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.
again allow me to voice my displeasure with some of the reductions made in the previous balences: why bother putting a catagory in the colonial exchange specialization for sterile planets when the bonus dust income is the same as it would be anyother kind of planet. Please give(return) the bouns dust points for colonial exchange specialization for sterile planets. and please give the imperials back the extra temperate planet influence point.
I believe this grants +1 Dust on any planet, but +2 on a Sterile planet. The Effects are not one-or-the-other. They add.
@hera35 : what speed were you playing on where you achieved conquest by turn 149? I'd guess normal; if you were playing on fast, you'd have been just 1 turn away for the intended "score" victory - in terms of pace it's what we were aiming for :).
In normal however it's definitely too early, especially if you weren't specifically aiming for a conquest.
Do other people share the sentiment of thresholds being too low? At least for expert players?
I have to echo WeLoveYou here: if you want to make turn 149 too early for a victory on normal speed, the game needs a drastic overhaul. My last three victories were Economic/Wonder/Science, all in the turn 85-100 range in games with normal speed and Endless difficulty (although the Economic win was before the trade route nerf). Supremacy can be even faster, especially on the smaller map types.
It would be nice if the game ended later, but you're going to run into a serious problem if you try to push the non-score victories back to anywhere near turn 300. Expert players are always going to win much faster than non-expert players. Thus it will be the case that either (1) expert players will need almost 300 turns to reach a victory condition, making it so that non-experts will never be fast enough to win any victory other than a score victory without turning it off or (2) non-experts will be able to win before turn 300 and so experts, who play more efficiently, will be able to win much earlier (likely by turn 150).
Actually, only kinetics intercept missiles. Also, the X/X/X value isn't how much damage they do on impact (even if it directly impacts DPS), but is their accuracy. We can imagine that a close range a missile has problem locking down for X or Y reason, increasing the possibility of missing. (Not realistic yeah, but gameplay > realism :D )
yea, I know they are. I don't believe I ever implied they weren't? unless you're referring to me saying "or fighters", which I was under the assumption that fighters were also basically PD. I suggested that beams be made a PD weapon, with the major difference between beams and kinetics being their damage type. so kinetics frequently bounce off armour and beams have issues not getting dispersed by shields. slashman said a dev said at one point that "that's not possible", which, from my knowledge with coding in other space games, I have to ask how it's not possible, as whether a weapon can behave as PD or not is almost always by flag: if it has the flag, it shoots missiles, if it doesn't, it doesn't. you could technically put it on missiles and have anti-missile missiles. of course, that would be silly.
as for the effectiveness being purely accuracy and not damage, then I can still agree with missiles having a lower effectiveness at close range, but not a 0 at close and 25 at medium. It doesn't make sense even by gameplay standards. missiles are already countered by PD, so making them practically worthless at medium range and literally worthless at close range makes them, well, worthless. A weapon that can easily be countered needs to punish players who don't employ countermeasures. otherwise, why bother with missiles at all? I think my confusion of effectiveness = damage probably came from the stats listed for beams and lasers in the current version (the 7/14/7 and 7/7/7), though I guess those were the damage per second values and not the damage per shot values.
@plutar you responded really late lol. yes, I was referring to before the beams got the 50 mid range effectiveness. this is because I was referring to how beams were completely mocked before, and now kinetics are in the same place.
@hundredbears I wouldn't say the issue right now is even a matter of expert vs non-expert though. while I'm not particularly bad at the game, I definitely wouldn't want to do pvp, I'd probably get crushed. although that's probably my low self esteem talking. I don't like pvp, in games like civ I always do teams vs AI.
