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 am watching the development of this game, and it looks like it has a lot of potential to be one of the best 4x in a very long time. I saw the new pic of the upcoming tech tree. It still had eras, and I'm wondering if it is going to be the same tech tree reskinned? If so, I am curious: why go with an era based tech tree with progressively more expensive research?
Mechanically speaking, why is this better than a more standard tech tree? Is it to keep a heavy science focus from snowballing into too much of a tech lead? Is it to let people skip certain levels of tech and jump in at a later era?
I am curious about what advantage the era based tech with increasing costs per tech adds to the game mechanics? Your game looks so good right now, but I'm not sure the era tech tree is a good fit? So, help me understand please, what is the reasoning behind era based tech tree mechanics?
I realy like that game mechanics are set up to not let the game become "conquer one empire then snowball until you steamroll everyone else one at a time." Perhaps era tech mechanics are part of preventing the snowball?
Edit: perhaps it is to force empires to specialize in certain things and not just research everything, which in turn will specialize their empire politics? If so, are there few enough non-too good to pass up techs per era(or perhaps too many too good to pass up techs) to allow real choices? For example, if 10 techs are required to advance to the next era, and 8-9 of them are either necessary or very close to it, then there isn't much room for tech specialization?
I know there is no tone of voice in text, so I want yall to know that I really want to like ES2, and you guys have done amazing work on the game so far. Not trying to sound critical, just genuinely curious.
i think it's to force the player to chose his techs rather than hoard everything he can research like in some other games, though the tech tree will soon be reworked and many things may come to change
This makes sense considering the techs you pick also influence your politics. I guess as long as your not railroaded into the same picks this could work well.
Actually the new tech tree should be closer to a tree that an era based system. Basically each big quadrant is made of sub-quadrants, and to unlock a specific sub-quadrant you need to have X techs unlocked in the previous sub-quadrant.
On top of that, we're going to have different types of links between some techs, I'll leave that for you to discover :)
Actually the new tech tree should be closer to a tree that an era based system. Basically each big quadrant is made of sub-quadrants, and to unlock a specific sub-quadrant you need to have X techs unlocked in the previous sub-quadrant.
On top of that, we're going to have different types of links between some techs, I'll leave that for you to discover :)
So, basically, no eras per se, but you progress in each quadrant in the sub-quadrants... Is the activation of deeds for each era then tied to the quadrant with the most progress or is it rather tied to the average "era" of all quadrants?
Are there going to be links between different quadrants or will they only be internally in a quadrant?
Please use the search function next time, as there's already a billion and a half threads about this very topic.
jhell wrote:
Hello,
Actually the new tech tree should be closer to a tree that an era based system. Basically each big quadrant is made of sub-quadrants, and to unlock a specific sub-quadrant you need to have X techs unlocked in the previous sub-quadrant.
On top of that, we're going to have different types of links between some techs, I'll leave that for you to discover :)
Glad to hear that, the closer the tech tree gets to that masterpiece of the first game, the better.
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