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 remember in ES1 spending so much time just looking at the research tree, there was a feeling of satisfaction when progressing into each branches.
I do not get the same vibe in ES 2 (for some reason it bothered me less in EL), I pick tech a bit randomly and it doesn’t feel like I commit in a coherent strategy.
I thought ES1's tech tree was visually a mess but mechanically fine. I never really liked or felt 'comfortable' with the Endless Legend style of tech tree however as I always seemed unsure of what to research next and felt the eras opened up too quickly, and was often left feeling like there was no point in researching earlier techs.
I never really liked the tech tree system of EL and preferred the ES1 version.
It doesn't really feel connected and is visually/mechanically a mess compared to the hero skill tree for example which looks like the ES1 tech tree but with a tiered system.
THe biggest problem for me is not even a problem about missing connections of the different techs but mostly the presentation with boxes etc.
I strongly agree with a lot of the opinions here and hope that this might be changed later on because I really like the EA version so far.
I agree that for many techs, there should be a required tech that can be from a previous era or from a different branch. Just like when you are in school, you wouldn't dream of taking advanced calculus without taking basic algebra first. Now, I don't think all of the technologies require a pre-requisite, but many of them should.
As far as the layout or design, I found things I like and disliked in both ES1 and EL tech screens. There were many techs in ES1 that I felt were mandatory to have that you had to get a tech that was never used before you could get to it. I found finding technologies in EL much easier when planning on what route I wanted to take for my end-game.
Another +1 that generally liked the ES1 techtree over EL and now ES2.
I don't mind the freeform nature of the current tree, but don't like the rising cost model, at least not to this extent. If late game I can research tier 1 techs in a single turn, well....that's fine to me, I would rather have more fixed cost techs.
Yes it just fells weird that researching advanced guns then going back and having a tougher time researching basic guns it just doesn't feel right i like the idea that military improvements come along with civilian ones but i just feel the current model doesn't express that very well as we have stated before its a tough issue but i think more trees is the answer here
Without reverting to a tech tree, I think a quick fix could be done by changing the way tech cost increase. Here is how I would see it:
The cost of the tech from an era scale from the first to the Nth (N being the number of tech required to get to next era)
The tech beyond the Nth cost the same as the Nth one (no more price increase)
Tech from previous era don't impact tech cost from later era
That way spending some time to research previous era tech is just a time investment and won't penalize you as much. It change the system from being "choose which tech to left behind" to "choose which tech to get right here and now, and get the rest later on if you need it / don't have to rush". Since the price of remaining tech would't change anymore, you could get them faster at a later point in the game wth a bigger science output. This way you still skip some tech, but if you have to go back it won' t penalize you more than a few turns spend to research it instead of rushing era and in case of emergency you can quickly research early tech (like in ES1 when you qucikly catch up a bit on the military tech tree when a war is about to start)
Well, I fell like or actually am the only one who hadn't played ES1 before! ^^'' (Jumped into the endless series in EL)
By that, I'm used to the freeform techtree of EL and I liked this because I haven't seen such a way of developing techs through the game.
But here in ES2, it feels really off. Starting with the point, that you have to get tech to colonize certain planets (which you can't know beforehand) to the decision if and when to get military tech and it's impact.
I like the general criticism here in this thread and I really hope it get's remarked by the devs. This is a really important topic.
I think the ES1 and EL tech trees worked well for their game. In Endless Space, going through the colonization tech wasn't a waste even if you didn't know what planets you had around you because it led to the Applied Casimir Effect, which allowed you to use wormholes. Leading to a pivotal tech and the fact that the tech costs didn't scale meant that researching those early colonization techs was almost never a waste. In Endless Space 2, it is different because researching colonization tech doesn't lead to anything useful except for random ship upgrades, which is actually a detriment because, as stated earlier, it gives ship advantages to certain factions depending on what era 1-colonizable planets are around them. Also, because of scaling tech costs, choosing one colonization tech makes it harder to get other colonization techs and makes proactive research of colonization tech detrimental. This is not a problem in Endless Legend because you can put your new city anywhere on the map without additional tech.