I currently play with normal AI because I'm not a fan of unfair advantages that make it so the AI starts out able to conquer you. makes games with the cravers as neighbors short-lived. I probably could handle a harder difficulty but, eh. anyway, I also typically win at that pace. in fact, on endless speed I typically win faster than 300 turns (not to mention 600 turns). I want to say I start winning around 200, but I haven't played since beams got 50 mid-range and fighters/bombers were released, so I don't quite remember. busy with college and such. Also stellaris. machine empires, man. and when the AI gets close to winning, they're winning at a pretty close pace, so even the AI aren't taking 600 turns to win. if that wasn't intended, then there's definitely a problem there.
I still stand by my suggestion for victory conditions, feeling that both science and economic victory could be done better. science without applications is worthless, after all.
I agree with HundredBears and WeLoveYou that the game would need a drastic overhaul to prevent such early victories for both low and high skill players, though I would like to point out that currently, 150 turn victories are the norm for lower skill players like myself as well. There is no avoiding it; right now victories are three different races, and the first person to cross the finish line of any of them wins, with the games math bearing that out by constantly accelerating production with ever bigger stacking bonuses and costs. Conquest and Supremacy by contrast are tug-of-war, where you win based on the severity of your advantage over others, not reaching a finish line. Mechanically that means that all mechanics are designed to speed up the rate at which the player hits the finishing line, because all mechanics have some level of exponential growth which exponential costs don't always match with. I can only think of three suggestions:
Restructured Math:My first suggestion is to start over on the games math, and do it again with a fine tooth comb and an eye to avoiding overcomplexity in said math, to make absolutely sure that no errant percentage bonuses or lengthy formulas cause the game to accelerate too quickly. Make all costs and all production follow the same strict numbers.
Tennis Scoring:My second suggestion is to replace the race system with a Tennis scoring system, whereby players must obtain at least X of something and a margin of Y over the runner up, allowing players of any skill to go on until someone claims a definitive, superlative advantage. (This is how Supremacy and Conquest victories work currently)
Scheduled Interval Contests:My third suggestion is to ditch the races for contests, awarding Victory Points in each category every Y turns, with the first player to obtain X Victory Points being the winner, with the Victory Points awarded in such a fashion that only a player with a massive advantage in multiple categories can claim a too-early victory; essentially collecting "blue ribbons" at scheduled intervals as one would at a county fair. This encourages players to also take action against each other in an effort to ensure a preferable result in time for each scheduled interval, creating an ebb and flow of diplomatic tension.
WeLoveYou said: Make capitals much harder to take.
Endless Legend did this very simply, by providing the Defense wonder very early on, which scaled based on population. I was utterly baffled when I realized the equivalent wonder in ES2 not only doesn't scale, but is locked as a late game wonder, making Supremacy a hilariously easy victory compared to Conquest, especially when combined with the ridiculous stacking speed buffs of 40-50 movement you can get on your fleets. Not that it could really scale well with population due to the rapidity of population growth in ES2, but it made a lot more sense in EL.
I don't think having finish line victories is a bad thing, though. conquest and supremacy take as long as it takes to achieve their goals, which means the game could end at turn 298, or turn 50, depending on how much you push. a heavily stalemated game, for example, will likely not see a victory for a long time with these victory types until someone makes a mistake. if you have 2 defensive players, this will not happen, as every mistake is guarded by a few layers, making it difficult for the opposing side to take advantage of, and easy enough for the misstepping player to correct. finish line victories break this deadlock. think wonder victory in AoE2. if you can't break the enemy's lines and he can't break yours, and he starts making a wonder, you have to pump everything you've got into a mad dash to destroy his wonder. This can either win you the game, or lose you the game. it makes crucial turning points that otherwise may not occur in a purely tug-of-war game.
also, your proposed contests thing sounds like the score victory. you get points for everything you do, person with the most points wins, the only real difference being yours is "first to X" and the normal version is "highest score by Y"
that said, I feel economic victory should definitely be of the tug-of-war variant. if I have 4,499,999 dust and my enemy has 4,500,000 dust, he "wins" because he had one penny more. as I've suggested before, I believe a stock-based victory would make more sense and be more fulfilling, where you have to be in the lead, be over some value, and remain in the lead for so long.
