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.
For first time I give a try to "Cultural inertics" tech, that unlocks "Cultural flexibility", that allows you to "occupy" systems in your influece zone. I felt it too powerful. Did with Vodiany, and in les than 50 turns all galaxy was empty of other empires (they empty the systems instead of assimilating).
I think that it should be nerfed. My propositions to do it are the following:
First nerf the numbers and slow the assimilation.
Make it impact your diplomatics:
If you're in alliance, it is broken and go to peace when assimilate one of your allies system. If you're at peace, it is broken and go to cold war when assimilating a system from the player you were at peace. Trade, research and symilar agreements are broken when assimlating a system from the player you had the agreement.
Player victim of the assimilation can declare war for free in the same turn the system is assimilated.
Consider make impossible assimilate system from other players depending on your diplomatic relations with them. I suggest not be possible with palyers at war (why will theyr pop want to join you?), but can be the same for any other raltion.
Once you have enough influence to assimilate the system, it doesn't happens spontaneously, but instead you have to pay a cost. I consider cost is in influence to be coherent with minors assimilation, but there can be also in dust (bribe) or manpower (occupation).
Of course I'm not sure which is the better way to nerf it, and all taht are propositions that if applied all together will probably excessively nerf this tech, making it useless.
Sure not the only one who experienced it. Glad to see your opinions here, and hope will see it nerfed in next update.
A node owned by an opponent within the empire’s influence suffers from:
Economic penalties: loss of Dust and Science and slowing down outpost development;
Defense penalties: the system’s population provides less defensive power than usual
Moreover, if a certain technology has been researched a passive conversion countdown is triggered: each turn the difference between the influence generated by the influent system and the influenced system is added to a gauge.
When the gauge reaches a certain positive threshold, the system is ready for conversion, which needs to be bought in Influence.
When the gauge reaches a certain negative threshold, the system is saved from conversion
The threshold is defined by the system’s development. The conversion progress of a system is apparent both in system label and in system view.
HOW'S THE EARLY ACCESS VERSION ON THIS ASPECT?
Influence affects an enemy node
In the Early Access version, Influence conversion doesn't require to pay Influence to convert systems, the passive conversion of the zones of influence begins once the corresponding technology is researched.
A node owned by an opponent within the empire’s influence suffers from:
Economic penalties: loss of Dust and Science and slowing down outpost development;
Defense penalties: the system’s population provides less defensive power than usual
Moreover, if a certain technology has been researched a passive conversion countdown is triggered: each turn the difference between the influence generated by the influent system and the influenced system is added to a gauge.
When the gauge reaches a certain positive threshold, the system is ready for conversion, which needs to be bought in Influence.
When the gauge reaches a certain negative threshold, the system is saved from conversion
The threshold is defined by the system’s development. The conversion progress of a system is apparent both in system label and in system view.
HOW'S THE EARLY ACCESS VERSION ON THIS ASPECT?
Influence affects an enemy node
In the Early Access version, Influence conversion doesn't require to pay Influence to convert systems, the passive conversion of the zones of influence begins once the corresponding technology is researched.
So they are planning that it will cost influence.
Ouch! Sorry about that. I didn't remeber this GDD update, and thought it was like in original
Thank you for the feedback! As said by Kweel_Nakashyn and AndreasK we're going to make it cost Influence!
In addition, it's already not possible to convert a system under invasion, and the conversion progress is modulated by diplomatic status. Still, it might not be strong enough and not shown properly yet.
The idea of the Casus Belli is interesting, we'll look at it but it might lower the strength of these mechanics which intend to favorite peaceful empires.
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