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.
Any comments on when you are going to overhaul political system balance in general? Finally you decided to implement our suggestion to make propaganda a law slot. But in its current iteration its obviously never going to get used over an actual law because dictatorship and autocracy have too few law slots.
I will keep asking these questions till they get answered:
Why do dicatorship and autocracy never gain any law slots?
Why isn't republic nerfed yet? The law effects make it by far the strongest, in addition to being a better dictatorship with a small cost of dust every 20 turns? (I know you guys like the I am the Senate meme, but come on...)
The stronger laws would be more suited to dictatorship anyway since you are forcing to do citizens what you want. In turn you get fewer law slots. Republic gets more law slots but its a mild dictatorship with the option to bribe each election. Sounds a lot more balanced to me.
When is federation getting adressed? The +1 to colony limit is not that helpful to justify the few amount of lawslots. The more colonizes you get and the higher your limit grows, that +1 to colonization limit is obviously less useful. Something like a % reduction to approval penalty for overcolonization would be better (aswell as combo very well with the UE) and give a reason to use this political system.
I was wrong about the state of the Economic victory: as long as I get Galactic Security Charter early in order to earn enough income to unlock a second Trade Company HQ quickly and so forth, an Economic victory and a Wonder victory take me around the same number of turns. If anything, the Wonder victory feels more difficult; defending all the far-flung colonies that are necessary to get enough resources is a tricky thing when you have to save most of your Titanium/Hyperium for obelisks. Every medium ship with strategic resource weapons pushes back your victory by a turn. Half the factions in the game will have trouble with it due to their expansion mechanic or resource needs.
There was some weird AI behavior in my games that I'll be mentioning in the bug reports forum (highlight: AI causes logistics ships belonging to my empire to spawn, presumably due to starvation in one of its systems, and proceeds to get angry at me for having ships in its space and closes borders), but only one technical issue that looked to be specific to the mod. Kinetic weapons are doing almost no damage to enemy ships. All three times that I saw a ship armed with a single basic kinetic weapon survive to the end of a short-range phase in combat, it did around 180 damge. Each time, the ship opposing it had no defensive modules, evasion-boosts or hero bonuses of any sort. Given that the weapon is listed as doing 31 dps and that weapons with far lower stat-sheet dps are doing far more damage in a typical phase, something is wrong. Fixing this wouldn't necessarily give kinetics a use beyond missile defense since, as people have been pointing out, battles with well-designed fleets are usually over before they reach short range, but it would be a step in that direction nonetheless.
Played a game with the mod, another multiplayer game. This one with full 6 players large spiral galaxy, great fun!
But I have some news to report.
Missles, are too easily aviodable/counterable and are immensly easy to kill.
Kinetics are also easily aviodable/counterable.
They counter each other, which is actually a problem.
Lets run a scenario, you want to research your Titanium based weapon, so you pick kinetics and missles blue. You load your ship up with both, you have your own counter. To maximize damage of one of your types IE missle, you need to use a long range card or barrage ect, to max your damage with flak, you need to use turtle or get lucky or any other short range card. You therefore, can never use a battlecard that is in sync with BOTH of your weapons. This is a major disadvantage to lasers. Any battle card played can have a strong positive effect on your laser or beam.
A battle card played on your kinetic/missle ship will have a positive impact on one of your guns and a negative impact on the other. This is not a good scneario.
Also, fighters are still not enough of a threat or cause enough damage to incapacitate bombers. Kinetics however, do enough to counter bombers.
Another item learned, the best fleet is still the one that destroys your opponent first, and through testing, there seems to be a error present in one of the battle cards.
Prudent positions offers 3 long range lanes, and -25% damage on all weapons. Does this - damage apply to fighters/bombers? Because in game, it does not. It also reduces damage much more drastically than what it is stated.
The use of prudent positions, with all your ships in the top or bottom flottilla, loaded with bombers, survives encounters and ships that should be utterly recking/destroying your fleet.
Example would be a sophon carriar x2, loaded with x4 bombers a peice, destroys a x4 antimatter end game carriars (both tier 1, not upgraded version, and each side using a seeker hero with appriopriate skillset, ie pirate lady for sophon, or the sophon seeker, vs the vodyani seeker.
