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.
There are a lot of posts about Eras system and it's results. I'm not very fond of it, but I can deal with it (the idea for me is not game-breaking in itself, bu fits better in EL)
I won't start a new discussion here about this model, but as devs seem totally decided to go for an era system, and actually seems far unbalanced and with lots of troubles, I decided to collect some data and try to see what's happening exactly, and found some ideas to balance it and make the era system an improvement.
Galaxy setting untouched from default, except for few constellations. Take Sophons in easy difficulty.
Not very good gameplay, some chooses doesn't made sense as I was only progressing to see tech costs, as follows:
Pick tech of one era until next was unlocked. then pick only techs of new era until following was unlocked and repeat.
Noted the science production as reference before picking next tech. I know about omniscince, but science production and techs costs bonus/reductions for omniscience aren't applied until you choose a tech, so I could take notes before picking it with supposedly unaltered costs.
Be careful when reading science production: happiness was not constant and at around turn 100 I unlocked the tech to convert industry into science and applied to all systems.
I take notes every time I finish a tech of the next tech cost, and also of past era techs costs of a tech of same square. Shouldn't be reliable for same reasons as science production.
Played until turn 125.
Never expanded out of my constellation and engaged war, to make this game quick and obtain data with less time spending possible.
My idea is use this info to simulate different situations with actual game status to try to find a balanced solution for actual research status, when looking only at numbers (not to tech usefulness of how they're mandatory).
Feel free to use this for your own research. And if you found broken or incorrect numbers, please tell me and I'll try to keep it updated (not sure if I could due to personal reasons)
To avoid opening new threads, if you want some analysis of data you can ask and I'll try to post here. Actually I'll start for this one, as some people are suggesting to flatten tech ea costs.
I made some numbers regarding research costs and turns. I look how much turns took to research techs.
This first graph compares the time to research a tech of different eras simply dividing its science costs by science production. Also I added a line to compare with similar developing in ES1 (assuming you were picking one tech of 3 different branches of same tier).
In x axis are total number of unlocked techs (not stacked with eras, as past eras are simulated), and in y axis the turns to research next tech.
Here you can see the research times going up in era I, and near to starting era II they drop. If you continue with era II techs they go up again and fall down. Something similar happens with era III.
The line simulating ES1 tree increases it research times progressively, so I suspect the actual progression of science production won't feed well with fixed values from Es1. If you want to go back to this system, you'll need tweaking it from the start (an option I'm not against, but just to compare).
Now: there's people suggesting flattening the costs. I made same simulation. In first graph they're flattened using a mean of techs unlocked to reach next era, and in second the mean using the sum of all available techs per era in my game till turn 125.
As you can see, this means a starting with a research time of 15 turns for Era I techs, 20 for Era II and 10 for Era III, with a continuous drop after that. I felt it game pace breaking. So I'm not vary fond of this approach, and to resolve actual system it will be better to tweak again science inflation, with higher discounts on past era research (to say in Era III era I tech should be always 1-turn unlock, and era II 2-3 turn unlock at maximum).
Also there are good suggestion in this post by Sotnik.
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
I would still argue the largest problem is the escalating cost. Want that other Era I tech? Just know grabbing it will screw you for Era II!
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
I would still argue the largest problem is the escalating cost. Want that other Era I tech? Just know grabbing it will screw you for Era II!
I think it can be tweaked. Put a high bonus to research for past eras, and doesn't make it count into more advanced eras tech inflation.
After seeing the graphics, I'm not against tech inflation, but consider each tech should contribute only to it's era inflation.
My idea (need to have game with 5 eras to provide enough numbers) is to give past eras a 20% discount for era unlocked. This way, if you're in Era II you'll have 20% bonus to Era I, and if you're in ERa V, you'll have 20% for Era IV, 40% for Era III, 60% for Era II and 80% for Era I bonus.
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
I would still argue the largest problem is the escalating cost. Want that other Era I tech? Just know grabbing it will screw you for Era II!
I think it can be tweaked. Put a high bonus to research for past eras, and doesn't make it count into more advanced eras tech inflation.