The military tech placement made sense for ES1 and EL individually but not for ES2. In Endless Space, the military tree had invasion defense as well as ship modules, so it felt like a worthy investment at all points of the game. In Endless Legend, the military tech was simply more useful. The strategic resource tech allowed you to equip governors with trinkets and your armies did a lot more fighting than in ES2 due to quests, ruins, roaming armies, etc. In Endless Space 2, I feel like the only reason to grab those techs is to fight other players, because pirates are easy to fend off with the base ship modules gained from advancing eras. I also feel that the weapons from strategic resources were more useful in EL than in ES2, either because of more impactful stats or because the turn-based battle system made every stat count for more. A few stat points could be difference between finishing off an enemy unit in one turn or having to wait another turn to shoot at it. In Endless Space 2, they just feel like wastes of time and science if I am not engaging in a war with another player.
I'm admittedly not a big fan of the scaling tech costs because it never made any sense to me lore-wise, and they force me to skip some research and I just want to be a completionist and grab all tech eventually for my civilization. If it's about choice and consequence, I feel that the 4-tree nature of ES1 imposed enough of a consequence for specializing in a certain area. However, in Endless Legend, this wasn't as much of a problem because there were enough specialized techs that I could skip some if they did not fit my circumstances or playstyle. In Endless Space 2, there are too many techs that seem essential and not specialized, so that it feels like I'm forced to sacrifice some core tech if I want to advance eras. Most notably, having the colonization techs split up like this makes it heavily dependent on if I have similar era 1 planets around me or a variety. In ES1 this wasn't as bad because the colonization techs were in a tree and were prereqs for useful tech, as well as not having scaling costs. Being forced to invest in more than two era 1 colonization techs feels like too much of a trade-off just to colonize easy planets.
I realize the game is in alpha and that the devs probably didn't want to recycle the ES1 tech tree, especially since the EL tech eras were more interesting and imposed a greater sense of choice and consequence. It's great that they're trying to be innovative and not recycling old systems. If you asked me, I couldn't come up with something better. However, as a player, I'm just not feeling that great about the current research system and it would be great if we could get feedback before the game is fully released.
Wow, so apparently everyone is really against the ES2/EL style of tech progression.
I just....I don't understand. The ES1 style is more familiar and essentially just a visual copy of Civilizations. Why is that so compelling, compared to the Era tree?
Someone mentioned earlier that you don't have to research the military techs if you aren't at war, and that ES1's tree was better because you didn't have *wasted* tech lying around like that.
Let me put this in context. In EL and ES2, you get to choose exactly which techs to avoid and which to use to fit your play. In ES1, you HAD to pick the useless techs that you didn't need because there was always some advanced tech that required it as a prereq. Just like Civ, it's essentially a car on rails giving you the illusion of choice while you ramp up your science production. In the Era tree, you are given a list of equal choices with specific consequences.
The learning curve is steeper and the balance is generally more difficult, but that's what makes it so interesting. That's why ES2 and EL are doing it right: they took the formula and threw it out the window, then burned the house down. This is a strategy game. Perhaps you guys should learn to, idk, strategize.
TL;DR:
ES1's tech tree is a copy of Civ and very boring. ES2's Era tree gives actual, meaningful choice. What's not to love?
Wow, so apparently everyone is really against the ES2/EL style of tech progression.
I just....I don't understand. The ES1 style is more familiar and essentially just a visual copy of Civilizations. Why is that so compelling, compared to the Era tree?
Someone mentioned earlier that you don't have to research the military techs if you aren't at war, and that ES1's tree was better because you didn't have *wasted* tech lying around like that.
Let me put this in context. In EL and ES2, you get to choose exactly which techs to avoid and which to use to fit your play. In ES1, you HAD to pick the useless techs that you didn't need because there was always some advanced tech that required it as a prereq. Just like Civ, it's essentially a car on rails giving you the illusion of choice while you ramp up your science production. In the Era tree, you are given a list of equal choices with specific consequences.
The learning curve is steeper and the balance is generally more difficult, but that's what makes it so interesting. That's why ES2 and EL are doing it right: they took the formula and threw it out the window, then burned the house down. This is a strategy game. Perhaps you guys should learn to, idk, strategize.
