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've just come to see your thread now, and quickly skipped over it. You've suggested a lot of things some of us VIPs had been calling for before ES2 went public (especially climates and colonization), so you have my fullest support on this matter.
I just want to say that the OP's direction is a fantastically good move and I would love to see the colonization tech's reworked in this direction. It would be a great way to enhance race/faction differentiation while having it still make logical/thematic sense. Seems like it would be relatively straightforward to implement?
Somebody pointed I had the same idea in the "Era by field" thread. While I agree on the OP and vote for the thread, I'm not sure this would work in an "Era by tech" based research because there's 2 major problems for me here :
- when considering faction vs faction, in early game the current "flawed" system solves something this new system have : Cravers would not attack Sophons until they make very far from Craver homeworld research (so they can steal Sophon's planet : they have to go from Forest to Artic).
In Early game, this would ends in "I must research lots of stuff before actualy attack someone". Or "someone attacked me, he lost, but I have no interest in retaliating before I make a lot of research".
In the end, in early game your major enemies are players using the same faction as you.
With an "Era by field" research, this is a problem too but this is working better because you don't need to learn a lot of tech to target one planet in particular. You need some, but not as many as in the actual "Era by tech" system.
Ok, now "colonization" conflicts could be The-Mother-Of-All-War-Punishement. Actually, there's not many goals in just making a war vs some other faction just to pew-pew their ships. We should have some interest in waging a war without being able to colonize someone (I'm not sure you can actually settle on a faction's planet if you don't have the adequate tech, I would have to verify this ingame).
- about balance, Lumeris likes Ocean and Dust. Dust planet are very far from them. From Ocean, this means they need to unlock 4 lines and 3 rows to go to Desert planets which were the best Dust planets (not considerating gaz giants).
Sophon, on the other hand, like Cold and Science. Artic planet are allready giving them good science bonuses and they only need one row of research to go to Barrens which were the best ES1 science planets (not considerating gaz giants).
This is not balanced. What I was proposing doesn't solved that problem too.
Somebody pointed I had the same idea in the "Era by field" thread. While I agree on the OP and vote for the thread, I'm not sure this would work in an "Era by tech" based research because there's 2 major problems for me here :
Can you post a link? Didn't remember it, but I'm interested.
- when considering faction vs faction, in early game the current "flawed" system solves something this new system have : Cravers would not attack Sophons until they make very far from Craver homeworld research (so they can steal Sophon's planet : they have to go from Forest to Artic).
In Early game, this would ends in "I must research lots of stuff before actualy attack someone". Or "someone attacked me, he lost, but I have no interest in retaliating before I make a lot of research".
In the end, in early game your major enemies are players using the same faction as you.
With an "Era by field" research, this is a problem too but this is working better because you don't need to learn a lot of tech to target one planet in particular. You need some, but not as many as in the actual "Era by tech" system.
Ok, now "colonization" conflicts could be The-Mother-Of-All-War-Punishement. Actually, there's not many goals in just making a war vs some other faction just to pew-pew their ships. We should have some interest in waging a war without being able to colonize someone (I'm not sure you can actually settle on a faction's planet if you don't have the adequate tech, I would have to verify this ingame).
Didn't thought this way. But you're right. As I can see there are two solutions when you conquer a system with a colonized planet from another faction that you have the necessary tech:
The pop is there. You enslave from space, menacing to nuke'em or similar, but not live there. You get the bonus, but your pop sill not grow in this planet until you get the correct tech. The original faction pop can still grow there as it was doing before.
Your people live in the original faction infrastructures. As it is not well adapted, you get an approval penalty (like -1 or -2) for every pop of your faction living in this planet, that stacks with planet type approval penalties.
Probably there are more options, but for now I haven't more ideas.
Es1 deal with it not having pop from different factions (all was the same), but I didn't look at how is actually Es2 dealing with it, as in the actual state you can invade a system without having the techs to colonize its planets, as long as a faction has colonized it someway.
- about balance, Lumeris likes Ocean and Dust. Dust planet are very far from them. From Ocean, this means they need to unlock 4 lines and 3 rows to go to Desert planets which were the best Dust planets (not considerating gaz giants).
Sophon, on the other hand, like Cold and Science. Artic planet are allready giving them good science bonuses and they only need one row of research to go to Barrens which were the best ES1 science planets (not considerating gaz giants).
Another con I didn't consider. As previous two considerations:
Lumeris pop gives bonus to dust. It should allow you to keep until you have the techs.