I feel wonder victory is fine where it is, but now that you mention "victory points", that might be something unique for the wonder victory. each wonder you build produces 1 victory point every turn. the first player to 200 victory points wins. so a player who (is obviously cheating) builds a wonder on turn 1 and survives until turn 201 will win, unless a different player builds 5 wonders at turn 100 and keeps them all standing, in which case they will win by 140. this will favour people who have multiple systems with very high production rates, fitting of the wonder victory, who's focus is the first I in FIDSI
as for science victory, I really don't think just making the best techs more expensive will fix anything. any victory you can win by accident is not a proper victory in my book, and that includes the science victory. for one thing, even if you raise the costs of the victory techs, someone bumrushing the science tree's victory tech will have reduced costs for all other techs, meaning even if they don't bumrush the other 3, they will still have a major advantage and will not be long from them. I seriously think there needs to be a gate for it. like the science victory in the civ games, which require you to form a colony on mars in civ 6, and stuff like that. or was that civ 5? well, whatever, you get the point. there's plenty of potential "goals" you could make for the science victory, and "I discovered some techs" doesn't really make me feel like I've really achieved anything. really, I didn't. it's basic science. it's not applied science yet. there's a very big difference between learning that atoms can be split, and learning how to build an atomic bomb. the atom is basic science. the atomic bomb is applied science.
so tl;dr I feel the victories should be set up in these categories
Expert players are always going to win much faster than non-expert players.
Exactly. Unless we drastically modify the way victories work we won't achieve a similar end for all players, nor do I think we should. Our goal currently is to align the victories in terms of difficulty (one shouldn't be obviously easier than another). Individual conquest was extremely hard, but we're taking notes on the alliance conquest being too easy.
Restructured Math:
While theoretically possible this is a risky endeavour. Seeing how the change to approval a few months ago was received it seems wiser to not push for large economic changes, rather adjustments.
Tennis Scoring:
Scheduled Interval Contests:
While interesting, these suggestions are not the direction that we wished to take Endless Space 2 in (they bring their own problems and also change the pace and feeling of the game).
@ridesdragons: there's something to your suggestions for Wonder and Science victories but it's a bit out of scope of what we can do with the balance mod. We'll consider it for a future update though.
Actually, we should be thanking you Kynrael. You guys really go above and beyond when addressing player concerns. Oh and Jhell as well. Thanks for taking the time to listen and make changes!
Don't mention it :). We're actually very lucky to have involved players like you and the others in this thread, and that we can maintain a healthy discussion about the game. (WeaponizedCaffeine is also doing a good chunk of the work on the mod btw)
I dont think I have any game gone past turn 150 on normal mode. The longest game I had was probably turn 130 where I was just messing around instead of going for the win. I used to win even earlier than that with economic victory on old patches obviously. Nowadays I think wonder and science victory are the easiest to achieve on a huge galaxy with standard settings. Edit: I disabled economic victory alltogether otherwise you suddenly lose when playing vs endless AI.
Either way I don't want to be playing longer than 130 turns because the game becomes really boring. You are just clicking through all your systems to queue up improvements or converting industry to science, moving fleets around. I feel like there is a huge lack of interaction with other factions or quests. For Horatio you try your best to assimilate more factions, as Cravers you have to micromanage your slaves, as Vodyani you micromanage upgrading your arks to all the % bonus industry or science modules. But apart from min maxing there is nothing that seriously forces you to interact with other factions unless you are at war with them.
@slashman its worse, ever walked by somebody pointing into the air not pointing at anything... Yeah thats air math.
So did some tests with fighters. Its far more effective to use bombers only. Its a kill or be killed mentality, not sure why but fighters in a defensive position are having minimal to no effect less than 20 percent impact on the damage done during by the bombers. In theory werent bombers supposed to be countered directly by fighters?