I would encourage examining prudent positions to make sure its working as intended, as right now a side loaded flottilla and using bombers and repair protectors to keep your carriars alive seems to be not counterable. If your enemy goes full kinetics to counter this setup, no side takes any damage. Its a weird situation, if they counter, its a stale mate, if they don't fully counter this setup, your fleet will slowly grind down your opponents bit by bit. And by stale mate, i literally mean, neither fleet taking damage. This I believe has to do with some kind of short range error prudent position has, as it seemed like the kinetics on the enemy vessels even when in the same lanes never got to fire for a battle cycle. Hence why I think this is a error/bug in the mechanics of the card?
And really look closely at how ranges and battle cards are intuitive and how they function with the current weapons in the mod. On one side, the battle cards and weapons work well together, on the kinetic/missle side, the battle card counters the strategy of one of those weapons vs the other. Which would you chose if you wanted the most 'bang for your buck' for your ability cards?
Also played another game on endless with all victory conditions enabled, hit econimic victory as voydyani, didn't think that was possible, turn 242, exceptional galaxy 12 opponents. The victory conditions seemed about right, and timed right, I don't know what else to say, it felt somewhat balanced. I spent the game trying to maximize trade routes and make them as long as possible for the high risk/reward scenario.
This really isn't a complaint, or a request for a change, its just a comment on the state. The rework is better than it was for sure, but now with weapons it seems a new problem is arrising. Not sure what the fix is, but hopefully I've made the point clear enough. It is much much better, you do have to use multiple ship types to get maximum action and the correct strategy/flotilla lane choice to win, but its also very difficult to understand. There is next to no ingame explanation of ranges/flotillas how one cannot shoot the other ect, we/I only know this from combing through the patch notes, rewatching battles over and over, ect.
The state is defienetly much improved, can't wait to see what new changes are in store.
What do you guys think about the missles and kinetics issue with battle cards?
That would be for the next big focus. In the meantime we're going to push an iteration of the current changes this week.
Any comments on when you are going to overhaul political system balance in general?
It could be one of the focus of the next balance pass indeed.
But in its current iteration its obviously never going to get used over an actual law because dictatorship and autocracy have too few law slots.
The idea would be to indeed have a dedicated law slot, but we can't make this in a mod (it requires code changes). It seems the idea is well received though so we'll check with our Creative Director if we can go ahead on it for the next patch.
Why do dicatorship and autocracy never gain any law slots?
Since you can choose exactly what party you want we felt a limitation was in order, but it's clear from the feedback that at least 1 law should be added and unlockable via research.
Why isn't republic nerfed yet?
This isn't a very common feedback; it's true that laws are better, but the government has no other effects. Do the rest of you share this opinion?
When is federation getting adressed?
It's true the increase to the limit is less useful since the addition of "autonomous administration", but it can definitely be an advantage for a rapid expansionist empire. Your suggestion is interesting though and we could definitely try it in a balance mod iteration?
If anything, the Wonder victory feels more difficult;
Thanks for confirming. We're going to push some tweaks on it this week.
@plutar: I'll let Kynrael answer you as soon he is available.
This isn't a very common feedback; it's true that laws are better, but the government has no other effects. Do the rest of you share this opinion?
Republic is my favorite politic but i don't know if it's the strongest. It fit very well with some laws, and sometime it's worth to get a republic only for the combo with one law. For example, if you have a religious republic, and use "Saints and Sinners Bills", you can have an unlimited happy empire, with every system taking advantage of the bonus of happiness. This is basicly what i try to do when i get the Optic research labs with Vodyanis (+25% science on happy). This 3 things combined are just insanely strong in order to power up science production.
Demcracy is also a big deal : having 5 law slot may be stronger, than few stronger laws. It's really depend of the situation. The extra represented party is also a very good make heroes really really cost effective.
I feel that Dictatorship and federation are really weaker. I always change my governement types when i begin the game with one of this two. I tought it was intended. I tought that start the game with federation or dictatorship is a malus, and you need to chnage it when you can.
