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 have mixed thoughts on how happiness can be a game-ending mechanic now. I misjudged an election as the Cravers and ended up with 100% of my Senate being religious while only about 15% of my population was. All of my systems went into open rebellion over the election results and I bled out all my FIDSI.
I'd like some kind of last-ditch political repression button to make up for situations like that at the cost of a lot of industry or influence.
Haelmatrel, to answer your question about forests,
Building description are unclear: Most likely a copy/paste mistake; however I found the buildings description quite confusing. A simple example is the first industrial building in Era 1, granting +5 industry per forest. What does represent forest, here?
It's one of the possible features on certain planets.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To 3:
There is one actually, okay its only your systems, but well, better then nothing...
Research really needs an overhaul. I knew I wouldn't be happy with research eras after reading the GDDs, but after playing a bit, I abhor them. If I want to focus on just one branch of research like in ES1, why not let me? I loved that tech tree. Needing resources to be unlocked kept you from completely neglecting paths, but still gave you plenty of room to do what you wanted. Eras also let you learn advanced tech in fields you've previously neglected. It makes no sense thematically to skip past early advances.
Additionally, having tech increase in cost since you researched something else makes no sense to me. If anything, it should be the other way around! This is a major problem in an ES game since there are so many techs needed just to colonize different planets. I know it's late as EA is upon us, but this was my first chance to try it myself and see. Please, please, please, make some drastic changes to research (hopefully back in the direction of ES1)!
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
Sending out expeditions and probes also creates science support, but not nearly at a high enough rate compared to Industrialist or Militarist.
That's also probably a feature of the Early Access AI -- if you play the game right now you invariably face opponents who focus on expansion/military above all else and that influences how your people respond.
game feels great so far but I feel like the approval system defiantly needs some rework because it is very difficult in the mid game especially when you play cravers or change your government type to anarchy because if you have a diverse population your guaranteed to lose happiness with every election. also love what your doing with the trade routes just wish there was a way to seem them on the map without the economic screen. I feel like the battle camera needs a bit of work because most of the time its either too close or far from the action and the scroll speed of the manual camera is too slow and doesn't let you see everything. perhaps also adding more ship types and hulls too make the battles feel a bit more fleshed out, I would love to see more than just 4 hull types and I know since es1 amplitude normally hasn't had more than about 4 unit types(although in el you could get more through minor faction assimilation), I also feel like more hull types would add to the variety of possible play styles and make the game look better on top of giving you more research options. Lastly I REALLY don't like this tech tree, I loved the es1 tech tree it was amazing and I never felt limited by it but this one just feels too much like the el one, not that theirs anything wrong with it but I just feel like for the sequel to es1 if your going to bring back a tech tree I think it should be the tech tree from es1 not el
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To 3:
There is one actually, okay its only your systems, but well, better then nothing...
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To be honest, i remember only vague endless space 1 and i did find that repair button you guys talk about by accident. I always used the fleet manager screen because i thought it has no direct repair button. Nothing against the UI so far, but some of the buttons are extremely small and yeah, while a wrench should be self explaining, it is A: Extremely small and B the entire interface was for me primary on the left side with the big buttons. I found the whole UI on the right side for ships after an hour playing ;)
Still happy i found it too but it did, in fact, take time. On the other Hand you got only expert mode and no proper tutorial for UI explanation. I am sure it will change in the future and their will be better tutorials for the entire UI.
If I recall correctly, when you start a game there's a greyed-out option for a full tutorial, so yes, there'll be a more extensive one probably closer to release.
Ok, I've played 2 games so far and so I'm coming with some feedback.
What I've liked :
- Map and UI are beautiful, and very clear.
- New visual (ships and characters) are stunning.
- New trade system is very intresting. Finally a 4X with a really intresting trade system.
- Exploration with probes is very fun.
- Battle plans are way better than what they were in ES1. Tho I hope more battle moves will be coming soon.
- New tech map is very cool. It's nice to not feel limited like in a classic tech tree.
- I love the fact that strategic and rare ressources comes in limited supplies.
- Kinda like the whole political stuff.
- I like to have more race in a single faction, as well as being able to assimilate other races.
- Ground battles are cool.
What I didn't like :
- Science cost increases. That's the major drawback for me. Having an Era I technology costing as much as half an Era III technology makes totally no sense to me. I understand that you don't want us to rush half the Era I in one turn but this seriously needs to be balanced. You don't upgrade your science to research faster, you do it to not research slower, and that's very, very frustrating. It's even worth when you consider that most technologies are mandatory. If you could achieve victory by selecting a "path" and sticking to it it would be ok but that's not the case.