Also I too suggested that beams be point defense, its the battle engine that can not be changed. Beams would cause visual clipping and require a huge engine rework. The engine despite a small oversight is beatiful. The problem lies in being able to stop a ray from a beam impact something as small as a fighter or a torpedo without causing major visual clipping. Imagine a rock concert with rays of light flying around.
@slashman its worse, ever walked by somebody pointing into the air not pointing at anything... Yeah thats air math.
Disturbing...lol
So did some tests with fighters. Its far more effective to use bombers only. Its a kill or be killed mentality, not sure why but fighters in a defensive position are having minimal to no effect less than 20 percent impact on the damage done during by the bombers. In theory werent bombers supposed to be countered directly by fighters?
Could fighters not be adjusted to also target the bombs from bombers? Freespace 2 comes to mind where you would fly interceptors who could either take down bombers or directly also target their ordinance when they launched them at the vulnerable cap ships.
Also I too suggested that beams be point defense, its the battle engine that can not be changed. Beams would cause visual clipping and require a huge engine rework. The engine despite a small oversight is beatiful. The problem lies in being able to stop a ray from a beam impact something as small as a fighter or a torpedo without causing major visual clipping. Imagine a rock concert with rays of light flying around.
It's kind of a shame that beams cannot be used this way due to that limitation as it would be a great fix and addition to the battle system.
Idea for science victory. Is there a way to make it similar to wonder, except the science building wonder is constructed by the science output of the empire? That way it could be pinged on a map, just like wonder, but instead of using production the building locks the system into the contruction and the empires science total is what fuels the speed of the construction. Doing it this way would allow a enemy to try to blockade/ attack said system making the victory more challenging to achieve? That could stop accidental science victories and put it on a more level playing field with wonder and the other. Just a thought
Unless we drastically modify the way victories work we won't achieve a similar end for all players, nor do I think we should. Our goal currently is to align the victories in terms of difficulty (one shouldn't be obviously easier than another). Individual conquest was extremely hard, but we're taking notes on the alliance conquest being too easy.
Your earlier comment had me worried that you had the goal of aligning the non-score victories with the score victory; it's good to know that you're focusing specifically on conquest and the other victories that the balance mod changes directly. Toward that end, here's some thoughts on the current state of the peaceful victory conditions before and after the latest set of balance mod changes. Everything that follows is from my own experience against the AI. No doubt the balance is different in multiplayer.
The Science victory has long been the territory of the Sophons, with the United Empire (as the Mezari) coming in second. The ability to run the Scientist party mandatory law is crucial when pursuing this victory: it lets the player skip around a dozen tier 4 technologies, saving a huge amount of science both directly and indirectly (in the form of decreased research costs for the four victory technologies). The AI isn't aware of this strategy of minimzing technology costs while beelinging the victory techs, nor is it particularly good at maximizing science output. Thus, I've never seen it come remotely close to winning by Science. The current iteration of the balance mod is unlikely to change much. The AI will remain unable to achieve this victory. The player will take a few more turns, but 'few' is the operative word here. The small magnitude of the change and the way that the best strategy already tries to minimize the cost of the victory techs should leave this as the fastest peaceful victory, at least when pursued by a faction well-suited to it.
Outside the balance mod, the Wonder victory rewards well-rounded factions. It needs strong research to unlock the last tier of resources early, an empire large enough to have a source of all six resources and enough systems with high industry to build the actual obelisks. Inside the balance mod, it becomes the Resource Victory. The rate at which one can stockpile the various resources is the main concern. The one Wonder game that I've played with the mod suggests that a faction good at acquiring resources can win only moderately more slowly than it does without the mod, but some factions that were once strong for Wonder victories could find themselves in trouble. The Unfallen might end up relying on luck to manage a fast win, and the Riftborn may have trouble coming up with enough Titanium and Hyperium, as bizarre as that sounds, due to the increased Compression Singularity costs as of a few patches ago. The AI will have trouble planning ahead in a way that lets it save all the resources that it needs to build the obelisks, although this isn't much of a change from the current bad-at-Wonder-victories AI.