Federation colonization bonus is really weak. It don't surpass so much the democraty happiness bonus, or any republic law increasing happiness. The elections influence actions are fine, but as republic are, so republic is always a better choice globally.
Dictatorship really need extra laws slot, for sure. It's a good point.
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Republic's advantage over its closest competitor, Democracy, is threefold:
1) Every non-mandatory law comes with disadvantages (either directly or in the form of influence costs). Republic gives an extra law or more worth of advantages without an extra law's disadvantages.
2) There are a few exceptionally powerful laws. The ability to intensify them to make them even more powerful is worth a lot.
3) Once you can spare the Dust, it's better at Dictatorship's gimmick than Dictatorship
The second point is the main one. Laws like Jingoist Joy Bill and Make Love not War are already huge approval boosts, given that you can have 5+ wars/peaces by mid-game in an eight-player map. Intensifying one of them can be another law or more worth of approval on its own. The Dirty Hands Act is another example. Pre-intensification, it's a 20% reduction to system improvement cost, which is equivalent to a 25% boost to industry when building them. That's already strong. Post-intensification, it's a 30% reduction, roughly equivalent to a 43% boost. That's amazingly powerful.
Sheredynplayer hit on the third point already, but it bears further emphasis. Strong-arm tactics (I think that's what it's called) effectively lets you choose the party in power, just like a Dictatorship. I've seen a party with 9% support beat a party with around 55% support using that option. Unlike a Dictatorship, however, you don't have approval penalties from 91% of your popluation not supporting the only political party in your government. Also, the party that you choose might have been in power before, decreasing the number of elections needed to get political experience for the more powerful laws. The ability to control elections like this isn't actually that important: most factions' political tendencies line up reasonably well with the parties that are strongest with their playstyle, especially given that playstyle influences political support and the two best-supported parties get into power. However, it is an edge for Republic and speaks very poorly of Dictatorship that its one and only strength is a side benefit of another government type.
Democracy's +1 approval/pop and extra party slot are both advanatges worth noting, but they're not enough to bring it up to the level of the Republic. The extra law slot at tier 5 of the left quadrant is insignificant. Many combinations of strategy and victory type won't unlock it at all, and the ones that do will do so very late in the game.
Federation is of course weaker than Democracy. It's almost strictly weaker. The extra expansion slot is worth at most +10 approval on the map sizes that I play, and I don't think it gets better on the other ones. Thus as SuperMarioWorld mentioned, it's outclassed by the Democracy approval bonus. Meanwhile, Democracy gets the extra law slot and third political party, a much better pair of bonuses than the rarely-used ability to support particular parties with influence.
Dictatorship is on the bottom. Having only one party in power is a significant disadvantage between the lack of senate slots, approval penalties and limited law selection. The ability to choose that party isn't worth it, especially given the anti-synergy between the two. Add in the bonuses that other government types get and the lost law slot, and it comes off very poorly.
The goal shouldn't be to make the goverment types equally good, though. If they were, having a technology that allows switching government would be rather pointless, after all. Ideally, the game would be balanced such that factions that were otherwise stronger had weaker goverments and the choice of whether and when to switch governments was an interesting one that varied from game to game. We're already mostly there. Autocracy is a weak government, but it fits the Cravers well and making it as good as Republic could make an already strong faction overpowered. Democracy is weaker than Republic, but not by so much that just skipping Xeno Anthropology and five turns of anarchy isn't a tempting choice for the Sophons, especially given how much trouble they having coming up with enough influence to switch governments. When to switch is a very interesting choice for most of the factions that start with Federation, although it is thematically odd that the United Empire almost always wants to swap to Democracy during the mid-game to advance their faction quest. The main outlier is the Horatio, a terrible faction with a terrible government.
jhell wrote:
Did you use the test improvements to accelerate manpower changes? Should we keep them in, or they feel superfluous to you?
