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.
Just one try with new update. Using UE on easy and small galaxy.
I found two problems when using marketplace:
Strategic and luxury resources seems to be very scarce. Not sure if this is relative to difficulty (I advanced faster to era III resources than other factions, but still seems affect previous era resources), or to new mechanics explained in GDD. To be honest I liked what I read about the new way market resources are generated, as it will motivate players to use the market often, and not only to buy heroes, but ATM this seems unbalanced, or misused by AI.
Heroes costs seems to cheap to me. Turn 70 - 80 you can recruit lvl 1 heroes for 110, and lvl 3 for 330. It's about one hero/turn and you have some more dust to invest. Also don't understand this 110 dust/lvl thing. And third: market heroes lvl seems not correlated with academy lvl. I liked the answer you give when I asked what will happen with academy: market heroes will be more expensive, to make people use academy and only purchase in marked when really need a hero. It doesn't works with actual prices, and I think it can be solved only with balancing values.
another weird thing I found is the graphic on heroes market screen:
I suppose this flat lines are heroes price evolution, but actually they only say that heroes price has been constant for 20 turns. I suppose it will change as more game features are implemented, and with upcoming updates, but ATM this graphic doesn't gives any info.
To say that I got similar sensation with resources shark-teeth (sorry if translation is not correct, but I think you got the sense) shaped graphics.
Last but not least, to be fair:
Your ideas with market heroes and resources generation looked very well in GDD. I think you're working in good way, but with starting balance issues.
Made a good job when increasing the resource costs as player increases the number of units to buy. It was tiresome going 10 by 10 in EL.
Not to mention, I understand it's EA, so I'll keep testing for some time until I got a better idea, and of course wait for next update, which I'm sure will come with great improvement.
Just so you know, for now the AI is only selling luxuries on the market, and in specific circumstances. It doesn't know how to properly use it yet, it should fare better in the next update :)
I took note on your remarks on price, I'll forward it to my colleagues!
Just so you know, for now the AI is only selling luxuries on the market, and in specific circumstances. It doesn't know how to properly use it yet, it should fare better in the next update :)
I took note on your remarks on price, I'll forward it to my colleagues!
Thanks,
Thanks for your quick answer, and your explanation.
I'll have this in mind while testing this update. sure next will be far better with all effort you're doing.
Jhell told me about your remarks and I'll add my own answers to his :) The resource scarcity is an objective, but as jhell said, there'll be more traffic with AI buying and selling on the market. The idea is to promote resource trading.
Hero costs will definitely be bumped up! I was thinking something around ten times what they are now, but that could change. On the subject of resource price variations, there will be a change, the up and down curve for resources stemmed from a bug with minimum prices. On hero and ships, there'll be variations, we just need to define how they fluctuate on our side :)
Jhell told me about your remarks and I'll add my own answers to his :) The resource scarcity is an objective, but as jhell said, there'll be more traffic with AI buying and selling on the market. The idea is to promote resource trading.
Hero costs will definitely be bumped up! I was thinking something around ten times what they are now, but that could change. On the subject of resource price variations, there will be a change, the up and down curve for resources stemmed from a bug with minimum prices. On hero and ships, there'll be variations, we just need to define how they fluctuate on our side :)
If you have any more questions, don't hesitate!
Cheers,
Thanks for your answer and clarifications. Glad to see you're pointing to GDD idea, I also think it could make the game very interesting.
Just worried about actual state, but I understand this is temporal issue.
Just so you know, for now the AI is only selling luxuries on the market, and in specific circumstances. It doesn't know how to properly use it yet, it should fare better in the next update :)
I took note on your remarks on price, I'll forward it to my colleagues!
Thanks,
I'm wondering what these specific circumstances are? Could you give us an example maybe? I'm at turn 28, normal speed, with 6 empires one of which is Lumeris. So far, I'm the only one using the marketplace. I don't quite understand why the prices of the strategics / luxuries zig-zag if there is no market activity? One other thing - what goes into the buy/sell price difference? At my stage of the game, no one owns the marketplace planet (which if I remember the GDD allows one empire to cream off a portion of each trasaction) so the default tax is 10%. However, it feels like there is more going on that cuts into the profits you make from buying low and selling high?
Just so you know, for now the AI is only selling luxuries on the market, and in specific circumstances. It doesn't know how to properly use it yet, it should fare better in the next update :)
I took note on your remarks on price, I'll forward it to my colleagues!
Thanks,
I'm wondering what these specific circumstances are? Could you give us an example maybe? I'm at turn 28, normal speed, with 6 empires one of which is Lumeris. So far, I'm the only one using the marketplace. I don't quite understand why the prices of the strategics / luxuries zig-zag if there is no market activity? One other thing - what goes into the buy/sell price difference? At my stage of the game, no one owns the marketplace planet (which if I remember the GDD allows one empire to cream off a portion of each trasaction) so the default tax is 10%. However, it feels like there is more going on that cuts into the profits you make from buying low and selling high?
Right now the AI sells everything in stock the goes over a given threshold. The threshold is 400 units I believe.
Pretty basic I know, but this is just a first pass. In the next iteration the threshold will vary based on the AI's desire for said resource, its price on the marketplace and the AI's desire for dust. We'll also be teaching the AI how to buy resources: there will be a similar threshold that will vary following similar metrics, and the AI will buy resources up to this threshold.
So basically at any given the turn the AI will be able to define, for each resource and based on various factors, the minimum unit count it wants to keep in stock and the maximum count above which it should start selling.
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