A tweak that left resource costs for obelisks between the pre- and post-mod values would preserve the old feel of the Wonder victory and maybe even bring it within reach of the AI. It might be necessary to increase Industry cost as well, in order to stop the victory from becoming too fast and easy, but the current 5x multiplier is an overcorrection to the changes to the resource system. It encourages a miserly, stockpiling style of play that gives luck an excessive role while punishing factions that are slower to expand or have high resource needs. On an unrelated note, the Obelisks of All Space-Time tooltip could also use a tweak before the mod becomes a patch. It still says that it exists only for the sake of the Wonder victory and "gives no bonuses" even though this is no longer the case.
I have yet to try an Economic victory in the world of weak trade routes, but my intution tells me that it might be easier to bring it in line with the other peaceful victories by adjusting it rather than adjusting them. A simple decrease to the dust required to win could make it an attractive option for players once more while also giving the AI some much-needed help. I'll try to play a few games over the weekend and come back with impressions of how hard it is for players and AI to win this way.
Thanks a lot about the additional feedback. The Small T2 & Medium T1 problem we'll have to mull over more to see what we can do to fix that. Maybe a reduction in cost... We'll have to investigate.
Can't you just turn the problem on its head?
Scrap the double power slots on mediums instead have like a 1.5 power slot on the smalls but limit the slots much more. So if you want kinetic weapons on your small ships - you can't have kinetic & laser on that one little fleebag/pindick thing >> u need to upgrade that shit to the next level. But on the super sized beasties, you can have laser + kinetic + intensifier etc etc.
Isn't it as simple as this? I tried to follow along as best I could :) with all your math mumbo jumbo lol
If I can also mention one thing I think needs to be added with all these weapons/shield changes its a bit more detail in the UI - and don't try and cram everything onto one page like you've done with the tech tree, (i hate that by the way sorry lol). You need to follow Civilizations lead here and also have an Endless~Pedia in the game & also individual pages of information. I figure it's a conscious choice and a deliberate approach to the game - wanting to make it look and feel streamlined and modern and whatever. But honestly all these hover boxes and 5 word sentences in a lot of ways it makes the game less intuitive and gives off a.. low budget indie feel, to be frank.
Ill try and explain what I mean a bit better and how it relates to these weapon changes.
In endless legend the tech tree wasn't quite so bad because although its a similar approach in relation to the UI. Endless legend's one is really divided into 5 separate pages one for each era - so you could comfortably hover over a particular building to see its details, and to zoom in and out and stuff. Also, EL's tech tree isn't anywhere near as vast and everything is more linear: teir 1 influence related, teir 2 influence related etc. Therefore its more intuitive. The tech tree in this game, by comparison, is a complete disaster. You need to at the very least divide the screen into 4 separate pages, military, science, eco, race. Also, personally I don't like the zooming, this is the same with zooming into the planets from the galaxy view, it's just not smooth and feels more like lag than anything. In MP games this feeling is far worse! I would much prefer to just hit a button on the UI or a hotkey.
Let me give a specific example with the weapons and how you want to implement these changes the shield life and the weapon efficiency and how they relate to distance etc. You actually need to have a big ass description of each weapon etc in the game and in this description you can explain how pilots like to take pop shots with their kinetics at range but alas, they can't seem to get the sights in order, but as those missiles come closer, the gunners can brrrrr them down. This means you will need to think closely about your cards/strategy and approach to battle. Explain how with the right cards and strategies you can avoid critical damage change the outcome through the correct deployment within lanes and distribution of ships. Relate your description to your gameplay mechanics. Try to explain it all in as much detail as you can as many times as you can over and over without it getting annoying because as it stands the whole combat system just isn't intuitive and is hard to understand especially when you combine it with this sort of zoom/hover approach to the UI and super succinct yet often vague descriptions. I've had friends who are 10+ year turn-based strategy veterans who just can't get their heads around it and can't be f'd trying to because it's not intuitive and your ui/descriptions aren't helpful. Sorry bit of a rant but honestly I think it would make a world of difference, its probably the main reason this game isn't as popular as it deserves to be imo.