I didn't even notice them in my games, but that's an artifact of the changes and style of play that I was testing. These are the improvements that spend manpower/influence to increase the speed of ownership changes, right? The way that newly-conquered colonies drag down the empire-wide approval is a pain and arguably an excessive disincentive to building up a military, so not superfluous from my perspective. The silence from other commentators on the subject could be the same thing: an indication that they were focused more on the most important changes (like the weapons overhaul) rather than the improvements were unnecessary.
This isn't a very common feedback; it's true that laws are better, but the government has no other effects. Do the rest of you share this opinion?
When is federation getting adressed?
It's true the increase to the limit is less useful since the addition of "autonomous administration", but it can definitely be an advantage for a rapid expansionist empire. Your suggestion is interesting though and we could definitely try it in a balance mod iteration?
Republic is by far the best government. Let's compare it vs federation. Republic has no benefits by itself but let's say you're running the toys for boys law which is very popular and lot of people run it for half the game or so. Republic improves its effect to give you extra +10 morale. That +10 morale basically negates disapproval from 1 system overexpansion but it also gives you benefit when you're not over the limit and it's just a benefit from a single law. The upgraded benefits from just a single law are very often better than the whole abilities of government type and you get not one of those but 3-4. The most significant example I think is upgraded saint and sinners forcing the approval to happy instead of content. That effect is extremely strong. Republic is in another class than other governments and it's not even a contest.
Agreed with everyone else about government types and especially the lackluster Dictatorship and Federation.
For the former the ability to always choose your preferred party doesn't outweight the massive disadvantages it's currently shoveled with, especially since you still need to actually level up other parties which is literally impossible to do as Dictatorship due to only one party being allowed. Choosing your current politics and switching preferred party on the fly is actually discouraged since it forces you restart from zero party experience progress.
Federation's miniscule increase in over-expansion limit is negligible at best even before you unlock Lvl4 systems and Autonomous Administration improvement. It's just a non-scaling one time happiness bonus. Democracy gets much higher base happiness, more happiness from represented parties not to mention more law slots to increase it even further with (free) laws if you want, while Republic gets the same amount of law slots as Federation but is also better at managing happiness due to laws' increased effects. Both are much better at filling Federation's sole shtick as the expansionist focused government type and get other big bonuses to top it off. If you'd prefer to keep and buff Federation's current ability rather than rework the government type altogether, I'd suggest it should at least get its expansion limit increased alongside tech era advancements, in the same way that tech era advancements currently unlock additional law slots to actually make it the best government type for expansion focused playstyle. Or as suggested, make it a percentage based bonus that notably reduces over-expansion disapproval across the board.
Like HundredBears said the government types need not be equally good at everything, but I think ideally they all need their own best shtick to make them stand out and a viable choice depending on your playstyle. Rather than being something like "I'm playing faction X, therefore I'm gonna pick Y government in all my games" it should be "I'm playing faction X and my current situation / playstyle warrants using government Y since it provides the best bonuses for this specific situation / playstyle". Like the Federation actually becoming the intended expansion focused government type if it ends up getting a buff; useless if you're boxed in or slowly expanding and don't need the additional approval to combat over-expansion penalty, but a very lucrative choice if you're expanding wide and fast.
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And oh yeah, while somewhat tangential I also have to chime in on United Empire's faction quest. To be specific: Chapter 2. Looking to the Future, Excavating the Past - Part 2.
It's a bit weird that UE has to change to democracy to complete their UE Industrialist quest path or wait very late until unlocking one additional law slot from the final tech tier. I think gameplay wise it's supposed to balance the fact that UE already starts as Industrialists and as such they're required to activate one additional law compared to Militarist and Scientist paths of the same quest (that require 3 instead of 4 laws), otherwise the Industrialist path would be a complete non-brainer.
However lore wise it's still a bit silly that the pretty stratified and dystopic society like United Empire with paranoid power-hungry Zelevas at its helm supposedly goes through a massive reform and turns into a democracy and it's not reflected in the story in the slightest. Though this is really more of a bigger gameplay and story clashing issue with other factions reforming their governments as well, IIRC Horatio also need to reform to other government type in order to get more law slots for their faction quest's Ecologist path and I'm not sure boss-man Horatio himself would really approve of democracy. Though perhaps instead of gameplay changes, some flavor text describing the government types for different factions (f.ex. Democratic Horatio or UE) is in order?