After seeing the graphics, I'm not against tech inflation, but consider each tech should contribute only to it's era inflation.
My idea (need to have game with 5 eras to provide enough numbers) is to give past eras a 20% discount for era unlocked. This way, if you're in Era II you'll have 20% bonus to Era I, and if you're in ERa V, you'll have 20% for Era IV, 40% for Era III, 60% for Era II and 80% for Era I bonus.
Actually, by looking at your data, the game already offers a discount (though not cumulative) on techs from a past era.
As you can see, the science cost grows according to a specific curve if you follow the 'optimal' path of 10 techs per Era. When researching techs from previous Eras, it seems that the costs are defined by a another curve with slower growth. Noting that, I was enticed to make a simple prediction of how much science is required to reach Era 3. I simply calculated the total cost in science points required to research a total of 20 technologies according to the number of Era 1 techs researched. I assumed you researched all those Era 1 techs before any techs from Era 2; it probably isn't optimal but it was easier and is sufficient to make my point.
Now I know reaching eras faster doesn't necessarily help, but I still find it awkward how the costs progress and how you can't 'cut' a third of the science cost to reach Era 3 by taking only the basic ones. Overall, I just think the Era system, in regards to how it is currently integrated into the tech 'tree', is inconsistent in many aspects with (what I believe to be) the intended gameplay experience. I'm not saying we need to throw away the concept of Eras altogether, but I really think we'd be better off with a real, conventional tech tree. Eras could progress simply according to the total number of science points created during the game, according to the number researched techs in that fixed-cost tree or whatever else. As long as we lose the feeling of constrained progression and can specialize again. I understand how the Era-tree makes some players less concerned about researched by not having dependencies, but it drives players obsessed with path optimization (like me) to madness, since we cannot 'unsee' the limitations imposed by growing costs or researching in previous Eras.
That early spike is my problem, especially as Sophons, with the way outposts and early population growth works you are stuck at your turn 1 science production for a long time while the cost of science goes up quickly. And there is diminishing returns on technological advancement so rushing a tech/improvement to smooth out that spike hurts you in the long run on empire growth.
I would still argue the largest problem is the escalating cost. Want that other Era I tech? Just know grabbing it will screw you for Era II!
I think it can be tweaked. Put a high bonus to research for past eras, and doesn't make it count into more advanced eras tech inflation.
After seeing the graphics, I'm not against tech inflation, but consider each tech should contribute only to it's era inflation.
My idea (need to have game with 5 eras to provide enough numbers) is to give past eras a 20% discount for era unlocked. This way, if you're in Era II you'll have 20% bonus to Era I, and if you're in ERa V, you'll have 20% for Era IV, 40% for Era III, 60% for Era II and 80% for Era I bonus.
Actually, by looking at your data, the game already offers a discount (though not cumulative) on techs from a past era.
As you can see, the science cost grows according to a specific curve if you follow the 'optimal' path of 10 techs per Era. When researching techs from previous Eras, it seems that the costs are defined by a another curve with slower growth. Noting that, I was enticed to make a simple prediction of how much science is required to reach Era 3. I simply calculated the total cost in science points required to research a total of 20 technologies according to the number of Era 1 techs researched. I assumed you researched all those Era 1 techs before any techs from Era 2; it probably isn't optimal but it was easier and is sufficient to make my point.
Now I know reaching eras faster doesn't necessarily help, but I still find it awkward how the costs progress and how you can't 'cut' a third of the science cost to reach Era 3 by taking only the basic ones. Overall, I just think the Era system, in regards to how it is currently integrated into the tech 'tree', is inconsistent in many aspects with (what I believe to be) the intended gameplay experience. I'm not saying we need to throw away the concept of Eras altogether, but I really think we'd be better off with a real, conventional tech tree. Eras could progress simply according to the total number of science points created during the game, according to the number researched techs in that fixed-cost tree or whatever else. As long as we lose the feeling of constrained progression and can specialize again. I understand how the Era-tree makes some players less concerned about researched by not having dependencies, but it drives players obsessed with path optimization (like me) to madness, since we cannot 'unsee' the limitations imposed by growing costs or researching in previous Eras.
