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.
How does everyone feal about taking over systems with invasion? I like the it but I would like to see a option to kill off the enemy empire without taking the system for myself it's kind of annoying every time I push into enemy space I'm killing my happi upness because I have to keep the system for x amount of turns before I can raze it
Is it possible to add a feature like if u use invation with the first two choices u can keep the s
ystem but if u use bombardment it would destroy the pop and not take it over?
I agree with ur statement that it should give u the option like in other total war games but there should be consequences to kill a lot of souls.
Now the cool thing about ES2 is that we have the senate feature and thus gives us leg room to not just put a negative consequence to that action. It could make sense for the a pacifist senate but if a militaristic government has control and the majority of the senate is so inclined, we could even get a improved happiness for killing our enemies with no mercy...
The effects should depend on the population living on the planet.
If your own faction lives there then consequences should be huge.
For minor factions it would depend if they are part of your empire or not.
A lot of interesting options here.
But in any case I wouldn't do that as a single turn action.
More like treating the system as "hunting grounds" that do not count as your start system but you kill population based on your fleet firepower (this damages infrastructure also) and your ground troops power.
The normal rate would be around 1 population per turn (2-3 if you have a lot of firepowere) and in this way you can raze a system without taking control over it and the original owner has time and motivation to recapture it.
(maybe other factions would also be motivated by their voters if their population is being murdered)
The effects should depend on the population living on the planet.
If your own faction lives there then consequences should be huge.
Won't someone think of the poor, beleaguered Cravers on that plan- URRRRGAAAFFFFOHMYGODITBITMYEYE!
Exactly. I still wonder how I can actually conquer a Craver system without bombing those fuckers into outer space before resettling.
TO be honest, after conquering a cravers system I always use the improvement that converts pop into manpower until there's no craver left, even if this implies going to 0 pop. This way I can get rid of them 1 pop/turn without having full ownership of the system, but at the cost of accidentally "converting" some of other factions pop.
To get rid of undesired pop, just take a look at this idea from Kweel_Nakashyn. I upvoted two days ago, but seems to be there for many time. A shame this good feature went unnoticed.
Using this manpower mechanics makes this a bit ironic: you enroll pop to fight against themselves in another planet, and same time get rid of 'em in both systems...
Why the negative with cravers? Are they a bad population to have in your system?
Cravers consume planets until they are depleted. Before being depleted there's a FIDSI bonus, but once they're depleted there's a FIDSI penalty, even if you kill all Cravers in the system. so everyone playing against them wants to conquer theyr systems before they're depleted.
In ES1 this stopped when you conquered the system. But with actual ES2 pop mechanics, cravers pop will continue depleting the system regardless of its owner and the only way to stop this is to kill that craver. To make it worst: if a craver migrates to one of your systems, will start depleting a planet.
To clarify, I'm not criticizing actual pop mechanics, what I see as a very good improvement and lots of potential. Only explaining.
If that drag&drop idea were to be implemented, there could be a mecanism for Cravers to send their population to an ennemy system. Totally stealth, of course :)
To get rid of undesired pop, just take a look at this idea from Kweel_Nakashyn. I upvoted two days ago, but seems to be there for many time. A shame this good feature went unnoticed.
Using this manpower mechanics makes this a bit ironic: you enroll pop to fight against themselves in another planet, and same time get rid of 'em in both systems...
that's actually how the roman empire did stuff conscription and whatnot
what about a law that would allow to ban certain pop (a more extreme racial purity act)
Why the negative with cravers? Are they a bad population to have in your system?
They'll screw you if you leave them alive on the planet, as the population will begin to "Deplete it", a mechanic wherein a planet will slowly lose output as time goes on. As a result, it's imperative to eliminate them before the planet falls in to that state. That's the gameplay answer, the lore answer is because they're insectoid killing machines, so keeping a large population of them around after just having fought them is a tremendously poor idea.
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