That would be for the next big focus. In the meantime we're going to push an iteration of the current changes this week.
Any comments on when you are going to overhaul political system balance in general?
It could be one of the focus of the next balance pass indeed.
But in its current iteration its obviously never going to get used over an actual law because dictatorship and autocracy have too few law slots.
The idea would be to indeed have a dedicated law slot, but we can't make this in a mod (it requires code changes). It seems the idea is well received though so we'll check with our Creative Director if we can go ahead on it for the next patch.
Why do dicatorship and autocracy never gain any law slots?
Since you can choose exactly what party you want we felt a limitation was in order, but it's clear from the feedback that at least 1 law should be added and unlockable via research.
Why isn't republic nerfed yet?
This isn't a very common feedback; it's true that laws are better, but the government has no other effects. Do the rest of you share this opinion?
When is federation getting adressed?
It's true the increase to the limit is less useful since the addition of "autonomous administration", but it can definitely be an advantage for a rapid expansionist empire. Your suggestion is interesting though and we could definitely try it in a balance mod iteration?
If anything, the Wonder victory feels more difficult;
Thanks for confirming. We're going to push some tweaks on it this week.
@plutar: I'll let Kynrael answer you as soon he is available.
Thanks for your response. I am very happy to hear that we are getting additional law slots and a dedicated propaganda law slot. Some additional explanation about why I think political parties need balance adjustments:
Currently, I believe Republic to be the best political parties and democracy to be the 2nd best. Autocracy is pretty good aswell, though not as good as the first 2 mentioned but this is fine. The reason why democracy is good is simple. It grants you a lot of approval which enables to you expand way past your colonization limit and still maintain an ecstatic population. Horatio combos very well with it due to the high amount of pops per systems. With terraforming and additional population slots, its possible to achieve 50 population in a single system which in itself is a 50 approval bonus! (Worth mentioning that I had a game with more than 300 population of Horatio, as we all know 300 approval > 10 approval worth of colonization limit from federation.) With a huge amount of law slots and representatives you can basically enact all the laws you want which is very good aswell.
Now for Republic the fact that your laws are stronger would be good enough already, but in addition to that its very easy to get any political party in power that you want for some dust. In the past this dust cost wasn't even affected by dust inflation, which made it basically free. I am glad this got adressed. Some law effects are increased by 50% but others are increased by 100%! And then some others are not increased nearly as much. Here are some notable ones: Jingoist joy bill: +30 approval perwar instead of +15 for non republic. Obviously easily abused by the fact that you can declare war on minor civiliations and enjoy tons of free approval. This one might be a bug, but on my Vodyani republic "us or them decree" granted +30 approval per war aswell, whereas on a non republic it granted +20 approval per home system. Saints and sinners bill: Forced Happy for Republic (game changing law becomes even better) vs content for non republic. Horatio special ecologist law: +4% bonus science per splyced population instead of +2% on non-republic. Deadly intent bill: +75% dmg to weapon modules and +75% bonus to troop damage for republic but only +50% each for non republic (still probably way too good and one of the reasons why offence is so much better than defense in this game). Brain over bucks: +30% science for -20% dust in republic vs +20% science as non-republic. I don't know about others, but I enact this law immediately at turn 40 every time. This one is actually a reasonable increase: Lower fleet costs: +20% for republic vs 15% for non republic.
As you can see, some increases are 50%, some are 100% (which for percentage bonuses is a huge increase, easily hundreds of extra FIDS) and some are not as much. Clearly there is a lot of inconsistency here.
Normally I believe the government system to act as a way to increase the strengths of your empire depending on how you play. Are you focused on science, then science laws will help you get to the science victory faster. Are you trying to focus on domination, then the militarists will ensure your increasing number of systems will stay reasonably high on approval. This works very well. However, as you can see some political systems (republic) can do this just so much better than others, that there is not a lot of reasoning to ever choose anything else. I hope you understand now why I keep calling republic basically a better dictatorship and compare power levels between those two so much, as its the biggest disparity.
