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.
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.
Really? That isn't something I figured out from the UI at all. I figured it was like EL where you'd get the higher level weapons without needing their lower level equivalents (at least in EL, they gave you a discount on tech if you'd researched an earlier era's weapons and armour tech, so they weren't completely useless if you chose them early).
Add yet another piece of constructive criticism to the pyre!
- 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.
Ah, I hadn't noticed that. I guess that does help to keep your fleets relevant even if you don't put effort into the military tree - at least, as long as you research the hull techs. And the command points techs.
I had no idea that the titanium etc weapons from era 2 were simply range variants and not straight up improvements (although as someone else noted as battles start at long range having a long range variant vs an opponent that is close range will favour you) ... is this communicated in the tech tree (sorry, screen) at all?
Personally I love the eras system for the tech tree.
A tech tree should be telling a story on how a civilisation advances throughout time. In the civ series it was the story of human history and so could be very linear because it just follows history.
The tech trees in EL and now ES2 tell the story of how the peoples in their respective universes advanced and changed throughout time. I love that.
Also it does bring an important advancement over from the civ series it's self. It tells the player when an opponent has reached a certain level of advancement. In civ the game tells me when Russia reaches the medieval age. In most space 4x games the most I have to go on is that my enemies have a certain level of tech is when I see their warships and spy on their worlds.
The techs becoming more expensive is not my cup of tea, not that I actually like tea, but I can see why it's there even when I despise it.
I hated it in Gal Civ2 because even when I had developed black hole weapons and engines that rip across the galaxy, the cost of researching planetary invasion to take back a world from the event spawned nation that stole half my empire was more expensive then every other tech in the game. This was because of the decision to make sure players only went for the technologies that they couldn't live without. It's bollocks in my opinion.
If anything, the main drive for players to skip techs is to spend time researching technologies in a higher age. Technologies that are better then what they have, but back filling is a penalty in it's self. It's still a cost to spend a few turns researching the xeno toaster that could have been better spent on researching the deluxe toaster supreme further down the tech tree. If anything older techs should be simpler to acquire or should slowly and automatically acquire themselves by some kind of backfilling passive.
Civ 6 is experimenting in some new and exciting tech tree stuff, with their system of tech boosts for doing certain tasks.
It's a hard choice that the players are making between certain choices, so another method would be to make sure certain options are given to the player, possibly even from getting to a certain era. Unlocking wormhole travel at era 2 could give all players the option to use this method of travel as a sign that they are advanced enough. Techniques and milestones between eras could be the automatic development of certain technologies.
There are so many possibilities but making technology become harder to research because you learned other stuff feels so restrictive in a game built about racing to the top anyway.
I had no idea that the titanium etc weapons from era 2 were simply range variants and not straight up improvements (although as someone else noted as battles start at long range having a long range variant vs an opponent that is close range will favour you) ... is this communicated in the tech tree (sorry, screen) at all?
I seem to have been completely wrong about that - instead, it seems weapon ranges are determined by ship hulls. Which I don't believe is communicated at all, no.
Though, considering no one called me out on it, I'm not sure I really feel bad about that. The whole system is counterintuitive.
Having had a night's rest to think on it, I wanted to elaborate more on why I find this tech tree so problematic, and why the tech tree in ES1 worked so well in comparison.
It all stems from one observation: there is no reason to get military techs when you're not at war. Thanks to rising tech costs, it is actually, genuinely a waste to research a military tech you never use. If you get a weapons tech for safety, but then don't get into any wars until you have better tech, you are now at a disadvantage to everyone else - especially if they waited until Era 2 to grab their first military tech, meaning they now have an extra economy/infrastructure tech and better weapons than you.
In ES1, it was next to impossible to have an actual waste of a tech. Even if you never used a particular tech, most techs were requisites for other techs, and that tech would likely be helpful in some way. Plus, techs didn't rise in cost. Also, in ES1, the player who focuses on the military tech will have the advantage in any battle, but the other fleet-related techs were spread throughout the entire tree. The diplomatic race will have more command points, the expansionist will have bigger hulls, the industry guy is going to be better able to replace their ships. The military guy will still have the most cost-effective ships, but the other players will at least be able to mount some defense. And if they've gone into the lategame and completely ignored the military branch of the tree, they've made a critical strategic error, and the aggressive player is simply capitalizing on it.