As in my idea every faction has its own chart, you can do a weird chart for Lumeris, making dry more close than it should be if you follow the direct path.
Hell, you were right. Again!
This is not balanced. What I was proposing doesn't solved that problem too.
didn't read your post, but actual stage has lots of issues, and people doesn't seems to like it, so any proposition to devs should be welcome.
You can link to a post but it is somewhat cumbersome as you have to find out what the post id is by inspecting the page html and finding the post id in the div element containing the post ^^
You can link to a post but it is somewhat cumbersome as you have to find out what the post id is by inspecting the page html and finding the post id in the div element containing the post ^^
Hope that was the right one.
Thanks. Good and interesting post. I think is a very close idea, but different implementation.
Because yes, I don't think there is much technical difference between settling on Ocean vs Atoll, or Ash vs Volcano.
And more importantly, the colonization techs are taking too much space in research queue, 4 techs per era out of 10
Skipping those is NOT an option either.
In general this leads to quite strict and repetitive teching beeline in every single game, as opposed to some legit strategical choices.
This!
I really love the idea, its a bit convoluted at first but as you start to understand it, it makes perfect sense.
Having separate Techs for every planet type is a bit much considering you need the research freed up for other things (like Dust generation buildings if you're going for an economic victory for example and extra modules to protect yourself).
Also being forced to research those planet types will make you start to hate it as you want to expand during the early/mid game and not waste precious research on that one planet (which might have valuable resources).
But to get that +4 massive increase, you had to research techs that gave less opportunities. Take for example a player starting the center of the temperature scale and taking only techs for that scale. With 3 techs, he's gonna have 4 available types, since techs spread your available by 1 row on that scale. He then gets a Humidity tech, netting 4 new available types at once, for a total of 8 (a rectangle of 4 by 2).
In contrast, a player that has +2 rows in Temperature and +1 rows in Humidity gets 6 planets type (when the other one has 4). When he gets a new humidity row, he gains 3 new types, or a total of 9 (3 by 3 square).
Just to clarify, as it doesn't apper explicited in my first pos, what I thought was that each faction chart will be centered in its planet homeworld type, and all chart rotate according to it, except for extreme enviroments (asteroids,..), giving every faction similar possibilities, at least in number of colonizable planets. That wa to avoid imbalances for factoins extrange enough to start in say an ice planet.
Want to say, because there are few posts that are impling it working other ways, and I forgot to put in my first post.
The point here is techs don't unlock new planet types straight up, they spread your 'colonization area' on the chart by one row or column, so technically the same 'length' is gained for each one. Whether or not you optimize that area (that is, always being square) is up to you. No tweaking of costs would be required, since everyone gains the same possibilities from a tech; the net gain in available types depends only on your previous choices.
Good observation here^^. It is close to my original idea. Also it opens new strategic decision, as you may prefer go for an specific planet type instead of growing the square area.
Some sort of Dev acknowledgement of this thread / topic would be nice.
Given that these suggestions (which are fantastic IMHO) are linked to the tech tree, it seems to me that thinking about these changes in the context of revamping the tech tree is pretty critical from a timing standpoint. Dev's - please take a look here at what's being suggested.
Quick acknowledgement of the thread: sound ideas in there. I can't speak as to how these all mesh with the plans our designers have for colonization and planet grid (as shown in XorUnison's idea), but that's not to say this won't inform our decisions.
Quick acknowledgement of the thread: sound ideas in there. I can't speak as to how these all mesh with the plans our designers have for colonization and planet grid (as shown in XorUnison's idea), but that's not to say this won't inform our decisions.
Oh! Thanks! I'm grateful for this.
As you've seen XorUnison and I are both aware of other thread, and I think both complement well.
Even if you don't implement it at all, I hope it helped you improving the game.
To recognize this never happened to me before. So thanks again for this acknowledgment!.
Returning to this post, after reading various threads I found one telling that Lumeris has penalties in an Atoll (!?), may be it's a mistake, but this make me think that happiness will be better in lore consistence if it's tied to each faction homeworld planet type. This way in your homeworld type yo'll get +5 happiness bonus, and when you get far from this planet type, your bonus will descent to 0, -5, -10, -15, -20 and -25 in the most different planet type.
Also consider tie it to population at population level. This, as an example, way an assimilated deuyuvian in a gas giant will get +5 happiness, but if you move to a cold planet to stack science bonus, it will go into a penalty, regardless what faction you're playing. I understand that this last part may be more complex to implement, but the idea is here.
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