I’ll use it because I want all the achicements... But the first time I did it my system went from esctatic to happy and I lost like 100 industry. I moved from an asteroid field to a Dust nebula... and still made less dust per turn in the new area.
YES I did wait all the turns necessary so that I lost no population or improvements! So I can’t really tell why, but it was just strictly worse. Why should I ever move from my starting asteroid field?
You want to avoid other players knowing where your home system is as that will allow them to invade or hack you. If you move your home system to an isolated special node, it will be much harder for other empires to reach you.
Allow me to offer a few clarifications about the Transmigration Beacon mechanic:
When you place a Transmigration Beacon, you receive the special node bonus on your home system.
However, your home system does not receive the bonus of the node it is located in. This probably explains your problem of making less Dust.
When you move your home system, all Transmigration Beacons will be cancelled. This means you cn potentially lose a number of FIDSI bonuses on your home system until you place new Transmigration Beacons, which probably explains your loss of Industry.
If your home system had been discovered by an enemy empire, using a Transmigration Beacon will re-establish your cloak.
I hope this information helps shed some light on what was going on in your game.
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Allow me to offer a few clarifications about the Transmigration Beacon mechanic:
When you place a Transmigration Beacon, you receive the special node bonus on your home system.
However, your home system does not receive the bonus of the node it is located in. This probably explains your problem of making less Dust.
When you move your home system, all Transmigration Beacons will be cancelled. This means you cn potentially lose a number of FIDSI bonuses on your home system until you place new Transmigration Beacons, which probably explains your loss of Industry.
If your home system had been discovered by an enemy empire, using a Transmigration Beacon will re-establish your cloak.
I hope this information helps shed some light on what was going on in your game.
This was very helpful! Thank you! I was wondering how you "acquired" special nodes as the UC.
A big reason to move is being in someone else's sphere of influence. The Umbral Choir are immune to influence conversion, but it's a major hit to your resources.
One thing I would like to know is what determines the debuff period after a move - in a late game I'm looking at 95 turns of a 50% bandwidth nerf. Seems a bit excessive of a duration to be honest :)
Question to devs - should it be possible to hack/translocate to the Regeneration Field node? I was unable to hack it to install a beacon - so bug or feature?
The Regeneration Field is intentionally not inhabitable, as far as I know. However, the Bandwidth penalty is definitely not supposed to last 95 turns. Could you share your save of that so we can look into what is happening?
Updated 6 years ago.
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The Regeneration Field is intentionally not inhabitable, as far as I know. However, the Bandwidth penalty is definitelyt not supposed to last 95 turns. Could you share your save of that so we can look into what is happening?
Thank you for the clarification on the Reg. Field. The save is below, let me know if you want me to upload somewhere else as well.
In my game, I moved 3 times each time to put myself close to an enemy capital so I can hack spam it before the inevital mass abduct / purge.
It wasn't necessary strictly speaking but it provided me with better hacking opportunities and angles than my previous position.
Are hack operations from the UC capital more efficient?
No, but it does simply offer a point of origin/proxy where needed. However I would strongly advise against hacking from your home system as that is the only system enemy can blackout =D
And a traced hack will expose the location of your capital...
I can also confirm the exteremly long bandwith penalty bug. I migrated once and it stuck around with me until the end of the game. I looked at the tooltip and it said the next one would last 140+ turns.
I had an 89 turn wait somewhere around turn 120 on normal speed. The only reason I moved was because of all the FIDSI losses after being in another empire's influence.
Was the game speed endless? I got a 50 turn penalty in a normal speed game. Perhaps that's the equivalent of a 140 turn in endless.
It was normal game speed. I have no idea what cranked the value so high. My first migration was because pirates found my home system (seriously why do they always get nice anti-cloaking as soon as it exists) and that one only lasted 20 turns. The second one was to escape a hostile influence zone, and that one lasted... over 150 turns. Not sure exactly how long, the game ended before it wore off. There wasn't anything telling me the time left, but the migration button told me the next one would last quite a while.
Was the game speed endless? I got a 50 turn penalty in a normal speed game. Perhaps that's the equivalent of a 140 turn in endless.
It was normal game speed. I have no idea what cranked the value so high. My first migration was because pirates found my home system (seriously why do they always get nice anti-cloaking as soon as it exists) and that one only lasted 20 turns. The second one was to escape a hostile influence zone, and that one lasted... over 150 turns. Not sure exactly how long, the game ended before it wore off. There wasn't anything telling me the time left, but the migration button told me the next one would last quite a while.
I believe it is currently a bug, not sure if it has been reported, but the UC's home system can not be converted from influence. So that move was not needed. I think that moving from early major faction detection is good, but pirates it is probably easier to just eliminate close pirate liars to you if you can. That being said I do think it is odd that the pirates have all of this annoying tech that gets in the way of UC.
Was the game speed endless? I got a 50 turn penalty in a normal speed game. Perhaps that's the equivalent of a 140 turn in endless.
It was normal game speed. I have no idea what cranked the value so high. My first migration was because pirates found my home system (seriously why do they always get nice anti-cloaking as soon as it exists) and that one only lasted 20 turns. The second one was to escape a hostile influence zone, and that one lasted... over 150 turns. Not sure exactly how long, the game ended before it wore off. There wasn't anything telling me the time left, but the migration button told me the next one would last quite a while.
I believe it is currently a bug, not sure if it has been reported, but the UC's home system can not be converted from influence. So that move was not needed. I think that moving from early major faction detection is good, but pirates it is probably easier to just eliminate close pirate liars to you if you can. That being said I do think it is odd that the pirates have all of this annoying tech that gets in the way of UC.
Just because you cant be converted doesnt mean you shouldnt move. I was losing 50% or more of my science output (over 2000) because of being embedded in a hostile influence field. I would like that penalty to be removed or reduced dramatically. The UC live on the same planets as other aliens, why should their capital system be bothered just because its near another planet? Maybe only apply the penalty if your system has been revealed. And on that topic how do you know who knows where your system is?
I think that if someone finds it, it gets decloaked for all to see. Which, if true, is dumb. I would like an alert above the homesystem that says it's exposed if that's the case. Granted, this is based of off anecdotal experience, since once the pirate base that spawned near my system found me the hisso started trying to hack my home system.
Also, I think the system is listed in the market if the Umbral Choir manages to build the trade clearing bureau. Which is also dumb, but slightly more understandable.
If a major empire finds your home system or one of your Sanctuaries, only that major empire will know where your home system or Sanctuary is. If you go to the system screen, you will find a cloaking icon in the top left that shows you in its tooltip who has discovered this system.
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