TL;DR:
ES1's tech tree is a copy of Civ and very boring. ES2's Era tree gives actual, meaningful choice. What's not to love?
I would argue that the choices aren't any more meaningful than in ES1. Ultimately there are still the key techs that you are going to have to take, except there are also bad choices that can mess you up if your not careful.
For starters, this is not true at all. The Civ tech tree is very linear, and everyone is going to be researching roughly the same techs at around the same time for the entire game. ES1's tree being split into the four branches is what made it unique and interesting.
Second, you cite my post, but you fail to acknowledge even half of the issues I raised with the ES2 tech tree. Not least of which being, that while you have more options in ES2, the game gives you far less information to make those decisions on, and punishes you more harshly for choosing wrong. That is not compelling or interesting, that is arbitrary and frustrating.
Wow, so apparently everyone is really against the ES2/EL style of tech progression.
I just....I don't understand. The ES1 style is more familiar and essentially just a visual copy of Civilizations. Why is that so compelling, compared to the Era tree?
Someone mentioned earlier that you don't have to research the military techs if you aren't at war, and that ES1's tree was better because you didn't have *wasted* tech lying around like that.
Let me put this in context. In EL and ES2, you get to choose exactly which techs to avoid and which to use to fit your play. In ES1, you HAD to pick the useless techs that you didn't need because there was always some advanced tech that required it as a prereq. Just like Civ, it's essentially a car on rails giving you the illusion of choice while you ramp up your science production. In the Era tree, you are given a list of equal choices with specific consequences.
The learning curve is steeper and the balance is generally more difficult, but that's what makes it so interesting. That's why ES2 and EL are doing it right: they took the formula and threw it out the window, then burned the house down. This is a strategy game. Perhaps you guys should learn to, idk, strategize.
TL;DR:
ES1's tech tree is a copy of Civ and very boring. ES2's Era tree gives actual, meaningful choice. What's not to love?
I liked EL's system. I just didn't like how researching more tech made science costs rise, even for previous era tech. That just didn't make any sense to me lore-wise. I guess the rising costs makes it so that your first choices in a new era are more important, but for previous eras, i don't know why it makes sense. Like I said, EL's system gave meaningful choices because the techs were specialized enough to be useful in different circumstances. I just don't like how the system meshes with colonization tech, which was not present in EL. It seems like a major pain to have 4 colonization techs in each era.
I wonder if you could hybridize the tree by have a base line of progression techs that have set values, with scaling specialization techs. This way you could start as a trading/industrial civ that around mid game is doing era 3 specializations techs that take many turns to research. Then when the cravers show up or someone stabs you in the back you can fall back on early basic techs that only take a few turns to complete. So for example the military section could be like this: The basic progression techs could be enhanced tier weapons and armor, not ones that require strategic resources, while the specialization ones are the ones that require strategic resources. Same goes for colonization. Instead of having techs that research specific biomes it would be by temperature instead. Like colonize: dry, hot, cold, frozen, ect. and would have a FIDSI malus for not having the specific planet biome researched.
I think the biggest disconnect between the ES2 and EL with this tech system is how things play out in what you need to not get screwed department. The need for colony techs is the big offender to my mind, you end up having to impact all the rest of your tech choices just to use territory. This wasn't a problem in EL where you could put a city down on any region regardless of techs researched, you might have a bias towards one kind of region or another but you didn't have to put an effort into just being allowed to use the real estate you had. On the military hand it sounds like there probably needs to be a better reason to take preliminary techs, either a bonus to research rate or a set of bonuses that mean taking the best tech doesn't necessarily mean that you have the better ships. It is a hard bit of balance that is made worse by it being still so early in in EA. For my two cents while the tech tree of ES felt more natural I did like that EL's system prevented those immediate reversal's where someone overnight's a basic military set up. At the moment I think it suffers from too many required techs that either have an immediate need or never come into play. The colony techs as I mentioned are the big offenders they are too vital to even using anything you find they were my least favorite aspect of ES while they make sense they often create a hard lock that cramps a player's ability to expand or make full use of their systems with the scaling tech costs they turn into a bit of a back breaker one way or the other, you either get to make use of your territory or spent too much time and effort dumped down a tech that turned out useless.