- Battle camera isn't showing the battle. It's too close too a single ship and only focus on showing the ship instead of the whole battle. Manual camera isn't much better, as it moves waaaay to slowly.
- Government cycle too fast, but maybe it's because I didn't tried other government types yet.
- It lacks some solutions to manage approval, especially in mid game.
- There's not enough political things you can do between elections. Again, maybe it's related to me sticking to the first government type.
- We need to have a display of our rare ressources stock, like we do with strategic ressources.
- I think we should have a way to repair ships over time without specific modules when they're in our territory. Of course there's insta repair with dust but there should be an other option. Those shipyard that built those ships surely can fix them.
Suggestions :
Just allow us to group systems, so we set a building queue for a whole group, and AI spread it between each system so instead of spending 5 mins clicking ships again and again, we do it once and for all. Also, rallypoints, so fresh ships are automatically placed in transition fleets and automatically regrouped at the rally point. At the moment it's not that important but when we'll be playing on huge galaxies and building 20+ ships / turn, it'll be very handy.
If you don't want to lower tech cost's incrementation, maybe allow us to research more low grade tech at once. Like, if we reached Era II, we can choose to research either one Era II tech, or two Era I techs at once. I really think it should be easier to go trough Era I tech than it is at the moment. Also, maybe you should add filters to the tech tree, like "I want only techs that improve Dust production / unlock buildings that do so to be displayed". Would be a bit easier to find the tech that suits your needs.
It could be cool to have more interaction with minor species. Like, for instance, hiring them as mercs, or getting them to trade with you. Or even hire them to produce some of your ships, or to share their exploration data with you.
Also, it lacks mass destruction weapons. The kind that could raze a planet :P
That's it for now. Of course, there are much things to adress that related to the game being in early access (lack of a lot of techs / ship modules, turn limit, galaxy size limit, only 4 races ...) but this will naturally be resolved as the game go further in developement.
To be honest, i remember only vague endless space 1 and i did find that repair button you guys talk about by accident. I always used the fleet manager screen because i thought it has no direct repair button. Nothing against the UI so far, but some of the buttons are extremely small and yeah, while a wrench should be self explaining, it is A: Extremely small and B the entire interface was for me primary on the left side with the big buttons. I found the whole UI on the right side for ships after an hour playing ;)
Still happy i found it too but it did, in fact, take time. On the other Hand you got only expert mode and no proper tutorial for UI explanation. I am sure it will change in the future and their will be better tutorials for the entire UI.
I was expecting the button to be located on the left (see figure), that shows all available options related to the selected object; here, my damaged fleet.
I don't know what you think about it, but I would expect critical options, such as repairing a damaged fleet, to be more visible on the screen.
The left side are "global" system-wide actions. The right side are "local" fleet-specific actions. So they only affect the fleet currently selected, whilst the other options affect the entire system ( Ark Anchoring, Guarding, etc... they are not actions tied to that specific fleet) - I think it´s perfectly fine.
I was expecting the button to be located on the left (see figure), that shows all available options related to the selected object; here, my damaged fleet.
I don't know what you think about it, but I would expect critical options, such as repairing a damaged fleet, to be more visible on the screen.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Some additional feedbacks from my early game testing:
General:
Building description are unclear: Most likely a copy/paste mistake; however I found the buildings description quite confusing. A simple example is the first industrial building in Era 1, granting +5 industry per forest. What does represent forest, here?
Vodyani:
Anchored Ark being destroyed if failing to defend against a land invasion: It seems the Ark is automatically destroyed if an enemy succeed a land invasion in a system where your Ark is anchored. This is to me, a strange behavior.
Population per system: Need more clarity on how Vodyan' population is calculated per system and per planet. At the moment if an anchored Ark reach a population of 3 in a 4 hospitable planets system (no pop limit considered), it seems that my system population is 12, having thus a strong influence on the buildings bonuses. However the displayed system pop is equal to 3. We would clearly benefit from more clarity here.
User eXperience:
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
I think the strategic resource shortage will be alleviated somewhat when the marketplace gets implemented. I do agree that after an early game rush it kind of falls off. Makes preserving/retrofitting your initial fleets more important.
Also I second the science cost complaints. It makes the Sophons even more OP because they can pull ahead of everyone else and their advantage gets progressively stronger the further they pull ahead.
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