Oh and I tell you what these forums need a way to do that ||:: Spoiler ::||thing where you click to show. So you can hide big chunks of text so others don't have to scroll scroll scroll if they didn't want to read my rant about UI for example :)
I've been lurking on this discussion, and my feeling is that a significant issue is that defense doesn't scale well - and so early-mid-game, weapons vastly outclass defense. I.e. if both sides have two wildcard slots, the one who fills them with weapons is going to beat the one who picks defences every time - even if it's the "right" defense for the damage type. When I look at the battle postmortem screen, the percentage of damage prevented by defences always seems minimal, even when I've put a solid investment into them. And it seems like I could have prevented far more damage by killing the enemy quicker.
Just to be sure, are you using the current balance mod? Shields have had their values tweaked as well so defenses should not be quite so pointless early on. Granted that if defenses were that much better early on, things may lead to a slog where battles had no winners more often than not.
Sorry for not responding sooner...While shields do seem better from my limited testing with the new version, my issue is really that the current mechanic can't really scale well at the various stages of the game. Shields are somewhat easier to tweak than armour, as shield hitpoints do somewhat scale with weapons, independently of absorption percentage. It's not perfect, but it sort of scales. But armour doesn't have a similar mechanic, except the additional hull hitpoints - which a) add a vanishingly small amount of health early-game, and b) don't discriminate between beams and kinetics. So one unit of early-game tissue-paper armour absorbs 6% of a starting peashooter and 6% of an endgame purple mega-railgun.
I feel like the ideal would be that if you've got a flexible module slot, choosing between an extra weapon or an extra armour/shield would be a meaningful choice at any stage of the game. I don't think it's there in the early parts of the game.
As far as battles being a slog, I'm not sure how I feel. If battles are very one-sided or neither side has invested in defense, then absolutely it should be a bloodbath. But if relatively-even battles between balanced fleets averaged two engagements before everything was annihilated, would that be a bad thing necessarily? It would make short-range weapons more worthwhile. It would allow a comeback with a better choice of strategy for round two. And it might make it sometimes worthwhile for an outmatched fleet to stand and fight rather than just retreat all the time. It might also make things tedious as hell, granted, but I feel like it's worth considering. Endless Legend tends to take a couple of rounds for major armies to wipe each other out, and that felt okay to me.
Regarding the speed of the game, I've been playing with the Community Mod and its changes to food consumption, and it makes a remarkable difference to the game's pace all round - for the better, I feel. Population growth is on-par early on, but doesn't then scale out of control to reach the magic 300 food/turn mark without even trying. Systems take longer to fill up, diverting production and tech towards food production is much more necessary, breadbasket systems become a thing, and food is useful past the early game and more on par with the other IDS. The knock-on effect is that it takes longer to reach maximum everything, the change in pace around the midgame isn't so jarring, and the late game feels more satisfying.
It's a simple change, but the ripple effects are really pretty substantial. I'd guess it would slow down victory by an average of maybe something like 30 turns? I think tweaks like this can organically make the victories more satisfying as they are, without the need for radically changing the victory conditions.
Found a bug playing Horatio. With the balance mod active, Ash and Lava planet colonization abilities associated with the required techs (Atmospheric Filtration and Maximized Exploitation) disappear entirely...