You said that republic has no other effects besides better law slots: Well turns out having 50% to 100% bonus on laws is pretty good compared to having +1 colonization limit/same amount of law slots or having no bonuses and fewer law slots which also never increase but a slightly easier time choosing your favourite political party.
It's a bit weird that UE has to change to democracy to complete their UE Industrialist quest path or wait very late until unlocking one additional law slot from the final tech tier. I think gameplay wise it's supposed to balance the fact that UE already starts as Industrialists and as such they're required to activate one additional law compared to Militarist and Scientist paths of the same quest (that require 3 instead of 4 laws), otherwise the Industrialist path would be a complete non-brainer.
Thanks for pointing out that the Industrialist path is the only one on which this issue crops up. The Industrialist choice on part one of that chapter has been so much of a no-brainer for me that I'm not sure if I've even seen part two for the other parties. The difference in laws required opens up the possibility of getting to chapter 3 and turning into the Sheredyn/Mezari very early, possibly right after the second election without even switching government types. I'll have to try that. We're agreed that it's no less weird for only happening on that one path, though. If anything, it's especially odd that it's the UE-style Industrialist path that has the UE diverge the most from the way that it's portrayed in the lore and flavor text.
It's a bit weird that UE has to change to democracy to complete their UE Industrialist quest path or wait very late until unlocking one additional law slot from the final tech tier. I think gameplay wise it's supposed to balance the fact that UE already starts as Industrialists and as such they're required to activate one additional law compared to Militarist and Scientist paths of the same quest (that require 3 instead of 4 laws), otherwise the Industrialist path would be a complete non-brainer.
Thanks for pointing out that the Industrialist path is the only one on which this issue crops up. The Industrialist choice on part one of that chapter has been so much of a no-brainer for me that I'm not sure if I've even seen part two for the other parties. The difference in laws required opens up the possibility of getting to chapter 3 and turning into the Sheredyn/Mezari very early, possibly right after the second election without even switching government types. I'll have to try that. We're agreed that it's no less weird for only happening on that one path, though. If anything, it's especially odd that it's the UE-style Industrialist path that has the UE diverge the most from the way that it's portrayed in the lore and flavor text.
I tried all routes with UE and Mezari seemed to be the best choice. You gain an additional 10% bonus to science and then some % bonuses through quests later on. Also switching to mezary is the easiest to do, you will most likely complete it instantly. It only takes you 200 science production per turn to become mezari (for the record, to unlock the science hero at the start it took me like 206 science production per turn).
It's a bit weird that UE has to change to democracy to complete their UE Industrialist quest path or wait very late until unlocking one additional law slot from the final tech tier. I think gameplay wise it's supposed to balance the fact that UE already starts as Industrialists and as such they're required to activate one additional law compared to Militarist and Scientist paths of the same quest (that require 3 instead of 4 laws), otherwise the Industrialist path would be a complete non-brainer.
Thanks for pointing out that the Industrialist path is the only one on which this issue crops up. The Industrialist choice on part one of that chapter has been so much of a no-brainer for me that I'm not sure if I've even seen part two for the other parties. The difference in laws required opens up the possibility of getting to chapter 3 and turning into the Sheredyn/Mezari very early, possibly right after the second election without even switching government types. I'll have to try that. We're agreed that it's no less weird for only happening on that one path, though. If anything, it's especially odd that it's the UE-style Industrialist path that has the UE diverge the most from the way that it's portrayed in the lore and flavor text.
I tried all routes with UE and Mezari seemed to be the best choice. You gain an additional 10% bonus to science and then some % bonuses through quests later on. Also switching to mezary is the easiest to do, you will most likely complete it instantly. It only takes you 200 science production per turn to become mezari (for the record, to unlock the science hero at the start it took me like 206 science production per turn).
No way! Gjallafire is a superb weapon for the time you can get it. IIRC it has more DPS than hyperium lasers, and you can secure it way earlier than that by battling a few pirates. In terms of advancing the questline, getting 3 militarist laws is a lot easier than the others, and the UE questline gives some pretty great rewards and versatility. Sci Fi design school is great, don't get me wrong, but if you want doomfleets early, Gjallafire is the way to go. If you went for the military option (10% dmg) at the start, then your fleets are even more scary. Plus it's called Gjallarfire!