There's no such system of checks and balances in ES2. The military upgrades exist solely in the military tree, and the better hulls are their own separate techs. And again, there's no reason to get them until you need them. Not only that, but there's no way of knowing when you'll need them. Both you and your opponents can get any tech at any time. Say you're at 9/10 techs to get to era 2, you have no military techs and you really want a planet colonization tech. If you get to era 2 without that colony tech, it's no longer worth the investment, because of the rising tech costs. If you're not under any immediate threat, the only logical choice is to get the colony tech, and then get an era 2 military tech. Except, you can suddenly be under immediate threat at any time. Your opponent can come out of nowhere with their own tech advantage and decimate you. There's no warning, no time to prepare. If you come under threat while choosing the colony tech, you're at a disadvantage. If you get the military tech but don't come under threat soon, you're now at an economic disadvantage. You didn't make a strategic choice, you didn't assess any risks; they were both risks, and you made a blind guess. And the game is now so fast-paced that decisions do have consequences that dire in that short a period of time. You succeed or fail based on arbitrary luck.
In Endless Space 1, you did make strategic choices. If you wanted an advantage, you had to commit to it, and you had to be right about it - you had to know if your opponent was using missiles and had no shields, for example. If you fall very far behind in an area, that's on you. But Endless Space 2 gives you far less information, while asking you to choose from many more options.
I'm sure that, given enough playtime and experience, you could suss out enough tactical intuition to know what techs to get and when. With enough investment, it probably isn't as arbitrary as I'm describing it. But I absolutely do not find this system compelling enough to warrant that amount of investment; at this point, the tech tree is actively making the game unenjoyable for me.
Well I feel likewise. I loved the ES1 style of tech-tree and hope you guys from Amplitude reconsider things. It felt more strategic.
I believe the devs have already said that they plan to add prerequisites to more advanced technologies. That's just something that's not implemented yet.
That said, I agree with the general idea that far too many techs feel necessary right now, and that contradicts the system of scaling tech costs, which worked fine for EL. Rather than giving you a meaningful choice like what I'm sure is intended, it becomes a matter of the player figuring out which techs they will never need and skipping those in every single game. You have no incentive to research them, and they're more of a trap than anything else. The twists on this are even worse though: by having so many separate colonization techs your random map generation becomes more important than ever, in a way that's not really fun or engaging.
The solution in this thread that I've liked the most is to cap the scaling research costs by era. Once you get to era 2, backfilling the era 1 techs should be relatively cheap (yet still require a time investment) and not affect the time to research era 2 techs. Alternatively, or in addition to that, you could get some sort of synergy bonus for researching techs in the same field. Like, each military tech reduces the cost of all other military techs by 5%, to make specializing both possible and encouraged. I think this would fulfill same purpose as the tech web in ES1 whle still working within the Era system of EL.
I believe the devs have already said that they plan to add prerequisites to more advanced technologies. That's just something that's not implemented yet.
Do you know where they said this?
Also, another thing that occurred to me overnight: THE HEROES HAVE MORE OF A TECH TREE THAN THE TECH TREE DOES. Someone earlier pointed out (and I very much agree) that the current screen is a bit of an eyesore, and especially if they try to lay prerequisite technologies over that, it could easily become an opaque mess. Someone else responded that the boxes-in-boxes-in-boxes-in-boxes aesthetic is used everywhere in the game, but that's not true! The hero skill selection has a circular presentation, which also has an unlocking mechanic not unlike the era system. And I mean, I also wish that one had prerequisites like the skills system in ES1, but it's the presentation that bothers me more.
...actually, upon reflection, I don't really have a point to make with this observation. Just another frustrating inconsistency in the game. The more I've played it, the more it starts to feel like they've changed everything they could just for the sake of changing things, without regards to overall gameplay, and certainly not with regards to what the strengths of ES1 were. The gutting of the tech tree, of the hero skills tree, the overstreamlining of ship design, the removal of diplomacy locks in exchange for force truce... how much do these things contribute to the Endless Space formula? Does removing so many of the features of ES1 and replacing them with completely different features really advance it as a sequel?
I said way back at the beginning that the tech tree of ES1 was one of the most interesting and compelling features of the game - but perhaps I am alone in feeling that the tech tree was an integral part of the game's identity?
I believe the devs have already said that they plan to add prerequisites to more advanced technologies. That's just something that's not implemented yet.
I mentioned earlier that one of the problems I have with this system is that I can't figure out what the devs were even going for with it. After reading through that thread, I feel like I somehow have even less of an idea of what they want this system to look like.
They implemented this era system and defined it, explaining the era system and rising tech costs, making it seem like they were committed to it (side note: the tech screen is also in the screenshots, further suggesting a commitment to this). But they also suggest links and prerequisites, which... sounds an awful lot like a proper tech tree? Except they won't make it a proper tech tree? And it being subject to change, the way they've written it, makes it sound like they're more keen on dropping the idea of prerequisites than of eras.
I'm not trying to overanalyze the devs' statements here - until we get a response, I don't want to be putting words in their mouths - but certainly, from a player's/reader's perspective here, it's difficult to find any clear vision for what this system is supposed to be. It really does make it seem like it was changed for the sake of being changed, which is not a great impression for a sequel to give off.
