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 noticed that a dedicated fleet hero can not can't keep up with governors at all when it comes to experience gain. Even playing as carvers, killing all the ships you can, and having the extra exp per turn while assigned to a fleet trait the hero still lacks in levels compared to any governor. I think that if heroes assigned to fleet gained more exp per turn it will help the leveling difference.
I know it's a stupid workaround for now, but i keep my fleet heroes in a system until they reach lvl 5 or 6 (but already give them the fleet upgrades) and then move them to a fleet.
But i totally agree that their experience gain needs to be buffed...
Agreed. Even when fighting a war against the Cravers, my Fleet Commander was earning 1/2 the XP my Governor was, even though he was regularly risking his neck in combat. (Of course, only giving XP upon ship kills doesn't help that; I often use my Hero-led fleet to soften up a tough opponent, then send in a 2nd fleet to wipe them out. The 2nd fleet gets most, if not all, of the XP while the Hero-led initial fleet gets jack.)
But the fleet heroes were generally better in ES1. You can skill evade, do more dmg with every weapon type, more attacks, stronger attacks and defence, more damage against fleets with heroes ... (in ES1) Maybe the fleet heroes were a little bit to strong in ES1, but now they are really weak in ES2.
I would also say some of the governor skills are somewhat outrageous in the benefits they can produce. I've got two guys who each produce influence equal to 20 + 4/level = 44 influence per turn! That's significantly more than my capital!
I know amplitude was trying to shy away from too many % bonuses because it caused some run-away stacking issues in Endless Legend but I think governors is the place where that actually makes sense. Having +5%/+10% skills on a gov makes sense as his efficiency in that sector would have a multiplicative effect rather than single-handedly creating more than an entire planet's industry.
EDIT: Plus it would then be more important to put the right governor on the right planet to get the most out of him.
Same here. Even with the trait that gives increased fleet experience (not sure if it even applies to heroes or just to fleets under hero's control), my travelling heroes were behind the once sitting in cities.
I don't disagree, but hasn't this always been the case in Endless Legend and Space?
I think the main thing is that they can catch up faster that governors, a new hero will gain a ton of experience after a battle compared to a new governor after building a few things.
Yeah, big time. Fleet Heroes get screwed BIG TIME. Not only do they fail to gain experience with any kind of speed, but a lot of the time they end up having to take traits that offer zero advantage to a fleet hero, whereas it's rare to suffer the opposite fate.
I don't disagree, but hasn't this always been the case in Endless Legend and Space?
I think the main thing is that they can catch up faster that governors, a new hero will gain a ton of experience after a battle compared to a new governor after building a few things.
The issue is that this is not the case in ES2. You don't get all that much XP from battles, and new heroes will start higher level because of the way the Academy works. It's actually quite likely that a devoted fleet hero will fall behind a new hero, let alone a system governor.
I don't disagree, but hasn't this always been the case in Endless Legend and Space?
I think the main thing is that they can catch up faster that governors, a new hero will gain a ton of experience after a battle compared to a new governor after building a few things.
The issue is that this is not the case in ES2. You don't get all that much XP from battles, and new heroes will start higher level because of the way the Academy works. It's actually quite likely that a devoted fleet hero will fall behind a new hero, let alone a system governor.
Yeah. I have never, ever, had a Fleet hero go above level 11 in all my games, regardless of how bloodthirsty I was. However, it's rare if a Governor hero doesn't hit level 20 before the end.
Both Governors and Fleet Commanders gain a passive 1 XP per turn. Governors gain extra XP for completing constructions, Fleet Commanders gain extra XP for killing ships.
The problem is, Governors get a boatload of XP for constructing stuff compared to ship kill XP.
A 280-Industrial construction (ie most Era 1 buildings) will net a Governor +22xp. Building a 225-Industrial ship (basic Era 1 attacker ship) will net a Governor +18xp. In contrast, a Fleet Commander will earn about 15xp total for destroying 4 Era-1 attack ships. A governor will earn over 4x as much XP for building a fleet as a Fleet Commander will earn for destroying it.
Also note the more productive a system is, the faster its governor earns XP. You could feasibly turbo-train heroes by assigning them as governors to an industrial powerhouse that's cranking out ships infinitely.
Personally, I think they should remove the construction bonus entirely and tweak the XP gain/thresholds to compensate. Dumping XP on Governors for each construction favors industrial systems over others, and Fleet Commanders should gain more XP than Governors (if they're participating in combats) because they're risking their health doing so.
Both Governors and Fleet Commanders gain a passive 1 XP per turn. Governors gain extra XP for completing constructions, Fleet Commanders gain extra XP for killing ships.
The problem is, Governors get a boatload of XP for constructing stuff compared to ship kill XP.
A 280-Industrial construction (ie most Era 1 buildings) will net a Governor +22xp. Building a 225-Industrial ship (basic Era 1 attacker ship) will net a Governor +18xp. In contrast, a Fleet Commander will earn about 15xp total for destroying 4 Era-1 attack ships. A governor will earn over 4x as much XP for building a fleet as a Fleet Commander will earn for destroying it.
Also note the more productive a system is, the faster its governor earns XP. You could feasibly turbo-train heroes by assigning them as governors to an industrial powerhouse that's cranking out ships infinitely.
Personally, I think they should remove the construction bonus entirely and tweak the XP gain/thresholds to compensate. Dumping XP on Governors for each construction favors industrial systems over others, and Fleet Commanders should gain more XP than Governors (if they're participating in combats) because they're risking their health doing so.
Nice to see some concrete numbers (Pun 100% intentional). Thanks for finding that out, at least now we know why the imbalance is so extreme.
Both Governors and Fleet Commanders gain a passive 1 XP per turn. Governors gain extra XP for completing constructions, Fleet Commanders gain extra XP for killing ships.
The problem is, Governors get a boatload of XP for constructing stuff compared to ship kill XP.
A 280-Industrial construction (ie most Era 1 buildings) will net a Governor +22xp. Building a 225-Industrial ship (basic Era 1 attacker ship) will net a Governor +18xp. In contrast, a Fleet Commander will earn about 15xp total for destroying 4 Era-1 attack ships. A governor will earn over 4x as much XP for building a fleet as a Fleet Commander will earn for destroying it.
Also note the more productive a system is, the faster its governor earns XP. You could feasibly turbo-train heroes by assigning them as governors to an industrial powerhouse that's cranking out ships infinitely.
Personally, I think they should remove the construction bonus entirely and tweak the XP gain/thresholds to compensate. Dumping XP on Governors for each construction favors industrial systems over others, and Fleet Commanders should gain more XP than Governors (if they're participating in combats) because they're risking their health doing so.
Curses my secret of the industrial powerhouse cranking out scout ships/early attack ships and selling them the turn after has been discovered. Now everyone will know how to turbo train peerless admirals.
I think this was balanced out in EL and ES1 by making the per turn xp bonus equal to the number of units under their command (EL did this for sure.) They may have also benefitted from their own +XP per turn bonuses, but those were also farther up the tree than they are here, I think. There were also a lot more pirate/monster enemies out in the world to fight and get xp off of, though that could get cost prohibitive in the early game here with the high dust cost for repairing ships, and no damage regeneration over time.
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