I used to underrate going Sheredyn (admittedly I used to underrate Mezari as well when the UE pop bonuses were slightly different), as the pop bonuses for Mezari and Imperials are both so good, but learned to love the 20% ship bonus (35% running fleet construction laws, 40% running republic with same). Note that this also improves their buyout costs. Your systems also become Unfallen levels of impenetrable with the manpower bonuses. If you want to play UE as a military juggernaut then the military quest options are all more than viable.
I know science and industry are the most important FIDSI in the game in terms of victory, making Mezari and UE options seem like a no brainer, but *taps forehead* they can't have science and industry if all their worlds are flying a Sheredyn banner.
You can get Gjallarfire without becoming Sheredyn, its just a normal quest choice. I agree its super good but it got nerfed in a recent patch. On the same note, why did Hammer of the Heart get buffed to an inside 69 damage? Its a close range laser from Unfallen questline, but lasers got made so overpowered recently and now this stupid quest weapon that doesn't cost any strategics blows everything out of the water.
I usually go the following quest route: 10 curiosities at round 5, choose petra, Gjallafire or sci fi design school. Don't quite remember how the questline continues after that.
You can get Gjallarfire without becoming Sheredyn, its just a normal quest choice. I agree its super good but it got nerfed in a recent patch. On the same note, why did Hammer of the Heart get buffed to an inside 69 damage? Its a close range laser from Unfallen questline, but lasers got made so overpowered recently and now this stupid quest weapon that doesn't cost any strategics blows everything out of the water.
I usually go the following quest route: 10 curiosities at round 5, choose petra, Gjallafire or sci fi design school. Don't quite remember how the questline continues after that.
Sorry, I should have been clearer that the comments about Gjallarfire was in response to HundredBears always picking the science and industrialist options.
I'm playing on the balance patch, and I can't remember the nerf. In the patch it does 37 DPS with a 15% crit chance, and fires at all ranges, which is unbelievably good for that point in the game.
Questline after that goes - choose Mezari, Sheredyn, or UE. Then it diverges after that depending on your choice. Basically, Mezari get Transparent society (T5 military tech - gives you +Approval for science improvments - it's pretty meh as the approval isn't much) and a +15% to science, UE get Mount of Zelevas, which is an influence wonder, and Cyborg Patriots which is a better version of conscription for invasion defence. Sheredyn get the Emperor module for ships which is a base +10 energy and kinetic defence (which is incredible, but it costs 1000 dust - so 2000 on a cruiser), and Sheredyn slugs which is a battle tactic that improves hull penetration on kinetics (missiles and slugs).
Talking of Sheredyn Slugs, for the devs, it's currently a medium range kinetics based card. As missiles in the balance mod only work at long, and slugs only work at short, it's kind of a useless card, as you'll spend the first round not firing. Could you change the ranges?
Sorry, I should have been clearer that the comments about Gjallarfire was in response to HundredBears always picking the science and industrialist options.
I'm playing on the balance patch, and I can't remember the nerf. In the patch it does 37 DPS with a 15% crit chance, and fires at all ranges, which is unbelievably good for that point in the game.
I think that puts it on par with the unmodded version of the game: both do marginally more damage than hyperium lasers, but lack the accuracy debuff. It's extremely strong, but I've always found that it's easy enough to out-fight the AI with weaker weapons and so would rather have a quest reward that helps with economy. The industrialist improvement gives 40 industry/turn at that stage of the game, which isn't bad for its cost and particularly helpful for getting infrastructure built in less developed systems. Most of the industry improvements after X-II are best in well-developed systems or only situationally good, so it's nice to have a cheap-ish industry improvement that works everywhere when you're getting everything set up.
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Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
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Eyder Precursor
Slashman
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vorsprung der technik
VIPplutar
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Dev Survivor
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Auriga
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Broken Man
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Broken Man
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