The Science victory has long been the territory of the Sophons, with the United Empire (as the Mezari) coming in second. The ability to run the Scientist party mandatory law is crucial when pursuing this victory: it lets the player skip around a dozen tier 4 technologies, saving a huge amount of science both directly and indirectly (in the form of decreased research costs for the four victory technologies). The AI isn't aware of this strategy of minimzing technology costs while beelinging the victory techs, nor is it particularly good at maximizing science output. Thus, I've never seen it come remotely close to winning by Science. The current iteration of the balance mod is unlikely to change much. The AI will remain unable to achieve this victory. The player will take a few more turns, but 'few' is the operative word here. The small magnitude of the change and the way that the best strategy already tries to minimize the cost of the victory techs should leave this as the fastest peaceful victory, at least when pursued by a faction well-suited to it.
Indeed. Shell was in the process of revisiting the AI's pursuit of victory conditions so I'll be sure to mention it to him.
Outside the balance mod, the Wonder victory rewards well-rounded factions. It needs strong research to unlock the last tier of resources early, an empire large enough to have a source of all six resources and enough systems with high industry to build the actual obelisks. Inside the balance mod, it becomes the Resource Victory. The rate at which one can stockpile the various resources is the main concern. The one Wonder game that I've played with the mod suggests that a faction good at acquiring resources can win only moderately more slowly than it does without the mod, but some factions that were once strong for Wonder victories could find themselves in trouble. The Unfallen might end up relying on luck to manage a fast win, and the Riftborn may have trouble coming up with enough Titanium and Hyperium, as bizarre as that sounds, due to the increased Compression Singularity costs as of a few patches ago. The AI will have trouble planning ahead in a way that lets it save all the resources that it needs to build the obelisks, although this isn't much of a change from the current bad-at-Wonder-victories AI.
A tweak that left resource costs for obelisks between the pre- and post-mod values would preserve the old feel of the Wonder victory and maybe even bring it within reach of the AI. It might be necessary to increase Industry cost as well, in order to stop the victory from becoming too fast and easy, but the current 5x multiplier is an overcorrection to the changes to the resource system. It encourages a miserly, stockpiling style of play that gives luck an excessive role while punishing factions that are slower to expand or have high resource needs. On an unrelated note, the Obelisks of All Space-Time tooltip could also use a tweak before the mod becomes a patch. It still says that it exists only for the sake of the Wonder victory and "gives no bonuses" even though this is no longer the case.
Noted. The increase had two focuses: make the victory harder, and follow suit with the changes on strategic resources accessibility. We'll tweak the values and run some tests.
I have yet to try an Economic victory in the world of weak trade routes, but my intution tells me that it might be easier to bring it in line with the other peaceful victories by adjusting it rather than adjusting them. A simple decrease to the dust required to win could make it an attractive option for players once more while also giving the AI some much-needed help. I'll try to play a few games over the weekend and come back with impressions of how hard it is for players and AI to win this way.
This is true and is something we might do, but from our tests the victories were not on par, hence the current propositions in the balance mod. If you do play a game, don't hesitate to confirm/disprove your hypothesis and tell us here :).
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34 400g2g ptsReport comment
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Red Five
twimpix
Red Five
36 500g2g ptsReport comment
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UnblockCancelHundredBears
Newcomer
HundredBears
Newcomer
14 000g2g ptsReport comment
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UnblockCancelsgtslick
Newcomer
sgtslick
Newcomer
3 000g2g ptsReport comment
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Newcomer
sgtslick
Newcomer
3 000g2g ptsReport comment
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Newcomer
sgtslick
Newcomer
3 000g2g ptsReport comment
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UnblockCancelBrdu
Newcomer
Brdu
Newcomer
12 400g2g ptsReport comment
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Newcomer
Brdu
Newcomer
12 400g2g ptsReport comment
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UnblockCancelVIPGroo
Enthusiast Survivor
May the force of Auriga be with you, young Padawan !
VIPGroo
Enthusiast Survivor
51 400g2g ptsReport comment
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UnblockCancelDEVjhell
Dev Survivor
DEVjhell
Dev Survivor
40 000g2g ptsReport comment
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