Well, it's obviously based on Endless Legend. That's less "changed for the sake of change" and more "we are building off of our experiences". The problem, as noted by most people in this thread, is that this system doesn't work nearly as well in a game like Endless Space.
Honestly, I really loved the tech web and would be perfectly happy if they just reverted to that, but I do think the Era system could be salvaged with some major tweaks. And it does offer some advantages.
Well, it's obviously based on Endless Legend. That's less "changed for the sake of change" and more "we are building off of our experiences".
I don't really agree. They made a vastly different game with a vastly different system. That's not "building off of experience"; if the only reason they're using it in ES2 is that they used it in EL, then that would say a lot of non-flattering things about their design savvy. You can't just transplant mechanics across games like that and expect it to work well. At the end of the day, they didn't just "make a space game with a bad tech system," they removed a great tech system and replaced it with a completely different one. At best, you can explain why they chose the EL system, but not why they needed a new tech system in the first place. I don't want to know why the EL system works and why other people find it fun, I want to know what was wrong with the ES1 system in particular, and why the benefits it brought were not significant enough to bring it back. Why the EL system was presumably deemed better for this game than the existing tree. Again I have to ask, am I alone in thinking the tech tree was core to ES1's identity?
Hmm... maybe? I've played ES1 so many times now that I don't even think about it anymore. The basic design of it has also been imitated (poorly) in Civilization: Beyond Earth. But upon consideration, yeah, I think the tech web was a very important part of Endless Space, and that needs to be taken into account by its sequel. That said, I still think some kind of compromise is possible. What we should be doing is clearly identifying the merits of the tech web system and maybe exploring other ways to achieve those same goals. That's what "building off their previous experience" should mean, at any rate. Maybe starting with EL as a base was a bad idea, but that doesn't mean we need to blindly discard everything about it.
From both my own experiences and this thread, I feel like these are the main perks of the Tech web:
You can choose to deeply specialize in a tree, while barely touching other trees. This lets you choose what your empire is good at.
It's incredibly easy to backfill technologies that you skipped the first time around. This is especially important for things like colonization technologies: maybe you don't need desert planets right now, but you can always just learn it in one turn later.
No tech is ever wasted: even if you don't use it, it'll be a prerequisite for a later tech.
The web is visually intuitive: you can see how everything connects at a glance.
However, it also has several "flaws" compared to the current system:
You have very few choices at any given time, within each tree. Generally 2-3 nodes are open, compared to the 4-5 you get from the era system. This leads to a more linear, pre-determined tech progression.
You can specialize too much, letting your empire atrophy in certain areas, which is quite hard to balance around.
You can ignore vital techs until you need them. This makes planning ahead less important.
Yeah, the hero skill tree is basically a better version of the tech tree in ES2. That was kinda the first thing I noticed after my hero got a level up and mentioned it here.
It has a tiered skill system which could work for the tech tree if they want to keep the eras.
After reading all the posts it seems that I need to pay more attention to the weapon techs and noticed that the colonization techs are pretty difficult to balance as well.
One game I got incredibly unlucky with lots of different planet types in all my close systems so 12 different colonization techs made this round even more restrictive with the round limit.
The current version just doesn't have the depth and feels off in general. Mechanically and visually it was much more enjoyable to plan your way of progression in ES1.
Hmm, yes, it does seem like the Hero skill tree is much better laid out, if only visually. Each tech tier could be one of the expanding rings. And with that in mind, I think that opens up some possibilities for hybrid systems. For example, each quarter of the hypothetical "Tech Wheel" could unlock tiers separately, allowing you to specialize like you could with a Tech web. With maybe some sort of system in place to automatically unlock other tech category tiers if you head too far in any one direction?
Like, for example, you research 3 techs in one category to unlock the next tier of that category only, but you're only allowed to be 1 tier ahead with any of the categories. Researching three tier 2 techs of one category would unlock not only tier 3 of that category, but tier 2 of every other category. And there could also be specific prerequisites shown with lines.
Maybe you could do the Tech Tree similar to the Hero Ability Tree? Like you have to research certain amounts of technologies to unlock the next Era, and these Techs are more like bubbles with certain sub techs like it was suggested before? Similar to the Civ BE, but less interconnected. That you take the ES1 Tree, split it in Eras, and put certain techs behind a keytech.
I believe the devs have already said that they plan to add prerequisites to more advanced technologies. That's just something that's not implemented yet.
Technology links and prerequisites are not in the Early Access version, but on the long term this mechanic is subject to change
I would make it so that each tech (or perhaps simply the act of researching a given tech) also provides a certain number of points that has a type defined by the quadrant that it's in. Certain later techs will require a variable number of research points within a given quadrant. (so a later upper right technology, would require you to spend a certain amount of time researching in the upper right).
Each Era unlocks availability, but would not inherently satisfy the need for prerequisites.
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