I like what your saying Optional, some kind of core progression with then optional spheres of research around it that are harder to research and then this split among the groups maybe so the colony tree has something like basic habitats giving you the most common and easy planets like arid, tundra, temperate and tropical then specialist techs like say radiation shields gives you access to desert or arctic or barren planets some kind of system that allows for strategic shifts in gameplay and not locking you into something that becomes nonviable.
There's a lot of things you could do to make it better. Ideally, I still say the ES1 style of tech tree is far better for this kind of game, but even if that weren't possible, this new tech tree is broken in so many ways that making it better would just involve solving the problems it currently has.
- Remove the scaling tech costs, because it simply doesn't work with the rest of the game. Unless the game becomes more roguelite than 4X, and reduce games to being an hour in length tops, you shouldn't punish players throughout the entire game for decisions they made in the first ten minutes.
- Don't bundle random techs with the colonization techs. It's beyond pointless, and just risks compounding any bad luck players have regarding the planets they spawn near. Instead, bundle two colonization types into every tech, and reduce the amount of techs you need to colonize every planet type.
- Instead of better techs being completely independent of previous techs, having techs instead be "+1 to this field." This has of course been mentioned for weapons, but imagine also having an "Ice category" for planets, and colonization techs saying "+1 to Ice colonization." So you can't colonize Arctic planets without having Snow planets first, for example.
- Spreading out military-related techs throughout the trees. Things like moving the command points upgrades to the diplomacy branch, or some defensive structures to the colonization branch, etc.
- Make the technology screen prettier to look at. Not mechanically significant, of course, but presentation is also important - tech trees are very interesting to look at, for example. But the current tech screen is literally just boxes in boxes in boxes in boxes in the box that is your monitor. If you play in windowed mode, add another "in a box" to that.
Other ideas for making this system work better (though really, it would still just be putting bandaids on it, as opposed to solving the issue by implementing an actual tech tree):
- Having required techs to progress. For example, making the colonization and free movement techs requirements for Era 2, perhaps even the hull techs as well.
- Having more specific requirements to progress. For example, requiring at least one Military tech, two Colonization techs, etc.
- - Honestly, this whole system would work a lot better if you were required to get every tech to reach the next era, or just only allow you to skip a single tech or two. But at that point, why not just have a tree?
- Add a generic weapons tech that doesn't require any special resources.
Also, a side note for anyone who didn't notice, since I imagine someone will bring it up at some point: technically the Era 2 weapons tech aren't strictly upgrades; they don't do more damage, they are simply the Long and Medium range variants of the same weapons. But since you are always going to start the battle in Long and Medium ranges, they pretty much are strictly better; if you can take out an enemy ship before they even get in range to fire, that battle very much favors you now. The "+1 to Titanium Modules" solution would do a much better job at not invalidating the first one. Not having rising tech costs would also help. Also just having a tech tree. #PutTheTreeBackInTechTree
- Add a generic weapons tech that doesn't require any special resources.
I think advancing eras already gives you upgrades to the generic weapons, just like in EL.
The box aesthetic of the research screen matches every other status screen, which are all rectangular except for the empire summary screen, which is based on hexagons. But I do agree that it's less interesting to look at. In ES1 I loved exploring the tech trees and reading the tidbits about what cool advances were happening to unlock these new features. I don't really get the same feeling of scientific advancement from advancing through eras as much as I did from advancing through a tree.
I think the current tech tree punishes players too hard for their starting conditions. It would be more satisfying if I was rewarded or punished for my own choices, not the types of planets that were around me. The eras tech tree worked well in EL. The system is less effective in ES2 because of the addition of colonization techs and the lower number of specialized techs, which doesn't allow for much variance in tech choices.
I can see why the devs wouldn't want to roll back to the tech tree, which is pretty much the generic go-to for all 4X games. But as it stands right now, the eras tech system is simply more frustrating than interesting.
Stalker0 wrote:
One option to colonization techs would be to integrate them into the era system. So with each era certain techs get unlocked.
I like this, but feel like the more you lump techs into advancing eras, the less impact the player's choices in tech has. I think something like allowing factions to colonize every type of planet from the era with a FIDSI malus until the tech is researched could be more interesting.
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