Yep, good to see some actual figures on it, though it some seem to justify what many have been saying: The system basically punishes you for taking anything besides "your 10" each Era.
And I still feel that the Era system is more constraining than the old tree ever was. Knowing that I have to follow the same growth curve as everyone else, knowing I can't focus on a particular tech, knowing that I can't specialize in a particular field... It's all very limiting.
Actually, by looking at your data, the game already offers a discount (though not cumulative) on techs from a past era.
As you can see, the science cost grows according to a specific curve if you follow the 'optimal' path of 10 techs per Era. When researching techs from previous Eras, it seems that the costs are defined by a another curve with slower growth.
Yes, as I know there's a discount. Din't try to calculate how much is it. Bu it feels not enough, as going back to past era techs cumulates with actual tech and cripples your research.
Noting that, I was enticed to make a simple prediction of how much science is required to reach Era 3. I simply calculated the total cost in science points required to research a total of 20 technologies according to the number of Era 1 techs researched. I assumed you researched all those Era 1 techs before any techs from Era 2; it probably isn't optimal but it was easier and is sufficient to make my point.
Looking at your graph it seems that taking always Era I tech lowers the total cost requiered for Era III (not sure if feaseable, I think Era I has 19 techs).
Not sure what exactly meansor if you can use it in your favour, but if not considering anything except numbers, one will say (of cousre will be mistaken, there's always the benefits from techs) that the better way to get to Era III is skipping Era II techs.
Also not sure if this have any sense in any way...
Now I know reaching eras faster doesn't necessarily help, but I still find it awkward how the costs progress and how you can't 'cut' a third of the science cost to reach Era 3 by taking only the basic ones. Overall, I just think the Era system, in regards to how it is currently integrated into the tech 'tree', is inconsistent in many aspects with (what I believe to be) the intended gameplay experience. I'm not saying we need to throw away the concept of Eras altogether, but I really think we'd be better off with a real, conventional tech tree. Eras could progress simply according to the total number of science points created during the game, according to the number researched techs in that fixed-cost tree or whatever else. As long as we lose the feeling of constrained progression and can specialize again. I understand how the Era-tree makes some players less concerned about researched by not having dependencies, but it drives players obsessed with path optimization (like me) to madness, since we cannot 'unsee' the limitations imposed by growing costs or researching in previous Eras.
May be a good solution making Eras related to total tech researched. I'm more of the mixed system, or the ES1 tech tree, but if Amplitude wants to mantain the Eras, they can improve it a lot changing the way costs are calculated. As said many times, there are lots of good suggestions in this forums.
May be a good solution making Eras related to total tech researched. I'm more of the mixed system, or the ES1 tech tree, but if Amplitude wants to mantain the Eras, they can improve it a lot changing the way costs are calculated. As said many times, there are lots of good suggestions in this forums.
Yeah, the more I think about it, the more this seems like the only alternative that will save both the Eras and grant real freedom in the tech tree. Personnally, I still believe we could have a game without Eras, but many people seem to like the sense of pacing they bring and I respect that.
I updated this thread. I made the test again, with few changes:
Vodyani, in normal speed and easy difficulty.
Only research techs from Era II or III when all techs from previous era had been researched to test Trentius ideas. Seemed to work in terms of shortening times to get an era.
In this 3 graphs y-axis shows research times in turns, and x-axis number of unlocked techs.
This first graph updates the use of a mean of costs of all era techs to flatten cost:
This one uses a mean of the 10 techs needed to unlock the next era, and also is an update from previous:
Last one and more interesting test. I used actual science inflation, but when reached a new era I flttened the costs of previous era techs using last cost:
The interest about this last ones, is that about mid - Era II Era I research times drops under 1 turn, allowing you to research more than one tech per turn, and in Era III you can research more than two Era I techs per turn. It may fit better with the strategy of rushing the techs you need and then goind back to less interesting ones, that most people (me too) were using in ES1 tech tree. Still it's only a numeric and non-qualitative analysis.
If someone is interested, theres the updated .xlsx sheet:
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